
GM Fireclaw |

Hello all,
I've recently acquire the Legacy of Fire and I'm interested in running this adventure. However, I'm currently gauging interest, and will decide if I will run it online or simply wait to see if my RL group wants to do Legacy of Fire or Jade Regent.
The game would be pure Pathfinder Paizo. 3.5 and 3rd party source material granted the okay on a case-by-case basis. I would be looking for a group of 4-5 players, and character concept would matter more to me than crunch.
If you are interested, please let me know.
Cheers,
GM Fireclaw
P.S.: Yes, the adventure will be updated from 3.5 to PF.

Pixel Cube |

There are a lot of people in here, but just in case the GM's policy is not first come, first serve, I'll toss my character in too. He was originally made for the Legacy of Fire AP with a IRL group, and I played 3-4 sessions before the group dissolved, so I would be glad to retry this Adventure Path.
He would be a Bard, with probably a couple of Fighter levels later, no archetypes. Trait wise, I would choose Reclaim your Roots and Desert Child.
Will cruchify him again if you are OK with the concept.

GM Fireclaw |

Alright, looks like there is plenty of interest. I will start accepting characters as of this post (as in, if you've posted above that you're interested, post again below, and point me to your alias if that's where you're posting.) As I've said, character concept is more important than crunch for me. I'm allowing evil characters, but if your character plans on being super evil, I probably won't be picking you. (anti-heroes accepted)
Further, this will be a mature game, with possibly explicit descriptions, so be forewarned.
That being said, it'll be 20 point buy, with the option of me doing a 25-point Three-Dragon-Ante tarot reading for your character (if you need more info on that, check out Dragon Magazine 346). I'm going to allow only the base races (though alternate racial traits are allowed). If you'd like to play something else, you need a good reason (ie your character concept could ONLY fit that race). Average starting gold only. You get 2 traits and 1 campaign trait which MUST be chosen from the Legacy of Fire player's guide (I know this isn't free, if someone needs the traits I will post them). Any class/archetype combination is acceptable, as long as they are Paizo only (I'll allow exceptions for some things, ask me).
When you post your concept, I don't need it statted, I need the following to decide: Character background (story), Character Description (includes height, weight, eye colour, hair, skin tone, ethnicity, clothing), a short blurb about character crunch goals. Also, please include a goal for your character (could be as small as achieving freedom if you're a slave). I will be editing the campaign to fit the characters as needed, so the more backstory you provide, the more immersed your character will be.
I'll be looking for 4 or 5 characters, with MAYBE a 6th if I can't decide between two. I will be taking entries until Tuesday at 12pm MST (2pm EST).

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I'm still interested. I'm looking at a Dervish style Cleric of Sarenrae, possibly a little bit insane. I'll probably go with the 20 point buy as I do not have the Dragon Mag and not familiar at all with 3 Dragon Ante. Traits will likely be something that grants me Perform Dance as a Class Skill, and maybe Charming. Will check out the Campaign guide for the other one.
Looking at a NG, Human, social and dextrous character, a little crazy (possibly Heretic or Seperatist Archtypes) Cleric. Fire Domain, probably. By a little crazy, I mean I want to have a few quirks, some RP hooks, and to be something of a prophet. Not stupid or gamebreaking.
I'm still trying to build character, was waiting to see what was put out, and also see what you think about the basic concept?

Nall |

Here is Nall. I believe all that you ask for is in her backstory, but if you want specifics, I can expand on them.
I'm just short one trait, which I think I had when I was creating the character, so I'll see if I can remember which it was.
As far as crunch goals, she's a fire wizard, so... lots of fire :D

