Legacy of Fire: Module 3: The Jackal’s Price

Game Master BloodWolven

Combat fight map!

North Kelmarane
South Kelmarane
Kelmarane Environs

Katapesh compound
Katapesh compound 2nd level.


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.

We have a few established players but are looking for some more aid:

We are looking for at least 2 applicants.

We currently have:
Grimoin Al'Thorrak, a Dwarven paladin of Abadar.

Varvara Ulyanova Vladimirovna, 'Vivi', a human oracle.

Main GMNPC: Aukan a Goliath fighter with a really big sword, axe, and keeps collecting weapons.

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 5.

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 6,500 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. Lately it has fallen on Aukan

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.

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

Posting rate:

Please provide your timezone: I am in Pacific Time Zone. I hope that we can come to a consensus of all being on about the same time to keep the game moving. For example it could be feom 7 pm to 8 pm. I would prefer 9 pm to 10 pm. Yes we will expect you to post at least once per day Monday to Thursday. Also expect to post about 5 to 10 times in our dedicated hour. I post a lot normally but sometimes I hit a slump or draw into my depression, I will do my best to keep you informed so the game can continue.

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. 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.

The previous group made it to the House of the Beast one way or another. Cleared the dungeons of the monsters, demi humans, and gnolls. They killed the Carrion King and looted the tomb. Now back in Kelmarane they are gathering more support before deciding what to do next with the scroll of Kakishron. Likely they will be heading to Katapesh.

You could join them in Kelmarane or wait until they get to Katapesh.

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! Remember to maximize on your campaign trait!

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

Is it a little weird that no one has responded here at all?
It is to me ...
This IS the genie campaign - would be a pretty great spot for a half-Jann.

RPG Superstar 2012 Top 16

I might be interested. I've played a pbp that took us into the beginning of The Jackal's price about 10 years ago. Don't recall too many details, to be honest, but liked the basic campaign a lot.

I played a paladin in that campaign, but since you already have one of those, I'm open to other character concepts. Looks like the group could use either an arcane caster or a skill monkey, so I'll think about ideas for both.

Note that I’m in Denmark (GMT+1/CET), which makes lining up a shared hour for posting difficult. 9pm-10pm Pacific is 4am-5am my time.

Liberty's Edge

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I would love to get a chance to play this game. I had made a cleric some time ago, but we barely finished the first adventure. Was thinking of perhaps a rogue or sorcerer character...I will roll and see what kind of stats I can work with!!


5d6 ⇒ (2, 2, 1, 5, 3) = 13 = 10
5d6 ⇒ (3, 3, 5, 5, 3) = 19 = 13
5d6 ⇒ (1, 4, 6, 4, 1) = 16 = 14
5d6 ⇒ (3, 4, 4, 5, 5) = 21 = 14
5d6 ⇒ (5, 4, 2, 2, 2) = 15 = 11
5d6 ⇒ (4, 4, 4, 3, 2) = 17 = 12
5d6 ⇒ (3, 1, 5, 5, 2) = 16 = 13

I live in Northern Alberta, Canada (Mountain Daylight Time · UTC/GMT -7 hours)

Kendryl wrote:

Is it a little weird that no one has responded here at all?

It is to me ...
This IS the genie campaign - would be a pretty great spot for a half-Jann.

Right it is strange... though it feels like all my games have not received any posts recently...

Yes this IS the genie campaign. A half-Jann would be fun!

So we might not be able to do a dedicated hour with the present players but we will see!

I am hoping to get this game going sooner than later, so get those submissions in!

I've played the first two modules and love the setting, but am new to play-by-post on these boards. Would it be okay for me to apply? If so, do I just roll the dice here in this thread and then post my application here?

There you are.
I wish to present my character submission for LoF (Homebrew), Davod Mohidoon.

