| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Always spoke Apollo with pride, indirectly responding to Aeris.
Turning to the new flying man, he said; I can mess them up pretty good with this thing[b] he said, pointing to his hammer, [b]but I can't take the hits our white haired friend here can. If you can improve my defense and damage output, I'd welcome you with open arms to our cause.
Apollo then smirked expectantly, watching Brek and chuckling a little at his comment.
Well, I'm sure they know we're out on a hunt for them, but whether those stupid dogs are capable of formulating a plan is yet to be seen. All I know is, I'm out for blood and god help anyone or anything that gets in my way.
Putting away his bow, Apollo then firmly pressed his knuckles together as he looked with sheer intimdation at all those surrounding him.
Aeris' face lights up as the human that is not Dmitri speaks. "While I am not one for the direct route, at least you seem confident."Maybe this will help prove me to be worthy of being a full pathfinder."It looks like we have come to an agreement. I will lead you to the Gnolls." Aeris says as Boreas flutters in excitement. This will be interesting to say the least. If necessary to know where Gnolls are. K.(geography):1d20 + 14 ⇒ (17) + 14 = 31
Kori shakes her head at Apollo's attempts once again to rush into the mouth of the beast, "No, not head on. Don't listen to Lizar.... Apo..llo." She struggles to pronounce the name correctly. "He always wants to run in and sometimes we have to go pull him out. We fight them like we did when we took the Battle-market city. We are a small force, we fight like a raiding party. We strike, hide, and strike again. It's the best way against large numbers."
Meeting up with a new, elemental friend, the group continues to travel forward (with his help). Swinging wide the rest of the way around the Pale Mountain, the group remains on one side of a large ridge for as long as they can before they have to rise and cross it to actually get to where they (and Aeris) believe the House of the Beast is. When they do rise atop the ridge, they're met with a great sight.
Almost accidentally, the Pale Mountain has grown incredibly close during the rest of the day's travel. Barely a mile away, still, the sight of the House of the Beast is finally visible. It's wedged into a wide precipice underneath the mountain, with a very visible and open approach between two large stone ridges.
Like a child’s sandcastle carelessly placed before hungry waves that lap against shore, the forgotten temple rests, nestled in the crags of the Pale Mountain. Its crumbling spires and domes bask in the pale grayish glow of the alien twilight of the mountain skies. The scope of such a creation seems implausible in such a remote location, yet it isn’t hard to question why one might choose such a spectacular setting. Indeed, it seems unlikely that there exists another so close to the realm of the gods. Among the broken stones and empty fountains, dry thorny shrubs poke through packed clay soil sprinkled with shards of bone.
The approach to the temple is several hundred feet of packed and dry sand between the temple's outer towers and a trek into the place's courtyard courtyard in the open.
From this far out, no inhabitants can be seen clearly enough to be confirmed as actually being there. In addition, the sun is slowly slipping down and under the horizon.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
His time spent alone gave him a lot more time to think about things than he'd have liked, but travelling with the group, re-united after a year of him going his own way, Apollo was back with the people he conquered Kelmerane and at the same time, back on track with his pursuit for the Carrion King.
Taking the wraps down from his eyes and revealing a rather pale but determined, stubble filled face, Apollo glanced out into the distance as he held Nom's leash loosely in his left hand.
So this is the place? The place where Ghartok resides? A structure as grand as that is only fit for a King. Ghartok has no right to take such a place as his own.
Standing next to his 7 foot dinosaur companion, Apollo turned to his left and took the rags away from Nom's face.
Nom, you see that? In not too long, a great battle will take place here.
Perception (adjacent to Nom):1d20 + 11 ⇒ (5) + 11 = 16+2 Favoured Terrain, +2 from being adjacent to Nom
Giving out a little roar, it was fairly obvious Nom didn't really understand the words that Apollo spoke, but his senses also gave warning to him that there was something not quite right about this place.
Removing the leash from around Nom's neck, Apollo stretched his arms and reached behind his back for his hammer, gripping it tightly with incredible strength.
I'm taking your Castle Ghartok. I'm taking your tribe and I'm taking your Castle.
There was nothing light-hearted about Apollo's statement. His words, although quiet (though audible for those who wished to listen in) signified something greater than a single mans ambition to avenge his lost loved ones. His words represented something. If the conviction in his voice was to be believed and if he truly did succeed, it would mean the whole tribe he grew up with would no longer be forgotten, for now Apollo and all those he travelled with were deemed as heroes and their very adventures would go down in history. Not a single soul of any significance to each and every party member would ever be forgotten.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
Standing there and looking at the house, Dmitri smiled. The waning sun didn't comfort him in the slightest, as he wouldn't be able to see, which frankly bothered him significantly. He'd been in long thought of something since he left. Though it disgusted him to no end that he even gave the man an inkling, Dmitri gained a great amount of pleasure when it came to the prospect of even slightly twisting Apollo's "Destiny" so to speak.
While the gnolls that gave audience to Ghartok were no doubt evil, he couldn't help but wonder if gnolls had the potential for good in them. Humans had always made it a point to fear that which it didn't understand, and very few came to understand evil.
Dmitri had been born innocent, but was swiftly corrupted, yet he knew what good was and how it acted. He had no taste in it whatsoever, but all the same, he knew that he saw a broader scope than most. Demons are fit to fallow in their own filth and lewd desires most of the time if left be. Lilith was a Succubus, or rather, something greater.
He found himself becoming rather introspective when matters of Apollo came into play. Nothing worth turning him at all, but still, he thought it funny how easy it was. No matter how hard he looked at Apollo, and no matter how much "Good" he felt in him, he was still unable to see how the purging of an entire race was ethical, and Apollo gladly would, he believed.
Sitting down, Dmitri raised a brow. "Do we engage at night?" he asked them. "We'll give ourselves away with light spells if we use them at night, and all the same we may see fires lit soon among the house." he said as he began to inspect his scythe's blade. "Perhaps the new blood has a plan?" he said, casting a glance at the Sylph.
To see what I know about gnollsK. (Local):1d20 + 14 ⇒ (11) + 14 = 25Not bad. : ) "Gnolls tend to be nocturnal and can see in the dark. Attacking at night does not seem like a good idea. They would have the advantage as not all of us have darkvision." Aeris says looking back at Dmitri. "I say we spend the night here. Then we can head out in the morning." Aeris looks to the others for affirmation.
Kori looks at the newcomer, before nodding "Yes, Eagle-bait, it would be bad to attack at night. Especially, if they can all see in the dark, and not all of you can." She looks around a little nervously at her last comment. "We should move a little far away for camp. If they have patrols or raiding parties, we may be too close, and still be seen."
"We shall sset up watches for the night as well, and in the morning, when we are all fresh and ready to fight,to spell blood on to the ruin's floors, we shall go. What good is a fight if neither sside is at their best?"
Aeris looks to the others with a smug look on his face. "I actually have camp taken care of..." with that he pulls a twenty foot section of hemp rope out of his backpack. "I have a spell that will cause this rope to lead to an extradimensional space where we can all sleep. Boreas doesn't need to sleep, so he can watch through the portal to make sure nobody sneaks up on us." Aeris looks very pleased with his solution.
"We should rest and then make plans. Storming them through the front would be unfair. Unfair to the Gnolls at least." Brek grins though he's more worried about how they're going to get through a strong hold of gnolls.
He'd prefered striking them in small groups and removing their morale.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Extra di-whaaat? he questions to Aeris.
I haven't been to another dimension and I can't say it's something I've ever wanted to do. Still, if it keeps us unnoticed for now and allows us to breathe, I'll go with it. Would the local pups not find partial rope hanging from thin air though?
The man then pauses and without looking, gives off a quick response to the fiery friend of the party.
That makes it all the more fun though, Brek! he says, grinning with his glare still focused strongly towards the House of the Beast.
"You will be able to breathe. The spell does not hide the rope, so any wandering creatures might indeed find a rope hanging in the air." Aeris says as he sets the rope on the ground. Aeris begins speaking in Auran as he begins the casting of a spell. His tattoos glow a faint sky blue, casting a dim glow before fading back to normal. The rope that he set on the ground then comes to life. One end of the twenty foot length raises up off of the coil, magically floating upwards. "This spell lasts for ten hours. Try to make sure you are on the ground by then. If not, the fall would certainly wake you up." Aeris says as the end of the rope keeps floating upwards. His eyes following it upwards. When the rope is completely vertical it stretches twenty feet straight up in the air. "Just climb this rope all the way to the top to get to the portal. I suggest everyone takes a watch shift that is one hour and twenty minutes long, sequentially of course. Then no one can sneak up on you. Not to mention if you point a bow down through the portal you can shoot them while they climb the rope."
