Legacy of Fire : A Journey through the Sands (Inactive)

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Combat Map
Kelmarane Environs


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Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft.
Today, the armies are wakening…

Greetings! I have come to possess the majority of the books of this Adventure Path. I am currently running three campaigns with varying degrees of speed and setting. I’m hoping to find a group of character driven players to brave the sands together.

Character Creation:

• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes (again from the APG, UM, UC, or UI) will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Legacy of Fire Player's Guide. Those traits can be found here. Those selecting the Finding Haleen trait much choose between the two options of either +1 hit point or +1 skill point every level in addition to any other Favored Class options.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the aiblit to ask you to change something if I find it would upset game balance a bit too much.

Things you should know:

• While I don't mandate posting everyday, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• I will be using Roll20 for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
• Keep Min-maxing to a minimum please. I understand the joy of an effective character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• This is originally a 3.5 edition game that I'm using conversions on.
• The more detail you put into your character's motivations and backstory, the more likely I will find your character interesting, which is a good thing.
• If your character sheet is difficult to reach or read, that is a bad thing.

I will be choosing 4-5 players by the deadline which is August 1st.


So some questions just to make sure:
-No hybrid or occult classes?
-since 3.5 and 3pp content is on a case by case basis would pathfinder content from outside the books you mentioned be the same? There are quite a lot of interesting archetypes and feats in player companions and the like.
-Suli, one of my favourite races and one that feels tailor-made for this campaign, allowed or not?

I'll start thinking of ideas.


I realize it's a little odd, but this setting is one of the few that gnolls interact in, would you consider a gnoll character?


I think i will apply with a paladin or ranger Meditating on race


Would you be okay with an ifrit sorceress?


@The Pale King

Actually, I wouldn't mind Hybrid classes if you chose to pursue that route. Occult classes are still a bit hard to understand for me, which if you wanted to make one feel free, but certain classes are complex in mechanics. I will endeavor to familiarize myself with the rules if you pursue that route.

I'm hesitant to allow from 3.5 3pp content. I'd rather keep it to as much pathfinder as possible.

If you are willing to alter the energy resistance and elemental assault abilities to the same, single element choice instead of being able to choose any and all, I'd be fine with a Suli. As is, its a tad powerful in comparison to other races.

@ SCKnightHero1

Yep, sounds fine to me.


i'll drop a dot, thinking of some kind of assassin type character or maybe a thief. so basically a rogue. i have a character who was born in Katapesh so i'll probably be using him

the campaign trait Reclaiming your roots seems to work nicely

would you rather things be submitted on here or in a profile link?

are you open to using Unchained Rogue instead of the base?

RPG Superstar 2013 Top 32

DM Default wrote:
Greetings! I have come to possess the majority of the books of this Adventure Path.

Which volumes are you missing? I ended up with an extra copy of what I think is volume 4. I'm not at home now, but I can check if you're interested. Of course the PDFs are still out there, so you might not even need it, but I'm offering.


@ Ammon

A profile link would be better in my opinion, though for people who hate alias bloat, I can understand posting details here first before constructing one.

EDIT: I am open to using unchained classes instead of base classes.

@ Christopher

...I am indeed missing volume 4. How did you know that? Are you a wizard? o.O
I was going to wait to see how far the players take the adventure, eventaully buying volume 4 if we go that far.


I think I will apply with a Paladin of Saranrae


Sweet, makes things much easier for me i'll post again when everything's done.

My idea so far is he will be kind of a sniper with a bow, less machine gun as most archery builds are and more 1 shot 1 kill

might be tonight, or tommorow


Submitting the Crunch for Mahk the Scythe, a "switch hitter" Ranger (Trapper). Still working on the Fluff (history) and should have it up in a few days.

Note to all: As much as I hate alias bloat, you can create an alias, add the profile, and as long as you do NOT post using it, the alias is still deleteable.

-- david


okay so i'm getting the mechanics and fluff together now i've decided Slayer sniper archetype, half elf. with a focus on the bow.

