
Tiessa the DM |
A new LoF campaign. Feel free to start to discuss character concepts. I'm going with a 20 point attribute buy and 3 traits, one of which must be a campaign one.
I'm up for most concepts as long as it doesn't endanger the fun of everyone else.

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Well, I am doing some thinking, I have never played this game before, so I am kind of wondering what everyone else would be playing, I do have a couple of things in mind though, just because it is a little bit of a kick back for me, I was thinking maybe Ranger/Wizard going into arcane archer, I am not 100% though, I would like others thoughts on this that have played it and tell me how you would think it would work out.

rpgramen |

With a potential group of six to eight players, but only four other DMs, that leaves quite a bit of leeway in terms of character options. At the moment, I'm looking through the LoF Player's Guide, I find the idea of reclaiming Kelmarane as an ancestral home rather nifty. Class and race can go anywhere at my current juncture, but I'm thinking along the lines of a character with a distinct desire to see his/her home returned, and the mercenary endeavors from Garavel and Almah seem a convenient means to do so.
What little consideration I've given for character concept seem to be leaning more towards the mystical aspects of the Arabian variety: Suli Sorcerer of some kind of Genie Bloodline, or a Peri-Blooded Aasimar Divine Character - likely Cleric of Serenrae or an Oathbound Paladin.
EDIT: Oh! Alternatively, Cavalier/Bard/Battle Herald! Buffariffic without any real spells. I rather like that idea, albeit it seems semi-tricky to pull off effectively.

Tiessa the DM |
With a potential group of six to eight players, but only four other DMs, that leaves quite a bit of leeway in terms of character options.
That's why I like more than 4 in a group, not only does it keep the flow of the game going if one person is non-responsive for a while, but some concepts are hard to make work in the standard tank/rogue/healer/mage paradigm.

rpgramen |

That's a pretty good idea!
Anyway, after some more thought for a character, I think I'm pretty settled on the idea of a Suli Magus (Elemental Knight); forced from Kelmarane as a young child, discovers later in life his/her latent Janni heritage, honed said talents, and when given an opportunity to reclaim his/her lost home after the passing of his/her family seizes the chance to do so. I'll probably try and do something like playing up the "mysterious" aspect of a genie-blooded individual; neither confirming nor denying their heritage and strangely innate abilities.

Tiessa the DM |
If anyone had a link to the players guide for this it would be awesome I have not seen one here on the site or maybe I missed it please and thank you
It's the biggest, most lavish, and nice player's guides I've seen.

Tiessa the DM |
Due to the player's guide not being free, I posted the various traits in the book to the website. There are four posts, each with a different set of traits - regional traits, race traits, religion traits, and campaign traits.
You get two traits from any Paizo product and one campaign trait from the guide.

Tiessa the DM |
As I mentioned I'd do, I invited my players over from my other campaign to join us to round out the players to 6 to 8. Some, none or all may join us (there are 4 of them).
Since we talked about being experimental, I wrote up the following for them, as to how experimental I'm willing to go (hint, it's pretty far :)
We talked about allowing much more creative ideas than the typical run of the mill characters, so feel free to try out your experimental ideas - an awakened animal and a yuan-ti have been bandied about as possible characters. With enough players, you're free to not fit into the 'standard four' mold. I love good ideas and will help make them work.For example, in RL 3.5, a friend of mine used the Dragon Disciple PrC as a template for his paladin to gain a 'celestial/angel' style 'monster template'.
Perhaps you want to be a Bralani Eladrin, we'll figure out a 'base race', and a class/archetype that eventually gets you most of the abilities or maybe some feats like the aasimar ones to gain some of the abilities. (Well, you'll figure it out, I'll approve/tweak :D
Obviously broken/overpowered ideas will be nixed. Some may need to be tweaked in play if something gets out of hand. Also, while I'm willing to fudge the social interactions a bit so everyone doesn't run screaming the moment you walk into town, there will be limits. Basically 'good things' will be given the benefit of the doubt, 'evil things' will be looked on with suspicion.
The four of them and one of you are 'known quantities' to me, therefore, I'm pretty certain this won't break down.

Azrael Dukshi |

Hey, I'm in Tiessa's Shattered Star campaign. This certainly looks like fun - I'm thinking a sort of Aladdin-type street rat thief/rogue character - or perhaps a ranger with a monkey animal companion. That sounds like fun. I'll whip up a character for this - 1st level, average wealth, and 20 point buy - easy enough.