Kori watches the rope with eyes wide, staring as it stops and stands upright, seemingly attached to nothing. She walks over and yanks on it, walks around it looking up, yanks on it again, then motions for Eagle-bait to go first. "None of your levitating either. I want to see you touching the rope the whole before I go up there. Prove this isn't a trick. Besides, how are we supposed to know what an hour and twenty minute long 'squenchly' even looks like?"
To climb the rope.Climb:1d20 ⇒ 19
Aeris walks up to the rope and looks over at Kori. "One at a time." Aeris places his hands on the rope and very nimbly climbs to the top. He pauses right before the portal and says to the people below "I will disappear for a moment as I go through. I will come back out. Don't be alarmed. " With that, he reaches up with one arm and his hand disappears. He then seems to get a firm grip on something unseen with his now invisible hand. He reaches up with his other hand and manages to pull himself through the portal, disappearing as he does so.
Cast levitate
Aeris then floats back down through the portal. "I am unharmed." Aeris says as he floats down. He lifts his arms and legs to show they work. "Perfectly safe." he says, glancing at Kori as he touches down.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Shaking his head, Apollo said; I'm staying here. Nom can't climb and unless you have some way to get him up that rope, I'm not leaving him behind, out here and alone for the Gnoll's to rip limb from limb.
Ye done f*%#ed up by not actually learning levitate, brah. Ironically enough, though, because you can cast it you could scribe a scroll of it and scribe it into your spellbook for very low cost.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Oh god, haha! He's a 7ft T-Rex, so god knows. Dinosaurs from what I gather were a lot more muscular than humans...even ones the same size. Probably about 22 stone whatever that translates into pounds as. Seems like a good number to go with.
From where he is Brek Scoffs.
"He's a 7 foot beast with lotsa of sharp teeth. Gnolls aren't sucidal enough to come near one such as him. Maybe you could ask him to you know stay here and not go wandering off?" directing that last part to Apollo.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I was left behind! No wandering was done. Anyway, whatever. Gnoll's killed his mother so you shouldn't be too quick to deduct any unforeseen situations.
It is possible for you to use the "stay" command to get him to sit underneath the rope trick...or just stay down there yourself. Idk. Camping is your responsibility, but your camping situation does come with consequences :)
Technically if Boreas and I both lift Nom we can raise him 5 ft per round. Its within our combined lift off ground capacities. Actually my heavy load and Boreas' lift off ground is just barely enough.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Technically if Apollo helped too, it would probably be possible, but climbing rope and lifting seems a little hard to accomplish unless I tied rope around him and a few of us lifted him in? Haha. I'd keep him close by whatever the case and I know my perception check of 16 sucked but how are our surroundings looking? Any cover, sand hills etc? My main concern is sleep. I mean I can set Nom to guard, but then we'd both most likely be fatigued or Nom would be out for the count the following day. I did think about having that portal set up so we could just walk into it, but I figured vertical rope was the only way in for a reason, haha.
You're in a very hilly environment - being the foothills of a massive mountain, after all. It's also quite dry, though not quite sandy. It's more like hard-packed dirt underneath the feet,w ith little bits of undergrowth. From your vantage point here, you can't locate anywhere with any real cover like caves or huge trees. It's also getting dark pretty quick, so its possible that you missed out on a cave. Rumour has it that the Pale Mountain itself is laced with caverns, too.
Apollo, the spell itself actually only opens in the air off the ground with the rope climbing up into it. We could make a rudimentary harness out of the 5 billion feet of rope Aeris has (not that Kori would think of this or know how). Then Kori, Apollo, and Je'grik could easily haul him up and then back down in the morning.
"Worry? Pssh! I'm just being careful. There are enemies everywhere." With that she moves over and climbs the rope.
It's odd, Rope Trick doesn't modify the rope or mention the DC, but the climb skill specifically mentions the DC for it.
Aeris nods to Apollo before turning to Boreas. They communicate in their own language and set to work. Aeris sets down his handy haversack so that it wouldn't slow him down. They grab Nom and, between the two of them, they are able to slowly lift him up through the portal. After they lift him up, they return down to speak to Apollo and pick up the magical backpack. "Take this. It is an impact foam. Throw it on the ground or spread it on the area below and have Nom jump onto it. He will not be hurt by the fall." Aeris says as he pulls a container of impact foam out of his handy haversack. After handing the foam to Apollo, Aeris slings his handy haversack over his shoulders.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
"We've just lifted a dinosaur into another dimension." Dmitri says as he climbs up and into the strange area. "I believe it's time we call it an evening." he quips.
Strange sleeping situation notwithstanding, the inside of the rope trick is very comfortable and warm, and easily fits everybody, including Nom (who is lifted into the extraplanar space by the concerted efforts of Aeris and his air elemental familiar). The night passes with relative safety and quiet, though the sounds of hyena-like barking and running through the night can be heard during Dmitri's two-hour watch. Obviously, gnolls night hunting. Still, none find Aeris' clever sleeping space and the morning comes peacefully and soon.
The sun rises over the Katapeshi deserts as our mercenaries clamber out of Aeris' space. The memory foam is thrown on the ground for Nom, who, at Apollo's urging, leaps out and onto the thing for no harm.
The day is long, and will be filled with blood (well, probably).
Perception 1d20 + 10 ⇒ (4) + 10 = 14
Stealth 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12 (+2 in Rocky or Hilly areas), penalty for moving normal speed included.
Once they are out, Kori grabs her eagle-slayer bow and tests the string before speaking to the others. "Since we're close now, it's time to kill like we did when we took the town. Quietly and fastly. Like the raids of my people. If you have bows or other shooting weapons, like from far away, use those. I learned that you can usually get a few good shots before the enemy even gets to you, then they go down easy." with that she assumes the lead the best she can given her limp, but refuses to let it slow her down in her determination to act the scout once again.
Upon hearing what Kori says Aeris looks to the sky for a few seconds. The sky is beautiful today Aeris thinks as he looks for weather patterns.
Weather Saavy: predict the weather "I do not have a bow but I can hit from afar." Aeris says before murmuring in Auran and gesturing to cast a spell.
Cast Levitate
The winds around him swell and swirl as he begins to float about five feet off the ground.Boreas grabs onto his back, ready to push or pull him as needed. Aeris takes a quick look around before readying to follow the group.
Perception:1d20 + 3 ⇒ (19) + 3 = 22
The forecast today: Clear! Sunny! Hot! By the way, Aeris, when a new in-game day begins, can you do me a favor and post your prepared spells list (just so I can be sure its updated and stuff) on your first post of the day?
The day is clear and the deserts are seemingly empty today. Aeris' prediction that the gnolls are nocturnal hunters seems to have been right, especially considering the noises heard by the watchmen during the night.
Of course, seeing anything clearly in the House of the Beast from this distance would be a nightmare - one must get closer to have a chance of even picking out that there are guards.
Throughout the night Je'grik dreams of a woman clothed in sunlight. He feels a bit of peace in his heart and rests well, leaving the safety of the Rooe Trick at dawn to pray. He'd need the Dawnflower's blessing today, and absorbed her warmth.
"It's not a bow, but my sling up has been.. reliable." he was beginning to wish he'd brought his other sword though...
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I'm going to assume we can see out of the portal but not into it, so here we go...
With Kori taking lead, Apollo just left her to it as he prepared Nom for the day of adventuring ahead, being one of the last to leave this strange and unusual place.
As the Impact Foam was thrown down, Apollo looked at Aeris for a brief moment.
Well, you say this prevents any injury so I hope at this height, for yours and Nom's sake, this stuff works as well as you say.
As Nom jumps down, the creature just kind of stood there, looking up expectantly to its human friend.
Nom, that's cute and all but I can't jump down if you're in my way!
The dinosaur could hear the man but couldn't see him, so Apollo placed his hand and head through the portal, clinging onto a nearby rock for support...one of the few in this plain of existence, before looking out and nodding to Nom to move.
Right then he said to Aeris. Away I go!
Jmping down through the portal and out of Nom's way, Apollo landed in a crouched postition and as soon as he could gain his barings he moved with Nom over to Kori's side and looked around for any suspicious Gnoll activity.
Perception (adjacent to Nom):1d20 + 9 ⇒ (3) + 9 = 12+2 if counts as Desert
Well, I can't see any movement....how about you? he says presumably to Kori as he stares out towards the huge building ahead in the distance.
Agility is the name of this game as Brek flips himself out, landing softly and moving with barely the lightest of touch, already seeking cover even as he scouts for enemies.
Acrobatics 1d20 + 8 ⇒ (5) + 8 = 13
Steath 1d20 + 10 ⇒ (7) + 10 = 17
Perception 1d20 + 7 ⇒ (5) + 7 = 12
Moving away from his companions, Brek attempts a perimeter scouting first.
You know, technically Brek, that isn't a good enough Acrobatics check to avoid taking damage from the 20-foot fall.