RPG Superstar 2012 Top 16

All right, let's roll some stats and see what I can cook up:

5d6 ⇒ (4, 4, 6, 3, 6) = 23 = 16
5d6 ⇒ (5, 4, 4, 6, 4) = 23 = 15
5d6 ⇒ (5, 6, 1, 3, 4) = 19 = 15
5d6 ⇒ (2, 6, 3, 5, 6) = 22 = 17
5d6 ⇒ (1, 2, 6, 5, 5) = 19 = 16
5d6 ⇒ (1, 4, 3, 6, 2) = 16 = 13
5d6 ⇒ (6, 5, 6, 4, 4) = 25 = 17

So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

Jacob Trier wrote:
So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

The Dice Gods have blessed your character, son. Bless Their Holy Unknowable Names!!

Jacob Trier wrote:
So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

Wow, those are some amazing rolls! Perfect for a MAD PC.

@TheWaskally: Nice rogue application. But I think that the two trait bonuses for diplomacy won't stack?


I think I've figured things out now, so here are my rolls:

5d6 ⇒ (2, 2, 4, 1, 3) = 12 = 9
5d6 ⇒ (2, 6, 3, 2, 1) = 14 = 11
5d6 ⇒ (4, 4, 4, 6, 1) = 19 = 14
5d6 ⇒ (2, 6, 3, 3, 1) = 15 = 12
5d6 ⇒ (6, 5, 4, 1, 6) = 22 = 17
5d6 ⇒ (1, 5, 6, 3, 6) = 21 = 17
5d6 ⇒ (2, 2, 2, 1, 4) = 11=8

So 9, 11, 14, 12, 17, 17. Nice. I'll start working on a wizard.

Lepidopteran wrote:
@TheWaskally: Nice rogue application. But I think that the two trait bonuses for diplomacy won't stack?

You are correct. Affable is only applicable for gather information checks. While Practiced Impression in only in effect for NPCs for the first hour upon meeting. Davod only benefits from the Negotiator Suli racial trait on all Diplomacy and Sense Motive checks.

I was struck with a net idea for a psychic, I have the idea in my my head I just need to do the crunch now. Should be done shortly today, gonna roll for hp.

hp: 4d6 ⇒ (4, 5, 4, 2) = 15

I present Salim Myr, a psychic who has a bit of a memory problem and awoke under the stars with an expanded mind. He is trying to figure it out and looking for any leads.


CG (Humanoid) psychic (Esoteric Starseeker) 5

Init +5; Senses Perception +8


AC 11, Touch 11, Flat-Footed 10 

HP 28 (6+4+5+4+2+5 con+2 FCB)

Fort +3; Ref +3; Will +5


Speed 30 ft

Melee - mithral dagger +3/1d4/19-20x2

Spell: lvl 1/8,5/2
Phrenic pool; 9/9
Amps; undercast surge, overpowering Mind
Dark half 7/7 rounds


Str 11, Dex 12, Con 12, Int 20, Wis 10, Cha 14 

Base Atk +2; CMB +2; CMD 13 

Feats: Eldritch Heritage (arcane-Scorpion familiar), Expanded phrenic pool, Extra Amplification, Skill focus- Know arcana

Racial traits: skilled
Background traits: Reclaiming your roots-wand of Remove fear, Focused Mind, Dangerously curious

Skills: Bluff:+10, Know arcana:+14, know Dungeoneering:+11, know history:+13, know local:+9, know nature:+9, know planes:+9, know religion:+9, know linguistics:+13, sense motive;+8, UMD;+11

Languages: common + 9 others 

SQ: dark half 7 rounds, detect thoughts, morphia form, phrenic pool, written in the stars, arcane bond, Discipline-abomination

Constellation - Lantern Bearer
FCB- human Lvl 3-5
Spells known: 

0: dancing lights, detect magic, mage hand, message, stabilize, telekinetic projectile, ghost sound

1: charm person, heightened awareness, I’ll omen, mind thrust 1, liberating command, magic missile, telepathic projection, silent image
2: mirror image, oneiric horror, glitterdust

Combat Gear: headband of int +2 (sense motive), cloak of resistance +1

Other Gear: Potion of CLW, potion of invisibility, potion of mage armor x2, shard of psychic power-silent image


