Legacy of Fire: Module 2: House of the Beast (Inactive)

Game Master BloodWolven

Here is a roster sheet to better help me make sure everyone is accounted for!

Combat Map

House of the Beast - Big Map.
Grundmoch's Lair
Great Dome
The Stone Speakers

All the King’s Gold - Legacy of Fire


Initiative:

[dice]1d20+4[/dice] Aukan
[dice]1d20+7[/dice] Alexandria
[dice]1d20+4[/dice] Nima
[dice]1d20+3[/dice] Auso
[dice]1d20+7[/dice] Sasha
[dice]1d20+2[/dice] Grim
[dice]2d20[/dice] +4 Vivi
[dice]1d20+3[/dice] Sassarra
[dice]1d20+2[/dice] Merainaa

[dice]1d20+4[/dice] slime
[dice]1d20+7[/dice] spectres
[dice]1d20+1[/dice] zombies

You have had some time to recover from the events of
“Howl of the Carrion King,” and the town of Kelmarane
is now well on the road to recovery when a strange visitor
arrives in town—a traveling priest named Zayifid who
claims to be a prophet of Sarenrae. According to Zayifid’s
news, the gnoll tribes are gathering on the far slopes of
Pale Mountain, and the Carrion King is preparing to
attack Kelmarane and retake it with an army of gnolls.

Character Creation:

Roll 5d6 seven times, drop the two lowest for each set, and then take the best 6 to create your base ability scores. You may move them to any ability of your choice.
Max health at first level. Roll onwards, if you roll a 1 reroll it once.

All Paizo material is acceptable. I may however require links from the Archives or the pfsrd if I'm not familiar with something and don't have the book.
Starting level of 3.

You will receive starting equipment of a masterwork set of armor (your choice), a masterwork mithral dagger, and one other masterwork weapon of your choice (must have proficiency with it, if you want it to be a special material it comes out of your following total gold). You will receive 3,500 gp with which to purchase magic items, enchantments, or any other gear you might need.

Any race is legal, but obviously the less common the race, the better your backstory is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story. That said abberations, drow, and most monstrous races are going to be a long stretch but possible!

Two traits and one campaign trait. One drawback can be taken to gain another trait.

Alignment. Please be conscious of which you choose and why. Please no evil or you best give me a reallly good reason.

What I need from you:
• A complete character sheet,
• Short description,
• Short personality,
• Quirks and flaws,
• Background story,
• At least one 'plot hook' for me to use for a side quest involving your character
• At least one NPC or PC that is important to you and why.

Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.

We will need at least one leader type. There is a high chance of having a rotating leadership system unless the group can decide on a leader and second.

Daily posts are expected, Sunday thru Thursday, please post at least once during the weekend.

Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.

The group will level as a whole, instead of handing out XP. You will also all be given XP to use for item creation each level.

Please provide your timezone: I am in Pacific Time Zone.

I am using elephant in the room (No feat Taxes) and background skills!


Elephant in the Room: No Feat Taxes:

No Feat Taxes website

Removed Feats: Feats that have been completely
removed from the game, usually due to redundancy with
new or altered feats:
• Combat Expertise
• Deadly Aim
• Exotic Weapon Proficiency
• Improved Bull Rush
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Overrun
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Martial Weapon Proficiency
• Mobility
• Power Attack
• Scorpion Style
• Stand Still
• Throw Anything
• Weapon Finesse

-----

NEW FEATS
Feat Notes
Deft Maneuvers: Combines the effects of Improved Disarm, Improved Trip, and Improved Feint.

Greater Hamstring: Victims of your hamstring combat maneuvers cannot move for the rest of their turn.

Iron Guard: Gain the benefit of a rogue’s evasion class feature when using a shield.
Powerful Maneuvers Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity.
Powerful Stride Once per day, take a 10-foot step in place of a 5-foot step.
Savage Charge Use Vital Strike as part of a charge or Spring Attack.
Scorpion Stance Replaces Scorpion Style. Allows the use of bull rush, hamstring, overrun, and trip combat
maneuvers against larger foes.
Unarmed Combatant Combines the effects of Improved Grapple and Improved Unarmed Strike.
Weapon Proficiency Allows you to make attack rolls with a single fighter weapon group normally.
Whirling Cleave Take a single 5-foot step during a Cleave or Great Cleave.

-----

Altered Feats:
Agile Combatant Formerly titled Agile Maneuvers. Includes the hamstring combat maneuver and acknowledges
the changes to Weapon Finesse.
Catch Off-Guard Combines the effects of Catch Off-Guard and Throw Anything.
Deflect Arrows Characters with Shield Focus may take this feat to deflect arrows with their shield.
Dodge Combines the effects of Dodge and Mobility.
Greater Shield Focus The AC bonus granted by Shield Focus now affects ranged touch attacks (including rays
and similar magical effects).
Greater Two-Weapon Fighting Combines the effects of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.
Improvised Weapon Mastery Solely increases the damage dealt by improvised weapons, as Catch Off-Guard already
removes all penalties to attack.
Natural Spell Now works with the wizard’s change shape class feature.
Rapid Reload Slings and sling staves may now be reloaded as a free action.
Shield Focus Grants an additional +4 bonus to AC against ranged attacks.
Two-Weapon Fighting Verbiage changed to reflect the changes to Weapon Finesse.

-----

Risky Strike and Defensive Stance
In place of Power Attack, Deadly Aim, Fight Defensively,
and Combat Expertise, players are granted two new
combat options: Risky Strike and Defensive Stance. Both
are usable by any character with a base attack bonus of
at least +1, and neither option requires a feat to access.

Risky Strike
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and
combat maneuver checks to gain a +2 bonus on all damage
rolls. This bonus to damage is increased by half (+50%) if
you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an
attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4
points thereafter, the penalty increases by –1 and the bonus
to damage increases by +2.
You must choose to use Risky Strike before making an
attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects
that do not deal hit point damage.

Defensive Stance
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack
rolls and combat maneuver checks to gain a +1 dodge
bonus to your Armor Class. When your base attack bonus
reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1.
You must choose to use Defensive Stance before making
an attack roll and its effects last until your next turn.

Howl of the Carrion King Synopsis - Module 1 of Legacy of Fire:
The PCs join Merchant Princess Almah Roveshki in a noble
quest to reclaim the ruined village of Kelmarane from the
savage gnolls who have claimed it as their own. During
the adventure, the PCs discover the gnolls are led by a
corrupted janni—a fallen member of an ancient order
known as the Templars of the Five Winds. When one of
their own becomes the unwitting host for a second fallen
member of the same mysterious order, the PCs become
caught up in a series of events that will come to be known
as the Legacy of Fire.

To this end I will be looking for someone to have the 'mold' and 'impression' of a member of the Templars of the Five Winds, the unwitting host has only been given several 'thoughts' since becoming the host. It only communicates when the need is dire.