GM Levi's {Advanced} Sands of Osirion Campaign Arc!

Game Master Levis


51 to 100 of 167 << first < prev | 1 | 2 | 3 | 4 | next > last >>

DM Barcas wrote:

@Belgraen I think a dragon is a good choice, better than a demon/devil, and we also have Abraxiel (hopefully) to fulfill the angelic host role. Also, his history mentions "centuries" of experience, but you have his age listed as barely 100.

@Weir If your character is now immortal thanks to his class ability, you really ought to make that a prominent part of his story. Does he still "connect" with mortals? Does he consider his past as just part of his history, or still part of his identity?

Oops. I meant decades. Unless of course if you'd like me to advance an age category with all the plusses and minuses I can do that. :-)

Edit: @Weir. I'm not immortal for another five levels. :-)


Belgraen wrote:

@Tarxt

I like the concept. If the blade is a djinn who is truly trying to feed himself perhaps you/it would seek out a high level spell caster to help you. <-- plot device to introduce our characters. Natually it would be beyond my power, but a good plot device regardless.
Just a thought.

Ooh! Your character seeks me out due to Belgraens reputation as a sage. Though Belgraen does not have the direct answer the magical investigation does yield a location where the next piece of your puzzle is. Intrigued by this mystery Bel transports the two of you to *insert campaign appropriate location* and the adventure begins.

Just a thought. Feel free to use it or some variation if you like.

RPG Superstar 2011 Top 32

I like what I'm seeing!

Concepts thus far:

-Straight Wizards
-Angelic Host Summoner
-Elven Living Monolith
-Summoning Based Druid
-Holy Vindicator (possibly?)
-Grippli Witch
-Balanced Scale of Abadar
-Phalanx Fighter
-Bloodbound Magus

Quite the variety there, but I would LOVE to see more! If you can, try to follow in Bel's and Barca's style, it really helps me piece the party together when I have almost an excess of information! :)

Keep 'em rolling in! :D


I'm sure that by "straight wizard" you really meant "Master Conjurer of the Eighth Circle who bends the laws of space and time to suit his whims." Merely a typo, im sure, :-)


Wow lots of typo's

Supreme shaman of the combined tribe and master of the arcane arts....


On another note:

Who is Weir? WIll Weir please stand up.


Belgraen wrote:
Belgraen wrote:

@Tarxt

I like the concept. If the blade is a djinn who is truly trying to feed himself perhaps you/it would seek out a high level spell caster to help you. <-- plot device to introduce our characters. Natually it would be beyond my power, but a good plot device regardless.
Just a thought.

Ooh! Your character seeks me out due to Belgraens reputation as a sage. Though Belgraen does not have the direct answer the magical investigation does yield a location where the next piece of your puzzle is. Intrigued by this mystery Bel transports the two of you to *insert campaign appropriate location* and the adventure begins.

Just a thought. Feel free to use it or some variation if you like.

I think it works to some degree. It's had some time to evolve in my head since I last looked at this and I have my choices of feats and arcana's and with them comes more story. When I have abit more time I'll detail these things.


@ Levis,
Spells Picked Peruse at your leisure. Naturally spells are subject to change daily as needed, but unless he's got a good reason bel's going to have this list memorized.

I'm going to add some notes to myself like durations I don't have memorized etc.

Scarab Sages

Homework load ballooned dramatically, so I'm not going to be able to do justice to the Vindicator by Friday.

Sweet concepts though guys! Definitely want to lurk on this one.


Cue the theme music!

"Spider-frog, spider frog; does whatever a spider-frog does."


I was thinking about having a demiplane to use as a refuge. Were I a mage making a "fortress of solitude" so to speak would be on the top of my list.

I had this whole thing written up that I was going to get you to peruse and my internet timed out before I could save it. *sigh*

So here's the brief version Using the 8th level spell would require 20K to make it permanent. I considered purchasing an item to get the 9th level version, but thought that might be a bit too much.

Basically it's a self sustaining temperate forest with a keep and four level 1 commoner servants (actually simulacrum) Basically that's it. Nothing fancy.

On another note:
I was thinking about making some other low level simulacrum, but I'm not sure exactly what "special abilities" means in the simulacrum spell description. So if I find a 2HD brownie and use that to make a simulacrum. (the brownie in the bestiary 2 is one HD so i'd basically be making a construct copy of that) Would it be able to use it's spell like abilities normally? I'm going to browse the forums to see what they say, but I wanted everyone here's feedback.


Belgraen wrote:

On another note:

Who is Weir? WIll Weir please stand up.

*tentatively raises a hand*

I do not know where 'Weir' comes from, but my PC application picked-up immortality from going 10 levels of Living Monolith, so maybe he is referring to me...?

Either way, he makes a good point, and I will look into expanding on it :-)


Seif-al-Din ibn-Subhi wrote:
Belgraen wrote:

On another note:

Who is Weir? WIll Weir please stand up.

*tentatively raises a hand*

I do not know where 'Weir' comes from, but my PC application picked-up immortality from going 10 levels of Living Monolith, so maybe he is referring to me...?

Either way, he makes a good point, and I will look into expanding on it :-)

I shall call you Sadis, as I don't really know how to pronounce your full name. :-)


So I have my Arcana and Feats selected giving me an idea of where I want to go mechanically with him. Part of me really regreats my low charisma score since the eldritch heritage feats provide some really good ways to add seasoning to my magus beef. Perhaps another time.

I'm seriously considering Word Casting for my Magus to get that more "ancient forgotten secrets" feel. Need to look over it closely to see if that's what I want.