Brek's overconfidence leads to his downfall (quite literally!) as he tries to flip himself out of the rope trick instead of just climbing down the rope. He falls harm on the ground, and a shock of pain travels up his legs.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
Climb:1d20 - 4 ⇒ (16) - 4 = 12
Dmitri doesn't waste any amount of time getting out of the rope, though sliding down one never really was that difficult. He didn't fancy climbing, or swimming for that matter... he also didn't fancy lengthy jumps, but most of it has to do with his choice of armor.
The armor began to sting in direct contact with the sunlight, but Dmitri truly had great difficulty in actually getting burned for an odd reason he couldn't quite fathom. Heat wasn't one of the things that bothered him, frankly, and the welcome sting of black metal certainly did nothing to bother him, either.
As he descended from the pocket dimension he dusted himself off, as well as flicking a small bit of dust away from his crimson cape. He certainly stood out. He'd made it a point to put his hair into a pony tail, revealing his eye for everyone to see. Today was a glorious one, ripe with potential blood shed, and he was certainly going to make it a point to wear his colors, so to speak.
Walking up next to Apollo, he smiles wryly, eye in full view with a dark, unnatural shimmer about it. "We need to get closer. Locations first. Dogs later..." he says as he walks forward. "Try not to die today, Apollo." he suggests as he walks, throwing a hand up with his sickle in hand.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Good morning to you too Dmitri! smirked Apollo as he continued to stare out into the distance, standing tall with Nom by his side, waiting for.......something.
If I'm to face that towering curr, I need to reach him with as little injury possible. Need to be at the top of my game when I make my stand for honour and all those he and his wretched pups took from me that day.
Perhaps this is the day... he uttered through his exhaling breath, as his eyes remained fixed on the large structure ahead.
I've being spending too much time not practising. Brek thinks even as he tries to ignore the pain in his legs. At least he didn't fall flat onto his face.
Hopefully no one else noticed. Maybe not...
His companions however seemed well and more than eagar to start the day's bloodshed it seems.
lol. Wasn't looking at the rolls when I posted from phone.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
With his armor searing in the hot desert sun, Dmitri draws his scythe as he descends. "If we are to shed blood today, we mustn't dally. Remember that we are all insignificant in the grand view of things, Apollo. Fate is not kind to those that cling to her teet. If you're not careful I will rob you of your moment of glory." he says as he continues to walk.
"Kill and survive. It is just that simple." he says with a smirk as he looks back at Apollo. "I'm here to kill a gnoll chieftain that's bothering my city. I have no other reason to be here, save to enjoy myself." he says, turning around. As he does, his eye somewhat stays firmly on the man, but turns when it can no longer gaze at him leeringly.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I'm as significant as I choose to believe, not that it matters really. Everyone has their own views, but Dmitri. says the man glancing back towards his leering eyes.
If you take that victory away from me, because it doesn't take much to know that IS what you're planning... he says, pausing for a moment.
You and I will have a little situation of our own to deal with.
Sighing without much care for concern, Apollo pulls out his Earthshaker, holding it high up into the air, shielding the glare of the sun from all those standing behind it, with its wide and solidly shaped form teetering above.
With Dmitri's attention, Apollo then slams it with an incredibly strong down force, pulling downward with the swing to create a small crater within the hard packed dirt, as the shock of the impact spreads under all those standing within 5 feet of the terrifying impact, almost knocking them from their feet.
Attack on ground for demonstration:2d6 + 13 ⇒ (1, 1) + 13 = 15
Intimidate to (demoralise - aimed at all around) make his intentions heard, as well as possibly scare certain party members:1d20 + 9 ⇒ (2) + 9 = 11He doesn't do this or like to, but his situation makes this feel right, so this check is aimed at everyone purely to roleplay with.
If anyone here intends to get one over on me by means of betrayal or through sheer malicious hate fuelled intentions, do not get in the way of my battle today.
If any of you get in my way, I may kill you myself.
And that's not something I want to do. Be wary though, some you might be able to trust, but over this past year, Dmitri's changed. I don't want him as an enemy but if that happens, I'll go out of my way to create subtle ways in making his life a lot harder than it needs to be.
Gripping his fist, he began to march forward past all those accompanying him, as he looked toward the ground.
I WILL be the one to kill that flea ridden s*** coated rug AND I WILL BE TAKING HIS HEAD TODAY!
Looking down towards the ground, Apollo then tries to look for footprints and traces of the local mutts, such as fallen hair, fecal matter and bloody trails, while Nom takes up the initiative and searched for something himself with his ability to scent creatures nearby. this is all happening while the rest of the party chat amongst themselves and decide on what to do next.
Track:1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7+2 from level due to Ranger track ability and +2 if counted as desert terrain.
Nom Scent tracking:1d20 + 9 ⇒ (11) + 9 = 20Next to Apollo
Looks like Nom's onto something! The DC for that check was 20. He tracked! First trick completed!
We should show use those adventuring feats in this adventure! I don't think any other campaign has them.
I recently got asked by a friend to DM a campaign on here, so I'm looking to see if there's still sufficient interest in PbP campaigns. Please note your interest and such. I'll set an application deadline in a few days, so don't feel rushed.
Anyway,
The Legacy of Fire AP!
Were Katapesh as bleak and barren as tales of its
trackless plains and vast deserts suggest, there would
be little opportunity for adventurous spirits to take up
arms and seek fame amid such merciless wilds. As any
Solku guardsman or Katapeshi trader can relate, such is
not the case. Gnolls, rocs, and beasts of legend from the
Brazen Peaks prey upon the unwitting residents of the
central veldt, and in the cities stalk beings from ancient
lore and countless strange lands. Katapesh is a land of
mystery and menace, yet there is no end to the number of
brave souls who rise to confront such dangers.
The Legacy of Fire AP is a campaign set in the swirling deserts of Katapesh. The players work to reverse the aftermath of a devastating genie war long ago.
Character creation guidelines:
Regional Race information:
Humans and Halflings are the most common races in Katapesh, with Half-Orcs and Elves making up the least common races. However, Katapesh is an extremely cosmopolitan environment. In light of this, any core race is allowed, and additionally, Aasimar, Tiefling, Oread, Undine, Sylph, Ifrit, Goblin, Orc, Hobgoblin, and Drow are allowed.
Core race regional flavor:
Dwarves:
In the east, outside the capital city, dwarves are an
uncommon sight. While the bustle of trade and the thrill
of the bargain attract dwarven traders from throughout
the world, away from the caravan lanes and labyrinthine
bazaars few make their homes in Katapesh. Among the
Katapeshi, dwarves have a severe reputation as hard
bargainers and intractable sellers, unnerving many
human merchants used to the give and take of haggling.
Many tradesmen refuse to do business with dwarves,
while at the same time many foreigners prefer the
straight talk and set prices typical of dwarven merchants.
Favoring overland travel to travel by sea, dwarves might
be found along the caravan routes winding north to
Ipeq and Sothis or running straight south to Quantium.
Dwarven frontier settlements regularly rise and fall in
the shadows of the Brazen Peaks as miners endlessly
hunt for wealth in the copper- and tin-rich mountains. While the dwarven tin-mining settlements of Tinshield
and Arnvoghot north of Solku currently hold the largest
populations, the abandoned mines of Zolurket are said to
be the richest, and most dangerous.
Elves:
With little organized presence in the country, elves
pass through Katapesh primarily as travelers and lone
opportunistic merchants. The elves of Avistan who settle
in the great cities regularly bank on their people’s rarity
among the native Katapeshi, allowing them to fetch high
prices as traders, negotiators, storytellers, or brokers in
a wide range of delights. Occasionally merchant leagues
from far off Kyonin venture to Katapesh, but often the
dangers manage to outweigh the staggering profits of
such ventures. To the west, the wild elves of the Mwangi
Expanse and Garund’s deeper reaches occasionally make
their way to Sothis. These curious savages typically seek
lives apart from their tribes or are on great quests for their
people. Wild elves rarely linger among Katapesh’s cities
for long, finding the bustling settlements dizzying and
confusing. Some come to settle in the southern reaches
of the country, making comfortable homes among the
human and half-elven pesh growers of those lands.
Halflings:
After humans, halflings account for the most numerous
residents of both Katapesh and Solku. Delighting in
the ever-changing marketplaces, exotic goods, strange
peoples and beasts, and countless other pleasures, halflings
outnumber humans in some districts and form their own
communities. Preferring to keep to the more civilized
lands and creature comforts of the coast, halflings might
be found running market stalls, crewing merchantman
vessels, serving as valued house servants to rich merchants,
or running any manner of criminal enterprises. For all the
freedoms and diversions halflings might enjoy throughout
Katapesh, they are also one of the more vulnerable races
in the country. Gnolls and Katapeshi know the prestige
many northern nobles place on possessing halfling slaves.
Stories often tell of halflings kidnapped from their homes
or right off the streets, then thrown into slave markets or
onto ships headed for Qadira, Cheliax, or far-off Vudra.
