
MPL8665 |

Legacy of Fire: On Shifting Sand
I’m looking for four players for an upcoming Legacy of Fire PbP game I’ll be running. A fifth character slot is already filled by a friend of mine who has been looking for a home for his character (a Paladin of Sarenrae) for a while now and he finally talked me into running. His character profile can be found here:
Nasir ibn Al’Said
So now I’m looking for more like minded individuals to join us on an epic journey across the blazing desert. Recruitment will remain open until Thursday November 17th and those chosen will be posted Friday November 18th at 12 noon'ish CDT.
Now for the fun part, the rules:
• 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. Unfortunately, due to it’s current playtesting status, no characters from the Advanced Race Guide will be allowed.
• Classes: All classes (Base and Prestige) from PFRPG core rulebook plus those from the Advanced Player's Guide (APG) and Ultimate Magic (UM) will be allowed. No base classes from Ultimate Magic (UC) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• 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’s Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level.
• 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.
That's about all I can think of right now, but please feel free to ask any questions you might have.

Mujahid Al-Asad |

Definitely interested. I've been looking forward to playing in a Legacy of Fire game for some time now. :)
Race: Human (Kelishite)
Class: Ranger 1
STR: 18
DEX: 13
CON: 13
INT: 12
WIS: 13
CHA: 9
Traits:
Gnoll Killer: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. 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.
Desert Child: You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.
Description:
Kelishite by ancestry, Mujahid's dark skin has been bronzed by years in the sun and hardened by the harsh winds of the desert. His straight black hair is shoulder-length that he usually keeps hidden under a turban or helm. He keeps a short beard and moustache, as he has found that the time to shave every day is sometimes not possible. He is in excellent shape, his body honed in the wilds through training and combat, though he does bear some scars from the latter. The most visible scar is a white line on right temple, pointing from his right ear to the top of his forehead.
Personality:
While laughter is not unknown to him, Mujahid tends to comport himself seriously. He tends to keep to himself and though he knows everyone in the Riders of the Sun, he knows few people outside of the group. Generally he is at least a little uncomfortable in social situations as he knows little about dealing with people outside of merchant transactions or paramilitary camaraderie. He bears a strong hatred towards gnolls due to childhood trauma and will show them no mercy.
Background:
Born into a moderately successful merchant family, Mujahid Al-Asad spend much of his childhood on the road as his family's trade caravan plied the trade routes across Katapesh. He was well-loved by his parents, but pushed hard for it took much to survive in the sands of Katapesh. The caravans were often waylaid by bandits, so Mujahid was taught how to fight. He was also taught about the desert, both of it's beauty and it's dangers. It looked like he was poised to continue the family business and do his family proud as he got older.
But when Mujahid was twelve years old, the Al-Asad caravan was waylaid by more than just bandits. This time it was attacked at night by a large gnoll tribe! Never encountered in such numbers, the Al-Asad guards were unprepared for the strength and ferocity of the gnoll's attack. One by one they were cut down until the gnolls were able to freely attack the merchants as well. Mujahid wanted to fight, but his parents forbid it even as his father went out to defend his family. The boy saw his father cut down, but not in one stroke but many. He could see the gnolls playing with his father, cutting him down by inches, letting his strength leak away into the sands by dozens of small wounds. Finally, his father died and the gnolls laughed, their hideous barking echoing out into the dunes. Overcome with rage, Mujahid grabbed for his small sword, but his mother still shielded him as the gnolls turned on them next. He saw his mother run through by a gnoll spear and displayed high in the air like a grisly trophy. He knew he was going to die. He knew it. But still, the need to fight, the need for revenge burned hotter than the wastes at high sun. He pulled out his meager weapon as the gnolls advanced and screamed his rage to the heavens. And the heavens answered.
Arrows flew in from the darkness, cutting down gnolls effortlessly. Riders came into the firelight and began cutting their way through the gnoll's ranks. The gnolls morale broke and they began to run. As one of the gnoll warriors turned away from him, Mujahid took the opportunity to stab the beast in the back. The monster sreamed in pain but did not fall. Spinning around, the gnoll backhanded the boy into the blood splatted sands and raised it's own fearsome blade. Stunned by the blow, Mujahid could only look up at his death as he tried to stay conscious. But the blow never fell. A rider decapitated the beast in the next instant, robbing the monster of any more victims. And with that, Mujahid fell into darkness.
When he awoke, Mujahid was overcome by surprise and then by despair as he remembered his parent's death. He found out soon after than he had been saved by the Riders of the Sun, a mercenary band of paladins, rangers, warriors, all faithful of Sarenrae, goddess of the sun. They had been following the trail of carnage that the gnoll tribe had been leaving in it's wake and had been determined to end it. Unfortunately, while they did so, they did so too late to save Mujahid's family. As the boy slowly recovered, the Riders offered to escort him back to Katapesh, the capital city, where he might find refuge with relatives. But Mujahid had other plans now. He asked the Riders if he could join them. This came as little surprise to the Riders. Several of them had joined under similar circumstances, orphaned by violence. And so Mujahid joined the Riders of the Sun, where he learned to overcome his grief and to focus his rage into clarity of purpose.
As Mujahid grew, he became a strong warrior and a valued member of the Riders. He pledged himself to Sarenrae, even though he never felt the calling to join her clergy. His calling was of the land and under the Rider's tutelage he learned it well. How to track, to hunt, and to survive in the desert, as well as in other lands for his time with the Riders took Mujahid to many places in Golarion. But even as he traveled, Mujahid's heart was always in Katapesh. WHile on the road with the Riders, word came to him from back in Katapesh 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. Mujahid knew that he had to be part of the group. Breaking away from the Riders was hard for him, but they parted on good terms. Soon thereafter, Mujahid found himself back in Katapesh in pursuit of vengance and his destiny.