The Story of the Man and Blade.:

There are many schools and philosphies regarding the art of martial magic that magi practice. There are the fists of Nethys a religious monk like order who wield quarterstaves and are practiced in both the healing and destructive arts. There are the Burning Blades a group dedicated to the philosiphy of fire. Than there is the Explosive Thunder style, a style spoke of not as an actual style but an ideal. A style where a master practitioner could lay opponents in a single magically charged blow. This style exists and it only ever has one practitioner at a time. It's story reaches back millenia, before the time of darkness, before the fall of azlanti, to the realm of the Djinni.

The story goes that one of the Djinni a hero among them named Abdular created the Explosive Thunder style adn used it to create an army of the Djinni to crush heir sworn enemies the Efreeti. They were met with some success and news of Abdular's coming was often heralded by terror from the opposition.

It was not until the Efreeti appealed to the fiends of Hell that the crusade was stopped. A particularly cunning devil (some stories say it was a pit fiend other's say Asmodeus himself depending on who tells the tale). Made a bet with the the Djinn. The nature of this bet is debateable and sages still argue the exactness of it. What is known is the stakes. If the Djinn won then the Devil's woudl turn on the Efreeti and wipe them out. If they lost then the Djinn would forever forfeit his freedom and power. Seeing that the deal was well worth his life he decided to take it. Then lost.

His essence was captured by the devils and forged into a Black Blade and with it all of its knowledge of the explosive fighting style the Djinn practiced. For several millenia this blade was all but forgotten seen but rarely in the hands of tyrants or other servants to hell.

It was not until adventurers caught up with the blade and defeated its owner that it had a more prominent run in history. Several of its owners had tried the test of the starstone (and failed) others were great heroes who took part in major events throughout history. Though it was never mentioned nor played a pivotal role, the blade was there.

In the meantime Abdular bides his time. He has learned much, and taught many. When, and if he's released it will be hurricane in Hell the likes of which hasn't been seen since the Rough Beast himself fell upon the land.

His most recent host was a rather unfortunate Half Elf by the name of Rezamar Kesselen. A desert bandit in search of money and glory.

His life began in the deep desert where his mother's and fathers tribes often intermingled and sometimes married. For the most part his childhood was happy and his parents kind and loving. The toruble for him did not begin until his teenage years saw him becoming increidbly infatuated with a wealthy but beuatiful woman from another nomadic tribe. Realizing that he could never get her attention with his common upbringing and simple lifestyle he took up his blade and what magic he had learned and joined with a group of desert bandits.

He doesn't speak much of that time only admitting that "I was not an honorable man."

He might have been destined to die at the end of a caravan guards blade or eventually slain by a group of hired mercenaries or adventurers were it not his chance finding of the black blade in the deep desert.

At first he thought he had found some simple magical blade and reveled in his luck. However as the blade began to awaken from its long slumber and the Djinn within realized the nature of its owner it began to influence him, take control, and force him to do its will.

Eventually he had to give up his life of banditry and started a journey to rid himself of the blade that he viewed as a terrible curse. He went on many adventures, slain many evil things and has walked into more cities and exotic places than many have had in their lifetimes. He has done battle with vikings in the frozen lands, wandered through the mists of Ustalav and has even seen the precipice of the World Wound. He has become quite the hero and accomplished warrior, but the blade is never satisfied.

Though he has come to terms with his past and feels that it is past time for him to be forgiven he can never stay in one place, nor can he have any long meaningful relationships as the blade always reminds him of his past misdeeds and tells others in gory detail about it. Sometimes it takes control whenever Rezamar tries to stop him. So, he wanders. As the blade grows in power and influence Rezamar grows more and more desperate to free himself of it. At the same time he has a growing terror that he has come to rely on it. It was the one who taught him how to fight, how to blend spell and blade into a seamless and explosive force. In the end all he wants is to retire to a quiet life in one of the beautiful cities that he has visited. But, the blade will never allow that so long as it exists. Rezamar is all but a slave to its power.

Rezamar is a dark skinned half elf with brown eyes and short curly brown hair. He tends to dress in the thick but loose fitting attire of his homeland worn over his heavy armor. His weapon is a Falcata made of an oddly colored light blue steel that alternates from speaking in whispery windy voices to thunderous reprimands and coercion. Rezamar has collected many thigns on his journeys and these are foten hanging from a belt or worn on his person as sentimental reminders of where he's been.

If Belgaer still wants in on this he's welcome to but you basically have to be able to tolerate a black blade that likes to remind people that Rezamar was once a thief, rapist and murderer.

And some mechanics:
1 Power Attack
3 Weapon Focus (Falcata)
5 Intensified Spell
5 Arcane Strike
7 Spell Penetration
9 Furious Focus
11 Extra Arcana(Close Range)
11 Weapon Specialization (Falcata)
13 Greater Spell Penetration
15 Improved Inititive

Stats:
Str: 18
Dex: 12
Con: 13+1
Int: 14+2+1+1
Wis: 9
Cha: 7

Arcana:
6: Wand wielder (Will replace with arcane accuracy if I go for word casting)
9: concentration
12: critical strike
15: quickened magic

Alternate Racial:
Ancestral Weaponry (Falcata)

Trait:
Magical Lineage (Shocking Grasp)*may change depending on whether I wordcast or not probably to Heirloom Weapon Falcata*


TarkXT wrote:

So I have my Arcana and Feats selected giving me an idea of where I want to go mechanically with him. Part of me really regreats my low charisma score since the eldritch heritage feats provide some really good ways to add seasoning to my magus beef. Perhaps another time.

I'm seriously considering Word Casting for my Magus to get that more "ancient forgotten secrets" feel. Need to look over it closely to see if that's what I want.

