
MPL8665 |

Welcome and Happy Holidays everyone,
I was originally running this AP before RL issues got in the way and I turned it over to another GM. It looks like that campaign has since become inactive so I'm going to reboot the adventure and start again. I have since sent PM's to the original players to see if any of them are still interested. If any of them respond they will have "dibs" on any open spots.
Other than that, I’m looking for five players for an upcoming Legacy of Fire PbP game I’ll be running. Recruitment will be open from now until 6:00 pm, Wednesday January 2nd.
Now for the fun part, the rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments please, unless you can play well with others.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Legacy of Fire Player's Guide. Those selecting the Finding Haleen trait much choose between the two options of either +1 hit point or +1 skill point every level in addition to any other Favored Class options.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
Right now I'm looking for character concepts and background information on said character (it can be as detailed or as vague as you want (From a few lines to a full blown character profile. Just remember the more information I have the more I can make an informed decision about who will eventually join the game).
That's about all I can think of for now, but please feel free to post any particular questions you might have.
Thank you and good luck everyone.

Jin-Darus |

Background story on Dolgrin(half-orc sorcerer): I come from a faroff village called Dolgo.The village started out very peaceful and prosperous where fear was an unatural feeling to them. Humans and Orcs got along together and even dwarfs were cheerful. Then one day a warlord by the name of Achor strode his army into the village. The warlord demanded unpayable amounts of money from the village. The village council ordered thier warriors to resist the army but were easily overun by the better trained and equiped warriors. The village was destroyed and the creatures there were sold into slavery . But in the midst of all the death and suffering was a being whos parents were killed in the fighting who had unatural powers and had the natural ability for magic.That child grew up with revenge in his eyes and when he became an adult he left the solitude he grew up in alone.When he travaled to a more populated area he asked of his villages fate from a town scribe who kept records of happenings.He said that the slave caravan leaving from his village was lost when they crossed a range of strange moutains and were never found or seen again.So to this day Dolgrin is still trying to find the remains of his village.
Ill have the character sheet ready in a later post.Thanks for reading my post

Silas Greystone |

I would like to submit the idea of a human Magus who has come to Katapesh... to die. And to take as many Gnolls with him as he can before he goes. (Gnoll Killer campaign trait.)
Silas Greystone was considered a wastrel most of his life. Certainly, he studied magic at one of the great colleges, but he never achieved anything worth mentioning with it. Yes, he spoke several languages, but he was no good as a diplomat. To his family, he was an embarrassment, an unambitious man with the potential for power, but none of the will and skill needed to put it to use. An armchair scholar, a dreamer... a nobody.
When Silas voiced a modest desire to see the world, his family was happy to be rid of him and gave him a small sum of money so he could get as far away from them as possible. He knew it was so; he had suggested it to spare them the further embarrassment of his presence. During his first visit to Katapesh, Silas thought he might try and find some menial job where he couldn't cause too much trouble -- and then he met Valika in the market.
The Varisian girl was also travelling, and to Silas' incredulous surprise, she actually seemed to like him for reasons he could not fathom. They decided to travel together and just see where the winds of fate would take them. Valika sealed the bargain with Silas' first real kiss from a woman, and he thought his feet would never touch the ground again.
When the caravan they joined was attacked by Gnolls less than a day out of Katapesh, Silas' feet hit the ground hard. He tried to use his magic, tried to fight, but he was struck down. As he lay bleeding, he saw Valika leap to his defence with her dagger -- and he was witness to a Gnoll ripping out her throat and stuffing her corpse in a bag like a dead rabbit.
The caravan guards managed to drive off the rest of the Gnoll pack and limp back to Katapesh, carrying the wounded Silas with them. He was shipped off back home, to his reluctant family -- who were astonished by the change in their 'lost' relation. As soon as his wounds were healed, Silas returned to his magical studies, but also started drilling himself in martial combat. Within a year, the soft-looking armchair scholar had become a hard-faced, dead-eyed man with a collection of battle spell and the callous of a swordsman on his hands. His family was just starting to think they could be proud of him when he announced that he was returning to Katapesh -- under his own power.
Silas feels dead inside. The only love he ever knew was killed while defending him, and most likely stuffed into a Gnoll's cookpot. He could not save her. He has never been able to save anyone. His whole life feels like a bad joke to him, and he has returned to Katapesh not to redeem himself, but to end it. He disdains the idea of simply killing himself; at the very least, whoever or whatever ends his lifetime of regret will have to work for it.