He's probably going to be some kind of neutral

anyway i'll have a link up in a few hours

Dark Archive

I had gotten the books when there on sale last year or year before... I haven't played them or ran 'em. This would be perfect.

Now to decide what kind of character to be.


how do you feel about background skills From Unchained?


How do you feel about unchained classes? (Rogue, summoner, barbarian, monk)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm interested! Just have to get a character set up...


Here's a link to the profile

If i'm missing anything let me know

@Hymenopterix

Unchained has been approved


I am definitely interested, though I need to settle on a PC. I will check back in with more info once I have an idea.

Looking at the applications already here, I am leaning towards a human Investigator with the Empiricist archetype. Would Variant Multi-Classing be allowed? If so I would choose the Bard and be a real know-it-all.


Reuleaux (ray-low)
N Male Gnome Unchained Rogue (Charlatan)

Concept at a Glance:::::
Posing as a Serenraen missionary to slowly rob the church and get leads on artifacts under the sands to sell on the black market.

Crunch:

Abilities:::::
11, 14, 12, 14, 12, 16

Languages:::::
Common, Gnome, Sylvan, Goblin, Dwarven

hp:8 class + 1 mod = 9/9
saves:1/4/1 (+2 vs illusions)
atk:3/3/-1 melee/ranged/CMB Size bonus/penalty included
def: 15/13/13/11 AC/t/ff/CMD Size bonus included
perc: +5 low light
init: +2

Traits:::::
Missionary - k(Religion) +1, and class skill
Osirionologist - k(Eng),k(History) +1, k(Eng) is class skill

Alternate Racials:::::
Master Tinker (relplaces defensive training and hatred) proficient with any weapon they have personally crafted
Ultilitarian Magic (replaces gnome magic) 1/day—mage hand, open/close, prestidigitation, and unseen servant

Feats:::::
Deceitful (+2 bluff and disguise)

Special Abilities:::::
Natural Born Liar (replaces trapfinding) On successful bluff, target takes -2 penalty on opposed check for 24 hours
Finesse Training
Sneak Attack +d6

Skills::::: (8+2 int+1 fc)
Bluff 1+3+3+2=9 --nearing pathological
Craft(Alchemy) 1+3+2+2=8 --taught self to use certain substances as tools
Diplomacy 1+3+3=7 --can be charming when he wants to be
Disguise 1+3+3+2=9 --treats like a game, has practised various techniques
Disable Device 1+3+2+1=7 --has learned by taking things apart out of curiosity
k(Engineering) 1+3+2+1+1=8 --a natural talent for mathematics combined with intense study of ruins common to the area
k(Religion) 1+3+2+1=7 --has brushed up on enough to infiltrate the Sarenraen complex
Sense Motive 1+3+1=5 --can be fooled, but has worked hard to notice certain tell-tales
Sleight of Hand 1+3+2=6 --can lift and palm small objects like coins and keys most of the time
Stealth 1+3+2+4=10 --Reu finds it easy to move about unnoticed with a little effort
UMD 1+3+3=7 --another natural talent honed by many failures...

Inventory:::::
240 gp starting
item cost lbs
outfit, pickpocket's 0 3
thieves tools, common 30 1
disguise kit 50 8
leather armor 10 15
whip 1 2
waterproof bag 0.5 0.5
sunrod 2 1
holy water 25 1
compass 10 0.5
smokestick 20 0.5
tindertwig 1 0
book, blue 5 1
chalk 0.1 0
key blank, wax 15 0.5
glass cutter 5 0
holy symbol, wooden (Serenrae) 1 0
gold on hand 64.4
load 34 lbs (light)


I'll write up a short dialogue to get into character and serve as background soon. Feel free to browse my alias history.


I would like to apply with a vanilla paladin of Saranrae.


Hi there. This is my character Alayi, a chaotic neutral ifrit swashbuckler. She will have the trait of being a slave that is hopes to earn her freedom.

Will update her profile with the correct stat block when I get onto my computer. But her backstory is mostly there.


@ Turok

I hadn't considered that to be honest....

