MisterLurch's Legacy of Fire

Game Master MisterLurch

Useful dice for the GM:
Perception:
Alexander [dice]1d20+3[/dice]
Erizi [dice]1d20+8[/dice]
Kilarra [dice]1d20+11[/dice]
Rukn [dice]1d20+12[/dice]
Zhalet [dice]1d20+8[/dice]
Solomon [dice]1d20+10[/dice]

Initiative:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+4[/dice]
Kilarra: [dice]1d20+11[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+4[/dice]
Alexander: [dice]1d20+1[/dice]

Fortitude Save:
Rukn: [dice]1d20+6[/dice].
Solomon: [dice]1d20+7[/dice].
Kilarra: [dice]1d20+2[/dice].
Erizi: [dice]1d20+8[/dice].
Zhalet: [dice]1d20+5[/dice].
Alexander: [dice]1d20+3[/dice].

Reflex Save:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+7[/dice]
Kilarra: [dice]1d20+9[/dice]
Erizi: [dice]1d20+4[/dice]
Zhalet: [dice]1d20+8[/dice]
Alexander: [dice]1d20+3[/dice]

Will Save:
Rukn: [dice]1d20+9[/dice]
Solomon: [dice]1d20+9[/dice]
Kilarra: [dice]1d20+6[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+7[/dice]
Alexander: [dice]1d20+4[/dice]


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Kryzbyn wrote:
Solomon Azar wrote:

Doomed Hero here getting my submission in.

Solomon is a Warpriest of Sarenrae who's perfectly comfortable in the thick of melee, or at range. He's a well-rounded switch-hitter designed to be able to fit in well wherever a party needs.

His background and mechanics aren't quite finished yet, but I'll have them done sometime tomorrow night.

Guess I'll go hunter, then...

Not neccessarily. If you want to make a Warpriest too, go for it. They're a very versatile class. No reason we can't fill different niches. Since warpriests can play as both frontliners and support casters, it would be interesting to have two and be able to switch off as needed when one gets hurt or starts running low on spells.

If we both get selected we could even link our backstories somehow.


Darn, just realized you said only Core and Featured races. There goes being a Suli.


Right, here is Alayi Ah'Mheed, a ifrit swashbuckler ready to sign up as guard to get her freedom. Her backstory and build is in her profile.


Here we go! I tried this little guy in another game, but didn't make the cut. Maybe his luck will turn around here!

Meet Arnnak the Blue, a kobold master of many styles looking for his caretaker and adoptive mother, Haleen. Thanks to a talking omniscient crow.

...hey, at least it's somewhat unique!


MisterLurch wrote:

Submissions Thus Far:

Please let me know if I have missed anyone. For many of the above, it looks like some rebuild is needed to fit the character creation guidelines outlined above.

Do I need to tweak anything?


I would like to submit Hadassa, the dervish dancer. Would it be okay to add me to your list Alexander?


It's not my list, it's Mr. Lurch's. ^^;
My question was directed to him, given his statement that some of the characters are in need of adjustment.


MisterLurch wrote:

Oops, missed one.

Mefika wrote:
*snip*
I was unable to find clarification either, so I will say that since they both specifically mimic the druid's animal companion, the levels would stack. However, all the drawbacks will also apply (i.e. wait 30 days to replace if mount dies, -1 during that time).

Thanks for the reply, matches with what this section of the PFSRD has under animal companions, right near the top of the page too!

My character is mechanically built, will post it up once I have a decent amount of time in a writing sort of mood to sit down and put together the backstory and other details for him.


I'm going to submit a Ifrit sorcerer eventually going Dragon Disciple. It's a build I've been trying to use for a while but the games never seem to get going. It's been a suli in the past but since that's not one of the race choices I've switched it. I should have him built tomorrow.


I have an interesting idea for a borderline Pesh addicted fighter that might fit well with this campaign. I will get a profile put together as soon as possible.


Thanks for the great submissions and all the awesome interest. You guys are going to make choices difficult. I am lurking about but do not have time this morning for an in depth post. I will update things tonight.


Here is sixteenbiticon's alias. LN Gnome UC Ninja using a (modified with GM approval) bladed scarf. I plan on taking the Reclaiming Your Roots campaign trait (the item being a masterwork bladed scarf).

Much more to come, obviously. Excuse the long silly name (because, gnome) but luckily he prefers to be called Nesh.

Edit: I forgot to mention that he is also a follower of Sivanah and an initiate in the Order of the Blistered Beetle.


Bah, I'm torn between taking Wild Caller and Spirit Summoner with either Battle or Life spirits. Anyone got any opinions to make my decision easier?


