Legacy of Fire (Inactive)

Game Master dinketry

The sands of the desert are unforgiving, and those who show weakness rarely survive.

Kelmarane Regional Map

The Mountain's Maw

The House of the Beast


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Grand Lodge

The Mountain's Maw |

Just as an aside (letting you peek behind the GM curtain): it was a DC 20 Perception check to find the secret door hidden behind the statue of St Vardishal when you all originally entered the room, and you just failed (Uzma got a DC 19). From the monastery side, it would have been a further DC 14 Strength check to open it, but no such Strength check required when coming from the Undercrypt side (though still a DC 20 Perception check, but modified due to the ridiculous nature of the stairs ending in a flat wall.) It's nice to see you guys come out the other side!


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

@ Uzma - I'm fine if you're trying to tame the snake or something, but Layaali needs some explanation of that. As far as she's concerned you're being delusional again. Why else would someone invite the snake that harmed his friends back to join them. Madness, I say! Haha.

Grand Lodge

The Mountain's Maw |

FYI everyone: you're all (save for Razif) extraordinarily close to 2nd level at this point. Go ahead and make up your 2nd level characters and send them to me, please, at we.be.dunedinpfs@gmail.com. I'll let you know when you reach 2nd level.

Cheers!


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Just to check, how do you want hit points handle as we level up?

Grand Lodge

The Mountain's Maw |

Very good, yes. Let us roll for them! I will roll as well (in secret). You can tell me if you like your roll, or if you’d like to take mine. You’re stuck with whatever decision you make once you choose.

Cool?


1 person marked this as a favorite.
Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Asymmetrical leveling? I like it!

Also, 18 doesn't hit King Mokknokk? Well then, this is gonna be interesting.

(also getting these 20s in a row makes me extremely scared people think I'm cheating but I swear that's not the case ahaha-)


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Rolling for HP: 1d8 ⇒ 2

Yeah, I'll take your roll, thanks. Haha. Let me know what it is and I'll work on my level up tomorrow.


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

HP: 1d10 ⇒ 6
Hmm, I could go either way on this one. I'll keep my roll I think.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

HP: 1d8 ⇒ 7

I wonder...

Grand Lodge

The Mountain's Maw |

GM roll for Layaali's HP: 1d8 ⇒ 8

Winner winner, chicken dinner!

Don't forget to send me your level 2 character sheets at we.be.dunedinpfs@gmail.com when you can. Razif, you don't need to do so now.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Victory dance!

Grand Lodge

The Mountain's Maw |

FYI - no one has hit 2nd level JUST yet...


Half-Orc Wizard 1 | AC 16 T 11 FF 15 | CMD 11 | hp 6/8 | F +5 (+9 v. hot/cold) R +3 W +4 | Spd 30' | Init +1 | Knowledge (Arcana, Nature, History), Spellcraft, Craft(Tattoo), UMD +8, Perc +7 | SA: Storm Burst 2/2
Spells:
0-Acid splash, detect magic, mending; 1 - color spray, obscuring mist

HP Roll: 1d6 ⇒ 5 I'll keep it!

Thanks for the notice, GM. I'll send you my updated sheet, probably by tomorrow. Do you just want like a PDF, or HeroLab, or something else?

Grand Lodge

The Mountain's Maw |

PDF would be fine, thanks!

Grand Lodge

The Mountain's Maw |

Yes, this fight with the pugwampi is designed to be frustrating as hell.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

That's one murderous encounter, holy crap

Grand Lodge

The Mountain's Maw |

That's perfect placement, Layaali. If you had healed Korum and he woke up, then Drael couldn't be in his space. As is, you healed all the people who needed it the most.

Grand Lodge

The Mountain's Maw |

Congratulations on cleaning out the pugwampi den. In total, you all killed a baker's dozen (13) pugwampi, as well as their 3rd level fighter chief, King Mokknokk.

I have read enough Legacy of Fire threads to know that that combat often turns people away from the Legacy of Fire AP, as it is so brutal. In fairness, we did lose Loran, Nishv, Rafyyk, and Osonia during the combat.

We also have apparently lost Korum as well. I've reached out to Korum multiple times over the past week, and I have heard nothing from Korum's player. It pains me to say so, because Korum was the person who recruited me to take over this AP when the original GM disappeared, but I think we need to move on without Korum's player.