** spoiler omitted **...

As one of the longer lived races Belgraen understands the ability, and frankly need, for personal transformation over time. When the murder/rapist thing come up Bel will simply say something like "we wear all once something else." His backstory has a personal transformation element to it also. He was raised a pretentious noble, but over time his perspective changed for the wiser. So i'm down with the plot assisting backstory if you are.

On another note:
I posted the write up of my Demiplane if anyone wants to check it out. Its simple, but pleasant. It'll be a cool refuge to use if needed. I'll probably add magic dominate and time features to it when I can cast the ninth level version.

Also, spell casting is expensive! I've got to edit my gear so I can afford to have certain things for high level spells. DM just note that I know I need to do that.


Belgraen wrote:


On another note:
I posted the write up of my Demiplane if anyone wants to check it out. Its simple, but pleasant. It'll be a cool refuge to use if needed. I'll probably add magic dominate and time features to it when I can cast the ninth level version.

Also, spell casting is expensive! I've got to edit my gear so I can afford to have certain things for high level spells. DM just note that I know I need to do that.

Demiplane looks pretty neat, definitely handy as a refuge!

I've finally got my gear done, I think. Choosing typical spell selection now, that is slow going...


based on this i'm going to edit my simulacrums a bit. I'd like one to be a higher level cleric for the useful downtime spells.

James jacob speaks:

Tiny Coffee Golem wrote:
Is there a good thread somewhere that discusses the limits of simulacrum? If no could you clarify the limits of simulacrums? Specifically in reference to spell casting and spell like abilities. If I make a simulacrum of a cleric does it get to cast spells? Can it pray to renew it's spells? Stuff like that.

A simulacrum is in all ways identical to the thing it duplicates. A cleric simulacrum could cast spells and pray to get new spells, but just like a cleric, if it does things out of keeping with its religion, it becomes an ex-cleric. So if you're a good guy and you make a simulacrum of an evil priest, then order the simulacrum to do things out of keeping with its alignment and religion, it WILL lose its powers.
The spell is a really interesting one and a fun one, but it's so open ended, like wish or miracle, that you really do need to work with your GM if your'e going to use it a lot. Some folks who prefer having all their rules nailed down get weirded out by this, but having spells like this where there's a lot of variables and that the GM gets to help adjudicate are, in my opinion, good for the game. They help enable stories and cool plots, for one thing. If a GM is running a game where he or the players aren't comfortable with this style of play, he should really just cut the spell from his game.

In ANY case... there's plenty of argumentative threads about what the spell can or cannot do. Feel free to post questions here to this thread and I'll do what I can to give MY opinions on what it does, but I'm not interested in turning this thread into a simulacrum rules lawyer meeting—there's other threads (or there COULD be) for those plots.

I've actually written two (actually three) adventures in which simulacrums play a key role... some fun ideas can be mined from these adventures:

Spoiler:
"Headless" in Dungeon magazine was about a derro worshiper of Orcus who created simulacrums of herself as minions.
There was a short adventure in "Frostbite" about a simulacrum-obsessed wizard.

"Expedition to the Ruins of Greyhawk" has a pretty significant simulacrum villain whose master is dead and so now she's free to do what she wants, which is to seek a method to become a "real" person so she can overcome the major limitation all simulacrums have of being unable to gain power.


Belgraen wrote:


As one of the longer lived races Belgraen understands the ability, and frankly need, for personal transformation over time. When the murder/rapist thing come up Bel will simply say something like "we wear all once something else." His backstory has a personal transformation element to it also. He was raised a pretentious noble, but over time his perspective changed for the wiser. So i'm down with the plot assisting backstory if you are.

Works for me. Though it mgiht feel a bit hopeless if someone capable of forging small worlds is stumped as how to separate the sword from the man.

Perhaps they've adventured for a long time. Cant get much more emntally stimulating than a talking cursed sword, its unfortunate owner, and the combined fighting style between the two. Maybe that's his ongoing project? To discover the nature of the blade and what to do about it.

Decided against word casting. Was giving me a headache looking at it and I'm already doing a rather complicated character.


Asher and Abraxiel would both be somewhat forgiving of Rezamar, as he would be repentant. As followers (well, one follower and one extremely powerful archangel) of Sarenrae, they would understand the value of redemption and would want to assist him in cleaning his soul.


TarkXT wrote:


Works for me. Though it mgiht feel a bit hopeless if someone capable of forging small worlds is stumped as how to separate the sword from the man.

To that Belgraen would reply,

I am a skilled practitioner it's true. However, you're fate seems to be tied to the will of the gods and i am not one of those.
thinks to himself
yet. ;-)

TarkXT wrote:


Perhaps they've adventured for a long time. Cant get much more emntally stimulating than a talking cursed sword, its unfortunate owner, and the combined fighting style between the two. Maybe that's his ongoing project? To discover the nature of the blade and what to do about it.

We can be adventuring buddies. It would mean we already know each other and probably regularly hang out in the demiplane. It's "home base" so to speak.

TarkXT wrote:


Decided against word casting. Was giving me a headache looking at it and I'm already doing a rather complicated character.

I haven't even looked at word casting. I think that's something i'd have to learn by starting at first level at a in-person game.


DM Barcas wrote:
Asher and Abraxiel would both be somewhat forgiving of Rezamar, as he would be repentant. As followers (well, one follower and one extremely powerful archangel) of Sarenrae, they would understand the value of redemption and would want to assist him in cleaning his soul.

If you want to know us and have been adventuring together for awhile that works for me. That way we can discuss strategies and various things we could have done for each other as would have happened organically anyway. Subject to DM discretion, of course.

Also I have my advanced dragon posted for anyone interested. Subject to DM discretion, of course. ;-)


I'd be interested in joining as well. I'm currently playing in one other PbP that has lasted a year and a half. I love the idea of playing a higher level character. Great idea!

