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


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Greetings to all my soon to be close friends! I am looking for players who have played the first and/or second modules of the Legacy of Fire.

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.

Game Synopsis:

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.

Now you may be an adventurer looking for work. A mercenary that helped one of the supply caravans to get to Kelmarane. There are many options and I can't wait to see where you come from!

Terrain: Mostly Desert, some mountains, and some dungeons.


I've played a bit of both, but not all of either. Is that acceptable? I'll go ahead and roll, on the hope that it is.

5d6 ⇒ (5, 5, 5, 2, 4) = 21=15
5d6 ⇒ (1, 4, 5, 4, 1) = 15=13
5d6 ⇒ (5, 2, 6, 3, 2) = 18=14
5d6 ⇒ (6, 3, 3, 1, 2) = 15=13
5d6 ⇒ (3, 4, 5, 6, 2) = 20=15
5d6 ⇒ (3, 6, 1, 2, 2) = 14=11
5d6 ⇒ (1, 4, 2, 3, 5) = 15=12

15, 15, 14, 13, 13, 12

Hmm. Not great, but at least no negatives. I'll workshop some ideas.


Any race! This is going to be an interesting one!

5d6 ⇒ (2, 1, 3, 5, 5) = 16 13
5d6 ⇒ (1, 5, 2, 3, 3) = 14 11
5d6 ⇒ (5, 1, 6, 5, 1) = 18 16
5d6 ⇒ (4, 2, 2, 4, 2) = 14 10
5d6 ⇒ (4, 6, 5, 2, 3) = 20 15
5d6 ⇒ (1, 1, 4, 1, 5) = 12 10
5d6 ⇒ (6, 5, 3, 1, 5) = 20 16

16/16/15/13/11/10

Dark Archive

How long are you keeping registration open?
Is having played the first book a hard requirement? I've not, but seems like a reasonable synopsis would do. In any case, I'd love to play.

5d6 ⇒ (1, 2, 5, 4, 5) = 17=14
5d6 ⇒ (1, 5, 5, 4, 1) = 16=14
5d6 ⇒ (5, 1, 4, 1, 4) = 15=13
5d6 ⇒ (4, 4, 6, 6, 2) = 22=16
5d6 ⇒ (6, 6, 4, 3, 5) = 24=17
5d6 ⇒ (6, 1, 5, 4, 4) = 20=15
5d6 ⇒ (5, 3, 5, 2, 1) = 16=13

17/16/15/14/14/13


So you want people who have played both Howl of the Carrion King and House of the Beast. OK, I've played the majority of both...
Dotting

Ability 1: 5d6 ⇒ (1, 4, 5, 2, 6) = 18
15

Ability 2: 5d6 ⇒ (1, 6, 3, 2, 1) = 13
11

Ability 3: 5d6 ⇒ (2, 3, 3, 1, 4) = 13
10

Ability 4: 5d6 ⇒ (6, 4, 2, 3, 1) = 16
13

Ability 5: 5d6 ⇒ (5, 4, 1, 4, 6) = 20
15

Ability 6: 5d6 ⇒ (5, 4, 6, 5, 4) = 24
16

Ability 7: 5d6 ⇒ (5, 5, 3, 5, 3) = 21
15

So 16/15/15/15/13/11


Alright…think I’ve decided. It’s time for an enlightened Paladin. Or an unchained monk. Same character, different builds. Will play around with it.

Basics? Typing out loud:

Aasimar Alternate SLA: 1d100 ⇒ 26

16/16/15/13/11/10

Race: Angle Blooded Aasimar
Str: 16 + 2 (Race) = 18
Dex: 16 + 2 (Alternate SLA) = 18
Con: 13
Int: 11
Wis: 10
Cha: 15 + 2 (Race) = 17

Feats
Lvl 1: Possessed Hand?
Lvl 3:

HP: 2d10 ⇒ (5, 5) = 10


Played this a long time ago. Ended in my first TPK, so hopefully that's not a portent of things to come.