Hmm....

For now, please build your character without them, though I may ask for the selected players to add them before play.

@DarkOne

I will allow for variant multiclassing, but as mentioned before, everything should have an in-game reason for your character.

@Ammon

If you could list the skills you invested ranks in on your alias page, that'd be great. The way I DM, I sometimes make rolls for characters to keep the pace moving.

@Alayi

Looks great (though slightly evil from your portrait, but I understand the limited choice). I only hope that while your character is chaotic neutral, it's a guided chaotic neutral.

To those expressing interest/dotting in...

All are welcome to the land of sand! Just be sure to read previous posts I've made for questions you have that may already be answered.


Thanks! I tried to find one decent enough, but if I remember correctly, it was the only female ifrit avatar. Though I might look for a better one that I feel fits Alayi better.

But onto a different subject, what are your thoughts about background skills from the Unchained book?

And another, what about the Ranged Tactic's Toolbox splatbook? I have a single item from that book called a Kunai, to help Alayi have access to Bludgeon and Piercing in addition to Slashing with her Scimitar. Is it alright for her to have it?

Edit: Here's her stat block, it currently has the background skills added for an extra two skill points basically. So I hope it is alright.

Alayi's Stats:

Alayi Ah'Mheed
Female ifrit swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 160)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 14 (1d10+4)
Fort +1, Ref +5, Will +1; +2 racial bonus to resist starvation and thirst
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee kunai +4 (1d4+2) or
. . scimitar +3 (1d6+2/18-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—burning hands (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Toughness
Traits dangerously curious, earning your freedom
Skills Diplomacy +6, Escape Artist +4, Knowledge (local) +5, Knowledge (nobility) +5, Linguistics +2, Perception +4, Perform (dance) +6, Stealth +0 (+2 in deserts), Use Magic Device +7
Languages Common, Halfling, Ignan, Kelish
SQ desert mirage, swashbuckler finesse
Combat Gear alchemist's fire (2); Other Gear chain shirt, buckler, arrows (20), kunai, scimitar, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 48 gp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/2
Arrows - 0/20
Burning Hands (1/day) - 0/1
Kunai - 0/1
Panache Pool (2/day) - 0/2
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Desert Mirage +2 to Stealth in deserts and to saves to resist starvation and thirst.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
--------------------
Start Gold 175
Bought
Gear
Swashbuckler's Kit 9 Gold
Masterwork Backpack 50 Gold
2 Alchemist Fires 40 Gold
Armor
Chain Shirt 100 Gold
Buckler 5 Gold
Weapons
1 Scimitar 15 Gold
1 Kunai 2 Gold
1 Shortbow 30 Gold
40 Arrows 2 Gold


Dot for interest; strongly leaning bard right now but might also consider an oracle or a druid instead. More later today probably :)


Question: witches can get channeling through the Hex Channeler archetype. Would you allow a witch character to get access to variant channeling from UM? I'd be happy to work with you to make sure I had a thematically appropriate patron.

I think it would be fun to be a witch that's a little off the beaten path.


The story of Faffnyr:

Live is harsh for a half-orc. Live is very harsh of slave. What can one say about the live of a half-orc slave? Born to a human mother after an orcish raid, sold to slavery the day he turned five he was to live in the slave farms of Katapesh. Being raised like a swine in the dirt with all the other baby slaves, Faffnyr learned at an early age to rely on his strength to appease his masters. Yes Master, of course Master, this was the only way to escape the whip and the rod. But still he got plenty. Working day and half of the night, hauling baskets of fruits or logs builds muscle and dedication. It would seem that he would stay a slave for all his live. But one year, he was sold to Master Adapot. Master Adapot was a cruel master, but only if he had not enough pesh. And having enough slaves usually meant there was ample supply. And Master Adapot owned Meliansun, an old halfling woman and devot cleric of Sarenrae. She managed to keep the slaves strong and healthy and their spirits unbroken. Meliansun took a liking to Faffnyr and adopted him. For three years she took him to the market to carry the wares and take care that no one would molest her. Because Faffnyr, even at 15 was strong. Over the years Faffnyr found his calling and one day, in his dreams the Dawnflower spoke to him. The next Morning the long process of tattoing the flaming angel on his skin. When Adapot died, the slavemasters of katapesh bought Faffnyr back and offered him his freedom if he would distinguish in reclaiming Kelmarane. Faffnyr selected a few items and marched with the other mercenarys to gain his freedom.


