
Mahorfeus |

Source Material: Any Paizo material, provided that it is on the PFSRD.
Ability Scores: 20 point buy.
Race: All core races are permitted, as are alternate racial traits. Bestiary races are allowed if they aren't too crazy. Katapesh has a lot of racial diversity so there is some leeway here.
Class: All core and base classes are permitted.
Traits: Pick two, one of which must be from the player’s guide. The Legacy of Fire campaign traits can be found here.
Background: Provide a brief background that meshes with the campaign trait you chose. You do not have to provide too much detail up front.
Alignment: Any non-evil.
Hit Points: Calculate normally at 1st level. Roll or average for subsequent levels.
Starting Gold: Average.

DougFungus |

I've always wanted to try Legacy of Fire!
I have the necromancer build I've been wanting to try, but I understand how that can cause a lot of issues within the party...
Male Tengu Cleric (Crusader) 1
N Medium Humanoid (tengu)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d8+1)
Fort +3, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bastard sword +3 (1d10+3/19-20/x2) and
. . Bite (Tengu) -3 (1d3+1/x2) and
. . Gauntlet (from Armor) +2 (1d3+2/x2) and
. . Unarmed strike +2 (1d3+2/x2)
Cleric (Crusader) Spells Prepared (CL 1):
1 (1/day) Cause Fear (DC 14), Cure Light Wounds
0 (at will) Light, Mending
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Versatile Channeler, Weapon Focus (Bastard sword)
Traits Birthmark, Finding Haleen (Cleric)
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +5, Escape Artist -3, Fly -3, Knowledge (religion) +4, Perception +6, Ride -3, Stealth -1, Swim -2
Languages Tengu, Tien
SQ aura, death's kiss (1 rounds) (6/day), domains (undead), glide, spontaneous casting, variant channeling (undeath variant channeling), versatile cleric channel positive energy 1d6 (4/da
Other Gear Scale mail, Bastard sword, 55 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Crusader) Domain (Undead) Associated Domain: Death
Death's Kiss (1 rounds) (6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undeath Variant Channeling Enhanced healing for Undead
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
I've also been thinking about resurrecting Corbyn Osric the Inquisitor, even though the alias is being used for another character or trying something I've never played before like Gunslinger.
In short, I dont know yet....

Mahorfeus |

A few extra things, I'll be adding more sometime later, hopefully today.
- Finding Haleen: Keep in mind that multiple PCs that take this trait should be related, either through blood or adoption. This doesn't necessarily limit your racial/class choices, but try to keep it within the realm of believability.
- Missionary: Sarenrae is featured very prominently, so she is definitely a recommended choice. Any deity can work, though it will probably take a bit more effort to establish.
- Gnoll Killer: You hate those mangy gnolls.
- I'll be using a crit deck, but only for the PCs' benefit. I'm not going out of my way to see you get your limbs hacked off.
- I'm going to go ahead and ban the Leadership feat. The Antagonize feat as well, because it's mean and I don't like it.

DougFungus |

Here is another build I'm working with in case the necromancer doesn't pan out.
Human Inquisitor 1
NG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d8+4); judgement of sacred healing 1
Fort +3, Ref +1, Will +4
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+4/x2) and
. . The Bastard of Blackwall +5 (1d10+6/19-20/x2) and
. . Unarmed strike +4 (1d3+4/x2)
Ranged Longbow +1 (1d8/x3)
Special Attacks destructive smite +1 (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Cure Light Wounds
0 (at will) Light, Create Water, Brand (DC 12), Guidance
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 10, Wis 14, Cha 11
Base Atk +0; CMB +4; CMD 15
Feats Judgment Surge (1/day), Toughness +3
Traits Armor Expert, Reclaiming Your Roots
Skills Acrobatics -1 (-5 jump), Climb +5, Escape Artist -2, Fly -2, Intimidate +1, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +6, Ride -2, Sense Motive +3, Stealth -2, Survival +6 (+7 to track), Swim +5 Modifiers monster lore
Languages Common
SQ domains (destruction), judgement (1/day)
Other Gear Scale mail, Arrows (40), Longbow, The Bastard of Blackwall, 13 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Inquisitor Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.

