Lords of Light (Inactive)

Game Master Zizazat

What dangers await the Champions of Gul'Farom within the Vixis Valley?

Who will become the Lightbringer and win the hand of Princess Nirra?

Combat Map


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Mark Garringer wrote:
Ptolmaeus Arvenus wrote:

Actually the Boon Companion feat is very potent feat for archetypes with multiple animal companions like Huntmaster.

Assuming he had two dogs and divided his levels equally between them, he could take Boon Companion twice (once and only once for each dog) to increase each of their effective levels by four. At 10th level he could have two 9th level animal companions. There will be some lag at higher levels but it is a pretty effective build.

That is not what these words mean to me:

Boon Companion wrote:
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.
So the maximum effective level for a level 1 caviler would be...1.

Fair enough, your game your decisions, I'm not going to argue the point. Besides, I've always been of the opinion that one full Animal Companion is the best choice. It keeps turn orders short and the beasty in question effective.


On an end note GM I believe that I shall never put a entry into your posts again. You and I would simply attempt to kill each other. As a side note I do not bear you any ill will but playing human characters, unless they are of the occult/striking variety just doesn't do it for me.

Grand Lodge

Submitted Characters - Lords of Light


  • Combat Character
  • None

  • Skill Character
  • Human (Kellid) Rogue - Bok - Digger Chandler

  • Arcane Character
  • Human (Kellid) Witch - Yanick - Eldmar

  • Divine Character
  • None


No combat yet? Really?


Hmm, I'll need a moment or two to come up with a good one. I'm thinking about building a Tactician.


Name: Josi aka "Little Josi"
Sex: Female
Race: Human (Kellid)
Class: Barbarian 1 (Scarred Rager Archtype, Ultimate Combat)
Alignment: CN
Deities: Gorum, Desna
Age: 19
Height: 5' 2"
Weight: 120 lbs.
Stats: STR 14 (5 pts), DEX 18 (10 pts, +2 Race), CON 14 (5 pts), INT 10 (0 pts), WIS 8 (-2 pts), CHA 12 (2 pts)

Special Abilites: Rage 6/day (4 + CON (+2))
Skills: 4 + INT(0) + favored class = 5; Acrobatics, Climb, Intimidate, Knowledge (Nature), Survival
Feats: Weapon Finesse (1st), Exotic Weapon Profiency [Elven Curve Blade] (Human)
Equipment: Leather (10G), Dagger (2G), Elven Curve Blade (80G), Backpack (2G), Bedroll (1S), Flint AND Steel (1G), Common Pot (8S), Waterskin (1G), Whetstone (2C)

Coins left: 3G 8C

Josi is small for a kellid woman. She is one of the shortest in her tribe. The tribe has always called her "Little Josi" and has mocked her of it her whole life. This only made her want to prove herself even more, so she trained to be a warrior and proved great prowess in battle with her fearsome nature. She has many cuts and scars on her body from fighting other tribesmen to battle all the beasts and monsters in her country.

She is young and very rash and jumps straight into conflict. She is the child of two tribes. Her father is a Gul'Farom and that is where she lives. Her mother is from Dewur and is a priestess of Desna. She prays to both Gorum and Desna and holds neither above the other. She fights with a blade (functions as elven curve blade) that requires finesse that was made just for her.

She is also very skilled with a bow. (I couldn't afford any bow with what I was given due to the sword being made costing so much. She either had hers damaged for some reason or maybe if you wanted she could have got a simple bow as an heirloom from her mother)

Grand Lodge

"Little" Josi wrote:
Name: Josi aka "Little Josi"

Great submission! Thanks!


Oh, I forgot traits.

Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

I also forgot about getting a skill as a human. I'd like to pick perception.

Grand Lodge

Yanick wrote:
Ok, I would like to submit Yannick, a level 1 Witch.

Yanick in order to complete your build, you still need to select an alignment, one starting language, a trait, a familiar and a patron. You can purchase additional gear if you'd like. You can also scribe scrolls and cerate potions for any of the spells you know up to your Int bonus as long as you have the money to cover the raw material cost.

Grand Lodge

Digger Chandler wrote:
Bok

Small niggle in an otherwise solid submission, Bok has slightly overspent (I got as far as the trail rations and waterskin) before you ran out of money, but it's on the order of less than 3 gp I think :) He does appear to be well prepared for a life of adventure, but he is also deeply into medium encumbrance (only 4.5 lbs away from heavy). Just an FYI :)

I'd be really interested in your backstory idea for Propitation and which Dwarven god you identify with it.