Bad Man |

I'm interested but i never played PbP. I would build a Witch, probably CN. No archetypes. Just plain basic witch without nothing outside from your requirements. The question i have is if i can use the Dimensional Occultist patron provided by the Pathfinder Society Field Guide (The Dimensions patron provides the following bonus spells: 2nd—hold portal, 4th—rope trick, 6th—blink, 8th—dimensional anchor, 10th—lesser planar binding, 12th—planar binding, 14th—banishment, 16th—greater planar binding, 18th—gate).Also, must the character be posted by the deadline?
Here is the backstory: Gragos was a poor fellow son of the village idiot. He never met his mother. His life was a miserable succession of misfortunes until one day, while trying to fish in the river he got his leg stuck in a rock. Unfortunately, the river flow began to increase and started to drown Gragos. Then he saw this monstruos white python. It came swimming to him and said "The truth lies outside the horizon. In your dreams. Do you accept? If not, you will die...". Gragos closed his eyes and screamed: "Yes! I accept!Please don't let me die...!". Then his leg was released. Gragos went outside the river. The big snake started to follow Gragos everywhere. The snake started to show things to Gragos. Funny things. Things that are bigger than the common man knowledge. Now, Gragos, the son of the village idiot is dead. Now, he is Gragos, the witch from the forest. Gragos, the nightmare. Nobody calls his father idiot anymore. If does, the person always appears dead on the next morning. Snake bites. Gragos never asked this to the snake, but now, Gragos has respect. Gragos is happier now. But he needs money. The village started to get suspicious about Gragos. He moved. Now, he needs money. He needs a job. Something speaks in his mind while he sleeps. He needs to find something that he doesn't know. He needs to take care of his father. Where he can find someone to accompany him? He needs companions... To get money and to get well with his father... He needs appease the snake... Such is the gift of the Great Old Ones...

Jarva bin-Stavain |

DM, here is a Druid that made it to level three in a LoF campaign. I am good at not metagaming, if you'd consider me. If selected, I'd change him back to first level. Appearance and backstory are under appropriate spoiler tags in my alias. I'd be happy to answer any questions.
Thanks for the consideration.

.Syn. |

Posting to show interest and a 'Dot'
"Finding Haleen" being the campaign trait.
Her skills and whiles have brought her into the folds of a secretive group, who's ties stretch back to the far reaches of the globe.
A small group of 'Ninja' who are slowly working at expanding their 'contacts' through out the world of Golarion for their own shadowy purposes, hence Syn's starting class
Thank's to the DM for the effort of putting said game together.
I have been intrigued by how certain traits, feats and equipment qualities combine/interact. Basically these,
Ninja TrickBleeding Attack
This feat: Disposable Weapon
This Feat: Splintering Weapon"
This equipment special quality:Special materials
All interact.
Basically..a Ninja who attacks with either Wushu-darts
or bronze daggers (Fragile/antique weapon quality) to inflict not just damage and sneak attack damage but also adding massive bleeding damage to said wounds to finish enemies faster.
There is also the 'Blade master' archetypes for Ninja/Rogue to increase the amount of sneak attack damage from knives from D6 up to D8, though at the expense of limiting damage from other blade weapons and losing trap finding.
Thoughts? Comments?

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Dotting for interest.
I have a Synthesist Summoner I've really wanted to try out, but I understand if you're not really cool with the archetype. I'm not going out of my way to be crazy with it, but I understand lots of DMs are not very fond of it.
Anyways, I'm going to download the Player's Guide and put some thought into a background. :)

John Temple |

Hospitaler Paladin with the oath of charity. Healer/Fighter. John is Lawful Good, not Lawful Stupid.

Thaddicus Marcaldor |

Here is a character previously submitted to a LoF game. I would play him as a bit arrogant but loyal and good. I previously used his avatar by playing his father in a high level campaign, so don't mind the stats in the character profile, just follow the link. Since he is a former Pesh addict, (and maybe future, who knows?) that's the reason why I dropped his mental stats. Well, that and I am a bit of an optimizer, but I appreciate a good story more. If you want me to adjust things to suit your gameplay a bit more, I can do that, no problem.