I'm currently mulling two characters: a Fighter 5/Pathfinder Delver 10, or a Cleric 7/Loremaster 8. Either of those would likely have an archetype applied to the core class. And the character would likely be a middle-aged human with those penalties and a Pathfinder member.

RPG Superstar 2011 Top 32

Sinvel Menter wrote:

I'd be interested in joining as well. I'm currently playing in one other PbP that has lasted a year and a half. I love the idea of playing a higher level character. Great idea!

I'm currently mulling two characters: a Fighter 5/Pathfinder Delver 10, or a Cleric 7/Loremaster 8. Either of those would likely have an archetype applied to the core class. And the character would likely be a middle-aged human with those penalties and a Pathfinder member.

Please do! :)

Remember, don't go tying things together yet. We have until Friday to see what comes up, and I may put a twist on things...


Levis wrote:


Remember, don't go tying things together yet. We have until Friday to see what comes up, and I may put a twist on things...

Just brainstorming. Everything is subject to change. ;-)

Also, I changed my simulacrums in the demiplane. Gave them a little more detail and made one of them a level 10 cleric. Someone to tend to me/the party in case of something dramatic.

Edit: dammit! Disregard the simaulacrum thing. I'll have to do it all again tomorrow. I waited too long and the friggin server didn't save my stuff when I hit submit post. *sigh* I'll learn one day.

Basically two level one sorceress(fire and dreamspun), a level 1 bard, and a level 10 Cleric with healing and something TBD simulacrums. I even had the clerics spells picked. Dammit.


Here are my ability rolls. I'll use the same for either character I create.

4d6 ⇒ (4, 1, 2, 1) = 8=7
4d6 ⇒ (2, 3, 5, 5) = 15=13
4d6 ⇒ (4, 2, 4, 6) = 16=14
4d6 ⇒ (1, 4, 5, 6) = 16=15
4d6 ⇒ (4, 5, 5, 2) = 16=14
4d6 ⇒ (2, 5, 5, 2) = 14=12


DM Barcas wrote:
Asher and Abraxiel would both be somewhat forgiving of Rezamar, as he would be repentant. As followers (well, one follower and one extremely powerful archangel) of Sarenrae, they would understand the value of redemption and would want to assist him in cleaning his soul.

Well the thing is he's already more or less redeemed at this point. Heck at this level he's saved countless lives and crushed many evils. This was all at the coercion of a rather pushy sword but he still did it and did learn from it. The Djinni just refuses to acknowledge that.


Thinking...

4d6 ⇒ (2, 3, 4, 3) = 12 = 10
4d6 ⇒ (3, 6, 4, 6) = 19 = 16
4d6 ⇒ (2, 6, 4, 5) = 17 = 15
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
4d6 ⇒ (4, 2, 3, 3) = 12 = 10
4d6 ⇒ (2, 1, 4, 1) = 8 = 7

I'm having in mind half-elf monk 2/Inquisitor 13. A sister of a secret order (think Bene Gesserit from Chapterhouse Dune to a certain extent). She's as powerful as she's frail...

Str 17, Dex 16, Con 7, Int 10, Wis 16, Chr 10.

4th Str, 8th Con, 12th Con, probably taking toughness and favored class hp to show how she's been focusing on a regimen to bring her health back.

I'll try to come up with something better fleshed out by Friday.


I have expanded Seif-al-Din's background with a section on how immortality has affected him (bolded for ease of reference).

Background:
Seif-al-Din is the eldest son of the powerful Subhi Trading Consortium. His father, an Elf originally named Galendor Ka'Narlist, moved to Sothis more than 400 hundred years ago, at the height of Keleshite rule, and set-up a clearing-house for exotic goods along the caravan lines, adopting the name 'Subhi' to better adapt to the local population. Firmly believing that blood-ties provide the best security, he takes a new wife every seventy years or so (usually from a minor trading house within Sothis) to produce a new batch of children to take over his caravans.

Although Seif-al-Din was well cared for as a child, and provided with excellent instruction through his father's contacts in the Church of Abadar, he found his father to be emotionally distant, focusing as he did on spanning the country, and beyond, with a web of commerce that ultimately answered solely to him.

As such, Seif-al-Din became more and more caught up in the doctrine of progress and global betterment of the Master of the First Vault, eventually becoming ordained as a Holy Warrior of Abadar (with his Father's tacit, if distracted, approval). With his faith providing him a solid bedrock of contentment from which to work, Seif-al-Din was able to throw himself into the jobs that his father assigned to him, usually providing protection, and guidance, on troubled routes, or investigating rumors of bandits or missing caravans...

...However, as he traveled the satrapy, all he saw everywhere was the despoilment of Osiriani history, and the auctioning-off of his nation's heritage for a pittance to wealthy foreigners and indolent nobles. This awakened a fierce national pride within him, and so he petitioned his father, and was granted permission, to start discreetly buying-up Osiriani artifacts whenever he encountered them, so that some of the nation's history, at least, would remain in the land that created it.

Eventually, however, he realised that all he was doing was tacitly approving of the trade in his country's antiquities; there was no point pruning the branches of the problem, only to allow the root to flourish...

To that end, he formally petitioned to be released from his father's immediate service, so that he could focus on ferreting-out tomb robbers and smuggling rings, and shutting them down, permanently. Eventually, his activities drew the attention of the elite order of tomb guardians known as the Living Monoliths, and he was inducted into their ranks...