Grand Lodge

"Little" Josi wrote:
Oh, I forgot traits.

Not a problem, I'm going through the submissions this morning with Hero Lab and checking things out.


dotting !

considering a pesh harvesting kellid oracle.

the tribe entry mentions they believe flame best represents the faithful of Gorum, so i'm considering making his mystery Flame. Do you think it'd be appropriate?

I'm also considering ancestor/battle.

Grand Lodge

bi0philia wrote:

so i'm considering making his mystery Flame. Do you think it'd be appropriate?

I'm also considering ancestor/battle.

Flame would be....hot! hahahahaha :) Yes, totally ok.

Ancestor or battle would also be excellent choices.


@Mark: I'll check it out ...could the fact be that the last several items I got together in the "rogue's kit" be the price differential? The encumbrance thing, though ...definitely going to have to lose some stuff.

And I missed the "dwarven" part of propitiation ...I'll look around to see if there's something that fits more with who Bok is in my head.


Bok revised:

Male Kellid Rogue 1
CN Medium Humanoid (human)
Init +2; Perception + 4
--------------------
Defense
--------------------
AC 15 (12 touch, 13 FF)
hp 9
Fort +1, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee: switchbladed dagger +3 (1d4 19/20x2)
Melee: rapier +3 (1d6 18/20x2)
Melee: quarterstaff +0 (1d6)
Ranged: switchbladed dagger +3 (1d4 19/20x2, 10ft)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 16, Wis 10, Cha 12
Base Atk +0; CMB 0; CMD 13
Feats: Alertness, Weapon Finesse
Traits: Mathematical Prodigy, Garbage Picker
Skills:
Acrobatics 6 (2+1+3)
Appraise 7 (3+1+3)
Bluff 5 (1+1+3)
Craft Mechanics 7 (3+1+3)
Diplomacy 5 (1+1+3)
Disable Device 7 (2+1+3+1)
Knowledge Engineering 8 (3+1+3+1)
Linguistics 7 (3+1+3)
Perception 6/9 to find hidden things (0+1+3+2)(+3)
Sense Motive 6 (0+1+3+2)
Sleight of Hand 6 (2+1+3)
Stealth 6 (2+1+3)
Use Magic Device 5 (1+1+3)
Languages: Common, Kellid, Elven, Draconic, Dwarven, Orc
--------------------
Special Abilities
--------------------
Sneak Attack +1d6
Trapfinding

Mathematical Prodigy
Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world.
Benefit: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Propitiation
Your knowledge tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon their help even if they are not your patron.
Benefit: At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

EQUIPMENT:
Studded Leather Armor
Dagger, switchbladed
rapier
thieves tools, common
backpack
explorer's outfit (worn)
13gp

Grand Lodge

Digger Chandler wrote:

@Mark: I'll check it out ...could the fact be that the last several items I got together in the "rogue's kit" be the price differential? The encumbrance thing, though ...definitely going to have to lose some stuff.

And I missed the "dwarven" part of propitiation ...I'll look around to see if there's something that fits more with who Bok is in my head.

The kit could be. I didn't find a rogue's kit in Hero Lab though...where did that come from? Just curious...I've got most of the books/pdfs but obviously not memorized ;)

Adjusting your gear per your update I have you at 16 gp instead of 13 (probably doesn't matter, just strange). Bok


Here's the rogue's kit for future reference. And I'll take the sixteen gp, ha! This year of teaching reading and writing has made my math skills fade, I guess.

As for deity, he nominally follows Gorum like the rest of the tribe, but his heart just isn't in it.

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

Dotting for interest.

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber
Mark Garringer wrote:
The kit could be. I didn't find a rogue's kit in Hero Lab though...where did that come from? Just curious...I've got most of the books/pdfs but obviously not memorized ;)

I believe all the class kits are in Ultimate Equipment under the mundane equipment. Each class has kind of a 'standard pack' which has a very slight discount.

Grand Lodge

Digger Chandler wrote:

Here's the rogue's kit for future reference. And I'll take the sixteen gp, ha! This year of teaching reading and writing has made my math skills fade, I guess.

As for deity, he nominally follows Gorum like the rest of the tribe, but his heart just isn't in it.

Ha! I didn't realize I didn't have Ultimate Equipment in my HL...guess I'll probably have to fix that now. And yeah the slight discount for the kit was probably the original difference, my bad :) EDIT: And ninja'ed by pH unbalanced

@pH unbalanced - still plenty of time to submit something interesting!

