Not really helping though... Two from two in failures. Even a +15 is pretty bad when you are aiming at DC29 or take a pile of damage, got half my HP lost last time I got hit by a high wind off the thing in the crypt :(
not intentional, but the two creatures I decided to use have storm special abilities. coincidence? maybe not...
Aurichalcum crashes to the ground and then manages to shove off into the air again. As he tries to stay aloft in the sudden sandstorm, he hears a voice echoing in his head. The words drip with hatred and envy, "Come back down pretty little dragon, I want a closer look at you."
Aurichalcum is struck by an almost physical force from the intensity of the gaze of the fanged eye that composes the creature's face. DC 16 fort save or stunned one round.
From the bushes, the others see that a sudden sand storm has blown over the ruins obscuring their vision.
Yay! finally! some kind of break... Dragons are immune to Paralysis - that one level penalty I paid has to finally be worth something, Gonna keep zipping away.
Actually considering the genie theme of the AP there will be a fair amount of flying and windy foes. That should keep it interesting for Auri. Don't want him to have all the fun though so maybe I'll throw a flying carpet in at some point for the rest.
The rest of the party is ~ 300 ft from the Slave Market bldg.
Visibility is 50 feet, -4 to fly, perception checks, and ranged attacks.
Auri up- give me some fly checks.
Amir clicks his tongue at the young girl, A sandstorm is best to obscure. We will see and find nothing if we wait too long. I say we give the moment but another breath otherwise we need to brave the sand and see after our new friend.Dragon or no the sand and wind cannot be good for one his size...
Set a readied action to fire with my bow if I see something. I'll try to stay concealed as well.1d20 + 7 ⇒ (16) + 7 = 23-1 accountd for as I am still at -1 DEX
Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
Karethas looks towards the town with concern. "That storm seems very sudden and strangely similar to the winds the edimmu brought up yesterday. I agree with Amir that Auri will likely need us to save his scaly neck."
Does that make two rounds of full movement flight? at speed 60 how far has he covered - and whats the radius of the sandstorm? Thinking its going to be easier for him to land and run instead.
OK, let's say the diameter of the sandstorm runs from ax-35 to the mill across the river.
As Faelar and Kzrira begin creeping up, a tiny brass figure breaks from the wall of the roiling sandstorm that billows one hundred feet tall and seems to be following the frantically flapping little dragon.
OK - as the crow (or dragon) flies, I should be on the far side of the river on round 3 even just using double moves - in which case Auri then drifts his trajectory oblique to the party so as not to drag any 'follower' directly on top of them.
Not sure we are really well equipped to deal with something this oddball either, anyone know what it is? Anything with call sandstorm is probably a slightly higher CR than our budget!
The dragon continues punching out of the storm, wheels, and lets out a shrill cry flying off on an angle as though drawing something away from his fellows.
Auri- Severe winds check small creatures, blow away tiny (under the fly skill). You needed a DC 20 just to move and although it isn't specific, I ruled that you moved half speed on a double move or max 60/rnd.
Geez, compounding the woes some more eh? Ok Auri doesn't fly, he simply Runs which still gives him 60' of move [Move x4] and doesn't have a 70% chance of splatting him...having to make multiple checks a round is a bit hard with those DC's, so better off running.
I follow Kzrira into the bush, hoping to remain hidden. I whisper to Kzrira, "Where is Aurichalcum going, does he not know where we are? If so, why are we hiding from him, shouldn't we signal him?"
As the rest of the party returns to hiding and watching from the bushes, Aurichalcum wings over the river. The sandstorm continues moving southward until the gusts along the front are whipping the branches of the scrub the party is hiding in. At the center of the storm some fifty feet away, you see a hunched figure walking with a strange gait. It starts to angle toward the river hunting for the little dragon.
I put my finger to my lips.
Whisper: I assume he is trying to lead whatever this monster is away from us. If he did not think that we could defeat it, then this is a wise move.
The question is, do we wish to engage it. Right now it is by itself with no gnolls. And I assume that we will have to defeat it eventually. I can probably put an arrow or two into it before it figures where we are.
Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
"This storm is a significant magical event. I would be cautious about attacking it's source. Plus it is not necessarily an attack, and Auri could seem less a person than a creature to an uninformed person, so that figure may not realize what he or she was doing. I would suggest diplomacy be our first choice."