GM Fireclaw |

That sounds perfectly fine Janos. You could even be a Pesh addict. I like so far.
The three dragon ante Tarot read is essentially a random way of determining stats, and also can have a bit of roleplay element thrown in. Basically you set out 11 cards. Nature, Spirit, Nuture, Body and Mind, plus the 6 stats. The way the cards turn out determine your stats. So it's random, but also kinda fun. The randomness is why it's 25 points instead of 20.
Also, I forgot to mention some house rules of mine, the biggest of which are these three traits (they are all combat traits, so you can only take 1 of them if you choose).
Strength of Body: You have trained your body use your in-born strength as an asset. When making Fortitude saves, use your Strength bonus instead of your Constitution bonus.
Insightful Reflexes: You use your head to find pieces of cover or less deadly places in combat. When making Reflex saves, use your Intelligence bonus instead of your Dexterity bonus.
Force of Personality: Your personality has gotten you through much, and is a large part of your character. When making Will saves, use your Charisma bonus instead of your Wisdom bonus.
The other house rule is that when you level up, you can either choose between the average HP, or roll. At even levels, you round to the even number (so if you have d6 for HD, your even number is 4), and round to odd numbers on odd levels.
I think that's it.

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After looking a bit, could I use a slight variant of the Evangelist Archtype (Ultimate Combat pg 40) to Use Perform Dance instead of Perform Oratory? The idea being that he is a Dervish Dancer, which actually kind of works perfectly. If not, it's cool.
Also, I'll take the Missionary Campaign Trait, so maybe Charming and something else.
I wouldn't mind the 3 Dragon Ante method, but I need a decent Dex, Wis, and Cha. Is there a way to work with that in your method?

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I would certainly be interested in a game, though I am not that familiar with Legacy of Fire... I'm pretty sure the Player's Guide _is_ free, I'm reading it now, I downloaded it long ago.
As for what to play, I am unsure... I tend towards arcane casters, especially those who can fight physically as well -- magus is my favorite class, I think, but I might try other things depending on the idea. For campaign hooks, I am most drawn to finding Heleen or joining the Pathfinders.
That said I am very into the combat side of the game as well as the roleplaying -- the tactical decisions appeal greatly to me, as well as the story decisions. I know this sort of playstyle doesn't appeal to some GMs.
What time are you planning to run this, online? What tools will you use? I recommend Maptool.

GM Fireclaw |

I'm pretty sure the Player's Guide _is_ free
...
What time are you planning to run this, online? What tools will you use? I recommend Maptool.
The players guide is 7.99$ for the PDF on Paizo: http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/companion/ v5748btpy8737&source=search
As to your second question, it will be run on this forum, as a play by post. In situations where maps are important - combat, dungeons as the like - I will be creating the maps by hand and either emailing them, or posting on an image sharing site. So the tactical element will not be lost.
@Janos - Sadly, the way the method works assigns the stats as you go (and I don't really want to edit it, because that's part of the balance). If you don't like your tarot reading, you can stick with the 20 point buy. (I'll only be doing the tarot after I've selected members to play). In addition, I'm fine with using Perform (dance), but couldn't you just play the Dervish Dancer bard archetype instead?

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In addition, I'm fine with using Perform (dance), but couldn't you just play the Dervish Dancer bard archetype instead?
Maybe, I keep looking at different ideas, and none of them really work as I'd wanted. I'm actually thinking just a Oracle of Flame. Simpler, easier to pull the concept, and less hassle. :)

Pixel Cube |

Reposting my interest and my character, Aakim.
After that, he lived a nomad's life in the desert with tribes of refugees and dervishes, learning the sacred throat chants of the Sarenrae's priests, the art of snake charming and the mystical arts of the hermits. This is how he makes a living: he travels from town to town, performing among the other street artists in the crowded Dark Markets. Last month he received news that his father, who had become a pesh addict, is dead too, so he wants to go back to the village of Kelmarane to bury his ashes there, honor the rest of his dead family, and maybe rebuild the village.
While he was still alive, his father told Aakim that he would have been very happy to find out whatever happened to Aakim sister, Kalima. She is most likely dead, but since hope is the last to die and she was last seen in Kelmarane, Aakim decided to join Garavel's caravan.
Character would be Human Bard, LN, with probably a couple levels of Fighter later, no archetypes. Trait wise, I would choose Reclaim your Roots and Desert Child. I will also put some feats into the whip use, mostly for disarming purposes. I think I'll go for 20 point buy since I never liked random stat generation.

Jesail Ash |

This is the character I had for my previous Legacy Game. Unfortunately I never made it to level two. Game died before we got anywhere. The previous GM liked my build and story. The race I chose based on the background of this campaign and I thought it would be fun. If you disagree I will pull together a Ranger Guide Archetype I have wanted to use for a long time. Let me know what you think.