Mahorfeus |

I personally like the inquisitor a bit more, partly because out of bias in favor of the class and partly because I already like the liberty you've taken with the campaign trait you chose.
Here's a couple more recommendations and whatnot I thought of. One of which is class-specific.
These two will probably get you the most bang for your buck:
- Kelish
- Gnoll
These are present in Katapesh, but are not nearly as common:
- Osirian
- Tien
- Vudrani
The various elemental languages can prove useful later on:
- Terran
- Ignan
- Auran
- Aquan
- Gnoll
- Magical beast
- Outsider (pretty much all of them)
The following are the most prominent deities in Katapesh:
- Sarenae
- Nethys
- Irori
- Abadar
Again however, feel free to fly with anything.
- Planes
- History
- Religion
- Nature
- Arcana
- Engineering

DSXMachina |

So lets have a think:

Mahorfeus |

Before the ball gets rolling, now would probably be a good time to bring this up. It has come to my attention that my current method of hosting maps and whatnot, Google Drive, shows the names of owners of the emails that have been given permissions.
This is understandably objectionable, so I am open to any suggestions for alternatives.

Corneilious Blackwall |

A larger Human man, about 5'9" in height and 170 lbs in his thirties steps off the merchant caravan. His cloths are worn from the salty sea air and the desert heat from the long voyage. He is obviously not from around here. His skin tone is much lighter than that of the natives. He is equipped only for short term travel. He has paid his way to get here but now the money is running out. The look of satisfaction spread across his face as to say I've made it!. He steps forward, and in a loud commanding voice he shouts:
"Pardon me, is anybody here familiar with the name Blackwall?"

Mahorfeus |

I went ahead and put up the first post.
You don't need to rush to finish your characters or anything, but I do hope to get things rolling by next week. This first part is mostly meant to familiarize you and everyone else in the group with your characters, so take your time. Things will proceed from there once everybody is ready.

DSXMachina |

OPTION 1
Hidden under the dark robes pale eyes peer out.
Female Elf Witch/1
N medium humanoid (Human)
Init +2; Senses (Low-light vision), Perception -1,
Languages: Common, Orc, Elven, Gnoll, X, X
--------------------
DEFENSE
--------------------
AC 12, touch 10, flat-footed 12 ACP= 0
HP 6 (1HD)
Fort +0, Ref +2, Will +1
Resistance: Fire/5
--------------------
OFFENSE
--------------------
Speed 0 ft.
Melee X Hair -1 1d3 20/x2 Reach 10
Space 5 ft. Reach 5 ft.
Ranged Sling +3 1d4 20/x2 B
Base Atk +0; CMB +2; CMD 14
Learnt Witch Spells (CL 1st):
1st (2/day) - Cure light wounds (DC12), Shadow Weapon
0th (at will) - Arcane Mark, Detect Magic, Stabilise
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 10, Int 18, Wis 8, Cha 13
Feats: Extra Hex (Misfortune)
--------------------
SKILLS
--------------------
Acrobatics/0 + 2
Appraise/0 + 4
Bluff/0 + 1
Climb/0 + 2
Craft*/0 + 0
Diplomacy/0 + 1
Disguise/0 + 1
Escape Artist/0 + 2
Fly*/0 + 0
Heal*/1 + 3
Intimidate*/1 + 5
Knowledge*/1 (Arcana) + 8
Knowledge*/0 (History)
Knowledge*/0 (Nature)
Knowledge*/1 (Planes) + 8
Perception/0 + 1
Ride/0 + 2
Sense Motive/0 - 1
Spellcraft*/1 + 8
Stealth/0 +
Survival/0 - 1
Swim/0 + 0
UMD*/1 + 5
--------------------
GEAR/POSSESSIONS
--------------------
Location On Persons (3.5)
Flask (.03/1.5)
Location Pouch (1/.5) (2/-)
Night Tea (20)(2/-)
Location Pouch (1/.5) (10.5)
Location* Waterskin (1/4) (4)
Location Backpack* (2/2) (11.5)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Mapcase (1/.5)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)
Location Home# (17.5)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Shovel (0.2/3)*
Soap
* = In saddlebags
# = In Lodgings
105 gp, 0sp, 0cp
Total Weight = 29.5 + 17.5
--------------------
SPECIAL ABILITIES
--------------------
Trait - XXX
Benefit: XXX.
Trait - Gnoll Killer - Benefit:
Familiar: Cat or Scorpion
HEX: EVIL EYE - The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
PREHENSILE HAIR - The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.
Patron: Ancestors
Elemantal Resisitances
Elven Magic
Keen Senses
Weapon Familiarity
Background Found wandering the desert, or that's what the Orc's that took her in told her. They saw that she had the white orbs common to the legendary Orcs of the desert - they took her in thinking that to kill her might curse them.
Then one day came the gnoll raid, over the dunes they tore through the camp. Murdering and rending flesh, unprepared the Orc's were doomed despite a valiant defence.
Personality