DM Default wrote:

@DarkOne

I will allow for variant multiclassing, but as mentioned before, everything should have an in-game reason for your character.

Not to be obtuse, but I am not even sure what that means. If the PC is multi-classing normally (let's say, two levels of Investigator and then takes a level of Bard at 3rd level) do they need an "in-game" reason? How would VMC be different?

If you mean that I need to have something performance-related during levels 1 and 2 to even be allowed to do this, then I guess I can do that, but it seems overly restrictive. At level 3 a VMC bard would get bardic knowledge, which fits seamlessly with Investigators being knowledge-based PCs. It isn't until level 7 that Bardic Performance comes online, and Performance (Oratory) is nothing more than motivational speaking in this context. I can be motivational, but is that enough to be "in-game" or not?

Please clarify what bothers you about this idea so I can make the decision of whether or not to play VMC at all. If I need to make huge explanations for something that would be a non-issue if I just multi-classed normally then I probably won't use VMC...


@ Alayi
Currently, Background skills are not required though as I look into them more I start to think they're a good Idea. Alright, decision made.

Character Entry Update!
The final selection of players will be required to format their skills into background and adventuring skills as per the alternate rules. However, as this is an amendment to the character creation criteria, previous entries will be exempt unless selected at the deadline.

@ Chuffster
After looking over both the archetype and the variant channeling rules, I'm a bit hesitant until I know what you have in mind specifically. If you could explain the choices you make and I don't they'll be harmful to balance, I'll allow it.

@ Darkone
Apologies for any vagueness. I'll try and explain my reasonings for you.

My comment of "in-game reasoning" is more towards multiclassing as a whole rather than just VMC vs normal

Taking your example of an Investigator going into bard, there has to be some kind of stimulus that allows you to gain the kind of knowledge that the ability "Bardic Knowledge" gives you. I allow flavoring of descriptions to be flexible, so we can say that you character has gained a well traveled companion to talk to and through him he shares his many experiences traveling. Or perhaps you were gravely injured during a combat, and to pass the time you spent hours pouring through every book you could get your hands on. It's this kind of reasoning I'm talking about.

You can't just suddenly become more powerful for no apparent reason. It's through the efforts of your character, a gift from a god, a self-realization that allows you to access abilities

I hope that helps explain my way of thinking.


DM Default wrote:

@ Darkone

Apologies for any vagueness. I'll try and explain my reasonings for you...

I think I am tracking what you mean. Let me present a rationale to you and see if that satisfies your desires:

My PC will be something of an archeologist, fixated on studying things and learning as much as he can. Mechanically I plan to have lots of skill ranks and place them in a variety of skills while guaranteeing that the various Knowledge skills are covered. In his downtime (assuming we have any) he will do research, alchemical experiments, and investigate rumors and stories he discovers.

By level 3 he will surely have encountered a single-classed bard or two, spoken with them extensively, read up on historical bards, etc... When he takes level 3 instead of gaining a feat he mechanically gains Bardic Knowledge to illustrate his diverse studies and efforts to learn a little about everything.

At level 7 he would be the equivalent of a world-renowned professor, perhaps even working on the side as a lecturer at a college or university or as a tutor for some wealthy family. This leads to his newly-gained ability to Inspire Courage and Competence as he applies his teaching experience as advice for his allies in situations where his knowledge is of use.

At level 11 he realizes that several of his skills can be applied in ways only bards would recognize, but due to his profession he cannot apply all skills that way (only one pair).

By level 15 he is likely one of the most knowledgeable individuals in Golarion, and this expresses itself as a combination of his many ranks in Knowledge skills and Lore Master (as a much lower level bard).