Rolls:

5d6 ⇒ (3, 3, 5, 5, 4) = 20 => 14
5d6 ⇒ (4, 4, 6, 5, 1) = 20 => 15
5d6 ⇒ (5, 2, 3, 3, 1) = 14 => 11
5d6 ⇒ (2, 4, 4, 4, 3) = 17 => 12
5d6 ⇒ (3, 3, 3, 3, 4) = 16 => 10
5d6 ⇒ (5, 5, 6, 2, 5) = 23 => 16

Alrighty, nice spread, just need to decide what I'm going to play.


4d6 ⇒ (5, 3, 3, 5) = 16..13
4d6 ⇒ (4, 5, 5, 1) = 15..14
4d6 ⇒ (5, 1, 5, 6) = 17..16
4d6 ⇒ (3, 2, 5, 1) = 11..10
4d6 ⇒ (1, 5, 4, 1) = 11..10
4d6 ⇒ (3, 4, 2, 4) = 13..11
4d6 ⇒ (4, 3, 1, 2) = 10..9

Wow... Those were some crappy rolls :P

Wolf, would you consider a Gnoll character? Thinking maybe a wild one - a Barbarian perhaps.


Okay let's go.

5d6 ⇒ (1, 6, 3, 6, 2) = 18 15
5d6 ⇒ (4, 4, 6, 4, 5) = 23 15
5d6 ⇒ (4, 2, 5, 1, 6) = 18 15
5d6 ⇒ (5, 6, 2, 3, 4) = 20 15
5d6 ⇒ (3, 2, 2, 3, 6) = 16 14
5d6 ⇒ (2, 6, 5, 5, 5) = 23 16
5d6 ⇒ (3, 5, 4, 1, 6) = 19 15

Holy smokes! When's the deadline? I can actually try a MAD class for a change, and not suck.

Thinking of a dex pally, melee oracle, shaman/monk with hex strike, magus

Might even go for a PrC. I'll cook something up.


Albion, The Eye wrote:
Wolf, would you consider a Gnoll character? Thinking maybe a wild one - a Barbarian perhaps.

Or a Bloodrager! I already have some ideas for his background, if Gnoll is allowed. Let me know ;)


Well, it never hurts to cast the dice...

Rolls:

5d6 ⇒ (2, 3, 3, 2, 4) = 14 - 10
5d6 ⇒ (2, 5, 1, 1, 4) = 13 - 11
5d6 ⇒ (2, 6, 6, 1, 1) = 16 - 14
5d6 ⇒ (2, 3, 4, 1, 1) = 11 - 9
5d6 ⇒ (3, 5, 5, 3, 5) = 21 - 15
5d6 ⇒ (1, 6, 2, 4, 6) = 19 - 16
5d6 ⇒ (5, 3, 3, 3, 5) = 19 - 13


Making a monk/paladin, so no armor. Given that we get free masterwork armor, would you accept +1 bracers?


Worth rolling on, I really like this Adventure Path, have some experience with it.

Dice Rolls:

15d6 ⇒ (4, 2, 2, 2, 6) = 16 - 13
25d6 ⇒ (1, 3, 5, 1, 5) = 15 - 15
35d6 ⇒ (2, 3, 3, 6, 6) = 20 - 15
45d6 ⇒ (5, 5, 4, 4, 4) = 22 - 14
55d6 ⇒ (4, 2, 6, 1, 6) = 19 - 16
65d6 ⇒ (3, 3, 1, 6, 5) = 18 - 14
75d6 ⇒ (4, 1, 5, 6, 6) = 22 - 17

Wow not bad! I have an unchained monk character concept I wanted to use for a Legacy of Fire game I could use these scores with...I'll try to have that up soon.


