Leinathan's Legacy of Fire PbP AP (Inactive)

Game Master leinathan

Will the PCs be able to restore order and balance to a world forever altered by a war of wishes?

Magical Loot Spreadsheet

Map of Kelmerane

Map of the House of the Beast


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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.


Interested! Thorgrund is a dwarf ranger, waraxe/shield skirmisher.


Here is Erizi. He started this campaign, but didn't get to far. I'll readjust the scores this weekend.

4d6 ⇒ (1, 3, 6, 3) = 13 INT
4d6 ⇒ (3, 2, 3, 6) = 14 WIS
4d6 ⇒ (6, 3, 1, 6) = 16 STR +2 Human
4d6 ⇒ (2, 3, 4, 1) = 10 CHA
4d6 ⇒ (1, 2, 6, 6) = 15 DEX
4d6 ⇒ (5, 1, 5, 4) = 15 CON
4d6 ⇒ (4, 1, 3, 1) = 9

Duh! Ill adjust to taking the 3 highest as well


Oh! Additionally:

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.


4d6 ⇒ (1, 3, 5, 2) = 1110
4d6 ⇒ (5, 1, 3, 2) = 1110
4d6 ⇒ (2, 3, 3, 2) = 108
4d6 ⇒ (1, 4, 5, 6) = 1615
4d6 ⇒ (5, 2, 2, 1) = 109
4d6 ⇒ (6, 4, 3, 6) = 1916
4d6 ⇒ (5, 3, 2, 1) = 1110

dotting for interest. Possible an Aasimar oracle of the flame/sorceror
or tiefling wizard.


I haven't been playing with him for very long, but Leinathan is a super fun DM. Everybody join his game. It will be awesome.

[/praise]


I'm already in a LoF game,but it has been very slow moving. Would that disqualify me from consideration? I can play dumb with the best o em :)


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.


4d6 ⇒ (2, 6, 5, 5) = 18 16
4d6 ⇒ (3, 4, 2, 6) = 15 13
4d6 ⇒ (2, 1, 4, 2) = 9 --
4d6 ⇒ (1, 3, 6, 1) = 11 10
4d6 ⇒ (5, 1, 5, 3) = 14 13
4d6 ⇒ (5, 5, 2, 1) = 13 12
4d6 ⇒ (5, 2, 3, 5) = 15 13

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


4d6 ⇒ (4, 2, 6, 1) = 13=12
4d6 ⇒ (3, 6, 3, 6) = 18=15
4d6 ⇒ (5, 5, 4, 5) = 19=15
4d6 ⇒ (1, 2, 5, 5) = 13=12
4d6 ⇒ (5, 1, 2, 2) = 10=9
4d6 ⇒ (2, 4, 5, 2) = 13=11

Uhm gonna make a submission soon. Forgot one roll
4d6 ⇒ (2, 6, 1, 2) = 11


4d6 ⇒ (1, 6, 3, 1) = 11 = 10
4d6 ⇒ (3, 3, 6, 5) = 17 = 14 Dex
4d6 ⇒ (6, 2, 1, 2) = 11 = 10 Int
4d6 ⇒ (5, 5, 1, 6) = 17 = 16 Str
4d6 ⇒ (1, 3, 5, 1) = 10 = 9 DROP THIS
4d6 ⇒ (3, 5, 4, 4) = 16 = 13 Cha
4d6 ⇒ (5, 2, 1, 5) = 13 = 12 Wis

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):
5d6 ⇒ (3, 3, 3, 3, 2) = 14=9 Charisma
5d6 ⇒ (4, 4, 6, 4, 1) = 19=14 Dexterity
5d6 ⇒ (2, 2, 5, 4, 2) = 15=11 Intelligence
5d6 ⇒ (5, 5, 5, 4, 1) = 20=15=17 Constituion
5d6 ⇒ (1, 6, 3, 5, 3) = 18=14 Wisdom
5d6 ⇒ (1, 6, 3, 4, 5) = 19=15=17 Strength

Stats rearranged into order:

Str: 17
Dex: 14
Con: 17
Int: 11
Wis: 14
Cha: 9

HP: 14 (1d10 +3Con +1 Favoured Class)
AC: 18, Flat-Footed: 16, Touch: 12

Initiative: 4
Speed: 20ft

Fort: 5
Ref: 4
Will: 2

BAB: 1
CMB: 4
CMD: 16

Combat:

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.