And at level 19 he realizes the effects his words can have on enemies (Dirge of Doom) and discovers new methods to Inspire Greatness in his allies.
-------------------

Would explanations like these satisfy your requirements?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

DM Default, what is your opinion on the Sorcerer of Sleep archetype from Pathfinder's Black Markets companion? My idea specifically is to combine it with levels of Unchained Rogue to eventually become an Arcane Trickster around 8th level if accepted.


DM Default,

I have not used the Background Skills option before and have a question.

Can I use "regular" skill points, including favored class bonus skill point, to pick up background skills?

For instance with the character that I am submitting (Mahk the Scythe), his background would need four (4) background skills, handle animal (max), knowledge (geography) (max), linguistics (gnoll) 1 rank only, and profession (soldier) 1 rank only.

So can I spend my two background skills on them plus two of my regular skill points on the other two?

-- david

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Papa-DRB wrote:

DM Default,

I have not used the Background Skills option before and have a question.

Can I use "regular" skill points, including favored class bonus skill point, to pick up background skills?

For instance with the character that I am submitting (Mahk the Scythe), his background would need four (4) background skills, handle animal (max), knowledge (geography) (max), linguistics (gnoll) 1 rank only, and profession (soldier) 1 rank only.

So can I spend my two background skills on them plus two of my regular skill points on the other two?

-- david

I'm not the GM, but yes, you can spend your regular skill ranks on background skills if you wish. You'll just have fewer ranks for your Adventuring skills that level.


DM Default wrote:

@ Chuffster

After looking over both the archetype and the variant channeling rules, I'm a bit hesitant until I know what you have in mind specifically. If you could explain the choices you make and I don't they'll be harmful to balance, I'll allow it.

Mostly I was thinking the negative envy domain (forces attempt to steal from adjacent enemy on failed save). It's a good effect but only works against people in melee and it requires some feat investment to be useful. It also has the potential to backfire.

I love the flavor of variant channeling but they didn't do a great job balancing the effects. Ale and Rulership and ludicrously overpowered (nauseate or daze). A lot of the rest are ludicrously underpowered. Envy seems like a nice balance to me.


@ DarkOne
That's something along my way of thinking. Truth be told the reasons don't have to be outlined now. Events will happen during play that we can work into your background. But looks good.

@ ArchPaladin Zousha
Looks interesting, drug-powered sorceror is a fun trope.

@ Papa-DRB
Zousha is correct. You can allocate your skill points freely. but two points must be dedicated to background skills at least.

@ chuffster
I think the envy variant is a decent debuff, though remember that your channeling affects all creatures in a radius, including your comrades.


@ DM Default
What do you think of the char Faffnyr


Updated with background skills. Here's a bit of IC stuff for background:

A Conversation with the Fence:

Down a dusty alley off the main bazaar a collapsed tower casts just enough shadow to reprieve Reuleaux and his half-orc fence from the main blast of the Sun "You're gettin' too comfortable there in the church, Reu. Somethin' that good never lasts."

"Heh, don't jinx it, Calahan. They're so desperate to turn Abadar's lackeys I doubt they'd care even if I was made..." he hands over a few trinkets taken from the Serenraen temple: redundant gears from the locks, plated ornaments and the like totalling just a few silvers.

"No, somethin's gotta give. You been there for years and the scrap you bring keeps gettin' smaller and smaller." His tone naturally aggressive.

"Easy. You're right, change is coming. They're sending me out west, where the Barrier meets the Brazen. Word is there's an old temple there whose head charge is dirty. Now that's opportunity." he smiles and winks.

"Tch...Reu you talking about Kelmarane? That gnoll toilet...ha, you're had, Reu. I bet they're getting rid of you, sending you to die."

He shakes his head "Na, here's the skinny: man name 'o Garavel's putting a band together. Team of specialists, like. If I can settle in with them the coin's going to flow..."


Ok, Fluff and new Crunch, including Background Skills, done.

