
Doombringer the DM |

Hello and welcome foolish mortals, to my second offering of Tomb of Horrors!
Now let me state this now. This is going to be run on Golarion, and I hope for this to be a great Roleplaying experience. You may be asking, "But isn't Tomb of Horrors that really deadly module from Gygax's day? You can't possibly have a great Roleplaying experience with that!" You'd only be half right with that assumption! Though yes, this module is known to be deadly, I am hoping to tell an overarching story that spans not only the ToH, but possibly other memorable modules such as White Plume Mountain, as well as my own material. Though I owe the conversion to my former GM, the story is mine.
And so, I hope to set up a good group who would be willing to have an adventure. I will be taking five characters, with preference show to those who signed up in my first thread (this doesn't mean that you can't sign up if you weren't in that thread), and those who I have seen roleplay before. I really want this to be a character driven experience filled with many memorable moments in this world.
There will be a 25 point buy for all the characters and we will be starting off at level 9. You can expect to gain a few levels before this is all over, so keep that in mind. I will accept most paizo material (no 3rd party), but please keep in mind that while building your characters, I don't want you to try and break the game. Optimize, but outright munchkin like antics will be frowned upon. I want this to be a challange, but the story is much more important to me. If you think that something might be far too powerful, then ask me and I will approve, veto, or make a few changes so that you choice might work. If you have played ToH or White Plume Mountain before, let me know.
There is no clear start date as of yet, but I am thinking sometime in early November. If you have questions, just ask.
You are in Absolom for one reason or another when news of this island appearing breaks out. Though there is panic, the Pathfinder Society is quick to summon the greatest explorers and adventurers they can within the city. Normally they would send a team filled with Pathfinders... But with the dealings in the Worldwound, they are short of manpower and need outside help. This is where you come in.

Doombringer the DM |

I was going to originally say no, but I have recently thought it over. They will be allowed, but with the warning that, as I have not seen them in action, I can't be sure of the balance (I.e. I don't know how hard they could break the game). That means the likelihood of being chosen is a bit lower. That being said, good backstory trumps all.

Song of Chiroptera |

Thinking of an Investigator for this one. Someone who's been involved with solving criminal enterprises ranging from the mundane to cultist activity in Absalom. Then the news of this island reaches his ears not more than a few weeks after investigating a blood cult from Osirion...
Don't know, still working on the theory and background. I've only heard vague tales of woe regarding the Tomb of Horrors, and your direction sounds awesome.
I'll set to work tomorrow on a back story and build.