MPL8665 |

@Bad Man
The background you gave is just fine. There is no need to go into the crunch part of your build just yet. As long as I have an idea where your character is coming from.
@Jarva
As I stated above, all I'm really interested in right now is background more than any specific build. If selected there will be plenty of time to readjust your build to specifics.
@.Syn.
Bleeding attack- Your SA must do damage in order for the bleed effect to kick in. Damage reduced to zero by DR does not qualify. Once the bleed effect kicks in though DR would not apply.
Disposable/Splintering weapon feats- Since both feats apply the "boken" condition to a weapon I would rule that only one of them would apply to any given weapon. However the bleed damage from the Splintering Weapon feat would *not* stack with your bleeding attack special ability.
@Seranov- While I'm not fond of the Summoner class either if you can come up with a background that wows my socks off I'll consider it. I hate to limit people's creativity with my biases.
@Majestic8705- I see no problem with the dip to get CE for free. I've seen worse dips.
@Bomlicar- I see no problem with your build, but you may want to rework his background to account for being in Katapesh intead of Sandpoint.
@Thaddicus- You will need de-level your character and rework your stats to suit my guidelines if selected. The reason I only allow one stat below 10 is to prevent players from gutting some of a characters stats to benefit others.

LurkingTyranny |

I am interested in playing a dwarf by the name of Djarrum Einharth, who serves as a guide to many of the caravans that choose to travel the dangerous land. He comes from a line of dwarves who once dwelt in Tar-Urkatha (I think that's what it was called, working off memory), but now have only the glory of their past acheivements to remember upon. I plan on adding more detail to him, but have no access to the traits or the setting at the moment.
From a crunch standpoint, he will be a inquistor of the dwarven god of tactics. With the stats (after racial mod) of 14, 14, 16, 12, 15, 8

Cuàn |

I'd like to submit Aakif Zerai, an Inquistor of Sarenrae and, if you allow it, future Dawnflower Dissident. If you would be ok with it he'd take the Dessert domain. He could be done as Paladin or Oracle as well, but I prefer inquisitor.
As he grew older Aakif all the pain and suffering he had seen from slaves made him come to the conclusion that, despite the good relationships between some slaves and masters, slavery was an abomination and should be abolished. This idea alone was enough for his parents to send him off to a school in Katapesh, both for his own safety and in hopes he'd turn around.
What Aakif's parents hadden't counted on was how the teacher, mostly priests of Sarenrae, instead fed this seed of rebellion against the system of slavery. The result of this was that before his first year was over Akiff officially joined the church of Sarenrae. When the his parents found out about this the funding stopped though the temple took over his funding.
Trained by both the order of holy warriors and the clergy Aakif quickly grew in strength and skill. Now, over a year later, the faith has sent him out in order to spread the word. Unbeknownst to most he actually also received a second quest, one to figure out what happened to the clergy of a tiny ghost town called Kelmarane

gresch555 |

I'd be interested in playing as a human rogue. Below is my general character concept.
Backstory
Kito was the only child of a pair of historians who were obsessed with Osirion history. When he was 12 his family moved to Katapesh so his parents could participate in an excavation of some ruins that they believed may contain important information as to why the great empire fell. Kito lived with an elderly colleague of his parents while they went out to explore various ruins for months at a time, coming back occasionally to resupply and spend time with their son.
Three years after moving to Katapesh, Kito's parents left for one of these expeditions and never came back. Attempts were made to search for them, but they never turned up any results. The ruins were too vast and too dangerous for them to be fully explored, and locating Kito's parents in them would have been next to impossible. Most of the world has given his parents up for dead, but Kito hasn't given up hope yet. He plans for the day when he'll be able to fund his own an expedition to try to find them, or at the very least recover their bodies for a proper burial. He has spent the last seven years studying the proper techniques for exploring ruins and dealing with the dangers he may encounter on excavations. He hopes he might find a group of fellow adventurers to explore with and gain some experience in the field.