Khalil Jabir |

I am most definitely interested. Here is my character concept for your consideration. Please take a look at his profile for statistical information.
From a characterization standpoint, Khalil has come upon some very hard times in the recent past, having lost both his wife and son. He is looking for meaning in his life, as well as a way to control his rage. I think he would paired very well against a cleric or other character with divine faith who can be a sort of guide and calming presence to him. He does not worship any particular deity, but I can see him coming around to worship should the roleplaying lead in that direction. Khalil is not a loner, despite his recent misgivings, and will take part in group discussions and will not hesitate to engage PCs and NPCs in conversations.
From a mechanics standpoint, Khalil is a combat-oriented character, of course. He will typically intimidate his opponent (or opponents) in order to demoralize them, prior to engaging. His first rage power will be Intimidating Glare, which allows him to intimidate as a move action. He will eventually take Terrifying Howl which can cause all shaken opponents (as a result of demoralizing them) to become panicked. I may take Dazzling Display as well, which will allow him to make an intimidate check versus all opponents within 30 feet as a full-round action. This, coupled with Terrifying Howl, can be interesting.
Appearance and Personality:
Khalil is a very intimidating man. Once considered rather handsome (and still handsome to those who like a more rugged look), his appearance is now marred by a rather nasty scar running down his right cheek. He has light brown hair that he keeps short and pale eyes that some find unnerving. Khalil wears the sandy colored clothing that is common throughout the Katapesh region, over which he wears a chain shirt.
Background:
Khalil grew up outside of the city of Katapesh, the unwanted son of a mercenary who left his mother. His childhood wasn't terrible, nor was it great. It was actually rather average. He inherited his father's body type, and decided to utilize it as a mercenary as well. He trained with two-handed weapons primarily, and found himself gravitating towards the use of the extremely large hammer known as an Earth breaker.
After a few years as a mercenary, Khalil met a beautiful woman known as Shiara and fell in love. He settled down and married this woman and they soon had a son, whom they named Abasi. Khalil continued his work as a mercenary, mostly as a guard for caravans that wish to make trips to and from Katapesh. His wife was getting impatient with him being away for some time and so Khalil brought them along on one of his trips.
This was the biggest mistake Khalil has ever made. The caravan was ambushed by a large contingent of gnolls and in the chaos of battle Shiara and Abasi were both killed. Khalil, devastated, flew into a rage and drove off the remaining gnolls, but he couldn't save his family. He fell apart and found himself drinking away his sorrows and engaging in tavern brawls.
He has recently come into an opportunity to put himself back on track and perhaps get some revenge against the gnolls in the process.