Maddigan |

A lion found young Kahn wailing amongst the ruin of his family. The lion was the companion of Mukhtar the druid. Mukhtar's lion was a female recently given birth to cubs. He used her milk to wean young Kahn.
Kahn was raised by Mukhtar for many a year until he reached the age of adulthood. Mukhtar decided he was old enough and told him he must wander and learn to walk the land as a man to learn about the land. Kahn set out to wander and learn about the land in all its various forms including its cities and urban areas.

Groth |

Okay, first draft of a character submission is done. Presenting Horgun Flintnose, dwarven ranger. Please give it a look over and tell me if you have any feedback.
CN male dwarf Ranger (Falconer Skirmisher) 1
Str 16, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Traits: Goldsniffer, Child of Nature, Earning your Freedom
Feats: Improved Shield Bash
Skills: Handle Animal, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Profession (cook), Survival
Animal Companion: Argia (female vulture)
He grew up in the mining town of Tinshield, an isolated and traditional dwarven settlement. Horgun hated it there. All day people would dig rocks out of the ground. At night they'd either make thing from the rocks they'd dug up or get roaring drunk. There was never anyone new to meet, everyone spent all time time in holes in the ground, and he couldn't stand mushroom soup. What Horgun wanted was to travel and see the many places and peoples of the world, and to have enough wealth to do so in comfortable style. As soon as he was of age and had saved enough for a good axe and a cheap breastplate he left Tinshield behind to do just that.
With a sharp eye in the wilderness and a steady hand in a fight, Horgun wasn't short of mercenary work to take him new places. While he found the open sea especially enchanting, with its distant horizon and limitless ports of call, he also traveled as far as the edge of the Mwangi Expanse to the nations up and down its eastern border. He saw strange sights, wooed exotic women, and sampled the cuisine of many races. All of them better than mushroom soup.
Of course, he wasn't simply playing tourist on his travels. These were working trips, and his only requirements were that it paid well and took him somewhere interesting. Anything else wasn't something he bothered himself with. The trouble is that the difference between merchant explorers and bandit raiders often depends on which side of the border you're on, and the line between privateer and pirate is a matter of which flag is being flown. Horgun may not have cared to make such distinctions so long as his contract was respected, but the Katapesh navy did. In fact they cared enough to chase down the ship he was on in a half day battle, execute his last Captain, and sentence him to slavery for the crime of piracy.
The last year has been less fun. Promises of cooperation managed to keep his pet vulture Argia with him, at least. But it's been a boring life of manual labor, pit fights, and guard duty. One man's loss is another's gain, though, since fightmaster Raham's financial missteps have brought him into the arms of Garavel and dangled the promise of freedom before him.
Personality: Horgun is very clear about his two overriding goals. He wants to visit exotic places and he wants to acquire personal wealth. Which is not to say those are the only things that will motivate him. He'll stand by his friends. He'll help out someone in trouble, especially if a pretty woman is involved. Once he makes a contract he'll uphold it to the end, though he does make a point of having escape clauses should he need them. But he's run with pirates enough that a good bit of their mercenary attitude has rubbed off on him.
Goals: Horgun's short term goal is to earn his freedom from his current situation. His long term goal is to win enough wealth and prestige that he can be pickier about future associations and avoid a repeat of the last year. But he's impressionable enough that an interesting cause could get him to sign on. Crunch advancement, he'll be going with the Weapon and Shield combat style.