DSXMachina |

OPTION 2 - CASTER DRUID!
A sandy haired good natured young man.
Male Human Desert Druid/1
NG medium humanoid (Human)
Init +1; Senses (), Perception +7,
Languages: Common, Ignan, Gnoll, Druidic
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 ACP= -3
HP 9 (1HD)
Fort +2, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee Scimitar 1d6 18-20/x2
Space 5 ft. Reach 5 ft.
Ranged Sling +3 1d4 20/x2 B
Base Atk +0; CMB +1; CMD 12
Learnt Druid Spells (CL 1st):
1st (2/day) - Goodberry, Entangle
0th (at will) - Know Direction, Detect Magic, Stabilise
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 11, Int 14, Wis 17, Cha 13
Feats: Augmented Summoning
Skill Emphasis - (Know Planes)
--------------------
SKILLS
--------------------
Acrobatics/0 + 1
Appraise/0 + 2
Bluff/0 + 1
Climb*/0 + 1
Craft*/0 + 0
Diplomacy/0 + 1
Disguise/0 + 1
Escape Artist/0 + 1
Fly*/0 + 0
Handle Animal*/1 + 5
Heal*/1 + 7
Intimidate/0 + 1
Knowledge/0 (Arcana) + ~
Knowledge*/1 (Geography) + 6
Knowledge*/1 (Nature) + 8
Knowledge/0 (Planes) + ~
Perception*/1 + 7
Profession (Cook)*/1 + 7
Ride*/0 + 1
Sense Motive/0 + 3
Spellcraft*/1 + 6
Stealth/0 + 1
Survival*/1 + 9
Swim*/0 + 0
UMD/0 +~
--------------------
GEAR/POSSESSIONS
--------------------
Location On Persons (3.5)
Scimitar
Hide Armour
--------------------
SPECIAL ABILITIES
--------------------
Trait - XXX
Benefit: XXX.
Trait - Finding Haleen - Benefit: +1 HP & +1 skill point.
Animal Companion: Desert Animal
Deity: Lady of Fate
Human Alternate Racial Trait - Focussed Study
Wild Empathy:
Background Found wandering the desert, Haleen took him in trying to help. He became a baker.
Personality

DSXMachina |

OPTION 2 - MELEE DRUID!
A sandy haired good natured young man.
Male Human Dragon Shaman Druid/1
NG medium humanoid (Human)
Init +1; Senses (), Perception +6,
Languages: Common, Ignan, Gnoll, Druidic
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 ACP= -3
HP 12 (1HD)
Fort +2, Ref +1, Will +4
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee Scimitar +3 1d6 18-20/x2
Space 5 ft. Reach 5 ft.
Ranged Sling +3 1d4 20/x2 B
Base Atk +0; CMB +3; CMD 14
Learnt Druid Spells (CL 1st):
1st (2/day) - Goodberry, Entangle
0th (at will) - Know Direction, Detect Magic, Stabilise
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 11, Int 14, Wis 15, Cha 10
Feats: Natural Spell
Toughness (possibly change this)
--------------------
SKILLS
--------------------
Acrobatics/0 + 1
Appraise/0 + 2
Bluff/0 + 1
Climb*/0 + 3
Craft*/0 + 0
Diplomacy/0 + 1
Disguise/0 + 1
Escape Artist/0 + 1
Fly*/0 + 0
Handle Animal*/1 + 5
Heal*/1 + 7
Intimidate/0 + 1
Knowledge/0 (Arcana) + ~
Knowledge*/1 (Geography) + 6
Knowledge*/1 (Nature) + 8
Knowledge/0 (Planes) + ~
Perception*/1 + 6
Profession (Cook)*/1 + 5
Ride*/0 + 1
Sense Motive/0 - 1
Spellcraft*/1 + 6
Stealth/0 + 1
Survival*/1 + 8
Swim*/0 + 0
UMD/0 +~
--------------------
GEAR/POSSESSIONS
--------------------
Location On Persons (3.5)
Scimitar
Hide Armour
--------------------
SPECIAL ABILITIES
--------------------
Trait - XXX
Benefit: XXX.
Trait - Finding Haleen - Benefit: +1 HP & +1 skill point.
Domain: WAR - Tactics
Deity: Lady of the Desert
Wild Empathy:
Background Found wandering the desert, Haleen took him in trying to help. He became a baker.
Personality

