Well color spray worked well last time, so I think it would be in character to continue using it. And the effect is also much better than that of a ray.
you both decided to give her that chance (which I like ) so we should continue on that line.
PS:I think she hits some pretty decent stuff she just missed me last time, by an inch. Buit with 5 people and a healer we should be able to cope.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Roryx wrote:
Guys I am unable to log into Paizo on my PC... it seems only the phone session which is already running works. But phone posting is horrible, so... I will wait until the Paizo site is working properly.
Oh, wow, you are right!
I signed out in Firefox and it stopped working, now paizo.com only shows:
@Roryx
There is a map linked at the top of the site. You can see there if it is possible for you. In this scenario it is possible, but please move your icon on the map accordingly.
@Manuun
Please add the rolls if you ready an action.
@Heshan
You can't hold a Color Spray. Doesn't matter in this fight, but for the future please note that only touch spells can be held.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Talking about the map link, if you remove the slide id at the end of the link, it will always point to the first slide, then you can always move current slide to the first position, saving some time for everyone:
https://docs.google.com/presentation/d/1_KrKjqWRCmQMogJU1mUNvdiyByffqHWpZpC 4OaHNVFg
Instead of the current:
https://docs.google.com/presentation/d/1_KrKjqWRCmQMogJU1mUNvdiyByffqHWpZpC 4OaHNVFg/edit#slide=id.p
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Thanks for fixing the map link Foxy!
Omari the Landless wrote:
Ohrmizd wrote:
...
I have drawn a green arrow in Kelmarane map for the proposed path
Not sure that I like pursuing it all the way. I'm worried about whatever is in B3/4/5 coming out and jumping our back. However, that path will take 6 rounds (I count 25 squares at 15 ft/square ) . If we're lucky, they will come pouring out of the tower to get us. We could put our backs to the bridge so we have a retreat route, as well as protecting our flanks, and shoot them up as they close...
B3/4/5 were empty the last times we came around the area.
I am fine with waiting at the bridge. Although that will bring more opportunities for them to gather and organize, it definitely give us more chances to survive.
Ohrmizd will support it if you bring it up in-character.
Besides, if we are not chasing her, we probably should go back inside her house and register it. At least part of the group, while range-attackers wait.
Am I understanding right, that you want to cross the bridge, and wait there for whatever comes after you?
No, I don't think we've arrived on that for a strategy...
I'm just concerned that if we run right on into the watchtower (b9), we'll have whatever's in B3/4/5 up our backsides at the same time. How to deal with this is the problem.
If we just wait at the bridge, they're probably going to take their time getting organized and show up in overwhelming numbers... (like say 20+).
If we just chase after the harpy though, we are kissing any surprise goodbye, and further, if an alarm sounds, gnolls/allies are going to bottle us up in B9 (and then bring up overwhelming numbers...).
How to mitigate the risks is the question of the day. If we are really lucky, we'll get about 1/2 way to b9 (via the bridge and up the other side), and they'll solve the problem for us: a group of gnolls will come to us, just at that nice chokepoint between B5 and the river...
Other peoples thoughts on our strategic dilemma are welcome.
@Foxy: Could you please mark the doors on B3/4/5?
Another idea - make it into a thunder run - rush B5 then B4 then B3. A response in large numbers from the watchtower (B9) means run either across the bridge or south past B1... If they get enthusiastic about chasing us, just keep going and lure the group all the way to the monastery and the mercenaries - we will effectively split their forces as some will remain behind to hold the town, setting up a defeat in detail.
I still believe its best to go after the watchtower immediately. which was our goal anyway. Manuun expects another 4 maximum 8 gnolls to be in there which shpuld be possible to defeat with smart tactics and this group.
OTOH there are more gnolls in the big building and other monsters so when we allow them to be roused too, we have a problem.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
That was surely tricky to overlay a smaller grid on the general map, but the result is great for play, thanks for the efforts GM!