Genyielt Tessariel |

Presenting Genyielt Tessariel as a candidate for the caravan to Kelmarane.
Genyielt Tessariel was born in the elven capital of Iadara. Genyielt's father was one of the top instructors at the leading fighting academy in the city. His mother was a renowned sculptor. From an early age, Genyielt was groomed to be an expert swordsman and archer in the service of Queen Telandia Edasseril. It was not to be.
A chance encounter in Genyielt's second year at the academy set him on a path that would change him forever. One of the Fierani Rangers that ward Kyonin from the horrors of Tanglebriar visited Genyielt's archery instructor. Genyielt happened by while they were discussing archery strategy and equipment and its effectiveness against Treerazer's troops in Tanglebriar.
Genyielt pretended not to hear, but tracked down the ranger later that evening. He had found his calling.
A month later found himself learning from a different sort of instructor. In the southern reaches of the Fierani Forest, he learned that mistakes wouldn't result in a bruise or instructor's curse. They meant death or the loss of your soul. Genyielt learned quickly. He found the more practical training of the Fierani Rangers to be much better suited to his needs than the dry academic approach of the academy.
Once trained, Genyielt joined the Company of the Leaf - a storied ranger company renowned for their daring and devastating skirmishing style against Treerazer's demons. For several successful years, the Company of the Leaf continued to build their legend and Genyielt was thrilled to be part of it. But a terrible doom awaited.
On a stormy summer evening, the Company of the Leaf found themselves trapped deep in Tanglebriar. Later investigation would find that two captains had been corrupted and turned by Treerazer's demons. Genyielt was one of a handful of survivors. In the hands of the demons, Genyielt was subject to not only demonic tortures, but the corrupting influence of Treerazer's realm.
After three weeks in captivity, Genyielt was one of a handful of survivors plucked in a raid by the Company of the Willow. But, something had changed. Something about Treerazer's realm or magic had twisted him and changed him forever.
He returned to Kyonin, but no longer felt at home. Before long, he left, beginning travels that would take him to all corners of the Inner Sea. But, he found that he wandered without purpose. He didn't feel at home anywhere, but needed something to provide direction. Enter the Pathfinders.
Two years ago after spending time across Osirion and Thuvia, Genyielt found himself in the great city of Katapesh. He'd come hoping that the mad mercantilism of the city might offer variety that would still his wanderlust. The elf found employment with the Duskwalkers - the guild responsible for watching over trade in the city, especially the notorious Nightstalls. One evening, a disturbance rippled through the Nightstalls. The Seer's dreaded golem, the One Who Is Travesty, smashing through the black market. Genyielt was one of several Duskwalkers on the scene...a slim half-elf slipping away, a half-elf he recognized.
The next day, Genyielt visited the Pathfinder Lodge of Katapesh. He really hadn't given the Pathfinders much thought before. But seeing Aurora Steelbloom had sparked an interest to learn more. Hours later, Genyielt emerged with a new passion and within days he was on a ship bound for Absalom to become a Pathfinder.
The mission to Kelmarane is Genyielt's first mission as a Pathfinder.
Genyielt is an tall, emancipated, elf with pure white hair (6'5", 135 lbs). His skin is a strange deep brown and has a disturbing, inconsistent texture - some areas look like they are about to slough off, while other areas look to be as tough as leather or even shell. His eyes are a pale gold with flecks of brown visible for those that look close, in low-light, they flash a bright yellow when caught by the light. In the desert he wears loose-fitting white robes with twisting dark-brown patterns that suggest natural forms like leaves. Glimpses of a chain shirt peek out from under the robes. He wears a scabbard with a rapier at his side and has a longbow and quiver slung over his back.
From a crunch standpoint, I'm looking at Genyielt playing primarily a battlefield control role, but able to provide some archer support or close combat as needed.
Curse Wasting
Mystery Outer Rifts (Inner Sea Magic)
Traits
Duskwalker Agent (Regional, Legacy of Fire Players Guide)
Seeking Adventure (Campaign, Legacy of Fire Players Guide)
Warrior of Old (APG)
Tentative Feats
1 - Extra Revelation (Planar Haze)
3 - Toughness
5 - Extra Revelation (Rift Magic)
7 - Dazing Spell
9 - Extra Revelation (Dread Resistance)
11 - ?
Tentative Revelations
1 - Demon Skin
3 - Unearthly Terrain
7 - Rift Weapon
11 - Telepathy
After leaving Kyonin, Genyielt had given up hope of ever finding a calling as strong as that he had felt in his early days as a Fierani Ranger. But, the Pathfinder Society has fired his imagination again. He is excited to join the caravan to Kelmarane and secretly dreams of making discoveries worthy of being recorded in the Pathfinder Chronicles.