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Interested here's my character from a previous attempt at the adventure path that didn't pan out.Considering retooling slightly to either the Celebrity or Dawnflower Dervish archetypes.
Nasir’s parents own the most successful inn in all of Katapesh hosting talented performers and entertainment of the highest quality. As a little girl, Nasir would silently creep downstairs after her bedtime to watch the beautiful dancers that performed in the common room. By far the most amazing of these was the legendary Halim al’Vizhir, her movements seemed more than human, almost magical. That was where Nasir’s obsession with dance and music began.
When she turned 13 her parents finally, after much haranguing, agreed to allow her to study with Halim, the dancer pleased to find a student who approached dance whole heartedly. She thought her to listen not only with her ears, but with every fiber of her being, how to abandon herself to the primal music of life, and most of all, how to express it with her body. Hours they would spend dancing, learning the subtle movements of hands and arms, the sway of the hips and twist of the torso that turned the dancer into a conduit for the primal rhythm of life itself.
It would be her other interest however, that would lead her to leave her home. Her father possessed a sizeable personal library, and Nasir grew up devouring the tales of Lucky Farouk and reading of the Pathfinder Society. She dreamed of adventure, a dream that took root in her soul and grew the day Pathfinders stayed at her parents inn. As she mastered her art, the dream grew, unrelenting, until on her 20th birthday she set out for the distant land of Absolom to apply for membership. The application went well, granting her full membership and her first assignment; join Garavel’s group to investigate ancient structures in the area and determine the reason for Kelmarane’s abandonment. Determined to impress her new brotherhood she has set out to discover the secrets of her homeland.
Nasir is a creature of passion, living life to its full extent every opportunity she gets. Filled with an insatiable appetite for new experiences and knowledge, she looks at everything with eyes eager to learn something. Her greatest love is music, and she will leap at any opportunity to dance.

Mujahid Al-Asad |

Interested here's my character from a previous attempt at the adventure path that didn't pan out.
Nasir, you might want to look at the skills you have listed on your character profile. It looks like she's built using D&D 3.5 rules and not Pathfinder. She has way too many skill points for a first level Pathfinder character.

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Nasir al' Shahaadi wrote:Nasir, you might want to look at the skills you have listed on your character profile. It looks like she's built using D&D 3.5 rules and not Pathfinder. She has way too many skill points for a first level Pathfinder character.Interested here's my character from a previous attempt at the adventure path that didn't pan out.
Yeah the characther was built a while ago, I'll happily redesign her if there's interest.Also those are skill modifyers listed, in most cases there'e aren't points in a lot of those skills just ability mods.

Scarogoth |

I would be really interested in playing a character in this game, but what exactly is it you mean by PbP game -- literally on a post by post basis, or all getting together online at the same time with maptools, or something -- sadly my real-time life does not lend itself to this format, though my "posting" rate can be very good otherwise (I'm in the UK, so time zones not favourable...).

Waltz |

Definitely interested; Are Tieflings allowed? (Willing to change or give you free rain to gimp the racial abilities in a manner you see fit.)
I'm thinking a Tiefling with dex-based dervishy Magus build. CN (with a toe in good) if that's cool, but I can play the character TN/NG or even CG if need be. Considering going Bladebound archetype, but that honestly has no effect till level 2/3. I can go one way or the other so whatever the rest of the players/DM thinks would be more fun or enjoyable will likely throw me off that fence and on to whatever side seems appropriate.
Name: Sarkik Veiceesh or 'Sarki' *to those in the know (Male Vudrani Tiefling)
Class: Magus
Alignment: CN (Leaning towards good-ish)
Here's what I've got so far:
STR: 10 (00p)
DEX: 16 (10p)
CON: 14 (05p)
INT: 14 (05p)
WIS: 12 (02p)
CHA: 08 (-2p)
Points: (20)
After Racial mods (+2DEX/INT,-2CHA) showing modifiers:
STR: 10 (+0)
DEX: 18 (+4)
CON: 14 (+2)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 06 (-2)
note:*Would have dumped CHA less, but it fits with the character concept. May switch STR & Wis around.
If I'm accepted into the game any other character is free to know my character or have some kind of prior association big or small. It's all gravy.
Good luck to the rest of you!