Background:

Katapesh. It is a wealthy land. It is a prosperous land. It is also a nation that thrives upon the back of it's slaves. Sendi is one such unfortunate. Born among the tribes of the jungle orcs of Garund, she was immediately marked as different, for her skin was the color of jade and her tusks ivory. None in the tribe had seen a child born with such deformities. Deemed irredeemably ugly, her tribe decided that she was good for one thing and one thing only. Slavery. Her first memories were thus growing up in the household of a wealthy Keleshite merchant, who had purchased her so that he could show off in high society with an exotic slave. This was her life until she reached adulthood. Years and years of faithful service had convinced her master that she was loyal to him, with her hard work and subservience being rewarded with better living conditions and increased freedom. This culminated in her master allowing her to go out to the bazaar alone to make a purchase from less than reputable sources. This plan backfired, when Sendi found that the smugglers were members of Andorian spies. She used the money, not to buy the illicit goods that her master wanted, but instead to smuggle her. Knowing that she would soon be wanted, she was taken to the home of a cleric of Sarenrae, so that she might lay low until it was safe to get her out of the city.

Her time in hiding was a fearful one, where every knock on the door brought the fear of discovery. In this time, Sendi turned to religion for solace and became a fervent worshiper of Sarenrae. The Goddess' teachings of both strength and redemption spoke to her and helped her stay strong during those trying times. In time, she was able to be moved out of the city to Dog Town, and from there she joined a caravan under an assumed name. Given her size and sheer strength, it was easy enough to pass her off as one of the many mercenaries that could be found in such a place. This caravan has taken her to Kelmarane, where her life has begun anew. For the first time in her life, she is truly free...

Appearance, Personality:

Sendi is as large and muscular as her orcish heritage would suggest. Unlike her kin, though, the celestial blood that courses through her veins has given her an almost human appearance, given her upright posture. What stands out the most is her fair features (for an orc) to include skin that is as smooth and luxurious as jade, and teeth that resemble pearl. It is clear why she was a favored slave before her escape.

From her life without freedom, Sendi has learned to be diplomatic, as is fair in speech and expression. For how else could she be shown off to the rich and powerful? This belies an anger within, that has lent itself to her being a proficient unarmed warrior. For while she lacks any official training, she makes up for it with her sheer size and strength.

In addition to this, she is a devout follower of Sarenrae. With little in the way of goals, she has vowed to repay the goddess for saving her. This is a heartfelt vow that has been heard by the goddess, causing Sendi to have been gifted the powers most commonly associated with paladins. These miracles are treasured by Sendi above all else, for they are proof that she walks in Sarenrae's light.

GM's Questions:

• A complete character sheet
- See profile!

• Short description
• Short personality
- Escaped aasimar slave! Polite, education, but with a burning anger long supressed

• Quirks and flaws
- In times of stress she falls back on her education on what is polite and proper. She is also terrified of being returned to slavery, and as such is afraid of interaction with lawful authorities.

• Background story
- See above

• At least one 'plot hook' for me to use for a side quest involving your character
- Bounty hunters sent by her former master?
- The cleric who sheltered her and introduced her to the faith requiring help
- Being blackmailed
- Andorian smugglers requesting assistance

• At least one NPC or PC that is important to you and why.
- Aakif: Sendi's former master. A merchant from Katapesh who is infuriated by Sendi's escape. Both for the loss of a valuable good, but also for the embarrassment
- Ormizd: Cleric of Sarenrae who sheltered Sendi and introduced her to the faith
- Abell and Alysa: Smugglers and spies from Andoran who brought Sendi to freedom

Scarab Sages

Let's see what happens here...

1.5d6 ⇒ (4, 3, 4, 1, 5) = 17 = 13
2.5d6 ⇒ (6, 1, 1, 2, 2) = 12 = Drop
3.5d6 ⇒ (5, 4, 1, 6, 6) = 22 = 17
4.5d6 ⇒ (6, 3, 3, 2, 3) = 17 = 12
5.5d6 ⇒ (3, 4, 1, 6, 1) = 15 = 13
6.5d6 ⇒ (2, 1, 1, 6, 5) = 15 = 13
7.5d6 ⇒ (6, 4, 4, 3, 3) = 20 = 14

I'd hoped for better, but it should make a decent enough caster, maybe a cleric.


Ouachitonian wrote:
I've played a bit of both, but not all of either. Is that acceptable? I'll go ahead and roll, on the hope that it is.