@Omari that has a lot of tactical sense, but PbP is not a great medium for detailed tactical discussion, we would need a few days to agree on a solid plan and make sure everyone understands what he has to do. On the other hand this is very much driven by the GM who can balance things out, so there is always chance she will find a reason for a good tactic to fail, or keep back the whole enemies from attacking ensemble to give us the opportunity to survive a bad decision.
Let's just play it out, the worst that can happen is we have to roll new characters.
I find it hard to come to the same conclusions with others what the different alignments mean. But I like to pretend that I'm CE. No one believes that until I come in my other form, which is red, scaly, gargantuan and dragon.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Perhaps your favorite pizza is mac & cheese then? Although I personally find merging pineapple into pizza way more CE. This other pizza alignment chart is perhaps even more illustrative.
It seems it is time for me to take a break and fall around the kitchen.
Perhaps your favorite pizza is mac & cheese then? Although I personally find merging pineapple into pizza way more CE. This other pizza alignment chart is perhaps even more illustrative.
It seems it is time for me to take a break and fall around the kitchen.
According to the pizza chart, I'm definitely CE. Though I feed the evidence to the dog. :D
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Foxy, could you mark me as an inactive player in the other table please? Ohrmizd was marked as inactive character, but I am still marked as an active player and the campaign keeps showing in my list.
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
The align weapon spell is a 2nd level spell. And we know they are going to tell us no cold iron weapons back at the monastery. This seems a bit out of our hands right now, but if Roryx wants to try go through with power attack, I will endure it.
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:
Okok, fair enough - thank you both in that case! :D
We may not get out of this alive, but it has been some time since I have seen such teamwork in a PbP game - usually players are all about their own characters, and their schticks. Kudos to you guys.
You mean normally the party wouldn't do everything they can to keep the only character that can actually harm the BBEG alive?
In that case they should add more dead adventurer groups to the APs to make it more realistic. "Here lies another group, too stupid to work together properly". Would also be a nice way to add interesting loot. :P
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
I have put up a stat tracker in the slides and gone through all the long scene and it seems we are all at max hp after the last channel.
That said external stat trackers like the slides or using the profile status line do not tend to work very well, because it is easy to forget updating it at certain point or get lost at knowing if you applied a particular heal or attack to it, forcing you to look back all the posts to figure out. Like I guess few people noticed Roryx was at 2 hp at some point and ended the fight with 3 hp (I did not noticed despite I was trying to guess if I had to heal him) and Heshan was exposing himself with only 7 hp left.
My personal preference is to post the HP status on each combat post, or at least each time you notice there is a change in your HP. That way it is easier for the healer and GM to figure out when to use one kind of heal or another, and to notice if someone missed a heal or a damage.
I know that is a lot to ask, but if everyone could do something like that, it would help both the healer and GM, the two more demanding roles in a roleplaying table. And no one will be surprised when Foxy points him out he is already unconscious.
I'm not too sure that we're all at full HP - I don't see how Roryx can be for example, having "ended the fight at 3 hp", and Omari channeled for 7, only makes 10 hp...
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
The +1 halberd is our only magical weapon so far, thus we really need to take it around. Roryx is the only one proficient to use it, and his arcane pool stacks with it.
Still Roryx can already manage himself through magical DR, thus perhaps Omari or Ohrmizd shall pick it even if they can only attack with a penalty?
We probably do not have to resort to that probably, thus, Roryx can have a bonus from using it.
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:
It is always nice to have a Magical weapon in a pinch - I would say you should carry it for now Ohrmizd. Roryx can use both his Arcane Pool and/or Arcane Strike. For Omari, I think a reach weapon would be better, but I will let him chime in.
Omari's preference is his longspear. Yes, he likes his reach & having proficiency (-4 to hit is a big deal for a cleric). I don't have magic weapon any more, but I had one prepared... and will again later.
Having searched the harpy's house, I propose to search the Peryton's place next. Then we can think about if we want to risk another encounter with the gnolls...