MPL8665 |

I would be really interested in playing a character in this game, but what exactly is it you mean by PbP game -- literally on a post by post basis, or all getting together online at the same time with maptools, or something -- sadly my real-time life does not lend itself to this format, though my "posting" rate can be very good otherwise (I'm in the UK, so time zones not favourable...).
The game would be played on the Paizo.com messageboards. I, as GM, would post the scene and characters would then post their reactions. Actions would then be sorted out in initiative order, then I would post a recap of what happened in that round. Play would continue until the conflict is resolved. Generally of you're available to post once a day, you should be fine.

dathom |

Here is the fluff I have for a LN half-elven wizard. i will get the crunch put together as soon as possible.
Name: Badi Al'Mukhabat Nabih Ka'im
As the years passed, Haleen would occasionally return to Katapesh and the two would sit and swap stories of their lives; Haleen would recount the dangers which she had faced while traveling and Badi, of the mysteries and wonders one could find in the Nightstalls. However, when Badi returned home from the Nightstalls one day, Haleen's things were gone and all that was left was a note. While this in itself was not out of the ordinary, as Haleen had often left without saying goodbye, what was strange was that the note told him to forget about her. Reading over the note, Badi noticed that something seemed forced about the writing. Had Haleen been kidnapped? Or possibly enchanted to leave? With that conclusion drawn, Badi decided to focus his growing magical ability on finding out what happened to Haleen.
Giving up his minor position with the Duskwalkers, Badi devoted the money he saved and his skills to finding Haleen and ensuring she was alright. One day, after a long day of casting divinations and speaking with his contacts in the Nightstalls, Badi discovered that someone matching Haleen's description had been seen headed towards the city of Solku. Buying passage on a caravan, Badi arrived to the city to find out that Haleen wasn't their, but had been spotted near the gnoll-infested city of Kelmarane. Badi becoming disheartened in his search, fortunately learned that Garaval, a domo, was heading up an expedition to Kelmarane. Tracking down the domo, Badi convinced Garavel that his magical expertise would be useful to the caravan. Garavel, unsure why Badi wanted to join, was still not one to refuse magical aid in this endeavor, so allowed Badi to join the expedition.

Scarogoth |

Thanks very much for the reply -- that is very much the sort of thing that I'd be looking for, but rereading your instructions you reference rather a lot of books I've not yet got, so as you seem to have so much other interest, I think I'll bow out now. I'm tipping my hat into another ring which I think might be better suited to me. Thanks for your time.
The game would be played on the Paizo.com messageboards. I, as GM, would post the scene and characters would then post their reactions. Actions would then be sorted out in initiative order, then I would post a recap of what happened in that round. Play would continue until the conflict is resolved. Generally of you're available to post once a day, you should be fine.

MPL8665 |

Guess I'll toss in the basic idea while I work on a background.
Tiefling Paladin (if allowed) With the Oath of Charity Archetype from UM and Hospitaler Archetype from the APG. With the Unsanctioned Knowledge feat from UM.
The one definite character is a Paladin, so you might want to rethink that choice.

Mirah |

A CR20 Seagull wrote:The one definite character is a Paladin, so you might want to rethink that choice.Guess I'll toss in the basic idea while I work on a background.
Tiefling Paladin (if allowed) With the Oath of Charity Archetype from UM and Hospitaler Archetype from the APG. With the Unsanctioned Knowledge feat from UM.
I dunno, a full Paladin group would be kinda hard-core, and might bit intimidating to be on the other end of.