Yes that is fine!

---

CigarPete wrote:

How long are you keeping registration open?

Is having played the first book a hard requirement? I've not, but seems like a reasonable synopsis would do. In any case, I'd love to play.

I haven't decided yet. I would like to start up on Sunday the 14th, if we have enough applicants by the 11th we could start then. We could also wait longer if needed.

You don't need to have played the first book, I will make a quick synopsis of Book 1 tomorrow.


Albion, The Eye wrote:
Wolf, would you consider a Gnoll character? Thinking maybe a wild one - a Barbarian perhaps.

Gnolls will be our primary enemy but I am fine with it.

Gnoll:
Racial Traits
Ability Score Modifiers: Flexible (+2 Str, +2 Con) (2 RP)
Type: Humanoid (gnoll) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP) Gnolls start knowing their racial language only.
Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet. (2 RP)


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Sendi wrote:
Making a monk/paladin, so no armor. Given that we get free masterwork armor, would you accept +1 bracers?

That would be fine but you would have to pay the difference: 1000-300= 700 gp.

---

Our first completed application: Sendi, presenting an orcish assimar scaled fist paladin! She gains a +2 to one of her ability scores.


Sounds fair, thank you!

Scarab Sages

Alright, I'm putting together an Azata-Blooded Aasimar Divine Paragon Cleric of Sarenrae with a 1 level dip into Dawnflower Dervish Bard.

She's currently overseeing the restoration of the church in Kelmarane after having reclaimed it.

I imagine she and Sendi would be pretty tight with each other if they're both selected for the game. Whatcha think Sendi?


I am contemplating a bard that came to document the reconquering of Kelmarane, originally hired by Almah, or someone else in her vicinity.

GM, suppose if I took the Flagbearer feat, would you let me tie a flag to a glaive, or would I need to use a separate hand for the flag pole?

Something like this comes to mind. I am asking for purposes of feat distribution.


NotEspi wrote:

I am contemplating a bard that came to document the reconquering of Kelmarane, originally hired by Almah, or someone else in her vicinity.

GM, suppose if I took the Flagbearer feat, would you let me tie a flag to a glaive, or would I need to use a separate hand for the flag pole?

Something like this comes to mind. I am asking for purposes of feat distribution.

It would have been Almah through her majo domo Garavel.

Yes you can put a flag onto your glaive.


rdknight wrote:

Alright, I'm putting together an Azata-Blooded Aasimar Divine Paragon Cleric of Sarenrae with a 1 level dip into Dawnflower Dervish Bard.

She's currently overseeing the restoration of the church in Kelmarane after having reclaimed it.

I imagine she and Sendi would be pretty tight with each other if they're both selected for the game. Whatcha think Sendi?

I think that Sendi would be overjoyed to adventure with fellow adherents of the Dawnflower. Doubly so an actual ordained cleric!

And I look forward to seeing your character once complete. If we both get in, I'd be more than happy to find a way to tie our two characters together.


Still working on my character, but rolling HP for levels 2 and 3

Dice Rolls:

HD 2: 1d10 ⇒ 9
HD 3: 1d10 ⇒ 4


Question: are you using elephant in the room, background skills, or any other optional rulesets?


I'm on vacation so I can't do much yet but I can at least roll and see what love tue dice gods give...

5d6 - 3 ⇒ (4, 1, 3, 5, 2) - 3 = 12
5d6 - 4 ⇒ (1, 6, 6, 3, 3) - 4 = 15
5d6 - 6 ⇒ (5, 6, 5, 4, 2) - 6 = 16
5d6 - 4 ⇒ (3, 3, 4, 1, 5) - 4 = 12
5d6 - 2 ⇒ (1, 1, 2, 6, 2) - 2 = 10
5d6 - 5 ⇒ (4, 6, 1, 5, 6) - 5 = 17
5d6 - 5 ⇒ (5, 2, 4, 5, 3) - 5 = 14

17, 16, 15, 14, 12, 12 is a pretty amazing stat arrangement. I'll have to see what comes to mind later.