OK, as promised, here is the fluff of the character. I've started the build, but held back until you either liked or disliked the concept in terms of how they might fit in.
Background
It is an all too familiar story – children of travellers becoming orphans due to bandits, beasts and sometimes even the elements. Manuk was no different – her parents died at the hands of slavers, whilst she was spared. Children, apparently, were more easily controlled and had a longer (likely) lifespan, and so fetched a better price for the investment.
A relatively plain child, she ‘scrubbed up well’ and had a smile that allowed her to woo an old woman who took pity and paid over the odds for her at market. It was, for Manuk, at least a chance for regular meals, new clothes and a modicum of learning – as she was taught to play a number of musical instruments. She found them fascinating – which endeared her even more to the old woman.
Alas, the woman’s only son was less virtuous, and had designs on the young Manuk. Fortunately, she was able to evade his clutches – until the fateful day when the old woman died. Understanding that slavery did not end with the owner’s death, Manuk knew she had to do something – and so ran away – as far as she could.
Knowing the authorities would not spend too much time looking for a teenage girl, she kept her head down and eked out a living by picking pockets on the streets of Oppara. As chance would have it, she found she could make good money through begging and lacking an instrument to play, sang songs – which is where she was first considered to join one of the bardic colleges, and was working her way through the entrance examinations when a more clandestine organisation showed an interest.
And so, trained in a hidden Shadow Schools beneath the streets of Oppara, Manuk was schooled in the arts of a Lion Blade of Taldor. Her background was perfect. She was used to crowded urban areas and had become master of motion, controlling both her own movement and those around her. She was taught to deliver a quick flick with a blade, and slow her enemy to a crawl and then step into the crowd and disappear from sight. Her background in musical instruments and her singing voice – plus ability to create songs on the fly were considered a real asset.
So, a full year into her training and not yet considered worthy of taking on missions for the Lion Blades, she was expected to hone her craft in the field – with a specific brief to be the eyes and ears of the Blades by taking on any opportunity that came along – and by doing so perfect her art in the real world.
Manuk Gagak
Anyone would might see her in action, might pigeon-hole her as a rogue, but given she’d truly neutral in her outlook (she thinks of good as better than evil) and is not personally committed to upholding the law and so acts without prejudice or compulsion – but simply does as the Lion Blades dictate. Personal gain does not enter into her psyche.
Her lack of strength means she always plans to get close to her victim and will use stealth or her charisma to achieve the mission, be that a kill or to gain valuable information. She may not be strong, but she is agile and uses this to compensate when others underestimate her abilities. She's smart enough and also charming when it suits her.
Manuk has short dark hair and is of above-average height for a woman and is slender in build. She wears dark clothes, typically leather, and wears a loose-fitting cloak over the top.
OK, as promised, here is the fluff of the character. I've started the build, but held back until you either liked or disliked the concept in terms of how they might fit in.
** spoiler omitted **...
I like the fluff. From the description I guess Unchained Rogue?
I never played Legacy of Fire, but for some reason it always gives me the urge to create a gnoll ranger, or... Barbarian. Running over the desert sands with his roving band of companions :D
Since this is CRB races, I am feeling an half-orc Bloodrager maybe - going over the player’s guide now. Be right back!
Do the genie-kin races also need GM approval? I know next to nothing of this AP but I'd figure them to work great for it.
EDIT: first thoughts on character are either a sensate fighter or a kinetic knight (it looks like this party could use a frontline presence)
You never know what a player digs up, from some players guide or campaign setting, so yes - geniekind (whatever this includes) also need approval. My approval isn't hard to get if the fluff makes sense and the result isn't overpowered.
I never played Legacy of Fire, but for some reason it always gives me the urge to create a gnoll ranger, or... Barbarian. Running over the desert sands with his roving band of companions :D
Since this is CRB races, I am feeling an half-orc Bloodrager maybe - going over the player’s guide now. Be right back!