Edward Sobel |

ok got a story, looks like a Bard (Archaeologist) / Fighter (Cad)
what about firearms I may take the Amateur Gunslinger feat.
Alistair Cooper was born in Absalom to a fairly wealthy family. Being a rather rambunctious youth, always finding him in trouble and cavorting with the wrong sort of kids; Alistair was the kind of kid that was always caught looking up a girl’s skirt. As a result of his chaotic ways he was sent off to a boarding school for boys where he excelled in history; among other “unofficial” studies.
In an effort to snap Alistair into reality he was sent off on an historical field study to Osirion. The expedition was to be financed by the Lady Exemplar Khymrasa to be a part of a dig near the Slave Trenches of Hakotep. The expedition was both an educational field study as well as a recruitment tool for the Pathfinder Lodge, to see who would be worthy to be trained as a Pathfinder.
While on the dig Alistair met a young girl by the name Rana. Rana was a fiery red haired Sorceress and, (as luck would have it), the daughter of Lady Khymrasa. They soon became close friends / lovers; much to the objection of her mother.
During the dig Alistair uncovered what appeared to be a puzzle box. Neither Rana nor Alistair was able to decipher the hieroglyphs on the puzzle box. But they knew that it was the key to something more. They brought the box to the Pathfinder Venture-Captain Jalden Krenshar as she was leading the expedition along with several other Pathfinder members. Jalden informs them that Pathfinder Abasi was the best source to translate the glyphs as he was a well versed Osirionologist.
Abasi examined the box he immediately realized what it may be, Abasi thought it best to keep the knowledge to himself. He told Alistair and Rana that he would need more time to figure out the box he sent them on their way back to the dig.
Abasi realized that the box held the secret to a lost tomb that could change the Osirion nation forever. He was able to decipher the hieroglyphs and open the box to reveal the secrets within. But in doing so, the power of the box now opened, corrupted Abasi and poisoned his mind with great evil.
Abasi needed to remove those that stood in his way to achieve his goals and become the “Immortal Pharaoh”. He used his magic to eliminate the other Pathfinder’s on the dig thus beginning a major conflict at the Trenches of Hakotep. Alistair and Rana joined with Jalden to try and stop Abasi, but, unfortunately Rana was killed in the fight.
Lady Khymrasa blamed Alistair for the death of her daughter, a hatred that has festered for the next several years, even to this day. Lady Khymrasa also realized that Abasi was partly to blame, but he possessed something that she wanted, the puzzle box.
Alistair went into hiding to avoid Abasi having teamed up with the rogue Zuri and making connections in the Sothis black market of illegal antiquities trade. Zuri and Alistair, who now went by the title Professor Cooper, went on several expeditions / adventures with Zuri obtaining artifacts to be sold on the Black Market, and making a name for them among the Pathfinders.
Lady Khymrasa decided to hire a group of adventurers to track down and kill Abasi and obtain the puzzle box. She made contact with Kalim Rafiki (a desert nomad/ ranger) who was a pathfinder member trained to track and eliminate rogue pathfinders.
Alistair would frequently find himself locked up in the prison cells of the lodge in Sothis because of his dealings with Zuri. Eventually Alistair grew tired of taking the fall for Zuri and managed to get him turned over to the Pathfinder Lodge for prosecution.
But before Zuri could be tried, Kalim sought the help of Alistair to track down Abasi which would lead him to the Ruins of Tumen. Zuri had managed to obtain a map that was supposedly to detail inside the ruins where they had hoped to find Abasi. This was Zuri’s “ace in the hole” to save his neck.
An uneasy alliance was formed, the Pathfinders had to reluctantly trust Zuri to help track down the rogue Pathfinder. Abasi was discovered there inside a crypt within the ruins seeking to commune with one of the mummies buried within. The trio of adventurers battled Abasi and his undead minions and finally defeated him. But the puzzle box was lost through a gate to the underworld.
Back in Sothis the trio parted ways Zuri (now pardoned by the lodge for his assistance in the elimination of Abasi) continued his scheming and proved to be more of a nemesis than an ally, always involved in the illegal antiquities trade of the region.
Kalim returned to his people in the desert and Alistair (now promoted to full pathfinder member) accompanied him to help defeat a group of nomadic barbarians raiding trade routes in the region. Alistair was appointed to the rank of captain in the Osirion volunteer militia where he managed to end the barbarian raids and restored trade routes along the River Sphinx.
Alistair (now called “Guard Captain Cooper”) continued his duties maintaining the safety of the southern trade routes, commanding his small militia force, but it wasn’t long before the Pathfinder lodge would contact Alistair again….

Doombringer the DM |

These all sound like excellent choice.
Edward, you can indeed take that feat just remember a few things. That will be grit, not panache, and until you gain proficiency with a firearm, you still take the penalties. Unlike a gunslinger, you will actually have to buy your ammo at full price. I am of the mindset that only gunslingers should have the neat things gunslingers could do, because they are supposed to be pretty rare.
Great story, by the way.

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Excellent, I will make the proper adjustments(This is a level 6 PFS character) so he is a 20pt buy. Also yes I have played the ToH and DMed the ToH and White Plume. Now White Plume I have not done for 25 years or so. ToH I am running now but am quite able to keep that kind of knowledge out of the game and I'm sure you have many extra surprises in mind as well. 8>)

Vrog Skyreaver |

Well, I had 2 of the campaigns I was in implode on me suddenly, so I have an opening, and would like to relive the adventure that is the tomb of horrors. I have played and run it multiple times, but each time has been a completely unique outing, and I always enjoy getting my face kicked in. I think that I will play a Rogue (specialized in trapfinding and UMD), just cause I haven't played one before.

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oh, I still have my character though I need to fix to show 25 point buy and not rolls. Also as asked before can I play an ogre as it is in the advanced race guide? I'm okay with it being nerfed, I just want to have fun being large sized and being an ogre as that fits well with barbarian at least bloodrager for roleplay.