Such happenings make Katapeshi halflings a wary and
suspicious lot—especially of humans and gnolls.
Humans:
The dominant race in Katapesh, human traders, nomads,
explorers, and wanderers are found throughout the arid
lands, from the shores of the Obari to the slopes of the
Brazen Peaks. While Garundi and Keleshites account for the
majority of the population, humans of all types wander the
markets of Katapesh and tread the trade routes. Even more exotic peoples rarely seen elsewhere in Avistan or Garund
occasionally come here, most notably the aloof traders of
Tian Xia and cultured Vudrani sailors. Outside the cities,
tiny communities of miners, farmers, and craftsmen scrape
simple lives from the harsh lands. Such villagers form
relationships with the ancient nomad tribes that wander
the nation’s deserts and central veldt, though these proud
wanderers are sometimes aloof and even openly hostile,
both to settled peoples and other nomads. Many villages
and towns appear, thrive upon the endless caravan trails,
then suddenly vanish, their people victims to poverty, harsh
weather, or the attacks of human and nonhuman raiders.
Gnomes:
Often mistaken for halflings by the native Katapeshi,
gnomes revel in the wild cities and markets of the east,
but prefer the vast open expanses of the country’s interior
(particularly the small gnome city called Finderplain). The
mystical oases, the endless plains, and the weird creatures
all seem to captivate and inspire gnome travelers. Two
noteworthy gnome settlements, Yavipho and Tiven’s Reed,
have grown up around oases and watering holes in central
Katapesh, becoming popular stops for merchants seeking
markets for goods they can’t sell anywhere else. Gnomes
have a particular fondness for pesh, which affects them
similarly to all other races, yet lacks the addictive qualities.
Gnomes have significant reasons to fear life in Katapesh—
raiders and slavers view gnomes and their communities as
easy pickings. Some slavers frequently mistake gnomes for
halflings and eagerly kidnap the unwary; they rarely take
the news well when they discover that their captives won’t
fetch them the expected high prices.
Half-Elves:
Among the stalls of the grand markets, the oddities of the Nightstalls, and visitors from foreign lands and planes,
sharing the blood of elf and human doesn’t seem so strange.
The majority of half-elves immigrate to Katapesh from
Avistan rather than from the Mwangi Expanse. While most
enjoy the ease with which they fit in among the traders of
the country, in western Katapesh half-elves prove much
rarer, typically only venturing there if religious, mercenary,
or mercantile lifestyles lead them hence. Several are known
to have settled among the secluded farming and peshgrowing
communities throughout the region, enjoying
lives where skill and hard work matter far more than race.
Half-Orcs:
Orcs have little presence in Katapesh, making their halfbreed offspring even more uncommon. Like half-elves,
most half-orcs found in Katapesh traverse the Obari
seeking a place far from the hatreds and prejudices of
their homelands. As most lack the talent for barter and trade, many find their strength and intimidating natures
predisposed toward nefarious dealings such as thievery,
protection rackets, or slaving. Yet, the country’s pervasive
church of Sarenrae hosts a surprising number of half-orc
acolytes, seeking to comfort and redeem those who have
traveled far to escape past evils. Outside of cosmopolitan
eastern Katapesh, half-orcs face more typical levels
of distrust and discrimination. The lack of orcs in the
region prevents many natives from distinguishing
between the half-breeds and true orcs, often leading to
dangerous confrontations.
Ability scores will be generated with dicerolling. You will roll 4d6 seven times, discarding the lowest dice roll from each set as well as the lowest total of the seven sets. Assign ability scores as you see fit.
All Paizo Core and Base classes will be allowed.
If you require additional setting information, I'm happy to provide it (although it will be a long read). Unfortunately, the players' guide for this is not a free PDF like some of them are.
I will be judging submissions based on relevancy of the character to the campaign, well-constructed and organized character crunch, (Format things attractively, please.) and the way that characters in the party will interact with each other. Backstory and my understanding of the character's temperament are important, as is party balance.
Two traits! One selected from the campaign traits list, and one selected from any of the other lists. Also, you can select traits from the core pathfinder traits that can be found HERE
Region Traits:
Desert Child (Katapesh): You were born and raised
in southern Katapesh, in the rocky deserts that border
Nex. 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.
Duskwalker Agent (Katapesh): You spent a portion of
your childhood working for the Duskwalkers, the guild
responsible for policing and watching over all trade that takes
place in Katapesh’s notorious Nightstalls. You have quite a bit
more spending cash than most others of your age as a result,
and start with twice the normal amount of starting gold. In
addition, your reputation remains strong in the Nightstalls,
and any transactions you make there are always beneficial
to you; items you sell net you an additional 10% profit, and
items you purchase there are 10% cheaper than normal. This
discount also applies to your starting gear.
Freed Slave (Katapesh): You spent a significant portion
of your childhood as a slave, but were freed from slavery
several years ago by a benevolent master who purchased
you from an auction after your previous master’s death.
Yet while the memories of your difficult childhood still
haunt you, the hard life did toughen you. You gain a +1
trait bonus on Fortitude saves.
Merchant’s Child (Katapesh): One of your close
relatives was a gifted merchant, and taught you early in
life how to see the innate value in any object. You gain a
+1 trait bonus on Appraise checks, and Appraise is always
a class skill for you.
Nightstall Urchin (Katapesh): You grew up an orphan
on the streets of Katapesh, and spent many years of
childhood in the Nightstalls, Katapesh’s most infamous
market. The strange and often horrific sights you saw
there forced you to grow up fast—there’s little that can
shock or unsettle you. You gain a +2 trait bonus on saves
against fear effects, and when you do make a successful
save against a fear effect, the resulting rush of bravado
grants you a +1 trait bonus on attack rolls and all skill
checks for the next minute.
Pesh Addict (Katapesh): You spent several of your
teenaged years addicted to pesh, a habit that you may or may
not have kicked. Certainly, the habit consumed much of your
savings. You start with only half of the normal starting cash
as a result, but your knowledge of the pesh addict lifestyle
grants you a +1 trait bonus on Bluff, Knowledge (local), and
Sense Motive checks. One of these skills (your choice) is
always a class skill for you.
Pesh Dealer (Katapesh): You worked for a pesh dealer,
either by selling the drug on the street or helping to
organize shipments to other regions, which involved a
certain amount of smuggling. You gain a +1 trait bonus
on Sleight of Hand checks, and Sleight of Hand is always
a class skill for you.
Savannah Child (Katapesh): You were born and raised
in central Katapesh, among the rolling savannahs that
dominate the nation’s interior. You spent many of your
youth exploring these vast reaches, and know much of the
savannah’s secrets. Pick one of the following skills: Handle
Animal, Knowledge (nature), or Ride. You gain a +1 trait
bonus on that skill, and it is always a class skill for you.
Uwaga Highlander (Katapesh): You were born and
raised in western Katapesh, in the rugged badlands and
hills of the Uwaga Highlands. Even if you were born in a
city like Solku, you often had to travel the dangerous trails
with your family. Predators, gnolls, and worse haunt the
Uwaga Highlands, and you’ve become something of an
expert at evading them. You gain a +1 trait bonus on Stealth checks. This trait bonus increases to +2
in hilly or rocky areas.
Race Traits:
Animal Friend (Gnome): You’ve long been a friend to
many among Katapesh’s animal life, and feel safer when
there are animals nearby. You gain a +1 trait bonus on Will
saving throws as long as an animal (Tiny or larger, must
be at least indifferent toward you) is within 30 feet, and
Handle Animal is always a class skill for you.
Child of Zolurket (Dwarf ): You come from a family
whose ancestors worked in the platinum mines near Tar
Urkatka, now known as Zolurket. Your parents never
explained why they’ve never returned to Zolurket, but
they did make sure that you knew your way around a fight
against undead foes. You gain a +1 trait bonus to weapon
damage against undead.
Ekujae Reflexes (Half-Elf ): One of your parents was a
member of the Ekujae tribe of the Mwangi Expanse, and
you’ve inherited a portion of your elven parent’s quick
reflexes. You gain a +2 trait bonus on Initiative checks.
Forlorn (Elf ): There are no major elven settlements
in Katapesh, and like many of the region’s elves, you
were forced to grow up among shorter-lived races like
humanity. Having lived outside of traditional elven
society for much or all of your life, you know the world
can be cruel, dangerous, and unforgiving of the weak. You
gain a +1 trait bonus on Fortitude saving throws.
Freedom Fighter (Halfling): Although halfling slaves
are not as common in Katapesh as they are in Cheliax,
they still make up a quarter of slaves sold at the Katapeshi Fleshfairs. Your parents allowed escaping slaves to hide in
your home frequently, and the stories you’ve heard from
these escaping slaves instilled into you a deep loathing
of slavery. You gain a +1 trait bonus on any skill check or
attack roll made during the process of escaping capture
or in helping a slave escape bondage, and Escape Artist is
always a class skill for you.