Lumiere Dawnbringer |

I have a Few ideas
Rena Shadowsong: Elven Wizard Going Rogue and then Arcane Trickster, has the darkvision and arcane focus alternate racial traits. essentially, an elf born in the jungles of the mwangi expanse, who fled her mother as soon as possible because she wanted to explore, and wanted to learn instead of being cooped up in a backwater elven hut village. her familiar is a paper origami raven animated by magic that speaks elven.
Tsui Shuifeng: Female Undine Cleric of the Great Azure Dragon, Guardian of the East. a priestess seeking a cure for her draconic patron's illness. wields a Jian (Treat as scimitar), and has religious vows to abstain from the consumption of impure fish, the fish may be consumed if it were purified by being soaked in alchohol (such as cooking it in a wine sauce). the great Azure dragon is a minor Deity in eastern Quin and Tsui has the healing (Restoration subdomain) and water domains.
Princess Cherie Sakura Bin Flamme, "the ethnically confused." Female Ifrit Magus. has a temper hotter than the sun, wields a scimitar, ethnically confused due to her highly mixed heritage, extremely impulsive, perpetually angry in a manic way. brings her Valet 'Ali', whose whole purpose is to carry her bags and keep her sane. claims to be a quadiran princess and her hot temper seems to back those claims.

Tassadan |

Heeeeeeeere's Targ!
Targ grew up very aware of his status. As a half-human, he constantly had to prove his worth to his peers and his elders. This was not difficult for Targ. The boy had an almost bestial prowess about him, exemplified by his gigantic incisors and tusks. Targ became known for ripping the flesh of smaller prey animals off with his bare teeth... while they were still living. Other children left him alone after that.
Ya’Rog was infamous for driving his tribe out into the desert to prove their worth and strength amongst harsh conditions. It was said to him by their priestess that should they return to the desert of their ancestors, they could truly serve The Rough Beast in all his glory. She was right, but not in the fashion Ya’Rog believed. One night, gnolls descended upon the camp. They slit Ya’Rog’s throat as he lay sleeping, took the rest of the camp by surprised, and then paraded the former chieftain’s head on a pike in front of the other Orcs as a warning. A few warriors immediately rebelled at the sight of their comrade’s desecrated remains, but they were cut down by the arrows of beast-riding gnolls whose bows were then trained upon the survivors, daring them to step forward. Weaponless, emasculated, and in chains, the remains of the tribe became slaves to the gnolls.
Targ, along with the rest, had two intertwining circles branded upon his shoulderblade. The orcs were put to work atop a mountain, digging away day after day for what appeared to be no reason. For years, Targ’s tribesmen and women died on that mountaintop from exposure, starvation, or outright murder by their gnoll captors. Not Targ, though. Targ endured day after day of endless toil in the hot sun. But even Targ had his limit. At seventeen, Targ rebelled. With his mighty jaws, he tore open the throat of a gnoll who was having a little too much fun whipping him. The other captors were so stunned by the action that they didn’t respond until Targ had stolen the keys, unlocked his shackles, and then thrown them to another prisoner before hurtling down the mountainside.
The confusion he had left in his wake as prisoner after prisoner escaped allowed Targ a successful escape, but he still had the desert to deal with. Targ was able to survive until a caravan found him, half-starved and mostly naked. In the caravan was a priest of Sarenrae who was kind enough to take Targ along with him on his own dollar back to Katapesh. It was there that Targ found a second home. He lived in the cathedral to Sarenrae in Katapesh for years, honing his orienteering abilities by acting as a guide and an occasional enforcer. Hearing about the mission to Kelmerane, his hatred for gnolls began to boil, and he immediately applied to become part of the expedition. It was his turn now.

Tassadan |

• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
How do you feel about Half-Orc alternate racial traits as described in the APG (pg. 19)? I was planning to do the following: Replace Orc Ferocity with Toothy, Replace Weapon Familiarity with Chain Fighter, and replace Intimidating with Rock Climber. Kosher?