Skills (All Class Skills):

Climb: 7
Handle Animal: 3
Intimidate: 3
Perception: 6
Ride: 6
Survival: 6

Favoured Enemy:

1st. Gnoll

Gear:

300gp to spend: Earthbreaker Hammer 40gp, +3 Composite Longbow 400gp, 40 arrows 2gp, Breastplate 200gp, Waterskin 1gp, Bedroll 1sp, 4 days rations 2gp, Silk Rope 10gp, Canvas 1sp = 555gp, 2sp.

With discount:

Earthbreaker: 36gp
+3 Composite Longbow: 360gp
40 Arrows: 1gp, 8sp
Chain Shirt: 180gp
Waterskin: 9sp
Bedroll: 9cp
Rations: 1gp, 8sp
Silk Rope: 9gp
Canvas: 9cp

= 587gp
25sp
18cp

= 589gp (broken down)
6sp
8cp

Remaining GP: 10gp, 3sp, 2cp

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. :)


4d6 ⇒ (1, 4, 4, 6) = 15 14
4d6 ⇒ (4, 6, 5, 5) = 20 16
4d6 ⇒ (5, 3, 5, 3) = 16 13
4d6 ⇒ (4, 4, 1, 6) = 15 14
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (4, 1, 1, 3) = 9 8

Str 11(13-2), Dex 18(16+2), Con 14, Int 14, Wis 13, Cha 19(17+2)

Except for changing all the stuff that works off ability scores, Obi is ready for review. :)


the crunch:
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.

Tell me if anything is wrong


So I don't get too far behind...
rolls for possible character:
4d6 ⇒ (6, 6, 2, 2) = 16=14
4d6 ⇒ (2, 6, 3, 2) = 13=11
4d6 ⇒ (3, 5, 1, 4) = 13=12
4d6 ⇒ (1, 4, 5, 6) = 16=15
4d6 ⇒ (1, 6, 4, 4) = 15=14
4d6 ⇒ (2, 3, 2, 4) = 11=9 (Dropped)
4d6 ⇒ (1, 6, 1, 3) = 11=10

Before any racials. MMm...More than nice actually.


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

Gear:
Caltrops; Other Gear Studded leather armor, Arrows (40), Dagger (3), Rapier, Shortbow, Willock's Blade, Backpack (9 @ 13 lbs), Bedroll, Belt pouch (2 @ 2.62 lbs), Sack (empty), Thieves' tools, Trail rations (7), Waterskin

Wealth:
28 GP, 3 SP

Special Abilities:
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.


4d6 ⇒ (4, 4, 2, 2) = 12 - 2 = 10
4d6 ⇒ (5, 1, 2, 3) = 11 - 1 = 10
4d6 ⇒ (2, 1, 3, 2) = 8 drop
4d6 ⇒ (5, 5, 6, 5) = 21 - 5 = 16
4d6 ⇒ (4, 5, 2, 2) = 13 - 2 = 11
4d6 ⇒ (2, 4, 5, 6) = 17 - 2 = 15
4d6 ⇒ (4, 5, 4, 6) = 19 - 4 = 15

Continuing to ponder, now thinking an electricity-focused sylph magus would be fun.

When do you think you're likely to close recruitment?


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.

4d6 ⇒ (6, 5, 5, 3) = 19 drop 3 = 16
4d6 ⇒ (6, 5, 5, 4) = 20 drop 4 = 16
4d6 ⇒ (4, 1, 3, 4) = 12 drop 1 = 11
4d6 ⇒ (4, 6, 1, 4) = 15 drop 1 = 15
4d6 ⇒ (4, 1, 2, 2) = 9 drop set
4d6 ⇒ (6, 3, 2, 6) = 17 drop 2 = 15
4d6 ⇒ (2, 6, 2, 6) = 16 drop 2 = 14

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.


How is Starting Gold being determined?


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)


Starting gold is 250gp for all characters.


4d6 ⇒ (5, 1, 3, 2) = 11 10

4d6 ⇒ (6, 5, 5, 5) = 21 16

4d6 ⇒ (4, 4, 3, 3) = 14 11

4d6 ⇒ (1, 6, 4, 1) = 12 11

4d6 ⇒ (4, 3, 4, 6) = 17 14

4d6 ⇒ (6, 2, 5, 1) = 14 13

4d6 ⇒ (5, 6, 2, 6) = 19 17

Looks like 11, 11, 16, 14, 13, 17. a 33 point buy

Looks like an undine fighter/azure dragon blood sorcerer/dragon disciple

STR 15 Dex 13 Con 14 int 13 wis 13 cha 16

expect lots of chinese flavor involving being a priestess of Seiryu.