GM Wolf wrote:
Albion, The Eye wrote:
Wolf, would you consider a Gnoll character? Thinking maybe a wild one - a Barbarian perhaps.

Gnolls will be our primary enemy but I am fine with it.

** spoiler omitted **

Coolness, I will mull a concept over ;)


pad300 wrote:
Question: are you using elephant in the room, background skills, or any other optional rulesets?

Excellent questions! I am using elephant in the room (No feat Taxes), background skills, and I feel like there was something else.


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.


Alright, as promised here's my...monk/paladin build. I originally made this character to be in a campaign run by a friend, built around using the Champion of Irori prestige class. Really did not expect to run into someone else in the same build space, but in my defense, I didn't notice until I'd mostly built the character.

As for the mold, I'd totally be willing to take it on.


Balan Dhebar wrote:

Alright, as promised here's my...monk/paladin build. I originally made this character to be in a campaign run by a friend, built around using the Champion of Irori prestige class. Really did not expect to run into someone else in the same build space, but in my defense, I didn't notice until I'd mostly built the character.

As for the mold, I'd totally be willing to take it on.

Dibs doesn’t exist and similar ideas just means that it was a good idea.


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Sendi wrote:
Balan Dhebar wrote:

Alright, as promised here's my...monk/paladin build. I originally made this character to be in a campaign run by a friend, built around using the Champion of Irori prestige class. Really did not expect to run into someone else in the same build space, but in my defense, I didn't notice until I'd mostly built the character.

As for the mold, I'd totally be willing to take it on.

Dibs doesn’t exist and similar ideas just means that it was a good idea.

Makes sense. Also, your character may be the coolest-looking aasimar I've ever read about.


Thank you! I really appreciate it

Dark Archive

Withdrawing - I won't have time to actually build a character that I want to play for some time. Good luck and enjoy the game.


Ill dot with something. Ive played a bit of both, and get the general premise


Here's my submission.

Soraya is a Sarenite Cleric from Gurat in Qadira. She is about the closest thing to royalty that exists within the Church due to her celestial heritage and storied and famous mother, also a cleric who is highly placed in the Qadiran church's leadership. Great things are expected of her.

Reclaiming Kelmarane was the first supposed to be the first test of her mettle and the first step in her pathway toward her own prominence. So far things have gone very well.

Soraya won't be a battle cleric. She can help out in combat some, but she's a Herald Caller and so more of a caster and summoner. I'm looking at a couple of future secondary roles for her since she should have the feats open to take on something else like improving channeling or maybe intimidation. Future choices would depend a lot on what the final party looked like.

I still need to finish up a few details such as gear and work on the background a little more. I'm sure the character information also needs another edit before its done. The fundamentals are all in place though.

HP: 2d8 ⇒ (6, 8) = 14


So we have two clerics of Sarenrae and two monk paladins! That sounds like a blast! Anyone going to fill the rogue spot? Or is that somehow covered?

I know there is an overlap in classes being used and that is fine, you will be surprised how different the characters can be! There will be plenty of healing and following the god can have great outcomes!

It does look like we have a gnoll and a few other characters being brewed.


There's another cleric entry? I looked again and don't see one...

Oh! do you mean the one mentioned by rdknight? That's me!


I could redo the bard for an archeologist to take care of traps. Or just apply the story to a different class entirely. So I'll make something to cover traps and such. Possibly a rogue / slayer / inquisitor.

Oh, if Elephant in the room is used, I would go for Bladed Brush. But that is not covered in the elephant rules. GM, could you give me a rundown for rules on this feat in your game? I want to go for dex to atk and damage with a glaive, but that is not a light weapon, so elephant does not cover that. Bladed brush does, but it is not in the doc.

https://www.aonprd.com/FeatDisplay.aspx?ItemName=Bladed%20Brush

I would still take the flagbearer feat and use them in unison.


I just realized I had rolled my stats wrong... Used 4d6 instead of 5d6.