Genie Blood (Human—Keleshite): One of your
ancestors was genie-kind. Select an element (air, earth,
fire, or water). You gain a +1 trait bonus on saving throws
against attacks that utilize that element (cold for air, acid
for earth, fire for fire, and electricity for water), and gain a
+1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense
Motive checks made against creatures of that subtype.
Historian (Human—Garundi): Your parents were
scholars of history, whether genealogists of your own family
tree, sages on the subject of ancient empires, or simply
hobbyists with a deep and abiding love for the past. You
gain a +1 trait bonus on Knowledge (history) checks and
bardic knowledge checks, and Knowledge (history) is
always a class skill for you.
Latent Psion (Human—Vudrani): The power
to affect the world with the mind is very much
a reality in your distant homeland. Although
you may not even have been born in Vudra,
this power remains potent in your mind as
well and protects you from mental assault. You
gain a +2 trait bonus on saves against mind-affecting
effects.
Legacy of Sand (Half-Orc): A large tribe of
orcs adapted to life in the desert once dwelt in
southeastern Katapesh. Although this tribe is
long extinct, some half-orcs of Katapesh carry the
traits of this tribe in their particularly large jaws,
broad shoulders, and shockingly pale eyes. You often
have dreams of hunts and strange ceremonies held under
moonlight in the desert sands. Some ascribe these dreams
to racial memory, others to visions or prophecies. These
dreams have instilled in you a fierce sense of tradition.
You gain a +1 trait bonus on all Will saving throws.
Spirits in the Stone (Human—Mwangi): You have an
almost instinctive ability to sense danger and peril in
ruined structures. Whenever you’re in ruins, you gain a
+2 trait bonus on Initiative checks and a +1 trait bonus
on saving throws against traps and natural hazards.
World Traveler (Human—Varisian): Your
family has taken the love of travel to an extreme,
roaming the world extensively. You’ve seen
dozens of cultures and have learned to appreciate
the diversity of what the world has to offer. Select
one of the following skills: Diplomacy, Knowledge
(local), or Sense Motive. You gain a +1 trait bonus to
that skill, and it is always a class skill for you.
Religion Traits:
Sword of Mercy (Sarenrae): You know that within the
heart of even the most hateful and cruel living creature
exists a sliver of shame and hope for redemption. You
have trained long on martial techniques to use bladed
weapons not to kill, but to subdue. When striking to
inflict nonlethal damage with any slashing weapon, you
do not take the normal –4 penalty on your attack roll, and
gain a +1 trait bonus to any nonlethal damage you inflict
with a slashing weapon.
The City Protects (Abadar): You feel safe and secure
in urban environments, even in cities whose laws you
find unjust—it is the physical fact of the city that you
take solace in. In any settlement, you gain a +2 trait
bonus against fear effects. If you fail a save against a fear
effect, you may make a new save each round you remain
in the city to overcome the fear effect as long as the fear
effect persists. If you are a paladin, this ability to make
additional saves to overcome fear extends to all allies
within your aura of courage.
Cleansing the Twisted (Sarenrae): You have studied well
the many religious texts that chronicle Sarenrae’s neverending
struggle against Rovagug and his monstrous
offspring. Your fighting style works particularly well
when you utilize slashing weapons against aberrations.
You gain a +1 trait bonus to slashing weapon damage
against all aberrations.
Eyes and Ears of the City (Abadar): Your religious
training was entwined with your work serving the city
watch of a large city, the primary duty of which was
standing sentinel on a city wall. You gain a +1 trait bonus
on Listen and Spot checks.
Magic is Life (Nethys): Your faith in magic allows you to
reflexively use the energy of any spell effect on you to save
you from death. As long as you are under the effects of any
spell, you gain a +2 trait bonus on saving throws against
death effects. If you are reduced to negative hit points while
you are under the effects of any spell, you automatically
confirm stabilization checks to stop bleeding.
Strength of the Sun (Sarenrae): You take solace in the
purifying light of the sun. During the day, you gain a +1
trait bonus on all Charisma-based checks.
Wisdom in the Flesh (Irori): Your meditation on the
nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able
to do on its own. Select any Strength, Constitution, or
Dexterity-based skill. You make checks with that skill
using your Wisdom modifier instead of its normal ability
score. That skill is always a class skill for you.
Campaign Traits:
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. Choose one
of the three categories of saving throw; you gain a +1 trait
bonus on all saving throws of that type.
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. You
begin the game with your own wayfinder, a loan from your
venture-captain. You’ve promised to pay your venturecaptain
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.
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. 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.
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. 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.
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. 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.
I'd love to play this AP! I just read a bit of your Crimson Throne thread and it looks great - nice tone and relationships among the PCs, and descriptions of scene and action that evoke clear mental images.
I was thinking of an Ifrit sorceror with the fire bloodline, because it's so desert-y and iconic, but it looks like Umbral may have trod that path before me.
Not sure exactly what I'd do with it yet, but any chance of playing a Catfolk? Haven't played one before, and somehow it seems to fit with the desert theme to me - the tawny cat curled up in the shade of a dune, only visible when he opens his green eyes, or striding across the sands at sunset, tail lashing... Anyway , let me know what you think.
I would like to play Maldoc Twinblade, a simple human rogue. I'm new to PF so I have no idea about any of these paths. Sounds like fun. I'll update the profile of this alias as soon as I get these ability scores recorded on a new character sheet.
str 10
dex 10 +2 tiefling 12
con 15
int 16 +2 tiefling 18
wis 10
cha 9 -2 tiefling 7
Tiefling wizard it is.(he's very stinky with brimstone smell.)
will work on crunch later, but was looking at reclaiming past for campaign trait and desert child for regional trait.
fluffy stuff:
Umbryl was born in Kalmarane (campaign trait) to seemingly normal human parents. He always had an odor about him tho, smelling of ozone or brimstone. He doesnt remember much of his childhood save that his parents loved him. when the disaster struck, his father stayed to fight and his mother fled with him to the city. they were poor but were doing okay til he hit puberty, then it all fell apart. He grew small horns on his head and his eyes took on a reddish glint in the darkness. Plus the smell got much worse, especially when he was nervous. The city folk called him a demon and drove his mother and him out. They lived on the outskirts of society from then on.( desert child) shunned and derided for his heritage Umbryl kept to himself til a lonely old wizard discovered him. he took umbryl and his mother in and started to train him in the wizardly arts. this lasted for a few years til the old man disappeared one day during an expierement. Not to long after this, his mother sickened, getting worse day by day. Umbryl stayed with her listening to stories of his father. He could hear her love for his father in every story she told, and came to respect and revere the man his father was. just before dawn on the final day his mother gave him his father's MW wand(bonded item) and said he always wanted another wizard in the family and how proud he would have been of him. After this he set about to always keep his father proud of him, and when he heard about the caravan to Kalmarane, he knew it was a sign about his destiny.
@Khelreddin
Go ahead and do the sorceror if you like, he hasnt chosen anybody yet, and since i went wizard, i might also go rogish ( have a multiclassing disorder.XD). Dunno for sure but would love to play in this one either way.
luck all
Str 18 (16+2 Human)
Dex 14
Con 12
Wis 13
Int 10
Cha 12 (10+2 Human)
2 ability mods for dual talent alternate racial trait for Human.
Okay, Legacy of Fire has always been the best campaign for this character, so here he is in his original form, though obviously I'll edit this to match his now ever so slightly different stats.
He's a character I've always wanted to play (and built for this campaign) but never got the chance to. :)
Apollo Randasian:
Race: Human
Name: Apollo Randasian
Class: Ranger (Beast Master)
Animal Companion: T-Rex
Alternate Racial Trait: Dual Talent (replace bonus feat, skilled and +2 mod for +2 to any two ability scores)
Alignment: CG
Style: Switch Hitting Ranger
Apollo takes his pride and joy from smashing opponents heads in, wrestling with his pet T-Rex (and best bud), intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him. Apollo particularly likes collecting arrows of all kinds, as he never knows when he might need that Ogre Bane or Holy Arrow.
Hobbies: Scouting, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.
Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying
Preview Crunch from my last submission of him (sadly he wasn't picked):
Earthbreaker: +4, 2d6+4 x3
Vs Gnolls: +6, 2d6+6 x3
FE Vs Gnolls: +8, 2d6+8 x3
*With Power Attack, minus 1 atk and add +3 dmg to all of the above.
+3 Strength Composite Longbow: +3, 1d8+3 x3 (110ft)
Vs Gnolls: +5, 1d8+5 x3 (110ft)
FE Vs Gnolls: +7, 1d8+7 x3 (110ft)
Feats:
1. Power Attack
Traits:
1. Gnoll Killer (campaign)
2. Reactionary
3. Dusk Agent - Double starting gold, selling gains 10% profit of gp and buying lowers the cost by 10%. Also applies for starting equipment.