Grand Lodge

Submitted Characters - Lords of Light


  • Combat Character
  • Human (Kellid) Barbarian - "Little" Josi - Saint Abel

  • Skill Character
  • Human (Kellid) Rogue - Bok - Digger Chandler

  • Arcane Character
  • Human (Kellid) Witch - Yanick - Eldmar

  • Divine Character
  • None

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber
Mark Garringer wrote:
@pH unbalanced - still plenty of time to submit something interesting!

So what would you think about a Sylph? It's a plane-touched race, but one that can often pass for human. I've been wanting to try a Sky Druid for a while now.

Background would be born into the tribe. Her mother was a shaman who apparently spent too much time in the wilderness with spirits. But her mother's husband was a well-respected warrior of the tribe who never let anyone doubt that his wife's daughter was legitimate. So I'm thinking she'd be a little bit shunned, and the rest of the tribe is a little bit wary of her, but none of this is overt for her father's sake. And because she hasn't misbehaved...yet.

Would that work for you? If not, no worries and I'll put together something straight Kellid.

Liberty's Edge

If you are still looking for players I would be very interested in this game. I know someone spoke of a tinker/engineer type character. Did they come through with one?? I would love to try one out, or maybe a druid...whatever you might need, I suppose...

Grand Lodge

@pH unbalanced - I think the sylph druid could work. Trying to passing off/hide her markings as touched by Desna or tattoos might work. She'd be an odd duck for sure, but it's looking like a band of underdog/misfits so far anyway ;)

@Daniel - The character Bok is a rogue with some craft/know background in engineering. But feel free to submit whatever you think is interesting for consideration.


Looking to play a dwarven healer. Will look at options ASAP

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

You know, I just got accepted to another game so now I'm at my limit and won't be submitting to this one. The setup looks *great* though. Good luck everyone!


I updated this alias for this campaign that has more information on the character I submitted.

Grand Lodge

@Josi - I really, really like what you've done with her. If you'd allow me, I'd like for the bear fight/reward stuff to center around the death of Elder Kybor's son who was killed by a bear. It would be a great tie in. Something along the lines of the bounty was offered by Kybor, it is his belief that you killed the bear responsible for the death of his son (Monder), and it would go a long way towards her assertion that she should be allowed to compete.

Liberty's Edge

Here is the crunch for a character....will work on the fluff if you like her...

Garra Greenheart:

Female Human (Kellid) Druid (Arctic Druid) 1
N Medium Humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +1 (1d6+1/18-20/x2)
Ranged Sling +1 (1d4+1/x2)
Druid (Arctic Druid) Spells Prepared (CL 1):
1 (2/day) Endure Elements, Cure Light Wounds
0 (at will) Know Direction, Purify Food and Drink (DC 13), Detect Magic
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Dodge, Toughness +3
Traits Eyes of the Wild, Winter Warrior (Irrisen)
Skills Handle Animal +5, Heal +9, Knowledge (geography) +4, Knowledge (nature) +6, Perception +7, Survival +9
Languages Common, Druidic, Hallit
SQ animal companion link, nature bond abilities (animal companion, elk), share spells with companion, spontaneous casting, wild empathy
Combat Gear Healer's kit; Other Gear Masterwork Hide shirt, Scimitar, Sling, Sling bullets (20), Belt pouch (2 @ 0.9 lbs), Holly and mistletoe, Green Faith, 42 GP, 3 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winter Warrior +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.

Grand Lodge

@Daniel - Thanks for the submission! A few suggestions - you may find a plains druid slightly more fitting. I'm not sure Numeria has any really 'arctic' region. Winter Warrior should be changed because Numeria not Irrisen unless that's something in your background. What kind of animal companion where you thinking?


Mark Garringer wrote:
@Josi - I really, really like what you've done with her. If you'd allow me, I'd like for the bear fight/reward stuff to center around the death of Elder Kybor's son who was killed by a bear. It would be a great tie in. Something along the lines of the bounty was offered by Kybor, it is his belief that you killed the bear responsible for the death of his son (Monder), and it would go a long way towards her assertion that she should be allowed to compete.

That is perfectly fine. I left it vague cause I didn't want to get really detailed in case I wasn't picked. I edited it to fit better.

Liberty's Edge

No problem I can swap out the arctic for something different. The trait I can swap too...for some reason I thought we were in a much more inhospitable terrain. The animal companion is an Elk (reindeer). I was going to use him as a mount. I might change this as well....