Karethas seems to nod to himself after his statement, as if he has made up his mind about something. He suddenly stands up and holds his arm out for a perch towards Auri. "Over here Auri, what mess have you gotten yourself into?" Meanwhile, he peers at the figure, hoping to discern more details about it.
Edit: A perception check if that would help: 1d20 + 1 ⇒ (6) + 1 = 7
Our companion is brave but small. I fear for his safety if this things continues its pursuit of him unchallenged. If we need to we can run but I say we test this being's defenses.
To emphasize his point Amir slips from the cover and moves closer to the being, attempting to utilize the chaos of the summoned storm and the terrain to keep himself hidden. Half moves in Stealth, Amir will swing wide so that if/when Kzrira start shooting Amir is on a different shot trajectory. Stealth-->1d20 + 7 ⇒ (13) + 7 = 20
I look at Karethas: There is a time and place for diplomacy. When dealing with something living in a town controlled by Lamatshu worshipping gnolls, it is neither the time nor the place.
I draw back my bow and fire, hoping to take the creature by surprise.
Attack: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 I assume we are more than 30' so no point blank bonus. The -4 is from the wind I believe. My range is 110', I assume that the creature is closer than that.
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Seeing Kzrira start to shoot her new bow, I decide I can do something to help and mutter some words in my new tongue (Aquan) and perform some hand gestures. Then all of a sudden 4 small lights appear near Auri, each looking like a torch being held at head height. The whole time I have remained low to the ground. I then whisper to Kzrira, "Hopefully that will make this creature believe there are more of us, meaning we can either run or catch it off guard for a while longer."
Kzrira shakes her head. Not sure how long this elf is going to last. Wonder whether he knows that the object of a sneak attack is to not give away one's position.
Taking advantage of the dark and blowing sand, Amir creeps off to the west circling behind the creature. Faelar adds to the distractions by sending dancing lights to the river's edge off in the direction of the little dragon's flight. Karethas comes up with his own plan however, and stands to call to Auri drawing everyone's attention.
Before the creature can act, Kzrira sends an arrow off striking it and it moves toward you ragged skins blowing in the wind, the eye at the center of the sandstorm. Once within 30 feet, the fang rimmed eye that composes its face unleashes a curse upon the archer. Kzrira- DC 16 fort or stunned 1 round.
Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
As Karethas studies the creature he sighs and begins the gestures to summon a creature to the group's aid.
Cast Summon Monster I. Can I make a knowledge roll to learn more about the creature? 1d20 + 9 ⇒ (5) + 9 = 14 Arcana, Nature, Planes. -1 if Dungeoneering applies
I look to Kzrira, "What it is; my dear lady, is an Aghash Div. It is the Demon we heard of but what was not mentioned is that it is immune to Fire and it has a gaze that can curse you. The only weapons that can really hurt it are weapons powered by the power of Good or weapons made of Cold Iron."
I remain on the floor and begin to sing a little chant, to help Kzrira with her target practice.
Inspire Courage +1 : 1 / 9
Would I be able to know anything else about this creature with the Natural 20 and total of 30? Perfect time to get the Natural 20, would have been better on an attack roll, but I do so little damage it wouldn't have made a difference.
Ok, we had a tough enough time with the pugwampis, perhaps this would be a good time to run. If this monstrosity is as resistant as the miniature pugs, I do not know if we can take it down.
My arrow hurt it, but not much. At that rate it would take 1/2 my arrows and about 40 rounds to take it down. Shooting it was probably a bad idea, but not as bad as the bard and mage deciding it would be fun to talk with it. I figure with Faelar's roll, he will know its weaknesses and hopefully we can get the appropriate type of arrows back in camp.
Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
Evil doesn't mean unreasonable. The gnolls obviously had a deal with it of they let it stick around. It also probably meant that they are afraid of it. Taking a chance of makin a deal with it was not hurting our tactical situation that much. Especially when we didn't know what it was at that point except knowing it was probably relatively powerful.
Lol - oh well, so I am a little quick on the draw. Personally, I am all for running at this point if we can outdistance it and Faelar does not think that we can harm it.