Sorry to disappoint you, but no gnolls. As for Barbarian: it would have to be a very interesting build, that doesn't totally overshadow the other characters. A well built (to DPR) barbarian could easily finish many fights on his own, and that is not the goal here.
Bloodrager is more versatile, but keep in mind what I wrote about the barbarian here too.
OK, as promised, here is the fluff of the character. I've started the build, but held back until you either liked or disliked the concept in terms of how they might fit in.
** spoiler omitted **...
I like the fluff. From the description I guess Unchained Rogue?
Actually a Lion Blade (which was published in the Taldor sourcebook to coincide with the second installment of the Legacy of Fire AP). I'll work on the crunch now :)
OK, as promised, here is the fluff of the character. I've started the build, but held back until you either liked or disliked the concept in terms of how they might fit in.
** spoiler omitted **...
I like the fluff. From the description I guess Unchained Rogue?
Actually a Lion Blade (which was published in the Taldor sourcebook to coincide with the second installment of the Legacy of Fire AP). I'll work on the crunch now :)
Have a link? The only Lion Blade I found was a presstige class.
Have a link? The only Lion Blade I found was a prestige class.
Sorry, I should have explained better. It is a prestige class, but an odd one - in that you technically join as a novice, yet don't become a Lion Blade until you meet the prerequisites. It would be hard (from a story perspective) to suddenly become one, given the training required.
So yes, I will start out as a rogue and 'become' a fully-fledged Lion Blade at the appropriate time. Plan B was to start as a Bard, but I prefer the street urchin background better.
Here is Torfin Dustrider, Alchemist (Chirurgeon) of Solku. I plan on him picking up the Infusion Discovery to be able to buff party members and also use bombs for attacking.
I’ve got a half-orc archery ranger from a previous LoF campaign that dies at Level 1 that I’d like to submit. He *is* somewhat optimized, but specifically for fighting gnolls (ie Gnoll Killer trait and Favored Enemy Gnoll) but against anyone else he’s pretty ordinary.
I'd like to present Qot here for consideration. He is an ifrit paladin - and I recall you approved the ifrit idea on the first recruitment :) The profile has background, crunch and other details.
Ok, I think I found a concept for this game I feel comfortable with - think I will present an half-orc based around the 'Earning Your Freedom' campaign trait. Even if I may not take the trait, I like the idea itself :D
In my head, and as a youngster he would have ran with a band of desert raiders, until they tried to attack the wrong target. Captured and enslaved, like the trait itself refers, he was passed from one master to the other - his spirit was not broken, but it was tamed, and once it did, it allowed his intelligence to shine through.
One of his masters understood this, began teaching him the basis of the Arcane Arts, namely how to blend blade and spell effectively, and made him his personal bodyguard. After a few years of servitude and learning, this is the chance to earn back his freedom - he will not squander it.
Mechanically I want to make him a STR based Magus, but their skills are lackluster in a wild environment to say the least. So I am pondering dipping a level of Bloodrager or Ranger to round him up better.
As little bit of a follow up, with a sorcerer, bard and inquisitor, the biggest mechanical holes I see in the party are a) front line fighter, and b) condition removal (a ranged combatant might also be a good thing...).
I would propose a human cleric of Erastil.
mechanical core:
Human Cleric of Erastil (Archetype = ???)
Str 14 Dex 16 = 14 +2 racial Con 14 Wis 14 Int 10 Cha 10
Domains : Fur, Community
Campaign Trait : Finding Haleen
The characterization is going to be quite conditional so as to fit with your ongoing campaign - the biggest Q to work out with the Foxy Quickpaw is how do you want said PC to join the others? (Prisoner of the Gnolls? Walked up to the expedition one day? Something else?). As a follower of Erastil, he has good reason to be supporting the liberation and development of Kelmarane. The character would have to integrate with any other character who took Finding Haleen ( I haven't looked yet).
If this is a suitable concept, I will take the development further.
As tradition has it, you'd stand around in the most suspicious and dangeroud district of town. The party comes along, startled by your presence. And then someone would say "He looks trustworthy."