Statistics:
Male human kineticist 1
N Medium Humanoid (human)
Init +3; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC: 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0shield,+0 NA,+0 Magic)
hp: 15 {+1d8,+5Con}
Fort: +7, {+2Base,+5Con+}
Ref: +6 {+2Base,+4Dex+ }
Will: +4,{+0Base,+2Wis+2 trait}
CMD: 13
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB 0
Base Atk: +0
Melee:+0{+0Base,+0Str}
Ranged:+3{+0Base,+3Dex}

--Melee: +3
Kinetic Blade: +4
Damage: 1d6+9

--Ranged:+3
Kinetic Blast: +4
Damage: 1d6+6
------------------------------
STATISTICS
------------------------------
Str: 10 , Dex: 18, Con: 20, Int: 12, Wis: 14, Cha: 12

------------------------
Traits: earning your freedom, Indomitable Will,
---------------
Drawbacks: N/A
----------------
Alt. Race Traits: +2 to another AS (dex)
-------------
Feats: weapon finesse,
----------------

--------------
Skills 5/lvl
-----------
Acrobatics: 1
Perception: 1
Sense Motive: 1
Survival: 1
Stealth: 1
Know. Local: 1
Profession guard:1
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, dwarven, halfling, Orc, giant

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES AND SPELLS
------------------------------
Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp)

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

if she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Water Blast:

Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You slam a single foe with a stream of water.

Kinetic Blade:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Basic Hydrokinesis:

Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Arms and Armor: Chain shirt, Buckler

Misc: Backpack, belt pouch, 150ft silk rope, 1 waterskins, 20 rations, flint and steel, grappling hook, Mug, Focus,
Magical items:
Magical Consumables:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 3 GP 29 SP 0 CP

background:

appearance

Akir was born in the dry, harsh plains of Katapash. He lost his father when he was 5, and, after discovering his powers over water and ice at the age of 7, was given into slavery by his mother, not out of spite or greed but hope that he would at least have a chance at a better life. Akir’s ability to create and somewhat control water almost guaranteed his usefulness, especially during travels. As it was, Akir was indeed valued and so more taken care of than other slaves however he had been too young to understand why his mother seemingly abandoned him, and now 10 years later after changing masters thrice he wants to be the master of his own destiny. Now he has that chance, his latest master, a kind, gentle, elderly man released the lad while on his death bed. He has since signed on as a caravan guard, something he knows, however this time, it was his choice. Who knows, maybe he could finally meet his birth mother somewhere on the road and find out why he was left into slavery.

So, not much here, however hopefully this will help clear up just what type of person he is. He is after all, very young.

Loyalty, or Honesty?: “ I dunno, I’ve always been trained to be loyal to my masters, but they also said I should never lie, can I not pick both?”
Compassion, or Justice: “Compassion, as my late Owner always said, you catch more flies with honey. Though, can’t say why he wanted to catch so many flies.
Charity, or teaching: “Teaching, I prefer to know how to do something, then let someone do it for me, doesn’t everyone?”
Love, or Fear: “Love obviously! Fear only leads to hate, and hate, as my late master said, only leads to rebellion. “
Obedience, or free thinking: ”Free thinking, I hated not being able to do what I wanted or even say what I thought. No one should have to be obedient to another.”
Pride, or Greed: “um, do I have to pick one? I don’t like either but I’d say greed, at least then I know I’ll be comfortable.”
Group, or Individual: “Individual, the worlds made of individuals, some are more important than others, group good isn’t always the best.”

What is Right? What is wrong?
“I honestly don’t know. I mean, I’ve been taught that obeying is right, but that’s probably only for slaves, or ‘household workers’. I think right is just doing what that voice in your held tells ya, and wrong is doing the opposite.”

finally, answer this question as your character would
You see your most cherished companion in mortal danger, you have the means to save them however, if you choose to do so you will in their place send a group of several other people you do not know to their doom. What, do you do?

I save both, how? Easily I figure out a way to do it!... even if it costs me my life.

here is my submission


I will be making adjustments, but I'll be creating Noonan, hunchbacked and deformed slave who is an archer.


Dotting until I get this guy reworked. He was in a previous one that died shortly after starting. :)


Alright, Solomon is finished. All his backstory and crunch is in his Alias.

Later on he'll veer more towards ranged stuff, but for the first level or two he'll be a pretty good switch hitter.

Please critique away.


I am sorry guys, I have a small family matter I have to deal with tonight. I will try to get some responses and comments in late tonight, but I will be back to my normal posting in the morning if I do not succeed...


Noonan is ready in the profile


Here is my submission for this campaign: Jonuli Mudarch

He is a Draconic Sorcerer and I am planning on going dragon disciple with him.


Mefika checking in with my character submission. Mechanics and backstory are all completed, however description/personality details aren't up in the alias yet. Will get to finishing those up and putting it in with the rest sometime during this weekend.

Finnlan will be building into paladin, from here out. Will be very mobile as he is going around mounted on his animal companion and looking to be an in-your-face tanky bruiser sorta guy with some social graces on the side.