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 is FuriousPhil from earlier in the thread. Here's my character - statistics are in the profile, but I'll also list them here.

Alhir Alambar
LG male human cleric of Sarenrae 1 Medium humanoid (human)
Init +2; Senses Perception +4
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 14 (1d8+6) Fort +4, Ref +2, Will +6
Speed 20 ft.
Melee scimitar +3 (1d6+3/18-20)
Ranged javelin +2 (1d4+3)
Special Attacks channel positive energy 5/day (DC 15, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day – fire bolt (1d6)
Cleric Spells Prepared (CL 1st; concentration +5)
1st – endure elements, burning hands D (DC 15), shield of faith
0 (at-will) – detect magic,, light, create water
D Domain spell; Domains Fire, Sun
Str 16 Dex 14 Con 15 Int 11 Wis 18 Cha 15
Base Atk +0; CMB +3; CMD 15
Feats Selective Channeling, Toughness
Skills Diplomacy +5, Heal +8, Knowledge (religion) +6
Languages Common, Kelish
SQ aura
Gear potion of cure light wounds, chain mail, scimitar, javelin (3) , backpack, bedroll, spell component pouch, sunrods (5), trail rations (5), waterskin (2), golden holy symbol

I'm sticking to core for everything, and I need to double check the gear so it fits with starting gold. Let me know if there's anything else you need.


Removing this post as I was just chosen for Megan's Legacy of Fire campaign.


So let's see what the dice suggest.

4d6 ⇒ (4, 5, 1, 2) = 12=11
4d6 ⇒ (6, 5, 5, 3) = 19=16
4d6 ⇒ (1, 4, 5, 2) = 12=11
4d6 ⇒ (4, 5, 5, 1) = 15=14
4d6 ⇒ (6, 3, 5, 1) = 15=14
4d6 ⇒ (5, 5, 5, 5) = 20=15
4d6 ⇒ (4, 3, 2, 2) = 11=9 -->dropped

Looks like a pretty strong stat array. I'll see what I can come up with... have a few ideas I've been working on lately


Displaying Interest, but as a NE. What are your opinions on this, as my character is very well crafted for this campaign, despite his alignment.

4d6 ⇒ (1, 6, 3, 3) = 13 12
4d6 ⇒ (5, 5, 2, 2) = 14 12
4d6 ⇒ (4, 4, 6, 2) = 16 14
4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6 ⇒ (6, 5, 3, 2) = 16 14
4d6 ⇒ (3, 1, 4, 5) = 13 12
4d6 ⇒ (1, 1, 4, 2) = 8 Gone

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.

I want in this so bad I can taste it.


Same man!


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.


Submitting a Aasimar dervish dancer and rolling for a cleric of Abadar:

4d6 ⇒ (6, 4, 1, 5) = 16=15
4d6 ⇒ (6, 3, 4, 1) = 14=13
4d6 ⇒ (6, 6, 2, 5) = 19=17
4d6 ⇒ (3, 6, 3, 5) = 17=14
4d6 ⇒ (4, 6, 3, 2) = 15=13
4d6 ⇒ (4, 2, 1, 4) = 11=10
4d6 ⇒ (1, 1, 3, 3) = 8=Out


Herro Prease :P, intrested!!
Here are my dice rolls
4d6 ⇒ (6, 2, 1, 3) = 12 = 11
4d6 ⇒ (1, 6, 4, 2) = 13 = 12
4d6 ⇒ (4, 1, 2, 1) = 8 = 7 droped
4d6 ⇒ (3, 6, 2, 2) = 13 = 11
4d6 ⇒ (6, 6, 3, 6) = 21 = 18 success!!!!!!!! XD
4d6 ⇒ (5, 3, 3, 6) = 17 = 14
4d6 ⇒ (4, 4, 1, 3) = 12 = 11


Dotting


Duboris wrote:
I want in this so bad I can taste it.

That's what she said. To your character.


dot for interest!

more later, perhaps a halfling archeologist.


leinathan wrote:
Duboris wrote:
I want in this so bad I can taste it.
That's what she said. To your character.

If you read that background, that'd be infinitely more funny.


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.


Duboris wrote:
leinathan wrote:
Duboris wrote:
I want in this so bad I can taste it.
That's what she said. To your character.
If you read that background, that'd be infinitely more funny.

I did, that's why I was amused XD

And in case you were still wondering, NE is perfectly fine. Morality is less important to me than your ability to interact.


leinathan wrote:
Duboris wrote:
leinathan wrote:
Duboris wrote:
I want in this so bad I can taste it.
That's what she said. To your character.
If you read that background, that'd be infinitely more funny.