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Paladin it is.
Sir Wolfric Paxton hates being a Paladin.
Being a Paladin means facing, everyday, the undead abominations that ended his life.
____________
Rick Paxton loved his simple life. True, his family was once part of the affluent nobility of the land, but all that was over now.
Rick exulted in the pleasures of a hard day's work, but more than that, he loved coming home to his girls: His wife of 6 years, Rhona, and his 3 month old daughter, Cait. Everything Rick did was for his girls. Then he met the Professor.
Professor Lorrimor happened on Rick one day at the market in Rovengro. Rick was eyeing a fine bow, lamenting the years it would take to save up for such an extravagance: his girls needed nice things, he could make due with an adequate bow.
The Professor bought the bow and gave it to Rick. He just gave it to him! All he said was, "It is a fine weapon sir, put it to good use."
Nearly half a year later, Lorrimor showed up at the Paxton home and asked Rick for 4 days of work. Rick agreed and set out to aid the scholar in an archaeological dig.
This 'archaeological dig sit' turned out to be the tomb of some long dead person of import. Rick refused to enter saying, "I will not disturb those in the lap of the Lady, nor can I see a purpose of going in there...besides robbery."
The Professor had seen the question in Rick's eyes and smiled. ”The only treasure I seek is knowledge.”
Rick had been assuaged if not satisfied by that answer. Not enough so to go into the tomb himself, but enough to know that Pharasma would not judge him for desecrating the dead.
Not long after Lorrimor went down into the crypt did the hairs at the back of Rick’s neck go stiff. He faintly heard the screams of a panicked man coming his way. Suddenly the Professor burst from the tomb with a ghoul close at his heels.
Rick felt the righteous indignation of The Mother of Souls well up inside him at the sight of the undead abomination. In his hand, his bow glowed a pale bluish grey as he bellowed ”You will not trepass among the living tonight. Be gone with you!”
That the voice was not his alone surprised and unnerved Paxton, and more to his astonishment, the creature slinked back from whence it had come.
The Professor stared in awe until Pharasma’s judging power left the bow. He nodded at Rick and the two parted ways.
Not a week later, Rick was coming back from market having sold all the baskets his wife had made. Being in good spirits he bought a bouquet of flowers for Rhona and a wooden horse on wheels for Cait and set off home.
The scene that greeted him murdered the joy in the young man. No less than 3 ghouls had feasted on the brains of his wife and infant daughter. Instinctively, he knew that they would turn so he was forced to burn their remains. He burned down the house too in his grief.
The next morning, Professor Lorrimor found an ashen faced wretch named Wolfric Paxton and pointed him toward his duty and his vengeance; he pointed at the bow in Rick's lap, "It is a fine weapon, Sir. Put it to good use." That day, he became Sir Wolfric Paxton: Paladin of Pharasma and Scourge to the Undead.
He has hated it each day since.
Not a year later, Rick heard that Professor Lorrimor had died. Knowing that he couldn't bear another funeral: especially that of his last and closest friend. Rick left Ustalav determined never to return to the land of his birth.
Several years of travel and reluctant adventure have finally led Rick to Absalom and the Pathfinder Society because it is widely rumored that Pathfinders have a real chance to do good, and their life expectancy is blessedly short.
The promise of peace at the end of his days: that he will again see his family keep Rick going. He fights on so others may be spared to devastation he endures each day. He finds joy that he can exact change for good in this forsaken world until Pharasma bids him home.

Doombringer the DM |

Wolfric.... I like the story. Only thing is this: You still need to be Lawful Good as a Paladin. You can worship Pharasma, but I want you to create a code of conduct for yourself. 7 tenants you must follow, 3 things that you must never do (or fall) and another five things that must be taken on a case by case basis.

Song of Chiroptera |

Okay, here's the hp rolls for my Investigator, Marcum Xavier Allbridge...
9 Levels of HP: 9d8 + 9 ⇒ (3, 8, 8, 8, 3, 5, 2, 5, 7) + 9 = 58 Con 12
...ok, not too shabby. It'll take more than a strong wind to kill him. That's a bonus!
Cracking the crunch manually, didn't realize how pampered I was with HeroLab... no ACG add-on yet.
But I'll focus on his personality first.

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I had every intention of being Lawful Good, but thanks for the opportunity to write of the Code of Conduct! It was fun. (I am open to suggestions/changes)
Code of Death
Seven Tennants
1. Respect graves and tombs
2. Do not steal from the dead (Trades ok)
3. Do not associate with those who raise or command undead
4. Do not let emotion cloud judgement
5. Always lay the departed to rest properly (undead not included)
6. Do not allow a terminal person to suffer
7. Dress in black and silver
Three things never to do (Or fall)
1. Create or command undead
2. Suicide/ Attempted Suicide
3. Knowingly harm a child or pregnant woman
Five Case by Case clauses
1. Destroy the undead wherever possible
2. Asisst in a birth if no midwife available
3. Act on facts, not potential
4. Do not ressurect the fallen (Reincarnation ok)
5. Carry Holy Water