Alik ibn Palmsfire |

Male Ifrit Barbarian (Breaker) 1
CG Medium Outsider (native)
Init +2; Senses darkvision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +3, Will +0
Resist fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Naginata +3 (1d8+3/x4)
Special Attacks destructive (+0), rage (6 rounds/day)
Spell-Like Abilities Efreeti Magic (1/day)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Power Attack -1/+2
Traits Earning Your Freedom (Reflex Save), Resilient
Skills Acrobatics -1 (-5 jump), Climb +3, Escape Artist -1, Fly -1, Intimidate +5, Perception +4, Ride -1, Stealth +0, Survival +4 (+6 to avoid becoming lost when using this.), Swim -1
Languages Common, Ignan
SQ fire in the blood
Other Gear Hide armor, Dagger, Naginata, Backpack (14 @ 23 lbs), Bedroll, Belt pouch (1 @ 1.58 lbs), Compass, Entertainer's outfit, Mug/tankard, Oil (3), Tent, small, Trail rations (7), Waterskin (2), 71 GP, 8 CP
--------------------
Special Abilities
--------------------
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive (+0) (Ex) + 1/2 barbarian level to sunder damage.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Alik ibn Palmsfire is the son of an Efreet named Palmsfire. Fathered onto a woman of a nomadic tribe, Ar'Duella, Alik was born into a hot desert life. Alik and his mother were captured during a raid by slavers and sold to a traveling freak show.
A hard life was his. Alik grew up with little education as the focus of his shows were always the anger he held within him. Given an exotic looking weapon from Tian Xia, Alik was forced to fight strange desert beasts to show case the fire in his blood. As the Freakshow fell on hard times, the master of the show sold several slaves including Alik to the Pactmasters of Katapesh bringing him to the current story in the caravan.
Alik's extraordinarily bright hair seems to always be lifted by unseen forces; it carries the appearance waving and somewhat indistinct as if seen through heatwaves. This serves to hide the small horns that peek through on his brow. He is tall, full of rage, and promises to one day discover the fate of his mother and meet his father.

Mahorfeus |

The bardic performance class feature is a bit misleading. It is more or less unrelated to the perform skill, with the latter serving its own purpose. Most of the various bardic performances can be activated so long as you have an audible or visual component - you do not have to make a skill check to use them.
There are some exceptions, like the Countersong and Distraction performances, which specifically call for Perform checks.

pinvendor |

"To Cayden Cailean!" Following the toast he takes a long swallow of his ale.
And so goes the night. It is filled with laughter and drinking, merriment and love.
And the next morning...
...our heroes wake up painfully, eyes crusted shut, mouths as dry as the deserts of Osirion.
Looking up at the sun, Corneilious groans as the surf washes over his feet again. Jaykae clutches her head and begins to try and work spittle back into her mouth. Garruth thinks part of his fur is matted because someone vomited on him.
Off to one side, a giant spider lies on its back legs curled in the death position. Further down the beach Keiko can be seen lying in a boat of Nordic design drawn up onto the sand. In the distance, a tall spire pokes up.
"By the curses of man! Is that the Sandpoint Lighthouse?!"
Lyssa the fox whines piteously in response. Her fur has been dyed an eye-churning purple.
Alik cracks his eyes open...what in the Abyss? How did they get here??
And so A Pathfinder Hangover starts now...

Ruika Grumnash |

Lyssa & chums (supplied/found by Treppa)

Mahorfeus |

As you've probably figured, you will be facing the insidious pugwampis' unluck power again. For the sake of expediency at such times (like, well, now), roll the following twice whenever they come up:
In cases where you are unaware of the aura of course, I will do the reroll as per usual (though, I think we can do without the '????' spoilers now).

Mahorfeus |

With the first real combat encounter of the adventure more or less over, I just wanted to get some feedback.
While obnoxious by nature, this encounter (while a little larger than initially planned) is considerably tame compared to what's to come. Yet it has taken the better part of the month to get through. This is my only real concern. I did not want to rush anyone, but I feel like things might lose momentum if we keep going on the current rate. I'm not blaming anyone, of course - if anything, it is more my fault.
Does anyone have any thoughts/ideas/opinions on the matter?

Corneilious Blackwall |

I think the only reason it took so long to get through combat is because the combination of the terrain obstacles, the Pugwampi ability and closed quarters fighting caused a lot of missed hits. This is probably the reason combat lasted so long. I'd bet in the future combat wont drag out just because we wont have to worry about as many of these things.