For years, Seif-al-Din traveled around Osirion, doing what he could to save his country's history. Over time, he lost himself more and more in the past, as what he himself had experienced became 'ancient history' from the perspective of 'normal' humans. He could almost have been forgiven for considering himself to be a relict from the past, doomed to preserve that which had passed on; after all, it is difficult to maintain sanity, let alone relationships, when one sees one's friends, colleagues, and family wither and die in the face of the inexorable march of time. However, his father served as a crucial life-line, helping to anchor him at least partially in the present; indeed, his father, and his ever-expanding web of business connections is the one constant in his life. Seif-al-Din may disappear for years at a time, going off to hunt-down a particularly wild rumor, or to stand vigil for a time over a nearly-forgotten ruin, but he knows that he can always come back to Sothis, and still receive the same welcome that he has known for centuries...

...What will happen when his father eventually dies, however, is anyone's guess... Without him, it is entirely possible that Seif-al-Din could completely detach from 'mortal' society, and decide to task himself with a permanent vigil over some important site, becoming a nameless statue, guarding a forgotten piece of history...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I can't resist a high-level game and the idea of doing something dessert-y also appeals to me. No concept yet, but I've got a four-hour car ride coming up in 15 minutes, so hopefully I can think of something and get him/her up tonight.

As for PBP experience, I'm on the East Coast. I've been running a Kingmaker campaign since Christmas that I think is going very well. I've played in a couple short-lived games and am now playing in Tark's Council of Thieves. (Also have an upcoming sixth-level rotating DM game that's due to start June 1.)

I work evenings, which means I usually can post a few times during the day and sometimes at night during the first part of the week, when it's a bit slower at work. (I will be on vacation through Sunday, though, so will likely only be able to post at night.)


Seif-al-Din ibn-Subhi wrote:

I have expanded Seif-al-Din's background with a section on how immortality has affected him (bolded for ease of reference).

** spoiler omitted **...

At 120 I really did expect to be the oldest character. Should be an interesting role play.

On another note: do you look like a statue or just stoic flesh and blood?


Levis will you allow the guided weapon property?

Guided
Source Pathfinder #10 22
Price +1 bonus
Description
A weapon with the guided property allows its wielder to use his instinct when striking blows with it. Attacks from a guided weapon generally don’t strike hard, but they strike at precisely the right moment to maximize damage if in the hands of a particularly wise wielder. A character who attacks with a guided weapon modifies his attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier. This modifier to damage is not adjusted for two-handed weapons or off-hand weapons — it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner.


Sinvel Mentor here with my character background.

He is a Cleric 8/Loremaster 7 who is passed the prime of his life.

Here is the bio. I'll post the complete character build soon.

History
Khaleem has had many callings in life, and has chosen to follow most of them. Born in Sothis, year of 4670, he was the only child of unwed parents, both of whom are now deceased. He grew up mainly as an amusement for his father, a cold and unethical sellsword who often dressed his pre-teen son in armor for sparring. Whether in armor or not, Khaleem was often beaten by his father, most of the time for no apparent reason. Often, his father would tell him horrible stories of scary beasts just to frighten the boy.

His mother would try to protect him, but she was no match for a drugged up and infuriated man who fought for a living. Khaleem’s happiest times would be when his father was away on a job, usually as a bodyguard for some rich merchant or as muscle for an underground crime boss. He and his mother would live in peace for a few days or, if lucky, a few weeks.

As his father grew older he became less capable of fighting and, as he was not a particularly bright man, would be out of work for long stretches of time. He was home more often and in worse moods. A jealous and petty man, his father would beat Khaleem’s mother whenever he felt slighted. As his age progressed so did the beatings until one day he went to far. His mother could not recover from her wounds and passed away. At the age of 13 Khaleem fled his home, the only person who had shown him love now gone.

Khaleem had thought his parents prisoners by the inability to better their lives. He determined that knowledge was the key to a better life. He had always been awestruck by the large white and gold structure of the Temple of the Eternal Sun. Not knowing where to go and tired of trying to survive on the streets, he was given shelter for small duties by a young priest there named Mkhai. It wasn’t longer before Khaleem discovered the library there.

DM only:

Although Khaleem was starting a path of enlightenment, he could not shake his disturbing upbringing. A few years passed, he became a young man, and his rage over his mother’s death grew silently inside him.

One night, he summoned the courage and challenged his father to a fight. Although badly outmatched, Khaleem knew his father’s tendencies and his inability to defend certain strikes when he was using drugs. It was bloody fight that nearly killed him. But with the help of a few potions he had saved many months to purchase, Khaleem was the last man standing.

Ashamed of his actions and certainly no way to behave for a follower of Sarenrae, Khaleem knew that he must leave the city.

Soon the time came for him to leave his hometown. Khaleem didn’t have the money to travel far, so he joined a caravan of Sarenrae pilgrims to Eto. By now he knew enough of Sarenrae to know he didn’t identify completely with this god, so once he reached Eto he found a god more suited to his interests and beliefs: Irori, the god of history, knowledge, and self-protection.

He studied here for many years until he found his next calling. After the Ruby Prince’s announcement that the deserts of Osrion were open for adventuring to all, Khaleem decided that he would seek out to become a Pathfinder. With his appreciation of Ancient Osirion history, he had admired several Pathfinders that he had worked with over the years. Now, with foreigners coming into Osirion and taking many priceless artifacts out of the country, he wanted to learn the skills required to seek out these relics himself.

After making the leap to travel to Absalom and make his case for being accepted for training at the Grand Lodge, he was eventually accepted as an initiate. The next few years were some of the most challenging and rewarding of his life. Although his personality was that of a quiet awkward outsider, he seemed to shine when it mattered. He personally saved two other initiate’s lives during the great quake of ’98 and spent almost a year of extra time organizing and restoring many volumes of Pathfinder lore after that event.