Doombringer the DM |

Hm... I think you could do a bit better with your seventh tenant, as well as your fifth Case by Case Clause. I also would add a bit of leniency with the "do not resurrect the fallen" Clause. Perhaps though you frown down upon it, though wouldn't stop someone who wanted to be ressurected (not becoming undead of course). Breath of Life should also be considered a spell that's more like a defibrillator rather than something that brings you BACK to life.
Max, you are automatically in as well. As for the. Ogre... I'll take a look to see what changes I cold make in order to have it be balanced.

Song of Chiroptera |

I'm about 70% of the way there with regards to crunch, 25% on the History/Personality. If you have time, let me know what you think so far. I'll keep cracking...
Most recently he's returned from a lengthy investigation involving the Skinsaw cult in Absalom. The solutions ultimately led him to Cassomir, and on to Demgazi in Taldor. (more on that later)
Marcum Xavier Aldridge
☩ Male Human (Absalom)
☩ Investigator 9
☩ NG Medium humanoid (human)
☩ Init +3; Senses Perception +13
☩ Favored Class Bonus +1 to Skill Points (Levels 1-9)
♜ ♜ ♜ ♜ ♜ ♜
Defense
☩ AC 13, touch 11, flat-footed 10 (+0 armor, +3 Dex)
☩ hp 58 (6d8+9)
☩ Fort +4, Ref +9, Will +7
♞ ♞ ♞ ♞ ♞ ♞
Offense
☩ Speed 30 ft.
☩ Melee
➣ Sword Cane (1d6+3/x2)
➣ Wooden Stake (1d4+3/x2)
➣ Rapier (1d6+3/18-20 x2)
☩ Ranged
➣ Throwing Daggers
➣ Short Bow
☩ Special Attacks
➣ Studied Strike +3d6
➣
♟ ♟ ♟ ♟ ♟ ♟
Investigator Abilities - (CL 6th; concentration +9):
☩ Extracts
➣ Level 3 (3/day)
➣ Level 2 (4/day)
➣ Level 1 (5/day)
➣ Level 0 (4 at will)
♚ ♚ ♚ ♚ ♚ ♚
Statistics
☩ Str 11 (+0)
☩ Dex 16 (+3)
☩ Con 12 (+1)
☩ Int 18 (+4)
☩ Wis 13 (+1)
☩ Cha 14 (+2)
☩ Base Atk +6/+1; CMB +6; CMD 19
Feats
☩ Weapon Finesse
☩ Extra Inspiration (Inspired Intelligence)
☩
☩
☩
Traits
☩
☩
Skills
☩ Acrobatics +12
☩ Appraise +13
☩ Bluff +13
☩ Climb +7
☩ Craft (alchemy) +13
☩ Diplomacy +8
☩ Disable Device +10
☩ Disguise +8
☩ Escape Artist +10
☩ Heal +10
☩ Intimidate +7
☩ Knowledge (planes / occult) +9
☩ Knowledge (arcana) +9
☩ Knowledge (history) +10
☩ Knowledge (geography) +9
☩ Knowledge (dungeoneering) +10
☩ Linguistics +9
☩ Perception +13 (+9 ranks, +1 Wis, +3 Class)
☩ Preform (acting) +6
☩ Profession (Investigator) +5
☩ Sense Motive +10
☩ Sleight of Hand +9
☩ Spellcraft +10
☩ Stealth +10
☩ User Magical Device +7
Languages
☩ Common
☩ Dwarven
☩ Gnomish
☩ Abyssal
☩ Celestial
☩ Infernal
SQ
Other Gear
gp
sp
cp
♟ ♟ ♟ ♟ ♟ ♟
♞ ♞ ♞ ♞ ♞ ♞
Investigator Class
Alchemy
Inspiration
Trapfinding
Poison Lore
Poison Resistance +6
Swift Alchemy
Investigator Talent (Amazing Inspiration)
Investigator Talent (Underworld Inspiration)
Investigator Talent (Combat Inspiration)
Investigator Talent (Inspired Intelligence)
Keen Recollection
Trap Sense +3
Studied Combat
Studied Strike +3d6
Investigator Class (Absalom)
Caleb Enbriar - Prominent librarian at the Forae Logos where a lot of Marcum's research is conducted.
Sebastian "the Rook" - Underworld figure in Copperwood that supplies Marcum with tidbits of information from time to time.