Re-rolled:
5d6 - 5 ⇒ (3, 2, 4, 5, 3) - 5 = 12
5d6 - 5 ⇒ (6, 6, 3, 2, 5) - 5 = 17
5d6 - 3 ⇒ (1, 6, 5, 2, 4) - 3 = 15
5d6 - 8 ⇒ (5, 6, 6, 3, 5) - 8 = 17
5d6 - 2 ⇒ (5, 6, 3, 1, 1) - 2 = 14
5d6 - 6 ⇒ (5, 2, 4, 4, 4) - 6 = 13
5d6 - 5 ⇒ (6, 2, 4, 3, 5) - 5 = 15

Yeah, these are a bit different. Really good ones :)

But... I am struggling with the character concept though - I was thinking a Gnoll coming from a vanquished tribe - one that refused to join with other tribes, simply because they were fiercely independent. And for this they were slaughtered. He would be on a war path, willing to join any who may help him enact his revenge. I like the idea of the character, but mechanically, he does not feel versatile...

I am now pondering changing into an half-orc melee/scout Investigator - mulling around his background, but I imagine him as a traveling mercenary with a dark past, who ended up in the furthest corner of the world he could imagine. His tattoos speak of some hidden power, but he knows nothing of his tribe or origins. His adoptive mother taught him about alchemy, and he has a natural knack for it. She could not keep him however, due to the people's intolerance which almost got her killed. He decided to run to keep her safe - she offered him her cookbook, which he has been deciphering as he goes. As time went by, he just kept getting kicked out from one place to the other, until he grew strong enough to kick back. Never really found a home though, but he did find a friend - a cat named Azazel.

He is my take on a melee bruiser, but he should be able to double as scout/rogue even if he is STR based - just something different for a change. Could tag-team scout with another character (being the rogue can be a lonely, dangerous profession :D), else he can contribute to a scuffle as a versatile (due to his extracts), full of options melee combatant. He is rough looking, with tanned skin, clear orcish heritage, multiple tattoos, disheveled black hair and deep black eyes, but his high intelligence also allows him to contribute in social situations, though he will most likely not take the initiative or be at the front for that.

He would look something like this:

Tharg
Male half-orc bloodrager (urban bloodrager) 1/investigator (empiricist) 2 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15, 30, 100)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 28 (3 HD; 2d8+1d10+8)
Fort +6, Ref +8, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk cold iron bardiche +6 (1d10+9/19-20) or
. . mithral dagger +6 (1d4+6/19-20) or
. . morningstar +5 (1d8+6)
Ranged composite longbow +5 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks bloodrage (12 rounds/day)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—heightened awareness[ACG], monkey fish[ACG], shield
--------------------
Statistics
--------------------
Str 19, Dex 17, Con 15, Int 17, Wis 15, Cha 14
Base Atk +2; CMB +5; CMD 19
Feats Alertness, Combat Expertise, Combat Reflexes, Deadly Aim, Extra Rage, Power Attack
Traits fate's favored, outcast, student of philosophy
Skills Acrobatics +9 (+13 to jump), Bluff +6 (+7 to lie (as a result of using Int instead of Cha)), Climb +8, Craft (alchemy) +10 (+12 to create alchemical items), Diplomacy +2 (+3 to gather information (You can use your Intelligence Modifier instead of Charisma), +0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +3 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +12, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (geography) +8, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +8, Perception +11, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +12, Survival +9, Swim +8, Use Magic Device +9; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Gnoll, Infernal, Orc, Osiriani
SQ alchemy (alchemy crafting +2), ceaseless observation, controlled bloodrage, fast movement, inspiration (4/day), orc blood, pride, spell catalyst, trapfinding +1
Combat Gear wand of shield (50 charges); Other Gear mithral chain shirt, composite longbow (+4 Str), mithral dagger, morningstar, mwk cold iron bardiche[APG], cloak of resistance +1, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, masterwork tool, 850 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+1)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

And

Azazel CR –
Cat (protector) (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +7
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 14 (1d8-1)
Fort +1, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
[b]Skills
Acrobatics +8, Bluff -1, Climb +10, Disable Device +3, Intimidate -1, Linguistics +0, Perception +7, Stealth +20, Survival +4, Swim +6, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, loyal bodyguard
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