I present {LINK} Mahk the Scythe for consideration in removing the gnoll infestation from the village of Kelmarane.

-- david


kk should be all set, i have a section on the profile with skill that i put ranks into. if selected i'll add in the background skills to that


Here's my submission. A friendly, charismatic witch from the deserts of Katapesh. Or, if you prefer, an open face sand witch.

Background:
Aped was a perfectly ordinary slave until the day a thrush flew up and started talking to him. After that, he was a slave with a secret. He could have used his powers to escape, but he would hardly know where to go. Instead he did his best to ease the burden of slavery on himself and his companions while keeping a low profile.

The chance for freedom that this expedition presents was enough for Aped to throw caution to the wind and reveal his supernatural abilities. If he fails here he'll be a slave who is known to do magic... he has to succeed.

Crunch:
Aped
Human (Keleshite) witch (hex channeler) 1
CN Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (cackle[APG], fortune[APG])
Witch (Hex Channeler) Spells Prepared (CL 1st; concentration +3)
. . 1st—adhesive spittle[ACG] (DC 13), mage armor
. . 0 (at will)—daze (DC 12), detect magic, guidance
. . Patron Deception
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Extra Hex[APG]
Traits earning your freedom, freedom fighter, sacred conduit, unpredictable
Skills Bluff +11, Diplomacy +15, Knowledge (nature) +6, Perception +1, Sense Motive +1, Spellcraft +6
Languages Common, Gnome, Kelish, Osiriani
SQ silver tongued, witch's familiar (thrush named Wesheb)
Other Gear haramaki[UC], crossbow bolts (10), dagger, light crossbow, 139 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Wesheb
Male thrush (Pathfinder RPG Ultimate Magic)
CN Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 4 (1d8-2)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Bluff -1, Diplomacy -1, Fly +12, Perception +5, Spellcraft -1
Languages Kelish
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Great! That is good to hear. Anyway, here is Alayi's background. I hope it is alright.

Alayi's Background:

Alayi's from what she could remember is that she was a servant for a merchant in the capital city of Katapesh, of the nation Katapesh. She was trained to be an assistant to the merchant but was rather "hot-headed" and would not sit still for training. She would sneak out often enough to see the sights and sounds of Katapesh when the sun went down. When learning from her master or while exploring, Alayi often enough saw the deplorable conditions the poor and homeless experienced. She didn't mind her situation as much after every sighting, better to be property than to be starving and destitute.

Though that would not last. After being with her master for a few years, her master died from old age. She was sold with the estate to the Pactmasters of Katheer to pay off taxes remaining from his death. She toiled and worked, disliking every bit of it. But with it, she did manage to earn a bit of gold to be put towards her own freedom. But alas, when you are a commodity that performs well, the price goes up.

That changed one day when she heard that the Pactmasters are looking to revitalize a trade route to Osirion, and that they need able bodies to help with it. Alayi volunteered as soon as she could, and proved her skills with a blade. It wasn't soon after that she was selected by Garavel to be one of the mercenaries to be sent to group up outside the abandoned village of Kelmarane. Putting forth all the gold she earned for equipment for the task at hand and steels herself for the adventure ahead.


I am running headlong into a major design problem: until level 3 or 4 Dexterity/Intelligence-based Investigators suck in combat.

Until level 3 none of the class abilities assist an Investigator in combat, so you have to resort to feats. Weapon Finesse helps you hit, but doesn't help with your damage, and you cannot get Dexterity-to-damage until level 5 (Weapon Focus requires BAB of +1, so an Investigator cannot take it till level 3, and it is a prerequisite for the feats that add Dexterity to damage).

At level 3 an Investigator can get the Mutagen talent, and at level 4 everything starts to work with Studied Combat. Until then, you are just not doing damage...

If my PC doesn't start dealing decent amounts of damage until level 4 or 5, is that going to upset the other players or DM enough to prevent such a PC-build from being selected?
-----------

An Alchemist would have bombs from level 1...could I use the retraining rules (found here) to become a level 4 Investigator between levels 3 and 4 by retraining all three prior levels? It will cost me some gold and time, but that might be right in between adventures and not too-inconvenient as a result.