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I would like to play a gunslinger if that is ok (Musket master archtype.) The class fits in nicely with the trait i have in mind and the starting location is very close to were the gunslinger class comes from. (Considering Nex is a war loving nation I'm sure the nation of Alkenstar and the starting nation ?Katapesh? would be in trades with each other to stay alive.)

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I would like to build a yaun ti like race in the ARG. Can I do so? If yes, how many points may I use?
I figure an awakened animal would be too powerful for a level 1 party, since the spell alone adds 2 hd to whatever racial hd the creature already has (5 hd for a medium sized leopard) if you think this is fine because the lack of hands, or lack ability to wield weapons/shields, let me know and I will roll up a sorcerer/barbarian though barbarian class would obviously come later.

Tiessa the DM |
@Azrael
Welcome! Or you could have a monkey with a ranger companion :) Too bad the others don't appear to be joining in though :(
@Val:
Sounds great to me!
@Dark:
Tieflings, Drow, Aasimar, Sulis, and Fetchlings have 13, 14, 15, 16, and 17 respectively.
Let's go with 15, a nice happy median.
You could also build the awakened animal using the same ARG rules as well, I don't suppose there is a 'no hands' weakness in the book. Though, it should be quite a lot of points.
@Krum:
Change it up all you want, ask questions if you need to.

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Hmm, according to the book you have to be large to have 4 legs, I wonder where they get these crazy ideas for requisites. Of course tigers are large despite being half the size of a horse which is also large.
Awakened Large Tiger (closest to rules with only rule break being the lack of human torso, arms, and hands)
Type: Fey 2pts
Large Size: 7pts
Abilities: +2 Str, +2 Wis, -2 Cha, 0pts
4 legs: 2pts
Bite: 2pts
Claws: 2pts
Preferred Medium Tiger (Kindaur except missing scent and mountaineer, breaks size restriction on being 4 legged and the lack of hands.)
Type: Fey 2pts
Size Medium: 0pts
Advanced abilities: +2 Str, Dex, and Con, +4 Wis, -2 Cha, 4pts
+1 natural armor: 2pts
Fast: speed +10 (40) 1pt
Bite: 2pts
Claws: 2pts
4 legs: 2pts
I was reincarnated by a druid when I helped him fight zombies to save his daughter, I got the "unfortunate" result of reincarnating as a tiger, luckily I studied spellcraft and eventually figured out how to perform the somatic motions in my new form.

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Wilrana
Female Halfling Sorcerer 1
NN Small Humanoid (halfling)
Hero Points 1
Init +5; Senses Perception +2
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 6 (1d6)
Fort +1, Ref +4, Will +3; +2 vs. fear
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Offense
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Speed 20 ft.
Melee Heavy mace +0 (1d6-1/x2)
Ranged Sling +4 (1d3-1/x2)
Sorcerer Spells Known (CL 1, +0 melee touch, +4 ranged touch):
1 (4/day) Shield, Burning Hands (DC 14)
0 (at will) Acid Splash, Read Magic, Detect Magic, Mage Hand, Touch of Fatigue (DC 13), Jolt
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Statistics
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Str 9, Dex 16, Con 10, Int 15, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer)
Traits Magical Talent (Spark) (1/day) (Sp), Reactionary, Reclaiming Your Roots
Skills Acrobatics +5 (+1 jump), Climb +1, Fly +9, Knowledge (arcana) +6, Linguistics +3, Perception +2, Spellcraft +6, Stealth +7, Use Magic Device +7
Languages Common, Dwarven, Goblin, Halfling, Ignan
SQ Efreeti, Fearless, Fire Ray (1d6) (6/day), Hero Points (1)
Combat Gear Heavy mace, Sling; Other Gear Wand of Magic Missile
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TRACKED RESOURCES
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Fire Ray (1d6) (6/day) (Sp) - 0/6
Magical Talent (Spark) (1/day) (Sp) - 0/1
Wand of Magic Missile - 0/20
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Special Abilities
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Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descri
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Fire Ray (1d6) (6/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Talent (Spark) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.