If chosen for your campaign, I'll give you a solid back story, but I think the amount of information here covers it for you, along with the two campaign traits I've chosen (I know only one had to be from the campaign, but I liked the Dusk Agent one also). :)
I'd absolutely love to be able to play Legacy of Fire, and I feel my character (haven't ever used one like this before) is an awesome fit for the campaign, so I'm crossing my fingers!
P.s. The story of how he acquired his hammer is a good one. ;)
I'll rebuild him on sunday for you properly, with the Gnoll Killer and Duskwalker Agent traits. :)
Keazun Jori, ifrit sorcerer, CN lvl 1
ac 14, initative 8+, hp 10 (8+2 con)
4d6 ⇒ (5, 1, 6, 5) = 17 16 dex 18 (16+2)
4d6 ⇒ (6, 5, 3, 2) = 16 14 int
4d6 ⇒ (2, 5, 6, 4) = 17 15 con
4d6 ⇒ (4, 2, 3, 3) = 12 10 wis 8 (10-2)
4d6 ⇒ (6, 6, 2, 4) = 18 16 cha 18 (16+2
4d6 ⇒ (6, 3, 2, 1) = 12 11 str
4d6 ⇒ (1, 4, 5, 1) = 11discard
feat Improved Initiative
spells lvl 0 detect magic, mage hand, message, ghost sound, lvl 1 spells silent image and shocking grasp.
skills 4 points per level bluff, intimidate, knowledge planes and spellcraft.
traits Seeking Adventure and Convincing Liar
2d6 ⇒ (6, 2) = 880 gp, dagger (cost 2 gp), quartstaff (free), Scholar's outfit (free if I read the each class starts out with a outfit worth 10 gp or less), waterskins 5 (gp) and trail rations 10 (5 gp).
story:
A firefilled being Keazun Jori is on the hunt for adventure, treasure, fame, power and perhaps a woman or two along the way. His blood is that of an Efreeti and it shows in his bearing, regal and arrogant appearance. His magic is not just that or fire and war either, he possesses like his efreeti ancestor the ability of deception.
Now he goes to the desert where the Genie's move across the sands to seek his fortune...and perhaps even establish himself as a Sultan of the land.
OK, I've completed Maldoc's profile page but here is the jist of him. I took his background mostly right from the story of his campaign trait. Let me know if I need to tweak anything:
Stats:
Str 13, Dex 18 (16+2), Con 10, Int 13, Wis 13, Cha 12
Background:
My interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. I do not necessarily seek revenge against gnolls, nor do I wish to claim glory, money, or anything else. To me, this is purely a matter of honor, as Kelmarane is where I were born.
My mother and I were forced to flee the village when I was only a few years old, and I didn’t discover this until a few years ago. An
old document in the effects of Vyssa, my mother, finally revealed the truth. Now both of my parents are dead and from what I've been able to piece together, my father Willock actually died in the village when whatever happened there occured.
Vyssa spirited me away to safety to grow up elsewhere, but never spoke of Kelmarane. She had told me that my father died in a horrific untold tragedy when I was nothing more than infant. Now that the truth has started to become uncovered, I have become convinced that my true heritage remains hidden in Kelmarane. I mostly just wish to find out what really happened to my father but who knows what other secrets are out there waiting to be discovered. In any event, Garavel’s caravan to the village is just the opportunity I've been waiting for.
Benefit: When my mother died recently, among her effects was a single item that once belonged to my father: a masterwork shortsword. This item is now my most valued possession. If I ever lose this item the resulting depression imposes a –1 penalty on Will saves for 1 year.
Other fluff I thought of: Maldoc learned his trade from Talbot Pyke, a old adventurer of sorts that befriended the young Twinblade some time ago. While Pyke seems nothing more than a beggar or wanderer in the city Maldoc grew up in today, an air of mystery follows him. Whether Pyke has an actual conection to Willock Twinblade remains to be seen.
Maldoc fell quite ill sometime in his childhood, almost dying due to the ailment. While this did not prevent him from his adventure path it does explain his somewhat average constitution.
Defense:
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
Offense:
Speed 20 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Rapier -1 (1d6+1/18-20/x2) and
Willock's Blade +0 (1d6/19-20/x2)
Ranged Shortbow +4 (1d6/x3)
Special Attacks sneak attack +1d6
Base Atk +0; CMB +1; CMD 14
Feats, Traits and Skills:
Feats: Improved Initiative, Two-weapon Fighting
Traits: Reclaiming Your Roots, Suspicious
Skills: Acrobatics +5 (+1 jump), Appraise +5, Bluff +5, Climb +2, Diplomacy +5, Disable Device +6, Disguise +5, Escape Artist +5, Fly +1, Perception +5 (+6 to locate traps), Ride +1, Sense Motive +2, Sleight of Hand +5, Stealth +5, Swim -2
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
This is one of the adventure paths I'm not familiar with at all, and I love the Katapesh background. I hope you'll consider me for inclusion in your game.
I'd like to play a human male cleric of Sarenrae (LG or NG), sun and fire domains. I'd like to emphasize martial ability and spell casting over healing, although as a cleric I'll still be able to provide plenty of healing for the party. I also want to emphasize some of the 'soft' aspects like skills (Intimidate, Diplomacy, etc.) so I can add a lot with the role-play of the character.
Traits will probably be Strength of the Sun and Missionary.
I'll post a full character profile tomorrow, but I'll provide some background story now:
Alhir Alambar was raised by a sect of true believers in a small oasis in the desert - those who held on to the traditions and customs of their ancestors, and were steadfast to their faith, even as the centuries took their toll on Sarenrae's followers. Alhir was raised believing that the settlements of the Golden City and Sarenrae's Bastion were undermined by corruption from within, and the disfavor of the goddess led to the cities becoming what they are today - dens of iniquity, greed, drug use, and slavery.
Alhir was taught that the way to salvation is by following the 'Sunlit Path', a sacred text that was thought to be lost, but was kept alive through oral tradition. While a stalwart defender of the faith, Alhir is pragmatic in his approach - perhaps by confronting evil in his own way with a group of like-minded individuals, he can do more than becoming a martyr or a crusading paladin. Still, while kind and benevolent to those he judges as worthy, or even candidates for redemption, he shows no mercy to those he rebukes as inherently evil. Alhir is an incredibly useful ally, but he also tends towards arrogance, prejudice and self-righteousness on occasion. Beyond these flaws, he will defend his companions with little regard for his own safety, assured in his mind that the goddess will protect him and guide him on The Path.
Two additional rules, I believe I'm looking for 4-6 people (final number will depend on the submissions). There are no alignment restrictions, as long as your character won't be purposefully contrary and unfun to play with.
Also, if someone is interested in playing a Catfolk, that's fine. They're a balanced race and all, I was just unsure on the flavor.
And for those of you interested, some setting information:
Country information:
Katapesh encompasses many different land types and
climates, almost as varied as the goods in its marketplaces.
To the west and north, looming mountains slope like
spearheads, blocking the way to Osirion. Flatter foothills
and mountain passes offer passage to the northern
country, but most travelers prefer to reach Osirion by
ship. Gnolls live in those mountains, and they know the
passes and easy crossings as well as anyone. Unprepared
souls who attempt to traverse the mountains generally
wind up on a ship anyway: in the belly of a slave galley on
its way to the Fleshfairs.
South of the mountains, warm green savannahs stretch
for miles. Clusters of tall trees, with long branches that
extend only from the very tops of the trunks, stand like
open umbrellas to offer moderate shade. Thin rivers and
still pools provide water for the many animals that roam
the fertile plains, such as camelopards, Katapeshi lions,
gazelles, and more. At times, the savannah gives way to
lush jungles that develop around hot spots: underground
heat vents that warm the area, turning fresh water murky
and sulfurous and fostering the growth of plant life.
Farther south still, the plains dry up into arid stretches of
desert. Here lies the breadbasket of Katapesh, the heartland from which its citizens’ livelihoods
spring. In the desert reaches, pesh grows.
The bulbous, spiny cacti produce the milk
farmers ferment into pesh, the pleasantly
euphoric, mildly addictive drug for which
the country is famed. The potential to
cultivate pesh and make large sums of
money from its sale makes the dangers
of desert life—scorpions, jackal rats, sand
eels, and ancient curses—worthwhile.
Religion in Katapesh:
The predominant religion in Katapesh is
Abadar’s faith, as the god of mercantilism, money,
and cities finds much support among the buyers and
sellers of the nation’s famous markets. Even followers
of other deities often murmur a prayer to Abadar before
engaging in a business deal, or drop a few coins in one of
Abadar’s tithe-boxes after a successful sale.
Sarenrae enjoys the largest following after Abadar.
In a country with so much sun, and where the heat
can grow intense enough to cause damage or death, it
seems only natural that many would revere the goddess
of the sun and healing. Sarenrae’s paladins play a major
role in defending Solku, and Katapesh in general, and
most citizens see them as benevolent and admirable
crusaders. Unfortunately, Sarenrae’s strong presence
here also draws cultists of Rovagug seeking to destroy
the Dawnflower’s followers.