I haven't said anything about speaking with this creature. It attacked Auri, I hid with you Kzrira, then when you shot at it I tried to give you a distraction and once Amir moved in towards it I started to sing so you could both have a better chance at hitting it. It would be nice if we could make a deal with it, but I doubt it ... although Faelar would be up for it.
"I think we should retreat for now and come back once we have some weapons that can harm this creature. Plus it is very hard to see at the moment, maybe we should come back when it is day-time, or I could make some more light if that would help?"
The div is resistant to acid, electricity and spells as well. A protection from evil spell wards off its curses. An aghash is known to hate beauty and target its attacks to mar the prettiest mortals first.
Note: I should have mentioned Amir's mace from the monastery is considered good aligned.
The full moon is bright overhead, but the blowing obscure much around you including where the little dragon has gone. You have little time to consider though as you have more immediate concerns.
Auri? Amir- might as well go ahead. Karethas is conjuring. Falear will soon be singing.
If Karethas summons a monster with the celestial template. Is its attacks considered good aligned?
Well, lets see what we can do. Faelar, you might want to stay in front so that I can keep drilling and so that Amir can hit it from behind.
Attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27Extra +1 from Inspire Courage
Damage: 1d8 + 6 ⇒ (7) + 6 = 13+2 Focused Shot, +1 Magic, +1 Point Blank, +1 Inspire Courage, +1 Strength
I look to Karethas, "Acid and Electricity don't work very well either, I am afraid. If I can remember correctly it also has some resistance to spells, which could prove to be most annoying. I don't suppose you know any spells to protect us against evil intentions, do you? That would be most helpful against his staring."
I look up to Kzrira, "That sounds dangerous, but okay I shall assist Amir in combat. I warn you though it may still go for you, these creatures hate beauty and focus their attacks on the prettiest mortals first and you are by far the most beautiful amongst us."
A summoned Creature with the Celestial Template also has Smite Evil which it can use once per day. Which would help, so even if it doesn't overcome the alignment Damage Reduction the Smite Evil will overcome it.
Good aligned eh? I assume then that between common knowledge and the encyclopedia twins I would know that such a thing is useful against weird creatures....though I would have no clue *which* weird creatures but at this point Amir doesn't know what the others are talking about and is worried about the dragon so...
Amir casts about moving from cover to cover to get closer to his prey, again proceeding to move so that he can come at it from a different direction from its current course.
Amir will continue to move until he can either charge it or will move slower to maintain his stealth so that he can approach and attack it in a single round. His main priority is to come up "behind" it as it approaches the others so that he is the best possible position for a flank when others (hopefully) join him. If my reckoning is correct I have another round of moving to get into position.
Bah, if he were going after the pretty people, he would be attacking you or the dragon. I think he is sexist and just hates girls. We can ask him once he is dead.
Wherever the little dragon has flown to, he surely isn't eager to fly back through the whirling winds and sand that surrounds you. Amir takes advantage of the darkness and chaos to slowly edge around the creature keeping close to the gravelly desert pavement. Faelar finishes his lesson on Div and begins to sing distracting the genie fiend as Kzrira releases a well aimed shot right into the creature's gut.
A roar fills your head and then a rasping voice as the creature pulls the arrow out. "Well shot mortal, I will deal with you in a moment. After I end this pretty little elf's loathsome singing!"
It swings a clawed hand through the air and a ghostly replica swipes across Faelar's face.
Faelar- DC 16 will save or -6 Cha
Will Save : 1d20 + 2 ⇒ (18) + 2 = 20PHEW! That is a nasty touch it has! For future reference do any of my saves to Will Saves apply to this attack?
I glance down to Kzrira, "Why would it go for me? I mean I am just ..." The screaming of the Div puts a stop to my speaking and when its hand appears in front of my face I gasp, "Never mind what I was saying ... how in Golorian did his hand just appear like that? Well here I go ..."
I continue my singing at start to move towards it, drawing my blade on my way. Once I am next to it, I try to attack the Div.
With rasping mind voices and phantom claws swiping at people Amir decides it is time to make a move. Pulling his mace Amir closes the gap bewtween him and the inhuman creature.Charge!
Attack + Charge Bonus + Inspire1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22 I would certainly hope that hits
Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
I'm going to post my action because I'm likely to be busy later and I dont want to hold things up.