Tiessa the DM |
@dark:
Either looks good and unlike the book authors, I've seen non-large four legged creatures before :) You should get a few points for 'no hands' as well. I'm thinking 4 points because of the variety of things you won't be able to do.
@krum:
Looks good to me.
@val:
Okay!

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I am going with the medium sized adding scent for the final 4 points. I will go ranger/ sorcerer (starting with sorcerer since I left home to study more about magic) and my heritage was in the village we are going to, me tagging along to recover my family's estate. And hoping some of my extended family will return since I haven't seen them in a long time.

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I have only dabbled so far, but it seems to be more versatile yet have less overall breadth then the spells.
Zero level plinkers do a d4 instead of a d3 but that and easier target area selection seems to be the only real power increase as far as spell level goes, and specific effects are harder to find.
Some select few effects are more versatile then before, the equivilent to feather fall allows one to move laterally during a fall instead of being straight down for example but the need to waste words known on meta words counters balances that. Along with only a limited use of meta words per day.

TheRonin |

Okay here is the character, I went through several reiterations Playing with stuff and settled on this build.
Sakura Human female Samurai (Sword Saint Archetype)
Brief
Sakura is a blond haired Blue-eyed Samurai originally from far off Minkai, whose family relations have sent her to the Inner Sea looking for meaning.
Sakura was born in Kasai to mixed parents. Her father was a Samurai from Minkai, her mother was a pathfinder from Absalom . Her mother eventually married her father but her duties as a pathfinder kept her away for years at a time. While her mother was gone her father trained her in the art of swordsmanship. Sakura was always something of an outcast, not fitting in perfectly to the often patriarchal society in which she lived.
Her father raised her to respect tradition and law above all else, something she used to truly believe in. However when his lord dishonorably attacked another, and honor dictated her father take his own life (which he did) she became disillusioned. She spent her father's remaining fortune to book passage to Absalom to find her mother. Only to find once she got there her mother died several months earlier on a mission. With no money to get back home and nothing else to do with her life and looking for meaning she joined the Pathfinder society.
Sakura is a girl struggling to find a point in her life and a way to live she can agree with. She struggles with order and traditions she no longer believes in. (She's technically NG at the moment). She hopes to find these things on her missions, believing whatever kept her mother away her whole life might be something she can find meaning in.
Sakura Akahana
Female Neutral Good Samurai (Sword Saint), Level 1, Init +5, HP 15/15, Speed 20'
AC 19, Touch 14, Flat-footed 15, Fort +3, Ref +3, Will -1, Base Attack Bonus 1
Katana +7 (1d8+6, 18-20/x2)
Dagger (thrown) +5 (1d4+4, 19-20/x2)
Special Attacks Challenge +1 Damage, Iaijustu +1d6 damage.
Combat Scabbard (1d6+4, x2)
Lamellar, Leather (+4 Armor, +3 Dex)
Abilities Str 18, Dex 16, Con 12, Int 8, Wis 8, Cha 12
Order of the Blue Rose
-3 ACP not applied
Acrobatics +3
Bluff +5
Climb +4
Diplomacy +5
Heal -1
Handle Animal +1
Intimidate +1
Knowledge (all) -1
Perception +0
Ride +3
Profession(Body Guard) -1
Sense Motive +3
Swim +4
Stealth +3
Feats:
Toughness
Dodge
Favored Class Bonus into Hit Points
Traits:
Combat: Reactionary +2 initiative (she was bullied as a child for her hair color and parentage)
Religion: Self Sacrifice (Shelyn) Can give others soft cover with her body as a move action. (she was taught it was always better to sacrifice ones self to protect others.)
Campaign: Seeking Adventure! (She literally IS seeking adventure and meaning)
Starting Gold 105
Combat Scabbard (1Gp)
Cold Iron Dagger (Tanto) (4gp)
Katana (50 Gp)
Pathfinders kit (12 Gp)
Kikko Armor (30 Gp)
Hot Weather Outfit (Free)
Wayfinder (free from trait)
8Gp Left.

Tiessa the DM |
@dark: I've looked through it. Let's go with it provisionally, if it seems to be too overpowered at anypoint, we'll tone it down a bit.
@ronin: looks good.
Okay everyone, I think most everyone has checked it. Let's start this Wednesday then. I'll open up the gameplay thread and do the first post Tuesday evening.