But for reals: The points of entrance are only limited by your imagination. Or if it comes to the worst: mine. I can quickly come up with two or three options.
The first crunched draft of my character - Roryx - would look something like this:
Roryx:
Roryx
Male half-orc magus (hexcrafter) 1/ranger 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 20 (2 HD; 1d8+1d10+5)
Fort +8, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+5/19-20) or
. . longspear +3 (1d8+7/×3) or
. . mwk cold iron morningstar +4 (1d8+5)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks arcane pool (+1, 3 points), favored enemy (humans +2), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +3)
. . 1st—color spray (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—acid splash, brand, detect magic
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Power Attack
Traits fate's favored, finding haleen, magical lineage
Skills Climb +4, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +3, Intimidate +6, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Linguistics +4, Perception +5, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +6, Survival +5, Swim +4, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Gnoll, Infernal, Orc
SQ hex arcana, orc blood, pride, track +1, wild empathy +0
Combat Gear scroll of burning hands (x2), scroll of enlarge person, scroll of monkey fish (x2), scroll of mount (x2), scroll of shield (x2); Other Gear mwk chain shirt, heavy wooden shield, dagger, longspear, mwk cold iron morningstar, sling, bandolier[UE], hemp rope (50 ft.), magus starting spellbook, masterwork backpack[APG], small tent, trail rations (5), waterskin (2), 64 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hi, I'd like to submit a Suli Bloodrager with the Id Rager Archetype.
Anwar is a Katapeshi who took the surname Jannizadeh after finding out that he is a geniekin. He is young, reckless and an absolute sweetheart.
Desperate to join the Pathfinder Society, Anwar has heard of something going down in Kelmarane involving a group of adventurers. He is absolutely sure that his brand of aggressive helpfulness is just what they need.
Presenting Omari the Landless, M’wangi priest of Erastil:
Background:
Omari was a young (13) acolyte in the faith of Erastil when he was captured by gnoll slavers, who were raiding across the Barrier Wall mountains, into the M’wangi Expanse. The gnolls sold him to a dealer in Katapesh, who did not realize the strength of the young man’s true faith (and thus his magic). With his clerical magic, he was able to escape the clutches of the slavers. But the life of an escaped slave on the streets of Katapesh is brutish and short; Omari was lucky, he met Haleen, who hid him and helped him fit himself into this strange new world… She even helped him get a job with the skills he already had (as an Erastilian) as a bowyer’s apprentice.
One day, Haleen disappeared, leaving a very odd note, telling Omari not to try to find her… This advice was of course ignored. Several months have passed since she disappeared, and finally, Omari has a lead on where she could be found: a dream he believes sent by Erastil, has convinced him to search for Haleen in the vicinity of an old ghost town named Kelmarane. Hearing about Garavel’s expedition, he has come to Kelmarane to join them.
Omari’s tribe was all about the bow. He learned to be an expert shot with a longbow, and even the beginnings of how to craft such weapons. His upbringing included paranoia about the local fey (imposter wary racial trait) and animal handling with the village goats.
Description:
5’11” and 198 lbs. Clean shaven, including his scalp ebony skin and dark brown eyes (his eyebrows are black, as is common among the M’wangi). Generally wears a wide-brimmed hat as protection from the sun. He’ll wear a steel cap under it in a fight.
Feats
Point Blank Shot (1st)
Rapid Shot (human Bonus feat)
Race Abilities:
Bonus Feat: Humans select one extra feat at 1st level.
Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
Class Abilities:
Aura (Ex): A cleric of a Lawful Good deity has a particularly powerful aura corresponding to the deity's alignment.
Spells
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: Animal (Feather), Community
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).
He has no equipment yet... how much money do you want your new PC to have?
Foxy - Given I really want to invest in creating P2e characters, I've decided not to progress my application. Many thanks for considering me and good luck in finding your new player :)
Is it bad that I actually came up with another idea for a character?