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Code of Death
Seven Tennants
1. Respect graves and tombs
2. Do not steal from the dead (Trades ok)
3. Do not associate with those who raise or command undead
4. Do not let emotion cloud judgement
5. Always lay the departed to rest properly (undead not included)
6. Do not allow a terminal person to suffer
7. Never consume blood, body, or bone of another
Three things never to do (Or fall)
1. Create or command undead
2. Suicide/ Attempted Suicide
3. Knowingly harm a child or pregnant woman
Five Case by Case clauses
1. Destroy the undead wherever possible
2. Asisst in a birth if no midwife available
3. Act on facts, not potential
4. Frowns upon ressurenction (Reincarnation and Breath of Life ok)
5. Respect and uphold the sanctity of prophecy

Doombringer the DM |

Whew. Depending on how many good submissions I get, you guys are gonna want to make me drop one of the games I'm playing and run a THIRD table.
Wolfric, that is MUCH better. Nice touch with the prophecy bit. Lots of people forget that part of Pharasma. (Though seeing as in the lore, we are in the Age of Lost Omens, not many people are too happy with Pharasma and her domain of prophecies ^_^)

Llaelian |

Hi,
I would like to submit Lady Kheti of House Ahnkamen a human ranger, low member of one of the eight more powerful house of Absalom and Fifth Sword of the First Guard.
Aged of 35 years, Kheti was born in Absalom for Oris of Ahnkamen and the princess Kemi, a high priestess of Pharasma and a distant cousin of the ruby prince Khemet III, the current ruler of Osirion. A few years after her birth, her mother, being unable to cope with the life of Absalom, returned to Sothis, taking her only daughter with her. There Kemi rejoined the high clergy of Pharasma and took a rolr in the running of the Necropolis of the faithfull.
There, Kheti was raised in the strange athmosphere of a cathedral, in the strict observance of the faith of Pharasma, where birth and death were as reverred. In this protected place, while Kheti absobed with delight the religious instruction, she had no interest what so ever for the history and architecture of the land but spent most of her time evading her preceptors by hiding in the darkest catacombs or watching the martial training of the inquisitors of Pharasma who were taught how to dispose of undeads. Amused by this chit of a girl that always found a way to observe them, the instructors included her progressively and trained both her body and her mind.
However, despite her application and perseverance, while she managed to master the fighting arts, the Lady of the Graves stayed death to her prayers and did not grant her the benediction of her spells.
Worried by this turn of events, Kheti's mother petitionned one of the high priest of the cathedral to divine the reason for this. As usual, the answer was cryptic and spoke of barriers to be broken, of a restless child to be tamed, of the water drowning the sand and of a gift already recieved and no one was able to understand its meaning. The only exception being that her destiny was not to stay in the cathedral.
Without real aim, once her dream of joining Pharasma's clergy was shattered, Kheti decided to sail back to her father, away from the church that rejected her. He was thrilled to have his daughter lining with her, and set out to show her the wonders of Absalom. One day, as there were touring the fortifications of the Azlanti Keep, she saw a patrol of the First Guard coming back from the Cairnlands, blooddied and battered but once again victorious. Listening to their boasts and the tales of their latest fight against a new form of zombie, she realized that they were doing what she had always dreamt to do.
Full of dreams again, she petitionned her father and the Grand councilwoman Neferpatra, head of her house for a spot in the First Guard. While her father just dismissed the idea, Neferpatra dryly informed her that a place in this unit was to be gained starting from the bottom and that she could have a spot in the city watch to start with.
Following this advice and after only a single year in the watch, Kheti managed to pass with flying colors the gruelling test to be selected in the First Guard. There, over the last fifteen years, she has raised through the ranks to that of Fifth Sword. In that position, she is tasked to lead the patrols bound for the Cairnlands to dispose of the most dangerous undead that raise from time to time out of the tombs and barrows of those who failed to conquer the City at the Center of the World.
Kheti is a dry and no-nonsense woman with the strong will and borderline arrogance that come from her long time in the First Guard. From her youth in the Necropolis, she has kept her strong faith in Pharasma and her unease with living and breathing people. She hides this flaw under a layer of competence, authority and dry wit. While she try to have a neat appearance, she has no issues with going toe to toe with the most horrible undead of climbing down shafts littered with rotting corpses. and she sometimes plays on that, having embarassed her huse multiple times by showing at gatherings fresh from a patrol with blood, bones and innards still stuck to her uniform.
If you want, I can add the main of the crunch in another post for your review.
Edit: I have never played any of the S series modules.