Karethas finishes his summoning with a flourish and a silvery beagle appears 10 feet from the loathsome div. With a yelp, the dog lunges at the demon in front of him. Karethas frantically twists his ring for a moment before launching into another summoning spell.
dog's stats:
Riding Dog CR 1
XP 400
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Dog's action:
Free Action: Smite Evil on div
Standard Action: Charge to E9 and attack:1d20 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7 (song and charge) Damage: 1d6 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 (song and smite)
Karethas' Action: Arcane Bond to Summon Monster I again.
Doh! A 1 on the attack roll!
Edit: and ninja'ed. Changed dog's position to E9 from F9. And I used my Genie Binder ability on that first summon. so the dog will last 4 rounds.
Due to popular request, I’ll be running a more sand-boxy version of Legacy of Fire. So I’m looking for explorers, sand devils, desert rats and assorted dust bunnies for a trek across Katapesh and beyond.
Standard 20 point buy (18 max score), 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Ultimate stuff is upon GM approval (please cite source on character sheet- UC or UM, page #).
I definitely like flavor, but don’t require a novella for a character background. Unfortunately the Player’s Guide for this one isn’t free, but just think Arabian Nights style adventure.
Definitely interested. I have a character from a legacy of fire game that died, a bard whose performance was belly dance. Also have a fire oracle that would work too.
Count me in - need to figure on a character for Legacy - was thinking of a fighter-archer, but this build does not seem right after reading the Player's Guide. Will try to get one by tomorrow night.
Here is Izoma, a Katapesh summoner(synthesist) and fledgling pathfinder. Archtype taken from ultimate magic, feats from ultimate magic, spells (I only have 2) from APG and ultimate magic. I can easily remove the archtype if its not to your liking. Traits taken from the general list and the Legacy of fire player's guide.
The only thing that might require further adjustment is the equipment list. Otherwise everything should be goood to go. The giant scorpion animal companion is the only thing I can think of from the Ultimate books, but I'm at work, so don't have them with me to reference page numbers.
Since Faeler started this whole thing off, I'd feel pretty badly not having him aboard and I want a bard along anyway- so that slot is filled.
That still leaves the 4 Main Monster Food Groups as I'll take 5 players total.
Also for my Freebooter players: You guys rock, but my preference would be not to double-dip. I like to spread the love. But thanks again for making that game so interesting... and great.
Here is the background - I will adjust the stats/character sheet for a 20 point build if accepted.
voodoo chili:
Here is the background for Kzrira - after looking at the VERY arcane/rogue/bard submissions, I think I will find a way to work with a fighter after all. As this is a high dexterity build, together with her background, I think that it is likely I will multi as a rogue at some point, in case this makes any difference in your choices for characters chosen.
Background:
Kzrira was born in Sothis in Osirion. Her early years were spent primarily with her mother as her father was the captain of a merchant ship plying the waters of the Inner Sea. At the age of 5, her mother was taken ill with a mysterious disease and died shortly thereafter. Knowing that his young daughter could not survive in Sothis, Captain Maiwith brought Kzrira aboard his ship where she lived for several years. At the age of 8, Captain Maiwith's ship was attacked by pirates. As she had done many times before, Kzrira hid below deck. Unfortunately, her father's ship was overcome and commandeered by the pirates who sailed the ship to their hideout south of Katapesh. Kzrira escaped from the ship and made her way to Katapesh where she joined many other orphans living on the streets and finding what food she could, usually via five finger discount.
At the age of 10, she was caught by a city patrol and was set to have her hand removed as was the custom for thievery. Fortunately, her angel arrived. She was rescued by Haleen who took her in and raised her as her own child. Haleen reached an agreement with the constable whereby Kzrira would apprentice with a local bowyer and fletcher. Over then next several years, Kzrira slowly learned to craft fine bows and became an expert archer. Although Haleen was not always the mother figure that Kzrira recalled from her youth, the caring and love Kzrira received created a bond as strong as mother-daughter.
While Kzrira grew to love archery and crafting fine bows, she knew there was more. At the age of 15, she signed on with a merchant company and began to travel across Katapesh protecting caravans and even traveling by ship to such distant ports as Absalom, Katheer and Mechitar. In addition to her skills with bows, Kzrira found that she could fight with a rapier and beat much stronger opponents due to her quickness and agility.