Now many years later, he is a celebrated and experienced Pathfinder. Had he more leadership qualities he could have become a Venture Captain years ago, but that is not his calling. Instead he spends days and days studying and examining ancient documents, trying to learn more about history and where some exotic locale may be hidden. He has traveled all over Osirion, from the Alamein Peninsula to the Brazen Peaks and even into Katapesh.

He has never married. Always a little too gruff, he has never learned the art of polite conversation. He has a terrible scar where he almost lost an eye battling an undead creature, and he has had an Ioun stone sewn into his forehead, which he usually keeps hidden under a turban, has kept him from many female admirers. His temples now gray, and without any wife or children, his entire life devoted to knowledge.

DM only:

He is now 51 years old and is showing signs of his age. He is not as fast or string as he used to be, and his eyesight is steadily declining. He can only see clearly out to about 40’-50’, although he never shows anyone this deficiency. He know he only has a few good years left as an adventurer and his memories of his father’s unhappiness with aging weighs on him at night.


Belgraen wrote:
Seif-al-Din ibn-Subhi wrote:

I have expanded Seif-al-Din's background with a section on how immortality has affected him (bolded for ease of reference).

** spoiler omitted **...

At 120 I really did expect to be the oldest character. Should be an interesting role play.

On another note: do you look like a statue or just stoic flesh and blood?

Most of the time, Seif-al-Din appears to be 'merely' stoic flesh-and-blood (although he does have an incredibly ornate scarab-stone embedded in his forehead). However, when he activates the powers of his Ka-stone, his flesh takes on the appearance of gold-veined marble, and his eyes glow with a terrible purple light...

Also, regarding an earlier comment, he might grumble the first few times he is called 'Sadis', but will eventually begrudgingly get over it ;-)


OK, I got most of my character build up. Still need to post spells and equipment.

This sounds like fun. I hope I get in, but I understand there are quite a few other good characters too.


I had average rolls for HP in my build. Here are the organics:

8d8 + 7d6 ⇒ (7, 1, 7, 3, 6, 3, 8, 8) + (4, 4, 3, 1, 4, 5, 5) = 69

Awesome. One better than the average!


Alrighty buying equipment and throwing it all together tonight.


Seif-al-Din ibn-Subhi wrote:


Most of the time, Seif-al-Din appears to be 'merely' stoic flesh-and-blood (although he does have an incredibly ornate scarab-stone embedded in his forehead). However, when he activates the powers of his Ka-stone, his flesh takes on the appearance of gold-veined marble, and his eyes glow with a terrible purple light...

Also, regarding an earlier comment, he might grumble the first few times he is called 'Sadis', but will eventually begrudgingly get over it ;-)

That's a cool visual. I can't wait to add some flavor to my spell descriptions. I keep thinking about Form of the Dragon III and associating it with the scene in Sleeping Beauty. lol.

Though I'm (Belgraen) quite capable of pronouncing your name correctly I like Sadis. Also trying to yell your lengthy full name to warn you of danger could get you killed. I'm just saying. You can call me "Bel" for short if it makes you feel better. ;-)


Dreaming Warforged here.

Working on the last details. I didn't want to put equipment yet as I wasn't sure how we would work it out.

HP: 14d8 ⇒ (8, 7, 3, 1, 4, 4, 7, 5, 6, 1, 7, 3, 6, 7) = 69


Belgraen wrote:
Though I'm (Belgraen) quite capable of pronouncing your name correctly I like Sadis. Also trying to yell your lengthy full name to warn you of danger could get you killed. I'm just saying. You can call me "Bel" for short if it makes you feel better. ;-)

I am sure that we could come to some sort of arrangement ;-)


"La-urk-king"


400 years? The cursed Djinni in my sword can recall a time when humanity was a prototypical concept and elves were in fact all the hot stuff they believed themselves to be.

And poor Rezamar just wants his own private island.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, looks like we've got a lot of casters, and much as I wouldn't mind trying a higher-level magus/APG class, looks like you've got some good offerings for them already. So I present a rogue.

"Ah, effendi, please tell your master that I am most sorry for this slander, but I have taken nothing of his. I should hate for him to have to send al-Ashar here for something that I am certain you and I can clear up," the merchant said, reaching out to offer a cup of strong tea to his halfling guest.

"Al-Ashar? You have heard of him?" his guest asked, taking the tea and setting it down untouched on the table.

"Oh yes, even here, in my humble home along the Junira, we have heard of the most famous of Sothis' courtiers. It is said that he stole the virtue of the Ruby Prince's daughter, and has impressed Sarenrae herself with his charm. They also say he is one of the deadliest men in Garund, having defeated a great sand scorpion while completely unarmed. But I see you smile at my stories; what is it that makes you laugh? Have you had the good fortune to meet the foremost man in Osirion beside Khemet III?"

"Oh yes, my friend, you could say that. I laugh because I think it is funny how rumors can make larger things of little stories. Al-Ashar merely stole a kiss from the prince's daughter, not her virtue. And, of course, al-Ashar is no man, he to is a good deal smaller."

The merchant's eyes grew wide, first as he realized what his guest was saying. And then as the halfling's dagger slipped quickly between his ribs, stilling his heart instantly.

The halfling, al-Ashar, quickly rifled through the fat merchant's clothes, pulling out the enchanted coin that had caused him to be sent her. Closing the man's eyes, he pocketed the coin and slipped out of the room, already making plans for his return to Sothis and his master, the royal adviser to Prince Khemet III.

Al-Ashar though the name will almost certainly change; that's usually one of the very last things I decide on is a royal courtier, and secretly he crown's foremost agent in times of need. He is devoted to the crown though secrely loathes when he is sent on missions of assassination.