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Hello! I'd like to put forward Marossa for your consideration. She was built for a previous LoF game that barely got started before it ended so I'm keen to see her get a chance at the campaign again. Here's the stat block plus character description.
Female Human Bard 1
NG Medium Humanoid (Human)
Age: 16 Height: 5'2" Weight: 112
Init +6; Senses Perception +0
Hero Points: 2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, -1 melee touch, +2 ranged touch):
1 (2/day) Silent Image (DC 15), Cure Light Wounds (DC 15)
0 (at will) Resistance, Read Magic, Ghost Sound (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 9, Dex 14, Con 11, Int 17, Wis 11, Cha 19
Base Atk +0; CMB -1; CMD 11
Feats Bard Weapon Proficiencies, Improved Initiative, Lingering Performance
Traits Earning Your Freedom: Will Save, Pesh Addict (Katapesh): Bluff
Skills Bluff +5, Disguise +8, Escape Artist +6, Knowledge: Arcana +8, Knowledge: Dungeoneering +4, Knowledge: Engineering +4, Knowledge: Geography +4, Knowledge: History +4, Knowledge: Local +9, Knowledge: Nature +8, Knowledge: Nobility +4, Knowledge: Religion +8, Knowledge: The Planes +4, Linguistics +7, Perform: Dance +8, Perform: Sing +8, Perform: Wind Instruments +8, Sense Motive +1, Stealth +6
Languages Common, Dwarven, Elven, Gnoll, Halfling
SQ Bardic Knowledge +1 (Ex)
Combat Gear Dagger; Other Gear Backpack (empty), Bedroll, Blanket, winter, Case, map or scroll (empty), Drug, Pesh, Flint and steel, Ink (1 oz. vial, black), Inkpen, Mirror, small steel, Paper (sheet) (5), Pouch, belt (empty), Sewing needle, Waterskin (2)
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SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
--------------------
Background: A young girl of only sixteen winters, Marossa was born a slave and owned by a taskmaster of Katapesh. Growing up among the slave labor camps she had an easy life until she was old enough to work. Starting as a scully maid she was raised up to a "pleasure" slave after her parent's master learned she had a natural singing voice that nearly painted pictures through words. From that day forward, though her Master was a lecherous and corpulent old man, he gave Marossa the best teachers and instructors in singing, dancing, and instrument playing that could be afforded so he could be entertained. Marossa dreamed of freedom for her parents and herself and took to her studies as best as she could. To keep his slaves in line, Master Ibai'alhan kept all of them at least mildly addicted to pesh and Marossa was no different. She developed a near crippling addiction to the substance and still suffers from it nearly daily. The only thing that kept her going was her instructors who made sure she never stopped her lessons. Eventually Master Ibai'alhan died and her slave papers were sold to the Packmasters of Katapesh, who decided to send her on an expedition to Kelmarane for her knowledge that promised her freedom.
Personality: Marossa still fears the lash and acts contrite around just about everybody she meets. Her voice is soft and easily missed if she isn't singing. Combined with her slight frame she easily slips around people with unobstructive grace. Marossa has a hard time opening up to anybody and spends most of her time with her hands wrapped around an Inkpen that her instructor gave her for her fourteenth birthday.
Appearance: A pale slight young girl who is always nervously looking down so her bangs cover her face. Her hair is a black so dark it shows blue sometimes and her eyes are wide set on her face with dark iris' that seem sunken into her face. Her body holds multiple scars that are most evident on her arms and legs. Marossa still wears her slave clothes of a simple white cotton skirt that goes down to her anckles and a midriff baring shirt with slightly tattered desert sandals. Though she tries to hide it, her neck still wears the collar that holds her slave papers wrapped inside.

Erich Norden |

Count me in! My character sheet can be found here: Beatrix. I created this character for a LoF game a few months ago which ended not halfway through the first book, and I've been wanting a second chance at it. The previous GM and myself collaborated on her backstory, which was ...

Dave McMaster |

I'd love to get into this game with either my male human cleric/fighter Logen, or a new concept of a female elven (or halfelven) sorceress/bard that uses her cantrips mixed with her almost ethereal singing skills to perform surreal visual feats for her bard perform checks. [If that's alright with the DM of course!]
I'll edit this post and put up more information for the bard later, but Logen should be in my aliases. I can edit his back story to fit him in better with this particular campaign as well. Thanks so much for considering. :]
EDIT: http://paizo.com/people/LytheaBeldusk <- That's the alias page for the bard, I'll keep updating it periodically, should be finished for submission soon. Personality-wise, I'm aiming to make her a very meek and shy character on the outside. But on the inside has a heart of gold and is very loyal towards people she considers friends. She'll mainly focus on buffing/debuffing and casting, and uses starknives as weapons.

waiph |

Interested, but where can i get the guide for this. tho only thing i can find is the companion book here. is there a free pdf that will work like for RotL, Kingmaker, or Carrion Crown, etc?

dathom |

Interested, but where can i get the guide for this. tho only thing i can find is the companion book here. is there a free pdf that will work like for RotL, Kingmaker, or Carrion Crown, etc?
As far as I am aware of, that book you linked is the Player's Guide for this AP. Like Second Darkness' Player's Guide, the one for Legacy of Fire is not free.

the loreweaver |

waiph wrote:Interested, but where can i get the guide for this. tho only thing i can find is the companion book here. is there a free pdf that will work like for RotL, Kingmaker, or Carrion Crown, etc?As far as I am aware of, that book you linked is the Player's Guide for this AP. Like Second Darkness' Player's Guide, the one for Legacy of Fire is not free.
Interesting. When did they start charging for the pdf copies?