Chee |

Huzzah! Finally a campaign for Chee. I love that Kapapesh is open to non-standard races. Full stats for Chee in the profile. These are some adjustments to fit with the campaign. Give Goblins a Chance!
Traits: Color Thief, Finding Haleen
Skills: Stealth +19 (It's legitimate, promise), Perception +4, Disable Device +9, Escape Artist +9, Sleight of Hand +9, Acrobatics +9, Climb +3, Perform (sing) +3, Perform (dance) +3, Craft (Trap) +6
Languages: Goblin, Common, Kelish
"Sneak up on the man at night; if he can’t see you, he can’t fight!" Chee loves that rhyme. So much that I made it my super secret, never tell anyone(except friends, you're friend right?), name. This is neat because most people who speak to me, when they bother speakin', call Chee 'Sneak' anyway, so this means I has lots of friends. You don't steal from friends either, unless you're playing the sneaking game, then you can steal stuff until someone guesses it was you, then you have to give it back, unless you run way first, but if they catch you then you really have to give it back, unless you want to play 'hit'um with sticks until the bugger hands it back'. But that game isn't much fun. Hey, race burning animals? I'll bet my rat beats your rat to the river!"
Being a goblin without a tribe isn't a fun place to be, usually it is a very dead place to be. Haleen made the difference. Chee has always lived with her, or as long as a goblin can be bothered to remember. Then she vanished, and this is a hiding came Chee does not like at all. Actually it seems like the game when someone takes something and won't give it back. This means it's time for the stabbing game.
(I think it would also be fun to play this character as either a Alchemist or a Gunslinger. If you like Chee, but don't want a rogue. Let me know.)

GM Fireclaw |

Hmm. I should have looked in here earlier. I might be interested if there's any room. I have a winter witch I'd like to try out in a suitable campaign.
Recruitment is still open, but remember that Legacy of Fire takes place in the desert. A winter witch would be decidedly out of place.

ewpierce |

Though Eikiel was raised within the Elven populace of Kyonin, he never felt at peace there. The tranquility of the forest, so cherished by his people, set his nerves on end. It was too quiet, too perfect. He wanted nothing more than to burn it down, to see the flames dance. To destroy.
His parents first took note of his temper - abrupt, and often irrational - when he was yet a babe. Nothing they tried lessened the simmering fire within. Word spread quickly as he grew. Parents shielded their children from him, lest his condition somehow spread. Not that the other children wanted anything to do with him either - the few occasions he'd been at play usually resulted in the other child crying. Or bleeding.
His father, Eyuzin Letriua, was not the first to shun him, but his rejection cut the deepest. It'd not been so painful, nor surprising when his mother, Pomiana, suggested that it would be best if he left. Clearly he was not meant for Kyonin, nor wanted there.
He was nearly 20 when he left. He did not feel relief to see the forest behind him, as he'd suspected. The anger was there as always, his constant companion. It had new targets now - his parents, primarily - but it burned just as fiercely as before, crowding his mind with dark thoughts.
Realizing he must master the anger lest it control him, Eikiel joined an order of monks. In many ways, their mountain-top temple was just as peaceful as his forest home, but by their teachings, Eikiel learned to control his anger. Not conquer it completely - it was always there, ready at hand should he let his guard down. But for the first time he knew something of peace.
Eikiel left after a few years to wander the country. In learning to master himself, he'd come to understand the anger, and what tended to incite the rage. For one, too much time spent in one place. He did not know if familiarity caused his careful discipline to slip, or if his legs simply needed to be in motion, lest inactivity stir the rage. As well, any time spent in heavily populated areas, or even in narrow quarters. And of course, any thoughts of his father churned the blood.
Eikiel dresses in loose fitting garb cinched close at ankle, waist, and wrist. He usually dresses in light browns or off-white colors. Anything too garish or bright is like to give him a headache and incite the anger. He prefers to go barefoot when possible, as the feeling of the ground underfoot helps to center him. When that is impractical he wears sandals.
He is of average height for an elf. Given his nomadic lifestyle and general lack of appetite, Eikiel appears malnourished. His baggy clothes hide most of his body, but his cheeks are gaunt and the skin stretched tight across his brow. He favors a hood at all times, shading his yellow eyes. He keeps his head shaven. Long days under the sun has deepened his skin to a golden-brown.
Eikiel has come to see himself as an elf of two halves. The calm, rational side when he can seize and hold peace within himself is Eikiel Letriua, the elf he was meant to be. And then his darker half, which he terms D'Kiel. Though he senses great power lurking there, he fears what would come if he relinquished his fragile hold over D'Kiel. His goal is to somehow unite the two halves into a whole, without destroying himself in the process.
Unbeknownst to Eikiel, the source of his anger is a strain of demon blood going back several centuries. I'm completely open to the details around how this happened. My intention is that he comes to understand this at some point and then multi-class into a Sorcerer (with the Abyssal bloodline).
I'm game for the tarot card reading.