Philanthropist |
For your consideration: another Half-Orc Ranger with a strong dislike of all things Gnollish. Maybe us Half-Orcs could bond over our mutual hatred?
Grom doesn't speak much of his past, but this much is clear: he has an undying hatred for gnolls, and all those who would do business with them. He shows them no quarter and takes morbid delight in exacting vengeance upon them.
He cares little for the concerns of society at large, as it never cared much for him. Grom has spent the last few years living on the outskirts of Katapesh, fending for himself, and his sparse encounters with others are rarely to his benefit. Now animals, they don't always run away in fear, unlike people... Grom likes animals.
Animals, however, don't give Grom the feeling of true comraderie that he yearns for, and so he sets out to aid the Kelmarane reclamation effort, if for nothing else, to kill a few more gnolls...
I'm thinking of a true neutral character, but more of a "desert nomad" than "naturist". Grom isn't quite good, but he's definitely not evil. Society has jaded him to the point where he won't go out of his way to help a stranger, but he won't stab someone in the back for personal gain either. He has a soft spot for other outcasts, but he would never admit it.
He has no real moral beliefs regarding lawfulness, as he tends to live outside its influences, but he realizes the very real consequences of breaking the law, and so respects its power.
Grom's primary motivation at the moment is to find somewhere he fits in, and the assault on Kelmarane seems like as good as place as any to find a kindred spirit.
Grom carries a scimitar in his right hand and wears a single spiked gauntlet, both of which he claimed as his own after beheading his first gnoll.
For armor, he wears a breastplate tarnished with the blood of countless gnolls.
Eventually, he'll pick up a ranged weapon, because you can't always charge headlong into a pack of rabid dogs and hope to come out alive...

MPL8665 |

@Gunk- If selected you will need to de-level your character back down to 1st level and tone down your stats to fit a 20 point buy.
@LurkingTyranny- Sounds good. I look forward to your submission.
@Cuan- I'm good with the Dawnflower Dissident.
@gresch555- Sounds good, although I think Bard (Archaeologist) seems a better fit than Rogue. Are his parents still alive or are they truly dead?
@Lumiere Dawnbringer- I think the Elf or the Ifrit would be better thematically as I can't see an Undine deliberately being in a desert enviroment.
@Tassadan- Those substitutions are okay.
@dolgren- Recruitment closes at 6:00 pm CDT on Wednesday January 2nd.
@Grom Gnollsbane- Looks good.