Several months ago, upon returning from a trip to Qadira, Kzrira was shocked to find that Haleen was not at home and was nowhere to be found. All that Haleen had left was a note saying she apologized for departing, and asking Kzrira to not follow. Kzrira has attempted to comply with Haleen's wishes, however her last caravan was overland to Solku, and while returning she spoke with a guard on another caravan heading west who told her that he had seen someone fitting Haleen's description heading toward the ghost town of Kelmarane.
Upon returning to Katapesh, Kzrira discovered that a man named Garavel was setting up some sort of an expedition to the mysterious Kelmarane. Kzrira quickly signed on in the hope of finding her savior, Haleen.
Well, it seems that I may be a little late to actually get in, but I have been hoping to get into a Legacy of Fire game for a while.
Description::
In any case, may I present Karethas ibn Fardin, Summoner and until recently an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility.
Stats and such::
Male Human (Keleshite) Wizard (1)
CG, M, Conjuration specialist, Opposition schools: Necromancy and Abjuration
Traits:
Fast Talker
Genie Caller (if allowed, from the World Guide, and is on the SRD)
He will have an 8 wisdom, less as a dump stat and more to represent his rash nature and questionable judgement.
As far as his role, I am going for a Controller/buffer type. Very little in the form of direct damage.
I am not home right now so I can't post a full write up. I will post it this evening.
Here is the crunch. Typical Keleshite princess, defying Daddy by hanging around with scummy adventurers.
Equipment is temporary pending the starting gold amount.
Crunch:
PRINCESS SHIRIN AL-KHANAR
CR 1/2
Female Human (Qadiran) Cleric 1
LG Medium humanoid (human, human)
Init +2; Senses Perception +4,
Aura Aura of Good,
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather, )
hp 10 (1d8)+2
Fort +3, Ref +2, Will +6
OFFENSE
Speed 30 ft.
Melee scimitar +0 (1d6/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy (1d6, DC 13, 4/day), Fire Bolt (7/day),
*: Domain spell.
Deity Sarenrae; Domains Glory, Fire, STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +1, Bluff +1, Climb -1, Diplomacy +2, Disguise +1, Escape Artist +1, Fly +1, Heal +4, Intimidate +6, Perception +4, Perform (Dance) +2, Perform (Untrained) +1, Ride +1, Sense Motive +8, Stealth +1, Survival +4, Swim -1,
Languages Common, Kelish
Special Qualities Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting, Touch of Glory (7/day),
Possessions holy symbol (silver); scimitar; studded leather; vestments (cleric's);
SPECIAL ABILITIES
Flame of the Dawnflower You have been raised to view yourself as a blade in Sarenrae's service, or have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. If you ever abandon the worship of Sarenrae, you immediately lose access to this trait's benefits.
Keleshite Princess (Intimidate) You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage. You can use this ability 7 times per day.
Touch of Glory (Sp) You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 7 times per day.
This character was initially meant for another campaign, but I think I was able to work her into Katapesh easily enough. Let me know if anything doesn't fit! And the only thing(besides the magus class itself) I took from the ultimate books was the Scizore, a strange and awesome gladiator weapon. I don't know the page numbers, but here's a link to it on the SRD http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/scizo re. While not the most optimized for combat, I think she'll be fun to play!
-Inquisitor Leet
Piousa:
Born in the wilds of Varisia, Piousa had the spirit of adventure and zeal for travel from an early age. Her people’s caravan wandered the edge of civilization and the savage wilds; trading what they could and selling their swords when all else failed. They were a godless, untrustworthy lot who would steal the clothes off of the backs of fellow travelers before slitting their throats; or at least that what the Cheliax slavers told her for much of her life. A child born of the wild and bred by the lash, Piousa spent most of her life within the compound of one Sulla Pilate, a devoted follower of Asmodeus, scion of the Thrice-Damned House of Thrune, and something of a minor lord. How Piousa came to the compound of Sulla is a mystery of half-forgotten memories and dark, infrequent nightmares. What she has been able to decipher is that her family had been smuggling religious artifacts within the borders of Cheliax and had dealings with a criminal consortium organized by Sulla Pilate. The entire organization was a fabrication, Sulla and his companions were working hand in hand with the Church of Asmodeus to root out heretics. Piousa’s parents were put to the sword and she, and her three siblings were sold into slavery. Piousa was claimed by Pilate himself and quickly found her way to the costal city of West Crown.