Halfling rogue 15:

4d6 - 4 ⇒ (6, 4, 6, 4) - 4 = 16
4d6 - 3 ⇒ (6, 6, 3, 5) - 3 = 17
4d6 - 4 ⇒ (6, 5, 4, 4) - 4 = 15
4d6 - 1 ⇒ (5, 3, 1, 2) - 1 = 10
4d6 - 1 ⇒ (4, 2, 5, 1) - 1 = 11
4d6 - 1 ⇒ (3, 1, 2, 1) - 1 = 6

Man, so good except for that stupid 6

Str: 9 (11-2 halfling penalty)
Dex: 19 (17+2 halfling bonus)
Int: 16
Wis: 9 (6+3 stat bonuses)
Con: 15AC
Cha: 12 (10+2 halfling bonus)

Spd: 30 feet

---

BAB: 11/6/1
Melee: 11/6/1
Ranged:16/11/6
CMB: -1 for size

Shortsword: +16/+11/+2 (BAB+1 size+4 dex)
Dmg: 1d4-1 Crit: 19-20/x2

Shortbow: +17/+12/+7 (BAB+1 size+4 dex+1 weapon focus)
OR +15/+15/+10/+5
1d4-1 Crit: x3
+1/+1 within 30'

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak attack: +8d6; 8 pts bleed

---

AC: 19* (+4 dex, +3 studded leather, +1 size, +1 dodge)
Touch: 16
Flat-footed: --
CMD: -1 for size
Armor: Studded leather (Armor Bonus: +3; Max Dex: +5; Check Penalty: -1; Type: Light)

+5 dodge bonus to AC against attacks made by traps

Uncanny Dodge (Ex): Cannot be caught flat-footed, nor lose Dex bonus to AC if attacker is invisible.

Improved Uncanny Dodge (Ex): Can't be flanked.

---

Fortitude save: 7 (5 base, 2 ability score, +1 halfling luck)
Reflex save: 13* (9 base, 4 ability score, +1 halfling luck)
Will save: 4 (5 base, -1 ability score, +1 halfling luck)
+2 on all saves vs. feat racial bonus

Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex): +5 bonus on Reflex saves made to avoid traps.

---

Rogue talents (7)

Sniper's Eye (Ex): A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Finesse Rogue (short sword): A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Weapon Training (short bow): A rogue that selects this talent gains Weapon Focus as a bonus feat.

Hunter's Surprise (Ex): Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.

Stealthy Sniper (Ex): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

---

Feats 8
Point blank shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise shot: Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Dodge: +1 AC

Shadow Strike: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Fleet (x2): While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Dastardly Finish: You can deliver a coup de grace to cowering or stunned targets.

---

Skills
12/level (8+3 Int+1 favored class)

+24 Acrobatics (15 ranks, 3 class skill, 4 Dex, +2 sure footed)
+10 Appraise (4 ranks, 3 class skill, 3 Int)
+9 Bluff (5 ranks, 3 class skill, 1 Cha)
+19 Climb (15 ranks, 3 class skill, -1 Str, +2 sure footed)
+19 Diplomacy (15 ranks, 3 class skill, 1 Cha)
+22* Disable Device (15 ranks, 3 class skill, 4 Dex)
+5 Disguise (1 rank, 3 class skill, 1 Cha)
+16 Escape Artist (10 ranks, 3 class skill, 3 Dex)
+5 Intimidate (1 rank, 3 class skill, 1 Cha)
+9 Knowledge (dungeoneering) (1 rank, 3 class skill, 3 Int)
+16 Knowledge (local) (10 ranks, 3 class skill, 3 Int)
+16 Linguistics (10 ranks, 3 class skill, 3 Int)
+19* Perception (15 ranks, 3 class skill, -1 Wis, +2 keen senses)
+5 Perform (dance) (1 rank, 3 class skill, 1 Cha)
+3 Profession (courtesan) (1 rank, 3 class skill, -1 Wis)
+5 Ride (1 rank, 4 Dex)
+17 Sense Motive (15 ranks, 3 class skill, -1 Wis)
+22 Sleight of Hand (15 ranks, 3 class skill, 4 Dex)
+26 Stealth (15 ranks, 3 class skill, 4 Dex, +4 size bonus)
+19 Use Magic Device (15 ranks, 3 class skill, 1 Cha)

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (+7). A rogue can use Disable Device to disarm magic traps.

If he's accepted, I'll make up a full alias obviously... Also didn't get him gear, but I've got to get to bed. Hopefully he's not TOO rough to be considered...


Alrighty all the choices that can be made have been made. Going to get this put together now.

Spoiler:

1 Intensified Spell
3 Weapon Focus (Falcata)
5 Power Attack
5 Arcane Strike
7 Spell Penetration
9 Furious Focus
11 Extra Arcana(Empowered Magic)
11 Weapon Specialization (Falcata)
13 Greater Spell Penetration
15 Improved Inititive

Stats:
Str: 18
Dex: 12
Con: 13+1
Int: 14+2+1+1
Wis: 9
Cha: 7

Arcana:
6: Wand wielder
9: concentration
12: critical strike
15: quickened magic

Ancestral Weaponry (Falcata)

Traits:
Magical Lineage (Shocking Grasp)

Spell Book:
0: All

1: Shocking Grasp, Enlarge Person, Obscuring Mist, Frost Bite, Corrosive Touch, Shield, True Strike, Silent Image, Floating Disk

2: Acid Arrow, Frigid Touch, Inivisibility, Mirror Image, Elemental Touch, spider climb

3: Force Hook Charge, Force Punch, Monstrous Physique 1, Haste, Vampiric Touch, Arcane Sight