Korum may make further cameo appearances with the main group in the future, and he'll continue to accompany you guys until you head back to Princess Almah, at which point he will decide to stay with the caravan group and defer on further adventuring. That does mean, however, that we need to replace our wizard.

I've done a fair amount of recruiting for this AP so far - I'd like to open the recruitment for our replacement arcane person to the four of you. Do you know someone who would be good for this group? I'd like them to be post champions like all of you - once daily at least; more if they'd like. Put me in touch with some people - if we don't find the right person within the next week, then I'll hit the boards.

Thanks, y'all. This is my first AP on the PbP boards and I hope it's fun. It'll be more fun now that you won't have to fight pugwampi all the time anymore. There still might be a pugwampi here or there, though, just for Old Times' Sake.

-GM Dink


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Oh thank god, that seemed to go on forever haha. The combat was definitely rough but this has been a great game so far, thank you for making it happen.

I'll ask around for a new player, but aside from long-standing games this is the first game that I've joined in a long time, so I don't know many active players.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

This combat has had me on the edge of my seat basically every time I checked in. It took forever, but it honestly feels amazing that we got through it. That must have been one of the hardest combats I ever took part in, and it was great. Thanks a lot for the GMing up until now!

I have a few people I could ask, but my RPG group's pretty tightly knit and all playing several games already.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Yeah. You know I GMed Legacy of Fire when it was brand new, and to this day if any of those players so much as hear the word pugwampi they groan and hope they don't have to fight it. Haha. I love those little buggers.

I have two kids who would LOVE to play. They're quite young, but I know they would love Legacy of Fire, and they can post consistently. They've been playing for years already, so they know what they're doing. That being said, they're kids, and I know some people don't like to play with kids. Would you mind if both joined? Definitely answer that question honestly. Haha.

Grand Lodge

The Mountain's Maw |

Layaali, that's quite a cool concept. My biggest reserve would be with some of the content matter of the AP. As someone who has GM'd it previously, would you feel comfortable with the gore and guts? Violence and torture are the two biggest things to my mind that would make it difficult, but with a parent gaming alongside them, I think it could be easily addressed. I doubt that there's going to be any sexual content that I'll need to amend.

Just for reference's sake - how young are we talking about?


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Oh, they're young. Six and seven. I know that sounds young, but they've been playing since three and four, so they're better at Pathfinder than it seems like. Their biggest barrier is that they're rarely given a chance to play with people other than immediate family. Few people will give young kids a chance to play. That being said, If I didn't tell you they were kids you probably wouldn't have known on here. Lol.

As for content, I don't recall anything inappropriate for my kids in the AP. My son is very curious about world issues, so he knows about torture and violence from the news and things. These things won't be a problem for us in a gaming setting. In all honesty, the adventures my daughter makes when she DMs are the goriest things from such a sweet little girl. Worse than this, for sure.

They need help formatting their posts on pbp, which I will always help them with. But, coding, spelling and computer skills are all things they do for daily homework at school anyway, so posting on pbp is something that they're excited about and can count as their homework at the same time. They love it.

The goriest thing they've played before was Carrion Crown. They're on book three right now and loving it.

Gm:
The only thing that would upset my kids is being turned into a werejaguar by the strange man in that set piece at the back of the book. As long as they don't get personally infected there, they will be fine.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

A friend of mine is considering applying as well. It's kinda getting late over here though, so he said he'd take a look at everything tomorrow. He's in my own Curse of the Crimson Throne PBP as a grumpy alley witch, he's great, I promise.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

My question was for everyone, by the way. If any of you have a horrible aversion to children, now is the time to say so.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

I probably would've killed for the chance to play something like Pathfinder as a kid, so I'm not going to be the one to stop something like that :) As long as they make readable posts and take the game as serious as the rest of us, I have no objections whatsoever.

And honestly, I think "taking the game as serious as the rest of us" isn't a hard threshold to reach at all, I feel the group is pretty relaxed.


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Yeah same, if they can keep up then I won't be the one to say no.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Absolutely no aversion! I am pretty childish myself!

Grand Lodge

The Mountain's Maw |

My only reservation is the fact that I'm recruiting for one character at 2nd level, but if we're recruiting for two, then I think we can go with two 1st level characters.

It's a green light from all of us, Layaali. Your party needs some arcane support and badly needs someone who might be a good face of the party (highest Charisma amongst you is a 13). Please have your 'friends' make two 1st level characters for our campaign. I'll sort out their campaign-specific trait with them individually, but please leave one trait slot open for me on each of their characters for now.