Hi!
Presenting you Rukn ed-Din, Zen Archer native to Katapesh who trained under a Vudrani bow master. I hope the character is of your liking (still nothing done, but working on it).

Not sure if I'll take the Reclaiming Your Roots trait, though.


Hello everyone,

dathom here with my submission for a fighter specializing in melee combat and carrying equipment and items of all kinds. Character sheet can be found by clicking to the profile.


akir here.


There are so many awesome characters here already! This shall be interesting.


Submissions Thus Far: (updated)


Should be updated now.


Would a fetchling be acceptable? I know they're listed on the D20PFSRD website as being featured but I figured I'd better double-check first :)


I have installed the community mod for Hero Lab that features the unchained version of the ninja, but am having trouble getting it to show up on my character (which is odd because I have other mods like the gestalt variant set up and they work fine). That is delaying the crunch, and I've also been battling a cold which has been delaying the fluff. I'm confident I will have Nesh ready to go by the recruitment deadline.


Kremernesh Dustdapple wrote:
I have installed the community mod for Hero Lab that features the unchained version of the ninja, but am having trouble getting it to show up on my character (which is odd because I have other mods like the gestalt variant set up and they work fine). That is delaying the crunch, and I've also been battling a cold which has been delaying the fluff. I'm confident I will have Nesh ready to go by the recruitment deadline.

No worries, I'm not trying to be pushy.

Rubadah wrote:
Would a fetchling be acceptable? I know they're listed on the D20PFSRD website as being featured but I figured I'd better double-check first :)

Yes, fetchling is just fine.


I found a few spare moments today to get to writing. Here is what I have so far. I quite like the tone of this character, and I am beyond excited to play a Katapeshi ninja. Very cool.

Background:
I was looking for the town where I was born when I was taken. After I did some things I’m not proud of, Rathamyn, the bastard, told me that I should begin my search southward, in Quantium. But that would mean I’d have to travel through the Trackless Storm… I couldn’t ignore the lead, I’d always wanted to know who I was; where I’d come from. So, I made my way south, stopping over in Tiven’s Reed to resupply. I’d be lying if I said I wasn’t nervous about whether I’d survive the storms, but luckily, I didn’t get the chance to find out. I was just a few miles south of town when I heard them. Our caravan was hit before I had a chance to react, and a sack was thrown over my head while a rough rope pinned my arms to my sides. I struggled - I have scars on my arms from the rope burn - but it didn’t matter. Something blunt and hard cracked into the back of my skull and that was that.

When I came to, I had no idea how many days we’d been travelling. They kept the sack on my head, only exposing my mouth to squirt a wineskin into my parched lips or shove a few bits of hardtack down my throat. But it wasn’t long before I noticed the smell. Long before I could hear the dull groan of the stinking masses, I knew where they were taking me. To Castle Clarion on the southern edge of the city. And from there, the slave markets of Katapesh...

I recognized the impressive complex immediately. The slender towers and the red slate roofs, not to mention the black-sailed ships at dock. While I’d never seen it with my own eyes, I had heard the stories. Dread hardened into a stone in the pit of my stomach as hopelessness cut through my sun-addled mind like a razor. Then, everything changed. We were less than a day’s march from the castle when she struck. One of the slavers exploded into a flurry of cuts, spins, and slices as men screamed and died all around her. I’ll be honest, I couldn’t do anything but stand and stare at her. Not to mention the fact that I had absolutely no idea why she was attacking her comrades, but they way she moved held me spellbound.

Once they all lay dead or dying in the sand she rushed toward me. I readied myself to meet my maker, but as she thrust her arm out, it contained not a weapon, but an open hand, “Come with me, quickly!”

Comments are welcome.


Hey, Lurch....we will always have Tal Afar...yes I am interested too...will get back to you on character concept.


Okay, submitting this character for consideration. She's a fetchling wildblooded sorcerer (void-touched). Everything relevant should be on her profile but feel free to let me know if there's anything that I've missed :)


Still working on the background, the sheet will come after it with ease (level 1 after all). A pair of things done, a pair of things to be done.


Applying with my friend Qualin here, and his associate Mayze.

Still working on the background and looking at the player's guide, but I have a question that'll sway things a little. Would Perform work as one of the bonus background skills?


Qualin Lyir wrote:
Would Perform work as one of the bonus background skills?

This. I'm not sure if you just mentioned a few of the choices, or you really changed the rule (which is fine).

Also: about how old is Haleen? I'm assuming she's somewhat young, but I might be wrong.


Yes. Perform is a background skill.

Skill Changes wrote:
Appraise, Craft, Handle Animal, Linguistics, Perform, Profession, and some Knowledge specialties are all background skills. While all of these skills can be useful, or even necessary, in certain types of campaigns (such as Profession [sailor] in a nautical-themed campaign) or for certain types of characters (such as Handle Animal for a druid or ranger), they are often of less immediate value than sneaking up on a foe using Stealth or journeying through the wilderness using Survival.