Rynjin |

Just saw you DID allow the OA playtests stuff, so going with my original Kineticist idea. =)
Lessee. I haven't made a character from Vudra yet, and the Psychic Magic stuff seems to be heavily tied to there, so let's do that.
Agnir has lived a mostly uneventful life. At a young age he entered into life as a monk on the wishes of his family, and was mostly raised by the monks of an Iroran temple.
Life was simple, but good, and he learned valuable skills, becoming disciplined and focused. He was never particularly good at the martial arts taught, but they strengthened his body, and especially his mind.
A little too much, as it turned out. When he was 15 his abilities manifested. Nothing dramatic, just a simple spark flying from his fingers whenever he snapped them. But it was enough to hint at a latent magic talent.
The monks took him off of the usual training regimen (especially considering he'd had no particular aptitude for them anyway), and began to try and build his magical talent with the other magic users of the order.
Traditional methods didn't work past a certain point. He never learned new spells, not even the simplest of Cantrips every beginner spellcaster can learn: Nothing but his spark, which to his credit grew slightly with each passing day.
After a while, the monks gave up on traditional teaching methods.
"Watch, and emulate." he was told, as one of the monks fired a stream of flame from his fist at a target.
While, of course, his results were not nearly as impressive as his master, it was the first thing approaching real progress they were able to achieve.
From there, he grew in leaps and bounds. It quickly became evident his powers were not standard. He was much more limited in scope than others, but in return he had a near limitless amount of energy. As long as he didn't push himself too hard too fast, he could make his "spark" (by now a roaring flame) as much as he needed.
By the time Agnir turned 17, the monks admitted they had nothing more to teach him in that regard. As well, it was coming time for him to choose: To stay, and fully commit himself to the ascetic life of the monk with all the binding vows and voluntary deprivation that implies, or take his leave and find his own path.
For a while, he was torn. He loved the monks, knowing them better than his own parents (who he saw only rarely) by now, but he also wished to hone his unique talent and put it to use, which would not be possible if he stayed in the temple.
In the end, the latter desire won out. He left the temple at 18 to follow his own path, with the blessing of the monks.
For two years he wandered, helping people drive off monsters or fierce animals, facing ever stronger challenges. He became known as a wandering hero in his native Vudra, having saved quite a few small villages and larger towns in his travels from Rakshasa and even more fearsome creatures, incurring debts of gratitude from the rajah of several mahajanapadas.
His Spark (as he continued to call it) was a raging inferno by now, capable of incinerating many creatures with ease.
At 20, he left Vudra for the first time, venturing out into the wider world, righting wrongs and honing his skills ever further.
It is during these travels he visits Absalom for the first time, and catches wind of the appearance of a mysterious island, and jumps at the chance to be one of the first to explore it, and destroy whatever evils are sure to lurk within...
Note here: I'm assuming monk doesn't necessarily mean Monk. I figure all those Empyreal Sorcerers at least have to come from somewhere. If you have a different interpretation, let me know and I can swap things around.
Agnir was trained in discipline by the monks, and learned kindness from them as well. In his younger years he valued both equally, but in his travels he learned the joy of helping people, even if sometimes it meant breaking his word or the law to do it.
Agnir is prepared to sacrifice his life to protect others without hesitation, throwing himself into danger after danger over the years.
He's come to enjoy the feeling of utilizing his Spark, but remains in tight control of it at all times; Control over the power of flames gives one an acute awareness of exactly how destructive the force can be when allowed to get out of control. Nevertheless the rush he gets from using his power is almost as powerful as the one he gets from helping people, and if the problem can safely be solved with a liberal application of fire, he'll probably go with that.
Build-wise he's all about fire, fire, and more fire. Probably, I may swap him to Air/Fire, but in that case the expanded element is still basically fire (Plasma, in this case).

Doombringer the DM |

Might:
Ranger: Lady Kheti
Paladin: Wolfric
Barbarian: Mac Gain
Skill:
Bard/Fighter: Captain Cooper
Investigator: Marcum
Arcane:
Arcane Trickster: Ransaq
Kineticist: Vrog
Kineticist: Rynjyn
Sorcerer: Eysterlun
Divine:
Warpriest: Shae
Undecided:
LibertyRPGamer
If I'm missing anyone, or put you in the wrong section, feel free to update the list.