At first, Piousa had no clue as to why she was claimed by Sulla. She wasn’t abused in any way, instead she was educated and trained in arms and armor. Then when she turned sixteen strange things began to happen. Bizarre magical manifestations seemed to follow wherever Piousa travelled, candles would flicker and die, bright lights would appear suddenly in the darkness, and as she fought in the practice yard her blades would crackle with mystical energy. For reasons only the gods could decide, Piousa had a spark of magic in her blood and Sulla PIlate had seen this in her. He sought to channel it, enhancing her power through tutelage while teaching her to harness the energy through her weapons to use in martial combat.
Mages were brought in from every corner of Cheliax to train her. Her power was weak, although uncommon, Piousa was no natural magician. She required training. From then on her days were spent half in the library and half in field. Gradually, Sulla had her focus
on bizarre and nearly impractical weapons. His desire was not to see her on the battlefield, rather he wished to put her in the arena. Gladiators, while not common in Cheliax, were prized possessions further south. Knives and swords and hammers were common currenc, but a fighter who could utilize esoteric powers in their bouts was worth their weight in gold.
Once her training was complete, Piousa found herself in dark arenas across the inner sea from Rahadoam to Absalom. Each city she would be freed from her chains only to fight, to train, or to study her growing book of spells. Despite being forced to fight for the wealth of her master, Piousa gradually grew to relish combat. She loved the thrill of testing her body and mind against hulking opponents who easily had twice the strength she possessed. She was a dancer on the sands of the arena, easily weaving in and out of combat only to strike like a lion, powering through weak spots with a variety of blades and then blasting her target with any number of powerful spells. Her fame spread across the inner sea and the wealth of her master grew and grew.
Piousa’s freedom came as suddenly and violently as her servitude had. While returning home to West Crown from bouts in Abasloam her master’s convoy was ambushed by a host of smaller galleys. Unknown to Piousa, her master had purchased several holds of slaves during their travels and a fleet of Andoran liberators had caught wind. The Andorans struck without mercy, annihilating the Chelish guards and taking over all but one of the ships. They put the masters and officers to the sword and freed the Piousa and her fellow enslaved. The newly freed slaves negotiated one of the ships from their liberators, seeking to travel beyond the reach of the Chelish and the slavers who had originally captured them in their homelands. Unsure what to do, but yearning for a freedom she had not had in decades Piousa joined the freed slaves and the bands sought to sail beyond the Inner Sea and beyond the reach of the lash.The most skilled sailor of the escapees, a debtor named Shemk steered their galley southward for what he claimed to be the friendly ports of Katapesh. Most of the escaped slaves knew little in the way of geography; yet Piousa had heard dark tales of the flesh-markets of the south. She gradually learned that Shemk was planning to sell the escapees to the slave markets there to rid himself of his debts in the market lands. On the long journey their she was able to convince her companions of their comrades plan and when they were insight of the port there was an uprising. Piousa slew Shemk and the crew sailed into Katapesh as free men and women under the guise of seeking supplies. They crew was determined to sail north but Piousa was weary of fleeing. She slipped off the vessel into the Midnight Markets of Katapesh where she hopes to make a new living, far from the reach of her master whose fate remains unknown but whose lash may reach this far south.
Crunch:
Piousa
Female Human (Varisian) Magus 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 17. . (+3 armor, +2 Dex, +1Scizore)
hp 10 (1d8+1, +1)
Fort +2, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
. . Scizore +4 (1d10+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 13, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Weapon Focus(Scizore), Power Attack
Traits Reactionary, Magical Lineage(Shocking Grasp)
Skills Climb +6, Craft, Fly, Intimidate +3, Know(arcana)+5, Know (Dungeoneering) +5, Know (planes), Ride +, Spell craft +5, Swim, Use Magical device
Languages Common, Varisian
Spells
0; all
1; DC: 13, Enlarge Person, Ray of Enfeeblement, Shocking Grasp, Vanish, Shield
Physical Description:
Bred from an early age for combat, Piousa is a tall, lean muscled woman who appears to be in her early twenties. Her skin is tanned from a life spent outdoors and heavily scared from a life of combat. Her dark hair is unkempt and cut short so as to prevent one from grabbing it. Her dress is simple and functional; a breastplate of studded, boiled leather protects her torso leaving her arms bare. The skirt of well-worn leather that falls down to her knees and protects her legs is marked by cuts and holes. She is the image of a warrior yet one who does not have access to enough gold to clad herself in steel.