I'll treat them like anyone else - character death is a very real and possible threat - but I'm happy to welcome them into the gang!

Game on.

Grand Lodge

The Mountain's Maw |

I'd be keen for you three new level 2 characters to reveal one cool new thing about your new level 2 characters - an ability or skill that you've picked up, or learned.

Razif, your time is coming.


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

It was a pretty quiet level-up for Drael, but he did gain the ability to move slightly faster while in medium or heavy armor, which will hopefully help him keep up better and stay at the front of combat.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

I just let them know and they're both thrilled to pieces. They'll get to work on their characters after school today.

---

Layaali gained an extra first level spell slot, (yay healing!), and two new spells known: detect undead and guidance.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Whoah, wait. Need a face for the party? Layaali's charisma is 18 and her diplomacy has a +11 modifier. Pretty sure we have a face!


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Uzma is now really, really – one "really" per level – good at surviving in the middle of the desert!

...and he is now prone to poetic performances!

Grand Lodge

The Mountain's Maw |

Hmmm....I stand corrected. I remember - falsely, apparently - checking Layaali's stats once upon time and seeing an 11 or something mediocre in her CHA position. Stupid brain, always plotting against me....

Well, we just need arcane power. And another front-liner would be good for you guys as well.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

My kids decided to make a pair of gnomish siblings, who love to travel. My daughter is a gnome air kineticist, while my son is a gnome sorcerer with a water elemental bloodline. Their characters are below for perusal. If everything's fine they'll make their alias' tomorrow. My daughter purchased a pet jackrabbit and is capable of training it. She was hoping it could start with the tricks come and heel. Let me know if that's alright.

They're super excited! Thanks!

---

Rab-rab Bunnis

Statistics:

Rab-rab Bunnis
Female Gnome Kineticist 1
NG Small Humanoid (gnome)
Init +3; Senses Low-light vision, Perception +2

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DEFENSE
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AC 16, touch 14, flat-footed 13 (+2 armour, +3 Dex, +0 shield, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +0
…+2 vs. illusions, fear, despair, warm and hot weather
…+2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (aerokinesis)

------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged air blast +4 (1d6+3)

Spell-like Abilities (CL 1st, Concentration +?)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
1/day (when in a desert)—create water, cure light wounds, know direction, stabilize
At Will—basic aerokinesis

------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 16, Int 10, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 11
Traits Know the land, ?????
Feats Point-blank shot
Skills Acrobatics +7, Handle Animal +2, Knowledge (nature) +5, Perception +2, Survival +5, Stealth +11
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities burn, elemental focus (air), eternal hope, fey magic, gather power, gnome magic, illusion resistance, infusion (pushing infusion), keen senses, kinetic blast (air blast), utility wild talent (basic aerokinesis)
Languages Common, Gnome, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Air Blast: Physical, bludgeoning damage; As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Burn (Ex): A kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. (Max Burn: 6)

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (desert). The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. A gnome can take this trait in place of obsessive.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Infusions: By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

Pushing Infusion: The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push. (+2 bull rush)

Know the Land (trait): Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. (survival)

Utility Wild Talents: Unless otherwise noted, the DC for a saving throw against a wild talent (infusion and utility) is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

Basic Aerokinesis: You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Proficiencies: simple weapons, light armour

Gear/Possessions:

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GEAR/POSSESSIONS
------------------------------
Combat Gear dagger
Possessions leather armour, backpack, bedroll, fancy rabbit kite (10 gp value, 1 lb.), hot-weather clothes, pet (jackrabbit named Jack; tricks: come, heel), trail rations (4), waterskin (2)
Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 13.75 lbs. (+3 lbs if carrying Jack)
Money 29 GP 9 SP 0 CP

Background:

Rab-rabs and her brother, Min, are gnomes. They like to travel and see the world. They both really like the hot weather, so they have been in the desert a long time. She has a little pet jackrabbit named Jack that she loves very much. Rab-rabs has always seen pictures in the wind. When she got older she could make the air do what she wanted—sort of! She can make nice breezes to keep herself or her jackrabbit cool. It’s really handy for flying kites, which is her favourite thing to do! Other than cuddle Jack. She can also make the wind shoot at her enemies!

Appearance and Personality:

Rab-rabs is a happy gnome who always thinks everything will work out fine. She has ???? coloured hair, and ???? coloured eyes. She likes to play with her pet jackrabbit, fly kites, and explore new places.