As requested from Wolf:

• A complete character sheet
Done
• Short description
Done
• Short personality
Done
• Quirks and flaws
Being an Outcast has made Tharg a callous one - he finds it VERY hard to trust anyone except his cat, unless they have really been through a lot. And he is not prone to defend causes. He fights for himself, or for money, or perhaps for someone he may believe deserves it. He is however very proud, and can react violently if the right buttons are pushed. He would like to dedicate more of his time to Alchemy, but so far it has not been possible...
• Background story
Inro is done, I will keep developing it.
• At least one 'plot hook' for me to use for a side quest involving your character
His tattoos could be Osiriani in nature, for some reason?
In the last place where he ran from, perhaps they pushed him too far, and he killed/hurt someone?
Perhaps on the last page of his adoptive mother there is a note about... something in the region?
Far fetched - his origins are from this region? Not sure about orcish presence here...
• At least one NPC or PC that is important to you and why.
His adoptive mother, who taught him all about Alchemy
His cat Azazel!
In town, he would easily be drawn to simple people - perhaps a guard he has fought with side by side against the gnolls. Something along those lines.


GM Wolf wrote:
pad300 wrote:
Question: are you using elephant in the room, background skills, or any other optional rulesets?
Excellent questions! I am using elephant in the room (No feat Taxes), background skills, and I feel like there was something else.

A reminder to everyone! Quite important….it saved me from waiting until level 7 for power attack.

Also I like how we’ve naturally got to many adherents of Saranrae.

Finally…on the topic of Bladed Brush. I don’t think elephant in the room changes it at all. All that happens is every PC functionally gets weapon finesse and power attack for free. Meaning that you’d still need weapon focus polearms, bladed brush and slashing grace, right?

Which is doable. And a pretty decent deal, as it takes 5 feats down to 3 to get 2-handed dex to hit/dmg with power attack.


It will have to wait until level 5. I have to take a level of rogue for trapfinding, since I wanted to keep versatile performance and inspire courage.

Anyway, this will be the bard character. Working on profile and backstory today.

HP roll
2d8 ⇒ (6, 6) = 12


Victrix wrote:
I have to take a level of rogue for trapfinding...

No need! Tharg is your man!

Errr... Half-Orc :P


Albion, The Eye wrote:
Victrix wrote:
I have to take a level of rogue for trapfinding...

No need! Tharg is your man!

Errr... Half-Orc :P

OH yea. But I'll keep it for skill points (literally ALL of the knowledges). Never hurts to have two trap guys in a party. And it works well with the story as an aspiring spy... erm... I mean emissary from the Kitharodian Academy.


Yep, I like the idea of tag-team scouting.

And Aid another on Disable Device ;)


COMPLETED PCS

Sendi Aasimar Scaled Fist Unchained Monk 1 / Virtuous Bravo Paladin 2 of Saranrae
* (1 level monk dip before going pure paladin)

Balan Human Unchained Monk 2/Paladin 1 of Irori
* Building to Champion of Irori prestige class

Soraya Aasimar Dawnflower Dervish 1 / Cleric 2 of Saranrae

Tharg Half-Orc Bloodrager 1 / Empiricist Investigator 2
* Switch hitter

Victrix Human Bard 2 / Unchained Rogue 1


Sendi wrote:

Tharg Half-Orc Bloodrager 1 / Empiricist Investigator 2

* Switch hitter

Not so much a Switch hitter as he is a Scout/Melee bruiser :P

Thanks for the list Sendi!


I could potentially do an Inquisitor, or maybe a Slayer. Still trying to nail down a concept.

Edit: DM, the description of the Ravener Hunter archetype makes it sound pretty specific to catfolk who worship nature spirits rather than a deity. Would you allow a Sarenrae-worshipping Ifrit to use the archetype? Being an Inquisitor who is able to pick up an Oracle mystery is the part I want, I’m less concerned with the fluff.

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