Joana |

dathom wrote:Interesting. When did they start charging for the pdf copies?waiph wrote:Interested, but where can i get the guide for this. tho only thing i can find is the companion book here. is there a free pdf that will work like for RotL, Kingmaker, or Carrion Crown, etc?As far as I am aware of, that book you linked is the Player's Guide for this AP. Like Second Darkness' Player's Guide, the one for Legacy of Fire is not free.
RotRl and CotCT were free PDFs with print copies avaiable; Second Darkness and LoF got extra pages and were folded into the Player Companion line with a charge for both print and PDF copies; with Council of Thieves, they went to a free downloadable PDF with no print copies available, IIRC.
(Edit, because I forgot an AP. :P)

Qasir al-Farrar |

Hi there. I'd like to submit Halfling rogue Qasir al-Farrar, "The Little Escape Artist" (with a nod to Michael Chabon's Kavalier and Klay) for consideration. Description and stats in profile. Thanks!
Background:
Born into slavery, Amir was sold away from his parents before he could remember them. He spent a miserable childhood and early youth in the household of a gluttonous merchant prince, serving as a whipping boy for his son. When he was fifteen years old, he and a friend escaped, for a glorious two weeks, before being recaptured. Amir, for his rebellion, was brutally lashed and then chained in a small, windowless room for a week. He never saw his friend, a boy from the kitchens again.
Shortly after, Amir was sold to the owner of a sort of traveling circus. This new owner was not cruel, and granted Amir many liberties, but the lack of true freedom still burned. Amir was initially trained as a guard for the circus caravan (the circus owner seeing a value in his unobtrusiveness and keen senses), gaining passable skill with a pair of short swords, but his master recognized Amir's remarkable dexterity and decided to make him one of the acts. He honed his natural talent for acrobatics and sleight of hand to a fine art, and he found he loved the gasps of the audience as he dashed across a tightrope, climbed sheer walls, or made coins vanish in his hands. But he found himself, more and more, perfecting the character his master dubbed the "Little Master of Escape!" He would work himself free of ropes, locked chests, heavy chains, and water tanks, the crowds loving every minute. Amir, too, found himself in the moment of escape (rigged or not), and began to love the act.
But he wanted true freedom, and, just as he was making plans to escape for real and for good, his master, having fallen on hard times, made a bargain with a passing caravan chief to sell Amir as a guard for the duration of the trip, with the promise of freedom upon completion of the job. Now Amir finds himself counting the days until he will be free once again.

Jonasty1031 |

I would totally love to play in a Legacy of Fire game, the setting has always looked amazing. Here's the background I have for him, I'll stat him out and get a profile ready should he be accepted.
Talos Felariel: Elf Monk (Desert Runner race type from APG, Monk of the Four Winds class archetype from APG)
Talos stood on the crest of the dune, watching as the winds blew sand across his view. Ahead of him, many miles yet was the city of Katapesh, a place he hadn't seen in many years. His heart filled with a certain amount of trepidation at the thought of returning but there was little choice.
Elves weren't an abundant group in the high deserts to begin with so when a traveling master showed an interest in him it made it all the easier for Talos to decide to live the life of an aesthetic. Packing his few meager belongings, he set out into the blistering sun with Master Tianshe.
It was a rough but rewarding life, Talos learning the ways of the land. How we were all spirits in synch with each other and that to truly master himself, he first needed to understand his place within the order of life. Supplementing these philosophies, Talos also learned to understand the order of his own form learning to fight and defend himself within the world around him.
Many years were spent in this way, quiet solitude between the two men, master and student. It was a day like any other when Master Tianshe approached him and informed him quietly that it was time for him to leave. Talos initially balked at his master's words, bringing a smile to the old man's face before he finally subsided. Why must I leave?
The old man nodded into the distance, hands folded before him. You came here because you sought to flee your old life, feeling out of place. Yet as you have learned everything has a place and order to it that must be understood. By running from your past, you have abandoned your knowledge of your place in your own past. Once you understand this, you will be ready to continue your training alone for I have taught you all that I am able.
Talos felt a deep sadness at this but understood its truth as he heard it. And so, as he had many years before, he gathered his few belongings and left. This time to return to Katapesh and the life he had left many years before.