Desna, Gozreh, Nethys, and Pharasma also enjoy
moderate followings in Katapesh. Gnolls revere Lamashtu,
and many shrines in the mountains pay homage to the
Mother of Monsters.
Katapeshian culture:
The people of Katapesh are dedicated to their professions
and take great pride in what they do. Nearly every strain
or mixture of race is represented, with little to no
prejudice. Gnolls, orcs, and goblins rub elbows in the
bustling markets with humans, dwarves, halflings, elves,
and many other lesser-known races. With the exception of breaking any of the city’s few laws, nearly anything is
acceptable here. One might say that “acceptance” is part
of the cultural identity of Katapesh.
Every line of work, down to the humblest beggar, has
its own guild. Membership in a guild safeguards each
member’s economic well-being, even if that only means
having just enough to feed himself.
Drug use, slavery, and poison are a part of everyday life
in Katapesh, and the city’s leaders have embraced them
as part of the city’s economic and cultural identity. Of
course, they remain closely monitored, and a sales tax
accompanies the sale of all drugs, slaves, and poisons sold
within the city.
With all the industry that takes place within the
city’s walls, one might think the locals have no place for
recreation or fun. But in spite of their work ethic, the people
of Katapesh do indeed enjoy their pastimes— which, of
course, are lucrative businesses in and of themselves. One
of them is a very physical sport called ruk, in which guildsponsored
teams compete within the Grand Coliseum. Two
teams of 10 athletes contend with each other to toss a sandfilled
leather ball the size of a man’s head through hoops
at either end of the arena. Whichever team scores the most
points by putting the ruk ball through the other team’s hoop
after 1 hour of play is declared the winner. The competition
can be brutal, and not just among the athletes—the fans
and sponsors are known to get quite violent in support
of their teams. There are also gladiatorial matches every
week, numerous brothels, and gambling houses, as well as
rampant drug use throughout the city.
Gods of Katapesh:
Besmara
Besmara the Pirate Queen doesn’t have a strong presence
in much of Katapesh, but along the waterfront of the capital
city it’s not uncommon for sailors to offer quick prayers to
her as protection against trouble at sea. Piracy is always a
threat in the Obari Ocean, but organized cults of Besmara
are relatively rare, with her worshipers generally being
loners who focus on her role as a goddess of strife. Her
symbol is a skull and crossbones on a black flag. Her noncleric
worshipers tend to be barbarians inland or fighters
and rogues along the coast. (CN Diety, Domains: Chaos, Trickery, War, Water, Weather, favored weapon rapier)
Sivanah
Mysterious Sivanah is the goddess of illusions, reflections,
and mystery. A minor goddess in most realms, her presence
in Katapesh is actually much stronger, particularly in
urban regions. Abadar’s strong presence and constant
opposition to Norgorber opened a window for Sivanah,
and many thieves’ guilds keep shrines of her in safe
houses—although they aren’t necessarily devout, they
do see the Seventh Veil as an advocate of their lifestyles.
Sivanah’s symbol is a ring of knotted scarves. Her noncleric
worshipers are usually bards, rogues, and wizards
(particularly illusionists), and many gnomes worship her
as well. (N diety, Domains: Knowledge, Madness, Magic, Rune, Trickery, favored weapon bladed scarf)
Oh gosh, realizing continual failure to post all of the required information.
Available sources and classes!
Available classes: All Paizo Core, Base, and Alternate classes are allowed, save for Gunslinger and Summoner. No firearms will be allowed. Additionally, the alignment restrictions for Paladin and Antipaladin are changed. NG and CG are available for paladins, while NE and LE are available for antipaladins. However, the flavor of those classes are of "crusaders", so your alignment and diety choice must be appropriate. You must be able to justify why you aren't simply a cleric.
For sources, you may choose character components from the CRB, UM, UC, APG, and the players' guide for this AP if its available to you. (For example, there are new familiars in the players' guide for this campaign)
This character will primarily be a fighter, whilst also being a charismatic practitioner of the Zuran faith, though with his own strict moral code as a result of his upbringing.
Dmitri Mavis Stat Block Preview:
Dmitri Mavis
Male Human (Keleshite) Fighter 1
NE Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 Dex)
hp 16 (1d10+6)
Fort +5, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scythe +1 (2d4+1/x4) and
Unarmed strike +2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 17, Int 14, Wis 12, Cha 16
Base Atk +1; CMB +2 (+4 Tripping); CMD 13 (15 vs. Trip)
Feats Combat Expertise +/-1, Improved Trip, Toughness +3
Traits Charming, Missionary (Knowledge [religion])
Skills Acrobatics -4 (-8 jump), Bluff +3 (+4 vs. characters who could be attracted to you), Climb -4, Diplomacy +4 (+5 vs. characters who could be attracted to you), Escape Artist -4, Fly -4, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (planes) +3, Knowledge (religion) +7, Ride -4, Sense Motive +2, Stealth -4, Swim -4
Languages Abyssal, Common, Infernal, Kelish
Other Gear Breastplate, Buckler, Scythe, Fighter's kit, 18 GP
--------------------
Special Abilities
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Trip You don't provoke attacks of opportunity when tripping.
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Dmitri Mavis's Concept and History:
For most men that exist, women are a lot of things. Conduits of the future, pleasure centers, friends, mothers, role models, and just so many other things.
For Dmitri, they were literally everything. Growing up, Dmitri knew no other man, as he was a sacred child in the Church of Zura. He was surrounded on all ends, at almost all times, by Women of humble make. Succubi tended to him in his younger years, but at the time he didn't know what they were.
Growing up in a church to the god of pleasure and all things hedonistic had surprising ramifications on his mental state and his outlook on life.
For starters, he didn't immediately become a pervert. At the age of 16 he became curious.
He inquired as to the different methods, and the reasons behind their gallivanting.
Shocking everyone with the inquisition, the leader of the church, a Succubus by the name of Avalni, took a great amount of interest in him. Usually seen as conduits of sex and contracts, Dmitri saw the Succubus as a basin of knowledge and insight into the feminine heart.
Avalni taught him how to truly love a person, and many ways to pay his respects to Zura in various Acts. Plenty of things came into play at around this time. He was, at first, taught directly by Avalni ways of persuasion and how to carry himself, as well as how to please both the minds and sexual desires of the opposite sex. By the time he was ready to go on his pilgrimage, he was oozing with charisma.
Prior to the journey, Avalni's final teaching was a secret. She told unto him that Zura didn't need a church, and that she simply enjoyed the bounty of carnal desire in the populace of the world itself. As such, at the age of 24 Dmitri left the cathedral, coming into the world as a conduit of pure carnal desire, while at the same time, truly respectful.
Zura could be worshiped via the drawing of blood, no matter who's.
Sexual acts also worked. Simply causing another person to give into their carnal desires willingly and smoothly was enough to do so. Forcing someone to do it was wrong, as the more willing, the better.
Though looking at him now provides the depiction of an "off" person, Dmitri knows plenty about himself and everything that he enjoys partaking of, and simply lives for the happiness of himself, and the worship of his most beloved deity.
Campaign Trait: Missionary
Character Trait: Charming
Dmitri's reason for coming:
[i]Upon leaving the church on his Zuran Pilgrimage, the first destination that Avalni, his succubus godmother sent him to seek out the women, and events that would transpire there. This was primarily to teach him to put his long years of practice to work for his god. He was eager to please, to say the least...
Avalni had suited him with a breastplate, and his scythe that had treated him well over the years in his bouts with another of the more physical of his keepers.
Dmitri seeks many things on this trip. To enjoy true sadism, worship Zura, and, of course, partake in the local basin of ladies, whom will tell stories of him for ages to come.
Dmitri's Habits:
- Dmitri treats women as living temples to the Zuran faith, and therefore, holds them in high regard.
- Dmitri is Sadistic, though usually only in combat. Given a passive opportunity, however, he may get rough while intimidating someone for information, but never lethal... usually.
- Dmitri is Masochistic, and enjoys the feeling of pain as one of life's many pleasures. He's experienced plenty in his lifetime being surrounded by no less than 5 Succubi as he grew up.
- Dmitri sees Succubi as high-authority figures.
- Dmitri is not a practitioner of the cannibalistic side of his faith.
- Dmitri is a ladies man.
- Dmitri spent 20 years of his life without ever seeing another of his gender. He comes off as a sociopath towards men.
- Dmitri enjoys practically all the pleasures of life, but he has a soft spot for eating.
- Dmitri is very knowledgeable of various religions.
- Dmitri doesn't take kindly to the offense of women in his presence.
- Dmitri avoids the harm of women, if necessary. This only applies to human and half-human races.