Qualin Lyir wrote:

Applying with my friend Qualin here, and his associate Mayze.

Still working on the background and looking at the player's guide, but I have a question that'll sway things a little. Would Perform work as one of the bonus background skills?

From what I have read, I get the impression that she is fairly young. I will depend somewhat on the specifics of how the PCs know her, if any of them take the Finding Haleen trait.


Now up to date with your tweaks. I hope all the info that you need is on the profile. :)


MisterLurch wrote:

Applying with my friend Qualin here, and his associate Mayze.

From what I have read, I get the impression that she is fairly young. I will depend somewhat on the specifics of how the PCs know her, if any of them take the Finding Haleen trait.

Because Finding Haleen is such a popular trait due to how strong and versatile it is, an easy fix that I've seen to accomidate characters of vastly different ages is to make Haleen an Elf or other long-lived race, and say she has been running a small orphanage for a long time.

That way a 15 year old half orc and a 60 year old dwarf could have the same adopted mother. (though they might not know each other much, having been raised at different times)


Actually, from what I wrote as a background, that is exactly what can be deduced.

I took the trait because I had problems to include the rest of them in the story I had in my mind (and because the masterwork item given in one of them was not expensive enough for a bow, which made me take another trait to cover that, which in turn balanced the strong effect o Finding Haleen).

Also, talking about the background, even if the character looks human, I took the liberty of giving him a 'green coloured hair' when he was a kid, because it fitted the story. That feature should be probably gone now.

If there's anything in the background that doesn't fit, or that you want to comment on, just let me know.


Submitting Enoki The Traveller as a character for this adventure. I have the stat block up, and will try and have the full backstory before close of submissions.

Enoki is a Magus (Eldritch Archer). As far as backstory I'm envisaging Enoki to be a roaming tour guide, like someone you'd see on a Contiki tour. He is fascinated with the world and has always had wanderlust. Since he has found out that he was actually born in Katapesh, he has made it his mission to return and explore his country of origin and all the sights and wonders that it has to offer.


I have started a very preliminary review of characters. There has been so much awesome interest that I feel if I wait for next weekend to start I will be left with insufficient time. As I make progress on this, I will be asking for clarifications, posting questions, etc. If you don't hear anything about your character in particular, it means that 1) I haven't gotten to it yet, or 2) there was nothing I needed clarified.

Thank you all for your submissions and your strong interest. Recruiting will still be open until Feb 12, and I will make my selections and get the game rolling by Monday, Feb 15.

Doomed Hero, that is a wonderful solution to the situation of multiple people having Finding Haleen as a trait. I think I will be using that. Haleen is now an Elf of sufficient age (you con't tell with elves anyway) for it to work with everyone who takes the trait.


I agree, and will rework the Haleen part of my backstory to suit that.


1 person marked this as a favorite.

Something I have noticed about the races is that there is a discrepancy between Aasimars and Tieflings and their respective variant heritages. Aasimars can simply choose any of the variant Aasimar bloodlines, such as Garuda-Blooded, that they wish, but Tieflings must take a feat to change their heritage.

Rather than require that Aasimars take a feat to choose a heritage, I will allow Tieflings to choose their heritage as freely as Aasimars can.

As a corollary to that, if you wish to roll on the variant abilities table, you may do so. You may choose the variant ability rolled or the base one for your heritage type.


Well that's an offer that's just impossible to pass up!

Let's see what we get...

Aasimar Variant Ability: 1d100 ⇒ 58

Result:
58 = Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds.

Hehe, it's very tempting but not nearly as good as Glitterdust and it could make Zhalet's sex life less interesting. :p


Everything is done in Hero Lab except gear purchasing. I'm also still writing the second half of his background. Other than that it's just a matter of formatting and Nesh will be ready for your perusal.


MisterLurch wrote:

Something I have noticed about the races is that there is a discrepancy between Aasimars and Tieflings and their respective variant heritages. Aasimars can simply choose any of the variant Aasimar bloodlines, such as Garuda-Blooded, that they wish, but Tieflings must take a feat to change their heritage.

Rather than require that Aasimars take a feat to choose a heritage, I will allow Tieflings to choose their heritage as freely as Aasimars can.

As a corollary to that, if you wish to roll on the variant abilities table, you may do so. You may choose the variant ability rolled or the base one for your heritage type.

As to Tieflings and Aasimar, you could open up Blood of angels and Blood of fiends. ;)


I do not have either of those books. Are they on the PFSRD?


Yes, it's all on the PFSRD. If you're allowing bloodlines and the variant ability tables then as far as I can tell you've already implicitly allowed them.

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