Kara |

I submit my halfling entertainer slave girl who started in a LoF PbP long ago that died, then moved to a local game that also died, and would like to try once again. Full statblock in character profile.
Appearance
Kara is a slender, graceful halfling in early adulthood. She has smallish, clean shaven feet, and could easily pass as a gnome. Her dark eye makeup draws even more attention to her large blue eyes, and she flashes her long eyelashes just right to lock your gaze.
A revealing yet simple brightly colored gown serves as both costume and casual wear, yet is clean and free of any signs of wear. Simple copper bracelets adorn her wrists, and several beaded necklaces draw your eyes down the plunging neckline of her dress, somehow making her look glamorous, refined, and desirable.
Background
I have no memory of my parents. I’m sure I have some, somewhere, but families don’t last long among slaves. Sold from master to master, I landed finally in the care of a kindly human who treated me as a person and not a thing. For a time I became infatuated with him, intoxicated by his goodness, but he had a dark secret, and one morning was found murdered in his study. After that I learned quickly not to get too close to anyone, as the pain from the inevitable separation became unbearable.
My earliest memories are of the reckoning, as we slaves called it – the day our life is chosen for us. Some of my fellows were sent to be cooks or household servants, while some of the stronger men were picked for labor or to be sailors on a slave galley. Halflings were especially popular picks for sailors because their sleeping quarters could be half the size of humans’, leaving more room for merchandise. I often wonder how my life might have been had I been sent to sail the seas, but that was not to be. Someone early in my life said I was pretty, so I became an entertainer.
They taught me to dance and sing, but my teachers were cruel and demanding. They bound my feet to hide my Halfling heritage – it seems gnomes are more exotic and often fetch a higher price in certain markets. As soon as I discovered the usefulness of my new skills in pleasing men and avoiding their wrath, I doubled my efforts and mastered the art of seduction. I was passed around to dance in nearly every seedy tavern in the dark corners of Katapesh, occasionally catching the eye of some wealthy merchant who took me in as his personal entertainer until he tired of me and I was sold yet again.
In those dark days I came to know the true nature of man – the seeds of greed, selfishness, lust, anger, deceit, and corruption lie in the hearts of everyone, no matter how pretty, kind, or honest they appear. Politicians, peasants, and clerics all frequented the pubs to watch me dance, and their leering and lustful eyes sickened me. Ever will I play this twisted game; ever will I hide my hate for them.
When my last master fell on hard times, I was sold yet again, but this time to the city government, where I was put in a holding cell to await a trip to the slave market and another new master. Then one morning I was woken early and sent to a courtyard with many other slaves. An official looking human called for silence and announced that we were being sent to fight with a band of mercenaries and guards in an assault to retake the village of Kelmarane. If we were successful, he promised, we would be free.
Of course nobody ever frees slaves, so I fully expect this to be a suicide mission, but even death would be better than this hell I’ve been living, so I wrapped a small dagger and darts to my thigh, gathered my few belongings, and set off for my doom.

MPL8665 |

Sorry all for the lack of posting, but my daughter has been sick since Monday night. It started with a fever of 102, then she lost her voice. But now she seems to be improving, her fever is down to an almost normal 99 and her voice is getting stronger.
We're still on track for a Friday approval though, so please get your submissions in before then.

MPL8665 |

Thanks to my daughter, and the horrendous head cold she gave me, I've had more time than I thought to go over the submissions and have come to my decision on the final group.
Thank you all for the time and effort you took to make my final choices one of the hardest I've had to do yet. I wish I could run a game for all of you but, in the end, I can only choose four of you.
So that being said, would the following players/characters please report to the Caravanserai.
Dathom/Badi Al'Mukhabat Nabih Ka'im
Erich Norden/Beatrix
Kiradia/Marossa
sirgrail/Mujahid Al-Asad
Vanulf Wulfson/Nasir ibn Al'Said
To the others I offer my regrets, but if you wish to please follow the game along with us as I will return here for further recruits as time goes by and we need replacement players.

MPL8665 |

Sorry about that. The caravanserai can be found by clicking the Discussion tab at the top of this thread or by clicking here: The Caravanserai

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Joseph of the Black Sand. Male Human (Keleshite) "Ninja". think more "Pseudo Hassansin" than "Ninja". spring loaded wrist dagger on his left hand (replacing his ring finger). loose clothing dyed to blend with sand. he also has a Shamshir (Treat As Wakazashi), a baton (Treat As Hanbo) and throwing knives (Treat as Shuriken) and wears very little armor.
i want to know if i can trade away poison use for trapfinding.
Base Attributes (20 points)
Str 10 Dex 16 Con 13 int 12 Wis 14 Cha 14