4: Arcana Theft, dimension door, greater invisibility, mass enlarge person, Monstrous Physique 2, wall of sound

5: Teleport, corrosive consumption, monstrous physique 3, telekinesis, wall of stone, acidic spray

240,000gp

Glove of Storing
Belt of Physical Perfection +4 64,000gp
Headband of cast intelligence +4 16,000gp
Glove of Storing 10,000gp
Cloak of Resistance +4 16,000gp
Amulet of NAtural Armor +3 18,000gp
Ring of Protection +3 18,000gp
Mithral Fullplate of Speed 26,500gp

Lesser Extended Magic Rod 3,000gp
Lesser Empowered Magic Rod 3,000gp
Lesser Dazing Metamagic Rod 7,000gp
Blessed Book 12,650gp
Efficient Quiver 1,800gp
Dusty Rise, Ioun Stone, 5000gp
Clear Spindle Ioun Stone, 4000gp
Ring of Evasion, 25,000gp

Wands:
Wand of Shocking Grasp 750gp
Wand of Magic Missile 750gp
Wand of Cure Light Wounds 750gp

Spells for Mr. Magus:
Overland Flight 1,250gp
Aqueous Orb 375gp
Detonate 700gp

5475 gp left

Hewards Handy Haversack 2000gp

everburning torch 110 gp 1 lb
crowbar 2 gp 5 lbs
5 pitons 5 sp 2.5 lbs
grappling hook 1 gp 4 lbs
50-foot silk rope 10 gp 5 lbs
3x chalk 3 cp
10-foot pole 2 sp 8 lbs
caltrops 1 gp 2 lbs
acid 10 gp 1 lb
alchemist's fire 20 gp 1 lb
Total Cost: 154.73 gp

Spell Component pouch 5gp

3 Pearls of Power 1st level spell 3,000gp

315 gold
2 silver
7 copper

RPG Superstar 2011 Top 32

I like a lot of what I've seen, but I wouldn't mind seeing some larger variety in where the characters come from. Granted, I don't want you to change anything, but it's always more fun to play a foreigner in a mysterious land imho. :)


Oh bother well, my mouse has decided to to get murdered by my lemonade so I'm doing this the slow and irritating way. I'll try to have a new mouse and finished character sheet sometime tomorrow morning.


So here's what I would like by tomorrow at midnight.

To officially apply please post the following in a single post:

-Post your Avatar Name (Main)
-You character's name - and a link to their profile (Background/Stats)
-Your timezone
-Past experiences
-In three sentences: Why I should pick you to be on my team.

Understand rubber bands? :)

RPG Superstar 2011 Top 32

Character Name Asher Hanafesh
Timezone Central US
Past Experiences GM: Carrion Crown; Kingmaker; Star Wars
PC: DM Downrightamazed's Mists of War (Kyras Erodal); DM Downrightamazed's Legacy of Marianasu (Sir Damian Lamorak)
Pitch Asher offers both the human perspective of a former slave and devoutly religious man as well as the immortal perspective of an archangel. He seeks to root out evil and injustice, redeeming those who accept it and smiting down those who will not with the terrible power of Heaven's might. Asher will call down the awesome might of Abraxiel to destroy any threat to Osiron, Golarion, or his freedmen, though he longs for the day that Sarenrae allows him to tear down the entire corrupt apparatus of the slave trade.

Sovereign Court

Character Name:
Seif-al-Din Ibn-Subhi
Time-Zone:
Australian Eastern
Current Experiences (Player):
ProfPotts Legacy of Fire PBP
Ith's PFS PBP
Children of the Void
Sunshadow's Kaer Maga Adventures
JaceDK's Realm of the Fellnight Queen
In Three Sentences:
As a timeless warrior from Osirion's past, who is nonetheless still firmly rooted in the present, Seif-al-Din provides a unique perspective on Osiriani culture and history. His primary motivation is the preservation of his nation's rich past, either through leaving it undisturbed, or by making it a subject of reputable study, within the borders of his great nation. From a mundane perspective, Seif-al-Din is a competent and implacable melee warrior, who can call down the power of the ancients, and derives strength from the very land beneath his feet; an ancient and powerful land that may have slumbered for a time, but has not, and will never, truly be defeated...


Dreaming Warforged's Application

Character Name
Sister Milena Teg

Time Zone
Eastern Standard (GMT -5)

Past and Current Experiences
Currently dming an Eberron E6 PbP (Our War-Torn Souls Suffer Still). Also, I'm playing in Wrath's Rise of the Runelords (Tania Teg, bard), Scipion's Kingmaker (Corso Gaczi, rogue), James Keegan's Carrion Crown (Trevor the Yellow, paladin), Nazard's Arcadia (Noche'Wa the Wild Mouse, druid). I've replaced Scipion as dm for a few months for his Kingmaker game. I have never played beyond level 11.

In Three Sentences
Sister Milena brings to the group a foreigner's point of view, as well as a fast and resourceful melee pugilist and wrestler. As her quest to bring a new age to Cheliax brings her to an ancient and foreign land, she will seek to partner with allies and help achieve their goals. Dedicated, resilient, looking for simple efficiency in all things, she is a 'larger picture' hero who brings combat prowess, skills and divine resources to her team mates.


Levis wrote:
I like a lot of what I've seen, but I wouldn't mind seeing some larger variety in where the characters come from. Granted, I don't want you to change anything, but it's always more fun to play a foreigner in a mysterious land imho. :)

I'm a foreigner. It was an intentional choice since I'm a teleportation specialist.

51 to 100 of 167 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruiting for an "Advanced" Sands of Osirion Campaign Arc PbP! All Messageboards

Want to post a reply? Sign in.