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Alright, so here is Akane Mori, Tiefling Synthesist Summoner.
After she reached the age of nineteen, Akane seemed to simply stop aging. While her parents began to get on in years, the pretty tiefling girl remained young, spry and forever positive. Some said it was her blood that kept her young, but the coy woman would always simply wink and say it was because "I am always looking forward, there is no time to get old."
When Hideaki and Yoshino passed away, their daughter was already well into her thirties. That particular winter had been cold, wet and exceedingly painful for the family, who had very little material possessions. They went quietly, within minutes of each other, still holding hands to the end. Even Akane, ever-positive, spent a whole month mourning the loss of her beloved family. They were buried beneath a plum tree on the family's small tract of land, a pair of makeshift stone graves made by their surviving daughter to mark their final resting place. With nothing left there, Akane sold the land and donated most of the proceeds to the local temple of Qi Zhong. In return, they allowed the tiefling woman to stay at the temple and train as a missionary.
Roughly ten years after her parents' passing, Akane had the first of many prophetic dreams. In the dream, she was greeted by a mighty floating mask and gauntlets. At first glance, she could only assume it was an oni, come to reclaim her and her devilish blood. But the mask spoke, its voice calm and almost friendly. "This one is called Yoroi. From the Master of Medicine hath this one been sent to you, milady." Waking with a start, the tiefling woman could not understand exactly the meaning of this dream. Though unwilling to simply dismiss it as a strange dream due to the creature mentioning her deity, Akane simply laid back down and returned to sleep.
Over the course of the next five years, she would have dreams similar to this one rather regularly, but she would always wake before she could ask the floating armor anything. It was not until she brought up her dreams with the head priest of the temple that she received some clarity in the matter. His face full of utter surprise, the head priest, a half-elf man by the name of Zhon Quai, pulled Akane into the main building of the temple. The man brought her over to the actual shrine housing, and opening it, revealed a red armored mask and black gauntlets. "These are the Relics of O-Yoroi," Zhon began. "They have been entrusted to our temple for generations upon generations. The legend surrounding this relic tells of the 'Kageko,' a child of shadow who shall be of Qi Zhong's chosen. They will take the Master of Medicine's message into the desert, and there, flourish." The half-elf's face becomes serious as he continues to tell her the story. "I believe you are this 'child of shadow,' Miss Mori. I believe that you were sent to us by Qi Zhong himself, and that it will be you who will bring the faith into other lands. I have heard, recently, of a city in the empire of Katapesh that has been taken over by gnolls. It is your destiny to travel to this foreign land and build a shrine to our god there. And because of this destiny," Zhon removes the relics from their place in the shrine, handing them to Akane, "that you are to travel to Katapesh. You will help liberate the old city of Kelmarane, and bring the Master of Medicine's message to the people of the desert."
Awestruck and speechless, the tiefling girl accepted the relics, holding them carefully. Looking at the small masked helmet and gauntlets, each far too small to be worn by anyone she has ever met. Upon bringing the relics to her chest, in order to hold them safely, they begin to decay at an overwhelmingly quick rate. But as they decay, a searing heat begins to build on the palm of her left hand. As the relic disappears into nothing but dust, Akane raises her hand, to find a glowing wheel on her palm. Though faint, it is very easily distinguished as the holy symbol of Qi Zhong. Even more astounded than the tiefling woman, Zhon stands there, mouth agape. "It is just as the legend says! You are the chosen of Qi Zhong! You must call out for his servant, the mighty O-Yoroi. Deep within you, you shall know how."
Looking deep within herself, Akane finds the words. "O-Yoroi, koi!" she shouts, and suddenly is immersed in bright light. When her eyes finally adjust, she is clad in the armor from her dream. Opening her mouth to speak, she finds her voice coming out as a strange combination of hers and Yoroi's voices, making for some very strange dissonance. Khon drops to a knee, almost moving to prostrate himself before the stunned woman. "No! It is still me! Yoroi... he is here, within me. I don't need you to-" she begins, but as she reaches out, her hand seems to burst into flame. Shocked by the sudden flash, she turns away, only to discover the hand is not on fire, but merely radiating pure white light. Gasping, Akane stumbles backwards, before Yoroi disappears... though she can still hear him in her mind.
"It must be true... Come, Miss Mori. We shall get you all you need for your trip. You must go forth. There is no surer sign that this is your destiny!" Zhon proceeds to take her further into the shrine, where she is outfitted for the journey ahead. "Remember always, that we are behind you. We expect great things of you, and we are ever grateful for your service." With this last statement, Akane is shuffled out of the door. Confused, laden with the equipment and coin for her trip, and still surprised, Akane Mori begins her journey to the far-off land of Katapesh, where her story shall truly begin...
I may go over her background with a fine-toothed comb later, trying to clean it up a little, but I think this is solid enough for a first look. :)

Christopher Rowe Contributor |

I'm downloading the player's guide and plan to submit a character concept in the next day or three. Thanks for running a game!
Edit to add: Actually, I don't see a Player's Guide on the Legacy of Fire page:
http://paizo.com/pathfinder/adventurePath/legacyOfFire
Am I meant to download the "Legacy of Fire Campaign Outline?" Is that it? It says it contains spoilers.
Edited yet again to say: Never mind, found it, purchased it, downloaded it.
Cheers,
Christopher

MPL8665 |

@Dark Netwerk- I'd have to look over the Aasimar variants, but right now I don't see any problems right now. I would hope to keep to at least one post a day, but sometimes RL get in the way, If anyones going to be absent for an extended time please let me know. Yes I will be using some maps along with narration.
@Christopher Rowe- The Player's Guide is actually listed as a Player's Companion. There is no free download available. You can find the Companion listed Here.

Christopher Rowe Contributor |

@Christopher Rowe- The Player's Guide is actually listed as a Player's Companion. There is no free download available. You can find the Companion listed Here.
Thanks! Purchased it and downloaded it, reading now.