I did, that's why I was amused XD

And in case you were still wondering, NE is perfectly fine. Morality is less important to me than your ability to interact.

Let me be the first to inform you that he's very capable in a party. He makes for some silly situations, as well, with his awkwardness among men.


Angmar Firefox wrote:

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?


Dotting for interest. I"ll go ahead and roll as well to see what I get. :)

4d6 ⇒ (2, 3, 2, 2) = 9 7 - Dropped
4d6 ⇒ (5, 5, 2, 1) = 13 12
4d6 ⇒ (2, 5, 2, 1) = 10 9
4d6 ⇒ (5, 3, 5, 4) = 17 14
4d6 ⇒ (1, 3, 4, 3) = 11 10
4d6 ⇒ (3, 3, 1, 2) = 9 8
4d6 ⇒ (1, 2, 5, 5) = 13 12

Yuck... What is that, 8 point buy? lol


Okay, I've finished editing Apollo!

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

Stats

HP: 12 (1d10 +1Con +1 Favoured Class)
AC: 18, Flat-Footed: 16, Touch: 12

Initiative: 2
Speed: 20ft

Str: 18
Dex: 14
Con: 12
Wis: 13
Int: 10
Cha: 12

Fort: 3
Ref: 4
Will: 1

BAB: 1
CMB: 5
CMD: 17

Combat:

Earthbreaker: +5, 2d6+4 x3
Vs Gnolls: +7, 2d6+6 x3
FE Vs Gnolls: +9, 2d6+8 x3

With Power Attack:

Earthbreaker: +4, 2d6+7 x3
Vs Gnolls: +6, 2d6+9 x3
FE Vs Gnolls: +8, 2d6+11 x3

+2 Strength Composite Longbow: +3, 1d8+2 x3 (110ft)
Vs Gnolls: +5, 1d8+4 x3 (110ft)
FE Vs Gnolls: +7, 1d8+6 x3 (110ft)

Feats:

1. Power Attack

Traits:

1. Gnoll Killer (campaign)
3. Dusk Agent - Double starting gold, selling gains 10% profit of gp and buying lowers

the cost by 10%. Also applies for starting equipment.

Skills (All Class Skills):

Climb*: 8 (class, 4 str, 1 rank)
Handle Animal*: 5 (class, 1 cha, 1 rank)
Intimidate*: 5 (class, 1 cha, 1 rank)
Perception*: 5 (class, 1 wis, 1 rank)
Ride*: 6 (class, 2 dex, 1 rank)
Survival*: 5 (class, 1 wis, 1 rank)

Favoured Enemy:

1st. Gnoll

Gear:

250g to spend (doubled to 500 with Duskwalker Agent Trait):

Earthbreaker Hammer 36gp, +2 Str Composite Longbow 270gp, 40 arrows 1gp + 8sp, Breastplate 180gp, 4 days rations 1gp 8sp, bedroll 9cp, waterskin 9sp, canvas 9cp

Remaining = 490gp, 6sp, 8cp (10% discount on all items bought and sold within Katapesh).


Wait, we start out at level 3?


Oops, forgot to change that. Done now, but just look at his stats. He's level 1 by all accounts. :)

I just forgot to change that bit as I'm using him in Jehova's arena sometime and he starts us out as level 3. :)


Ah! My bad. I usually stalk things like this, so I took interest in that.


lets see what the dice have to say.

4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6 ⇒ (6, 2, 2, 4) = 14 12
4d6 ⇒ (3, 3, 3, 1) = 10 9
4d6 ⇒ (5, 5, 2, 2) = 14 12
4d6 ⇒ (2, 2, 1, 1) = 6 5, that's dropped.


Some nice rolls, Bio. But looks like you've gotta dump something. You were thinking Archaeologist, right? Any other ideas?


Interested.... will have to come up with a concept.... :)


4d6 ⇒ (4, 2, 2, 6) = 14 = 12
4d6 ⇒ (2, 3, 3, 1) = 9 = 8
4d6 ⇒ (4, 3, 4, 2) = 13 = 11
4d6 ⇒ (4, 1, 5, 1) = 11 = 10
4d6 ⇒ (3, 4, 3, 3) = 13 = 10
4d6 ⇒ (2, 6, 6, 6) = 20 = 18
4d6 ⇒ (3, 2, 4, 6) = 15 = 13

Ok..... Interesting. :) Thinking Rogue or Wizard....


leaning towards a rogue. Ranger or Monk are options too.

any chance the gm would allow a (Good aligned) Gnoll character?

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