Duban has just recently turned 19. He was rather young in his studies and has recently completed his apprenticeship as a practitioner of the arcane arts. While he knew of the children in the neighborhood, he didn't really get a chance to develop close friendships as he was constantly studying or working in his childhood. Even though he was warned not to trust people, he has a yearning to have a friendship like what he often saw through the windows of his master's shop. Many an evening found Duban wandering through the Nightstall market while on errands. He would often assist shopkeepers with small errands. It was during these frequent forays at night that he developed his skills of talking his way out of situations he found himself in.
Hareen was something of a mother figure to him, though he often tried her patience as Duban was always getting into things he shouldn't have. One of the stories he frequently heard from Hareen was how she had a premonition and based on that vision went out in the early morning and found Duban as a babe, left in the proverbial basket on the door step of a baker's shop. Seeing that the babe had a strong aura, Duban was taken in and later apprenticed to a wizard. Over the last few months, Duban has searched for any information or clue as to the disappearance of Haleen. Running out of funds, Duban hopes this latest lead concerning Kelmarane will bear some fruit. With the unexpected disappearance of Haleen, Duban is torn between taking off for sites heard of and unseen, or staying with what he knows.
description:
Duban stands just under six feet in height, is rather lanky, and has a somewhat disheveled appearance, he is clean, but staying neat is not a priority. He will attempt to straighten up when he thinks it is needed. He usually has a book of some sort tucked into a pocket someplace, and is often found reading, or mixing up some concoction in the apothecary. Duban has midnight black hair, and brilliant emerald eyes. While his clothing is kept clean, it often has a slightly unkept appearance, as if it is a only a second thought to attempt to straighten up when needed. Most of his clothing he has made. His preferred materials, cotton and silk, are well suited to the environment as well as to maintain the fluidity of movement that he needs to safely cast his spells. His supple leather boots have hand sewn pockets in the tops. His underrobe was specially designed to provide numerous pockets while hanging loosely about his frame, followed with a light coat also varying from tradition with several pockets sewn on the inside and outer folds. A wrapped kufeya completes his wardrobe. Soft leather gloves are kept sticking out of his belt when not worn, and for those times when he works at night, he has a dyed balaclava in a pocket. Duban's tailoring experience is evident in the belt harness he wears around his waist and over one shoulder. The belt provides a convenient pockets for his coin and spell components, leaving them easy to reach. In addition, he has built in a sheath for his dagger across the chest strap. His crossbow and quiver hang from his hip, providing easy access when traveling.
His clothing has been dyed a in shades of browns and tan. He frequently places a renewed prestidigiation on his clothing that provides a slow rotation of a hint of emerald green strips rotating slowly around his body, alternating with a dark grey. When in public, or around strangers, Duban will often use the prestidigitation to match colors with the current trend, helping him to blend into the background.
personality:
Duban is a curious and studious practitioner of arcane arts. He will happily engage in debates with any other arcane practitioner, regardless of their method of accessing the arcane. While he works to follow the traditions and laws, he isn't above bending them for the greater good. For the most part Duban is a kind heart-ed wizard willing to help those in need or unable to help themselves. The deity of your choice help those that attempt to take advantage of him, for when called upon Duban will show a viciousness that will ensure that an abject lesson is provided to future individuals. Duban is not above playing the occasional practical joke on his friends, though he does take care that the joke is not injurious, or that his friend will lose face from the joke.
Hello,
Congratulations to the selected. I ask that Voodoo Chili/Sheik Voodoo comment on the strengths and weaknesses of my entry so I can improve futher submissions on this board.
This is a great character. I've really got no criticism. It was a toss up and only came down to Karethas' background mention of the College of Dimensional Studies which I plan to use as a plot point and his reference to Genies helped. It was honestly as arbitrary as that. :P