Ok...here are the changes

Garra:

Garra Greenheart
Female Human (Kellid) Druid 1
N Medium Humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +1 (1d6+1/18-20/x2)
Ranged Sling +1 (1d4+1/x2)
Druid Spells Prepared (CL 1):
1 (2/day) Endure Elements, Cure Light Wounds
0 (at will) Know Direction, Purify Food and Drink (DC 13), Detect Magic
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Green Faith Acolyte, Toughness +3
Traits Devotee of the Green (Knowledge [geography]), Eyes of the Wild
Skills Handle Animal +5, Heal +9, Knowledge (geography) +5, Knowledge (nature) +7, Perception +7, Survival +9
Languages Common, Druidic, Hallit
SQ animal companion link, nature bond abilities (animal companion, tiger), share spells with companion, spontaneous casting, wild empathy
Combat Gear Healer's kit; Other Gear Masterwork Hide shirt, Scimitar, Sling, Sling bullets (20), Backpack (7 @ 23 lbs), Bedroll, Belt pouch (2 @ 0.9 lbs), Holly and mistletoe, Green Faith, Rope, Trail rations (3), Waterskin, 42 GP, 3 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Green Faith Acolyte Your spells work more efficiently on plants
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Animal Companion:

Animal Companion
Female Tiger
N Medium Animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 15 (+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Tiger) +3 (1d6+1/x2) and
. . Claw x2 (Tiger) +2 x2 (1d4+1/x2) and
. . Rake x2 (Tiger) +2 x2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. Trip)
Feats Weapon Focus (Bite)
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +3 (+7 jump), Perception +6, Stealth +7 (+11 in Undergrowth) Modifiers +4 stealth in undergrowth
Languages
SQ attack any target [trick], come [trick], defend [trick], fighting [trick], track [trick]
Other Gear 36 GP
--------------------
Special Abilities
--------------------
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.


Daniel, how could you afford all that, we were only given 100g to start with. Masterwork alone adds 150g to the item. A healer's kit is 50g...

Grand Lodge

Daniel Stewart wrote:
Ok...here are the changes

You seem to be quite a bit over you 100 gp starting gold :)

The other changes look fine though.

Liberty's Edge

whoops..forgot to swap out stuff..sorry...she should not have all that stuff...was setup for another game and started with more funds..I forgot to delete them...thanks for the catch..will fix it up asap.

Grand Lodge

Submitted Characters - Lords of Light


  • Combat Character
  • Human (Kellid) Barbarian - "Little" Josi - Saint Abel

  • Skill Character
  • Human (Kellid) Rogue - Bok - Digger Chandler

  • Arcane Character
  • Human (Kellid) Witch - Yanick - Eldmar

  • Divine Character
  • Human (Kellid) Druid - Garra Greenheart - Daniel Stewart

Liberty's Edge

Ok...spent under my 100gp this time :-)

Garra:

Garra Greenheart
Female Human (Kellid) Druid 1
N Medium Humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +1 (1d6+1/18-20/x2)
Ranged Sling +1 (1d4+1/x2)
Druid Spells Prepared (CL 1):
1 (2/day) Endure Elements, Cure Light Wounds
0 (at will) Know Direction, Purify Food and Drink (DC 13), Detect Magic
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Green Faith Acolyte, Toughness +3
Traits Devotee of the Green (Knowledge [geography]), Eyes of the Wild
Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Handle Animal +5, Heal +9, Knowledge (geography) +5, Knowledge (nature) +7, Perception +7, Ride +0, Stealth +0, Survival +9, Swim +0
Languages Common, Druidic, Hallit
SQ animal companion link, nature bond abilities (animal companion, tiger), share spells with companion, spontaneous casting, wild empathy
Combat Gear Healer's kit; Other Gear Hide shirt, Scimitar, Sling, Sling bullets (20), Backpack (4 @ 10.5 lbs), Bedroll, Belt pouch (3 @ 0.2 lbs), Flint and steel, Holly and mistletoe, The Green Faith, Scroll case (empty), Waterskin, 8 GP, 2 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Green Faith Acolyte Your spells work more efficiently on plants
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Grand Lodge

Several of you expressed interest but never submitted characters, I will be accepting them until 8 pm Eastern tomorrow for those still interested in what kind of strangeness lies in the Vixis Valley!