---

Min Bunnisbeldar

Statistics:

Min Bunnisbeldar
Male Gnome Sorcerer 1
NG Small Humanoid (gnome)
Init +1; Senses Low-light vision, Perception +2

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DEFENSE
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AC 11, touch 11, flat-footed 10 (+0 armour, +1 Dex, +0 shield)
…+2 dodge AC in the desert, +4 mage armour
hp 6 (1d6)
Fort +0, Ref +2, Will +2
…+2 vs. illusions, charms, compulsions, warm and hot weather

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OFFENSE
------------------------------
Speed 20 ft.
Melee dagger +2 (1d3+1/19-20)
Ranged elemental ray +3 (1d6 cold)
…ray of frost +3 (1d3 cold)
…dart +3 (1d3+1)
Spells Known (CL 1st, Concentration +4)
1st—4/day—colour spray (DC 14), mage armour
0—At Will—dancing lights, detect magic, ghost sound (DC 13), ray of frost
Spell-like Abilities (CL 1st, Concentration +2)
1/day—mage hand, open/close, prestidigitation, unseen servant

------------------------------
STATISTICS
------------------------------
Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Traits Focused Disciple, campaign trait
Feats Breadth of Experience, Eschew Materials
Skills Knowledge (arcana) +9, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (all other) +3, Perception +2, Profession (any) +2, Spellcraft +5, Stealth +6
(4 points; 2 class, 1 INT, 0 race, 1 favoured class)
Abilities academician, bloodline (elemental [cold]), bloodline arcana, bloodline power (elemental ray), cantrips, illusion resistance, keen senses, utilitarian magic
Languages Common, Draconic, Gnome, Sylvan

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Academician (alternate race trait): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (knowledge [arcana])

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bond to the Land (alternate race trait): Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favoured terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred. (desert)

Breadth of Experience (feat): You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Elemental Ray (Sp): You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (6/day)

Focused Disciple (trait): When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Utilitarian Magic (alternate race trait): Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities: 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear dagger (2), dart (4), scroll of shield, potion of cure light wounds
Possessions backpack, bedroll, books on arcane theory (2), hot weather outfit, ink, inkpen, journal, rations (4), scroll case, waterskin
Carrying Capacity
Light 0-25 lb. Medium 26-50 lb. Heavy 51-75 lb.
Current Load Carried 9.25 lbs.
Money 4 GP 8 SP 0 CP

Background:

Min and his little sister, Rab-rabs, are gnomes. They like to travel and see the world. They both really like the hot weather, so they have been in the desert a lot. Min has always been fascinated by magic. He loves studying it and learning all he can! He doesn’t need to study much because he has always been good with magic. Especially water magic! Min likes to read books of all kinds, and reading and writing notes in his journal about what he learned.

Appearance and Personality:

Min is a shy and quiet bookworm. He has ???? coloured hair and ???? eyes.

Grand Lodge

The Mountain's Maw |

Hey Layaali, I’ll need you to send me PDFs of both characters, please. webedunedinpfs@gmail.com. Thanks!


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Hi!

I am ready to play, too!


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

Hi!

I am Rab-rab's brother. She loves bunnies too much and she always has her head up in the clouds! Her character I mean.

I am ready!


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

They're super excited.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Pretty excited to have them with us!

Grand Lodge

The Mountain's Maw |

Welcome welcome to our gnomish duo! I sent a few suggestions, including proposed campaign traits, via private message to Layaali. Let me know what you think.

Legacy of Fire: The Next Generation


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Welcome to the group!


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Welcome! Here's to a long and healthy campaign!


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

Thanks for being so nice!


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)
Min Bunnisbeldar wrote:

Hi!

I am Rab-rab's brother. She loves bunnies too much and she always has her head up in the clouds! Her character I mean.

I am ready!

Oh, I love rabbits for real, too. They are my favourite. They are so CUTE!


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Advanced Warning: Tomorrow is both of my children's birthdays, so I likely won't have time to make a post. Also, this Saturday is their birthday party, so I probably won't be able to post that day either.
Thanks!


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Happy birthday!

Grand Lodge

The Mountain's Maw |

They were born on the same day, a year apart?! That's cool.

HAPPY BIRTHDAY to our new party members! We'll get you in on the game very soon!


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Yes we were!
Thanks!

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