The other option is to take a level of Inspired Blade Swashbuckler at level 1 instead of Investigator...but that is not really palatable since it further delays acquiring the things that make an Investigator fun in its own right.

Help!


DarkOne, I wouldn't worry about it, "builds" don't really matter much at low levels. The raw dice roll has way more impact on what your character actually accomplishes in combat.


Returning from a long hiatus from work to some PbP - I'd love to try out getting into this campaign. I'm thinking a polearm fighter of some sort; always wanted to try the trip build. Gonna work on that tonight.


Okay, looking to change gears a bit and go with a druid. Would the Elemental Ally archetype be allowed?


@ Faffnyr
Looks alright, but you listed Human in your character sheet though you're half-orc. Also, not sure why you have two feats at level one, but that might be because of the human mistake thing.

@ Reuleasux
Nice diologue, can get good feel for your character but would like some written backstory to go along with that. Will help me plan immersive details if selected.

@ Papa-DRB & Ammon& Aped
Looks good at a cursory glance. I'll give it a thorough read soon.

@ DarkOne
Don't focus on being "effective" or "combat potential." What kind of character do you want to play? What kind of strengths and weaknesses do they have? How do they feel about that situation and what can they do to aid their companions as much s they can? That is what I want you to focus on. I promise you, A good character goes much farther than efficiency in combat or underpowered characters. I'll fix that part on my end.

@ Lady Ladile
Hmm...as most DM's, I'm a bit hesitant for any sort of summoning class. However after reading it over I'd allow it for now. Provided being selected, if it becomes a balance issue I may discuss some balance changes with you.
EDIT: For simplicty sake, I would require you to set a form (bipedal, quad, serpent, etc) permanently for each element.


@DM Default:
Yea I started with a human paladin, and then looking at the campaign traits I decided to go as an ex-slave. And I suddenly liked the idea of an ex-slave turned paladin. Amended


That's perfectly fine! I thought that the flavor of the archetype would be cool for the setting. I am aware that a lot of DMs are understandably hesitant about summoning *and* that having lots of minions makes PbP combat go even slower than it already does, so I was planning to basically not make use of the Summon Nature's Ally spells in favor of just having one of the eidolons out. This is how I've played my actual Unchained Summoner and so far it seems to work out well enough :)

And designating a set form for each one isn't a problem!


Sure, I'll come up with some interesting plot hooks for him. I'm just bored of doing the same old backstory thing where you explain your parents and hometown, etc. I think that good characters don't need those trivial details. I love descriptive writing though, I'll see if I can come up with an original approach.

Liberty's Edge

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This is a AP that has always interested me.
I will think about what I want to do. Sadly the campaign guide is not available for download (I have the printed version), but here are the campaign trait from Herolab. The description is more complete than on D20PRD.

Earning Your Freedom
You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship.

Benefit: Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type.

Finding Haleen
You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making friends or keeping a job, she’s always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she’s doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you’ve had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel’s group and eagerly await the day you’ll be leaving for Kelmarane.

Benefit: Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.

Gnoll Killer
You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further— perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately.
You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Missionary
You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many.
Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village.
You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village.

Benefit:
You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

Reclaiming Your Roots
Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation.
You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for.

Benefit:
When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.

Seeking Adventure
The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve traveled to Absalom to apply for membership. The application process went well, and you’re now a full member. Your first assignment is to accompany Garavel’s group to Kelmarane—the Pathfinder Society has heard rumors of several ancient structures in the area, including a ruined monastery once dedicated to Sarenrae, and would like to learn more about them. Even more pressing is the mystery of what brought about Kelmarane’s ruin in the first place—reports of which are vague at best. If you can determine the cause of the village’s abandonment so many years ago, you’re sure the Society would be impressed.

Benefit:

You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture-captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action. Further details on the Pathfinder Society and wayfinders may be found in the Pathfinder Chronicles Campaign Setting (pages 194–195) or Seekers of Secrets.

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