Grand Lodge

Submitted Characters - Lords of Light


  • Combat Character
  • Human (Kellid) Barbarian - "Little" Josi - Saint Abel

  • Skill Character
  • Human (Kellid) Rogue - Bok - Digger Chandler

  • Arcane Character
  • Human (Kellid) Witch - Yanick - Eldmar

  • Divine Character
  • Human (Kellid) Druid - Garra Greenheart - Daniel Stewart

Any other last minute submissions have until 8 PM Eastern. Thanks everyone!

Grand Lodge

Congrats to "Little" Josi, Bok, Yanick and Garra Greenheart!

Please join me in the Discussion thread and we'll be getting underway soon!


I'd like to see if we can revive this game. I'd like at least 2 more players who are interested in playing something somewhat specific in a lowish-magic Numeria campaign. The game is set in an isolated valley in Numeria, which is populated with xenophobic Kellid tribes.

At present I've got:


  • Skill Character
  • Human (Kellid) Rogue - Bok - Digger Chandler

  • Divine Character
  • Human (Kellid) Druid - Garra Greenheart - Daniel Stewart

Campaign Rules:

Materials allowed
Any Paizo published book for the Pathfinder RPG system.
Any third party published material may be included on a case by case basis with GM approval. Such approved items will be added to this list.
Psionics Unleashed by Dreamscarred Press
Psionics Expanded: Advanced Psionics Guide by Dreamscarred Press

Character creation method
The Lords of Light Campaign will use the High Fantasy 20 point purchase as per page 15 of the Pathfinder Roleplaying Game Core Rulebook.
Characters begin at 1st level.
Starting gold for 1st level character creation is 100 gp.
Starting characters base Hit Points equal their full Hit Die for their class. Additional HP are added as normal after that (Con bonus, Toughness, Favored Class etc).
Starting characters must select 2 traits as per the Traits system rules presented on page 326 of the Advanced Players Guide. These traits can come from any legal source.
Because of the unique ecology of the Vixis valley, strong preference will be given to Human (Kellid) characters. Non-Kellid characters will be considered, provided they have a reasonable back-story which explains their presence in the middle of the xenophobic, Kellid controlled Vixis.
Characters will be members of the Gul'Farom tribe.

Character leveling
The Lords of Light Campaign uses the Medium XP track as per the Pathfinder Roleplaying Game Core Rulebook.
Whenever a character gains a level beyond 1st they will gain Hit Points equal 1/2 their Hit Die rounded down, plus 1.

Healing consumables
Healing consumables will be calculated for each die at 1/2 rounded down, plus 1 with any other static bonuses added on after that. IE: A CL1 potion of cure light wounds would restore 1d8+1 or 6 hp.

Tribe background:

Dewur - The hamlet of Dewur follow an aspect of Desna represented by an elk riding huntress. Water and access to it is quite important in the valley, and the Lords of Dewur understand where to travel to gain access to that which is needed most. They are also plagued by the Witch of the Shiftless Mire who dwells in the nearby swamps. Tribal Elder is G'Vada.
Gul'Farom - The hamlet of Gul'Farom are the most warrior-like of the tribes, following the will of Gorum. They fight for the glory of battle and personal honor. Believing that fire best represents the soul of the faithful of Gorum, they are very ritual based having somewhat cooped the Ritual of Stardust into a grand celebration for the four tribes. Gul'Farom is also known throughout the valley for their harvesting of the pesh cactus which grows east of the hamlet. Consumption of pesh milk is common place, as is the use of refined pesh. Tribal Elder is Kora'Mol.
Irog - The village of Irog have the most civilized encampment in the Vixis valley. It is a walled compound which has been build, improved and expanded over the years by the followers of Irori. The compound includes a small market area for sale and barter of goods. Located in the mountains north of the compound is the tomb of the last Lord of Light - Brelar Darheek. Tribal Elder is Kori'Meka.
Tekar - The descendants of Tekar have long ago learned to work with the forge, trading with Dwarven merchants from under the nearby mountains. Many of the metal weapons and armor in the valley come from the great forge-tent of the hamlet of Tekar. Tribal Elder is Kybor.


I am interested. Will have to consider if I can come up with something good. Maybe a Huntsmaster Cavalier or a Mad Dog Barbarian.


Sounds good. If you happen to use Hero Lab I'll have you send me the .por file when you are done :)


Interested, I'll see what comes to mind.


I may be interested. Will have to think about it- maybe a fighter or barbarian of some sort. Will this be a restart of the campaign or a continuation?


New characters will join the adventure already in progress.

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