Angmar Firefox reportin for the trip to Kelmarane! Ye thinks ye prepared for the desert? Well now ye are. Angradd blessed me wit da wits to always come up with a plan and me and me trusty axe will keep the Gnolls of ye back. Ye thinks us Dwarves ain't made for the desert? Well lemme show ya how it's done.
I still be missin a trait, cause I be stikin to the old ways not like them queer ones who shave they beards and talk like ye big folk. But Glory of Old ain't on da list up there. So me thinks I'll ask the master of this game if he might wants to press the link down there and consider the stout Dwarven Trait for a real Dwarf like me self.
You know, I've never played a monk before, and no one else seems to be submitting one so...
Here's Nedyr Abul, Garundi Monk seeking his freedom. The starting gold means he's actually quite wealthy for a slave, but I thought about WHY he'd have so much and decided he's considering saving up to buy his mother and sisters out of slavery once he's a free man himself.
I put the human bonus on his strength, and spread the other stats around a bit.
Crunch/Sheet:
Nedyr Abul
Male Human (Garundi) Monk 1
LN Medium Humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex)
hp 12 (1d8+4)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff +3 (1d6+4/x2) and
. . Unarmed strike +3 (1d6+3/x2)
Ranged Shuriken +2 (1d2+3/x2) and
. . Sling +2 (1d4+3/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 15, Cha 11
Base Atk +0; CMB +3; CMD 17
Feats Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12), Toughness +3
Traits Anatomist, Earning Your Freedom (Fortitude Save)
Skills Acrobatics +6, Climb +7, Knowledge (religion) +4, Perception +6, Sense Motive +6, Stealth +6
Languages Common, Osiriani
SQ ac bonus +2, stunning fist (stun), unarmed strike (1d6)
Other Gear Quarterstaff, Shuriken (5), Sling, Sling bullets (10), Backpack, masterwork (8 @ 14 lbs), Blanket, Candle, Flint and steel, Irori, Silk rope, Trail rations (4), Waterskin, 5 PP, 134 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Anatomist +1 to confirm critical hits.
Deflect Arrows Deflect an incoming arrow once per round.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Background/History:
Nedyr's father was a grave robber who dabbled into the dark arts of necromancy more than once himself, but mostly provided bodies to others far more accomplished than he.
Nedyr was too young a boy to know what his father's crimes were. He learned nothing of the dark arts, but he did learn a bit more of how the human body was made. Had there been more time, he might have become trained in the ways of graverobbing himself.
But the authorities became aware of the crime when a rather important body could not be found. Nedyr's father was severely punshed, not just put to death, but his estate and fortune were to be sold to pay back those families who had felt wronged. There was not enough to go around, and so, Nedyr's mother was sold into slavery to pay the debts, as were Nedyr himself, and his two sisters.
Family torn from him, and punished for crimes HE did not commit, Nedyr became angry, a bit of a brawler, more trouble than he was worth. He was sold again, and again. When he was fourteen, he came into the possession of Kal'Iso. Kal'Iso was a cruel master indeed. He nearly crushed Nedyr's defiant spirit entirely. But then, Kal'Iso ran into peers who often had their own slaves brawl for their wagers against other slaves, or desperate free men.
He sent Nedyr into the ring. Nedyr fought, and fought well enough, but he was rash, untrained. An old man who was observing the fight offered to teach the boy "how to fight...among other things". Kal'Iso decided it would be a worthy investment.
And so it was that Olonto, wandering monk, stayed for a time, and taught Nedyr not just how to fight, but a new way of looking at things. Nedyr gained a detachment from his state. He began to win, but more than that, Nedyr became master of his rage.
But a man like Kal'Iso was too vain and cruel not to make a grave mistkae with his property, particularly when too much wine was plied into him. He sent Nedyr against a half ogre brute that had been a champion for ten years.
Nedyr warned his master that he would be over matched and was whipped for his insolence. Though much to Kal'Iso's fury, Nedyr now took such things in stride. Nedyr did learn one thing. His mster planned to drug the half ogre to fix the fight.
Nedyr came upon a plan. He had learned all he could from being a slave. It was time to move on. So, when his master told him to go place a larger wager, Nedyr obeyed, and put even more of the man's wealth on the line. Then, he replaced the drugs that were to be slipped into the half ogre's food with something harmless.
Nedyr still fought with all his migtht and skill, but he was, as he had predicted, no match against a sober half ogre. He was lucky to have lived. Kal'Iso was suddenly swarmed by debtors himself, and forced to sell much of his property, including Nedyr.
This time, Nedyr belongs to the Pactmasters. That is well for him, he has a chance to earn his freedom. Slavery has taught him all it could, after all.
Motivation/Personality::
Beyond his freedom, Nedyr seeks to perfect himself. To be the best Nedyr he can be. He understands that there is an order to the universe, and it neither hates nor loves, is neither just or particularly unjust. It just is. Mastery over self is truly the only mastery one has. Even one who owns slaves is a slave himself if he cannot master his passions.
And yet, Nedyr wonders if he should seek out his mother and sisters, and see if they are still alive, or well? Perhaps he could buy them and then free them? This journey to reclaim an old town may allow him to do just that.
Nedyr often speaks in metaphor or with platitudes of wisdom. He knows he is not a charismatic speaker so he often sounds cliche, but cliches are cliches for a reason and there is wisdom in him and his sayings.
Angmar Firefox reportin for the trip to Kelmarane! Ye thinks ye prepared for the desert? Well now ye are. Angradd blessed me wit da wits to always come up with a plan and me and me trusty axe will keep the Gnolls of ye back. Ye thinks us Dwarves ain't made for the desert? Well lemme show ya how it's done.
I still be missin a trait, cause I be stikin to the old ways not like them queer ones who shave they beards and talk like ye big folk. But Glory of Old ain't on da list up there. So me thinks I'll ask the master of this game if he might wants to press the link down there and consider the stout Dwarven Trait for a real Dwarf like me self.
I believe that's a pretty balanced trait, so sure, you can take that. However, I have to ask where you got Angradd worship from and why you're an inquisitor rather than a cleric. Inquisitors, as I understand them, fulfill a specific purpose in the church that's outside of the rest of the church. What's yours?
If you want me to change anything in any way then let me know, but otherwise here he is.
Apollo Randasian:
Apollo Randasian
Class: Ranger Beast Master 1
Alignment: CG
Race: Human
Hair: Black
Eyes: Blue
Favoured Class: Ranger (+1hp every Ranger level)
Alternate Racial Trait: Dual Talent (replace bonus feat, skilled and +2 mod for +2 to any two ability scores)
Ranger Animal Companion: Baby T-Rex (currently not combat ready, or even old enough to be considered level 1 in game. It just makes more sense to have him with Apollo from the start, so when Apollo reaches level 4 and is allowed the companion as a Class feature, he wouldn;t just turn up out of nowhere).
Background, personality and history:
Born on the outskirts of Katapesh, Apollo's parents weren't ready for a kid, so when his mother gave birth to him in a small forest, by a stream just on the outskirts of Katapesh, in fear of losing her boyfriend at the time, she padded out a picnic basket with some cloth, then placed baby Apollo in the basket and set him free down the stream.
This was when a group of fairly nice Barbarians found him and decided to take him in as their own.
He grew up with them, but when he hit 15 he decided he wanted to do more with his life, and having heard of how busy and exciting Katapesh was meant to be, he found himself there searching for a job, at which point he became a Duskwalker Agent.
He worked here for a while, often returning to the forest where his Barbarian foster family lived, and it was because of this that he came across a giant egg.
Out of curiosity he decided to keep it, and when it eventually hatched, inside was a fairly large lizard.
Little did he know, this Lizard would grow and bond with him, to become his best friend, aiding him with his battles and survivability.
He named his T-Rex Nom, and it pretty much follows what he says, because when you've grown up amongst Barbarians, people and creatures tend not to argue with you...unless they're looking for trouble.
Apollo, not liking those who belittle others, and seeing stronger opponents as a challenge and not a threat, takes his pride and joy from smashing opponents heads in, wrestling with his pet T-Rex (and best bud) in his spare time, intimidating others who are hostile and intimidating towards him (just to see how they like it) and switches to Archery if an opponent thinks it can outrun or fly away from him.
The most trouble he's had has been with the Gnoll's around the region.
They raid and kill for the sake of it, and Apollo has had one too many run ins with their kind. He doesn't hate them as such. He just dislikes them, and his dislike has grown enough to make them his favourite enemies to kill.
Having caught rumour of there being some kind of Gnoll Leader known as the Carrion King, he's taken it upon himself to hunt this creature down, to hopefully lessen the Gnoll issues in and around Katapesh.
Hobbies: Scouting, Collecting Arrows, spending time with certain animals, Dino-Riding, making friends, drinking and bashing unfriendly skulls in.
Attitude towards friend: Cocky, funny, friendly
Attitude towards foe: Cocky, sarcastic, annoying