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The main aspects I want to go for are some sort of prophetic gift, an insight or intuition about random things. I believe something dark is comming, and that there are many things happening in the here and now leading up to it, both heroic and mundane. I'd also like occasionally to have visions or dreams to locate certain things, but not know why/how/where. Not magic items, but uncommon things. Most of this is simply role playing opertunity. I'm not wanting you to change the story around me, or anything.

Tippy Fullbottle |

Tippy here was created for a Falcon's Hollow game, but I would refluff his background thusly:
As a young boy, he and several other halfling children were taken out of Kalmarene to Solku as slaves. He moved from master to master until now, he is on the cusp of his freedom. All he has to do is help some ragtag adventurers reclaim some lost city. It isn't until he's about to leave that he learns of his origins, and the quest suddenly takes on even more meaning for him.
He has the Earning your Freedom trait, granting a +1 bonus to Will saves.
If you want to use Tippy, it will be no problem adapting him to your creation criteria.

sphar |
I realize there are tons of posts,but I hope it isn't to late to propose a character.Why yes,I am stealing your format Saarah;I hope you don't mind.
Kor-iat-lylth is a magus born under a new moon,into an average elven community.
At least it was.
The boy was decidedly strange growing up,and was a prodigy at both blade and magic..especially destruction magic.He was hated by his rivals,loved by his teachers,and admired by his brothers-in-arms.
One day,Kor decided it was all too much.He hated the attention,the constant pressure.So he decided to fake his own death.The night after he had made his decision,he conjured an image of himself and made it jump to its death.His parents saw 'him' jump out his window,but could never find him or his body.
The community mourned for weeks at the loss of one of its most able apprentices;meanwhile,Kor-iat-lylth started to travel the world.He became adept at pickpocketing to make his way,and often got into duels by eager young nobleman,thinking the poor-looking man with but a scimitar at his waist an easy target.
Kor has been wandering the world for his entire life,looking for new adventures...(and it seems he's finally found one!)
Kor-iat-lylth dresses in whatever the locals wear around him;he prefers to blend in.He normally wears a plain shirt and pants,which cover tight-fitting clothing inscribed with runes.(Tear off clothing)
Kor is tall,even for an elf.He has strange,red eyes(with DM discretion;) that flare red when he becomes angry.His long black hair is normally kept under a hood.
Kor is looking for constant ways to hone his skills and abilities.He wishes to acquire a legendary black blade,hoping that mages that award the blades(he thinks) will see his prowess and decide to reward him.He also hopes his deity,Sarenrae,will turn him to greater enlightenment in the ways of fire.
Kor is a Dervish Dawnflower bard 1/straight magus(Kensai/Blackblade archtypes).

GM Fireclaw |

Alright folks, lots of entries. I'm gonna close recruitment to anyone who hasn't posted yet (Umbral Reaver, let's see some details for your Winter Witch.) Special exceptions will be made for extremely interesting character concepts.
Other than that, let's see these folks over in the discussion thread:
-Prophet of the Purifying Flame
-Chee
-Jesail Ash
-Groth
-Aakim
If your name wasn't listed, sorry, I had to make a tough choice. I went for party balance as well as crunch.

Erizi the Landless |

What! You do not wish to travel with Erizi.May scorpions sting your eyes as you sleep, fleas infest your mothers armpits, and sand fill your canteens.
Whoops! Let me apologize for Erizi. As you can see from his Charisma he's not the most forgiving sort. Seriously, you guys have fun, and I'll be watching to see how this interesting group turns out.