Durant |

Dotting for interest.
Considering a LG Monk of the dawnflower with the Master of Many styles archetype and the Reclaiming your Roots trait. Taking the masterwork weapon option from the trait and burning a feat to have a masterwork flind-bar. Sub-optimal I know but hey, Monk with a flind-bar! And besides I like the finding a home aspect of the trait. Adventurers are all to often and all to rightly considered wandering murderous hobos. Rebuilding Kelmarane is a lovely long-tern goal to strive for.

gresch555 |

@MPL8665- I had completely forgotten about the archaeologist archetype, it would make a better fit for this character concept. I'm thinking his parents are really dead, but possibly were soul trapped or turned into some form of unintelligent undead after they died. I'm not hard set on this by any means though, so if you had some idea that would work better for this campaign I'm all for it.

wolfman1911 |

I have a couple of ideas, first I'll throw them out in general, to see which you favor.
My first, and most contentious idea is an Orc Scarred Witch Doctor. He would be a gladiator slave who had been handed over to the expedition to increase his master's prestige, or, considering that freedom is the reward, perhaps his master was forced to pledge him as a matter of politics. His alignment would be neutral something. His campaign trait would be Earning Your Freedom.
The second idea is a Bladebound Magus, likely an elf. His trait would be Reclaiming Your Roots, and his heirloom would be a masterwork scimitar, which would later turn out to be his Black Blade.
I also thought about making a Cleric of Sarenrae, but that's the one I have developed the least.

Nylissa |

Very interested in this campaign, but I wanted to run this concept by before really getting into background and crunching it out all the way.
It would be a ninja repainted to be more like an assassin from Arabian legend. Her wakizashi would be a shamshir, her mystic powers would come from sufi rather than ki, etc. but statistically she would be a standard UC ninja. She would have a colorful past involving a secret mountain castle where she was trained as a mystic warrior before she was unleashed on the world.

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Woohoo! I've always wanted to play this AP. There are so many great character concepts here, don't see much chance of getting in but I'll post a character anyway. And since there are so many characters I want to play, I think I'll go with a random selection:
1d16 ⇒ 10
Antal il'Amane - CG halfling cavalier (emissary)
Will post a backstory soon.

.Syn. |

To DM MPL8665,
The splintering weapon quality is something inherent 'in' the make of the weapon itself. So, upon striking with said weapon, the weapon breaks effectively sacrificing itself to auto confirm the critical.
I also understand that with out actually hitting, then said weapon doesn't deal bleeding damage.
I also understand your comments about if the DR is not breached, then there is also no bleeding damage.
A pity that the Ninja ability and the weapon ability are not deemed to 'add' to one another, though. *Ponders8

wolfman1911 |

I've decided to go with the Orc. He'll probably play more like a martial/arcane hybrid than anything else, though one with extra spells.
Garulk was expected to be a great fighter, as an orc, funny then, that he almost died during his first fight. It was right before the killing blow he heard a booming voice offering some instruction. He did as he was commanded, and his opponent's clothing caught fire out of the blue. He killed the foe in one blow as he tried to stomp it out. After the fight, Garulk was offered whatever reward he wished, and all he demanded was a set of tools and building materials.
The next morning, it was revealed that he had worked through the night, creating a mask the size of a large shield. It had wild eyes and an angry mouth, decorated with various colors of paint, and blood. From then on he fought in that mask, using the abilities granted to him by his patron, which he believes to be Zon Kuthon. In an attempt to increase his prestige, Garulk's owner pledged him to the expedition to retake Kelmarane, not realizing until it was too late that any slaves were being offered their freedom in return for their service.
Garulk offers his prayers to Zon-Kuthon, and he considers himself something of a priest of that god. He believes that the Midnight Lord is the source of his power, and that he is something of a chosen one: a cleric whose powers came unbidden, through the favor of his god. Garulk would likely compare himself to an Oracle, if he knew such a thing existed. Garulk's patron, and thus the orc himself, has no interest in torturing, or even inflicting pain on others, and he only causes himself pain because he has learned to draw power from it. This makes it unlikely that the Midnight Lord truly is Garulk's patron.
As for a taste of the behind the scenes stuff, his training as a gladiator leads me to decide that he will be Lawful Neutral, and his campaign trait will be Earning Your Freedom. I haven't decided yet whether he will take a level or two in Barbarian later, or if he will stick to Scarred Witch Doctor all the way through, but either way he definately won't take more than three levels that aren't witch.
I do have a character sheet put together for him, but I want to look it over before I put it up.