I decided that if there were ever I time to play a genie-binder it's in Legacy of Fire. Gilsha Jannizade is a Summoner with a Marid companion. The Eidolon is a melee front-liner and the summoner is a support/utility caster. Eventually I'll take some levels in the prestige class.
Gilshah was part of a nomadic community in rural Katapesh. When she was a child she claimed to have a friend whoa was a genie. Her family dismissed the child's claims as a mere imaginary friend. One day Gilshah confronted her mother about why she was never told about her real father's origins. The imaginary friend told the young girl the truth, that she was descended from genie-kind. Afterwards, Gilshah became emotionally distant from her family, isolating herself with her otherworldly playmate.
Upon reaching the age of majority, Gilshah took the name Jannizadeh to reflect her true heritage and made her way to the ton of Kelmarane. By her side is her dearest friend and protector Abenahir a juvenile Marid. She needs to nurture her connection to her ancestry for there is power in it; power she seeks to claim!
Yesterday was my turn in the barrel at work. I have Azid's crunch done, but he's fighting me on the backstory. :) If there's some sort of deadline, shall I assume I missed it?
There is no set deadline. The characters are in review now. Just make your work in progress available.
I personally don't need a long backstory for the decision, even though it can be fun to read them. Some reason to be around and to get an idea who Azid is in three lines is enough for me.
Azid seems to be a tall, powerfully-built man in his early 20s. He wears his black hair cropped short, and keeps a neatly-trimmed beard. While often seen wearing armor, he rarely seems to carry a weapon. Those who think him an easy target and try to capitalize on that soon realize their grave error, as he can cause a length of lightning to materialize in his hand at will, with which he is quite capable of defending himself.
Statblock & Backstory:
Azid
Male stormsoul (lightning sylph) aerokineticist 2 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Occult Adventures 10)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 20 (2d8+8)
Fort +6, Ref +4, Will +0
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks kinetic blast
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—shocking grasp Kineticist Spell-Like Abilities (CL 2nd; concentration +3)
. . Constant—feather fall Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—kinetic blade, thundering infusion (DC 14)
. . Blasts—electric blast (1d6+1 electricity)
. . Utility—air cushion, basic aerokinesis
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats Weapon Focus (kineticist blast)
Traits gnoll killer, keleshite trader (kelesh or qadira)
Skills Acrobatics -5 (-9 to jump), Diplomacy +5, Heal +4, Intimidate +5, Knowledge (history) +2, Knowledge (nature) +4, Knowledge (nobility) +1, Linguistics +1, Perception +4, Sense Motive +4, Survival +1, Use Magic Device +5
Languages Auran, Common, Gnoll, Kelish, Osiriani
SQ burn (1 point/round, max 6), elemental bastion, elemental blade, gather power
Other Gear breastplate, heavy wooden shield, 793 gp
--------------------
Special Abilities
--------------------
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 1/round (2 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Bastion (Heavy wooden shield) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blade Electric Blast (Sp) Level 1; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Thundering Infusion (DC 14) Blast deafens its targets
--------------------
Azid spent his childhood among one of the tribes of half-orcs in western Katapesh. Growing up he was constantly getting into fights with his peers, who mocked him for his odd appearance, but he gave as well as he got, and soon enough the odd squalls and bursts of wind that seemed to break out when he was angry dissuaded too many more challenges.
When he came of age, the tribe was visited by a wizard named ul-Zariq. He informed Azid that he was a “Son of Thunder,” and as such ul-Zariq offered to take him off to the city of Katapesh. ul-Zariq helped Azid understand his connection to the power of storms, and refine it into a weapon he could use. The wizard never divulged what master he was serving, but had the boy accompany him on some trade missions between Katapesh, Sothis and Katheer.
Now, in a move Azid is assuming to be some manner of “final test,” ul-Zariq has told him that there is some trouble with gnolls in the area near a town called Kelmarane. Azid is to investigate and help put an end to the gnoll threat by any means necessary.