-Short description: a thin bronze skinned man of 30 with dark black hair with sides shaved and the rest braided down to the back of his next. He wears well made clothes that are made for durability and function yet are distinct enough to show higher station. A headband with a strange runic language lines his brow keeping the sun out of his eyes, and a flowing cloak keeps the sun off him. On the upper ridges every now and then a small scorpion barely visible makes its way in the folds keeping out of the sun.
-personality: He keeps a rather friendly personality but he is somewhat awkward at times seemingly not as experienced with people. However his personal charm and intelligence help to make up for it. However rarely when under stress in battle something changes in him; he becomes darker and more malevolent. His rather cheerful and friendly demeanor is replaced by a more sadistic personality. He is somewhat forgetful, and seems to be missing memory he believes. He takes solace in the stars above trying to discern himself like he can discern the stars.
-Quirks and flaws: The main quirk of Salim is that he has a almost split personality. The result of prolonged domination. The entity bled over and has created a splinter of its personality In him. He does not understand why some of the malevolent urges happen, and is able to control them but under stress he sometimes channels them into his magic. Sometimes it comes out in his everyday demeanor and he sometimes feels like these intrusive thoughts are his real personality.
- Backstory: Salim Myr was born to a somewhat well off family in Katapesh, his father a learned man of magic, he worked for years making enchanted items for the pactmasters. After working as a merchant to earn enough to begin tutelage under a rather well known sorcerer with the city. It was here that his memory began to blur and things become strange. He remembers learning and studying, doing small tasks helping him various jobs for what seemed like several years. But he later learned that this can’t be true, when he woke up one day in the desert, he awoke his head bloody and his head pounding, confused on why he was there. As he made his way back to the city he began to notice differences than what he remembered. Stores where new people he knew were much older, and things didn’t line up. Going back to his father’s home he found the place boarded up and empty. A note left by his father that was faded and dusty told a sad story of destitution and loss. The sorceror had slowly stolen business from him, and his father unable to keep up slowly sold everything. Trying to speak with his son however led to silence and disdain for his failure as a merchant. Eventually unable to find a way out he accepted failure and death lamenting the loss of his son. He hoped for peace and left him some items as he awaited seeing his wife in the afterlife.

Now with no family he has worked to figure out what happened to him. He works with an old friend he had that worked to supply components for enchantment. This as well as the strange powers has given him a chance at finding the sorceror, Saeed Tahar.

-plot Hook: What things did he do do while under domination? How long was he under the spell for? What happened to Saeed Tahar, the sorcerer? The malevolent aberrant entity that dominated him, what was it, and how much did it control?

- important NPC: Bastam, an older merchant who has made his money selling components. Of the friends he remembers he’s one of the few that is still around. He knew him for many years and is one of the few links to the lost time. He has seen strange things in the city and has learned to be impartial but holds a soft spot for Salim.

I am so glad I rebooted this thread!

HP: 4d6 ⇒ (1, 3, 6, 3) = 13

reroll 1: 1d6 ⇒ 5

Here is Jacob Trier's submission for consideration: Azaris al Zakam, temperamental ifrit fire-based sorcerer with the efreeti bloodline. Combines the role of a straight-up blasting arcane caster with some battlefield control and buff spells and social/knowledge skills.

Complete character sheet in profile. (Copied straight from HeroLab for now. I'll reformat for GM Wolf's preferred style if selected).

Physical description:

Azaris' efreeti ancestry is clearly visible in his appearance. Standing just over 6 ft tall, he moves with the grace of a flickering flame and has skin the color of dark polished brass. Red and orange hair flows freely down to his shoulders, covering a pair of slender horns that curl along his brow. His eyes are bright yellow and smolder like embers, easily fascinating most who stare into them.

He wears open sandals, loose white baggy pants and an crimson vest which shows off his sculpted muscles rippling beneath his clothing.


Azaris is temperamental, energetic and often restless. His personality is shaped both by his genie-kin ancestry and his lifelong enslavement. Accustomed to being used a tool or plaything by others, he rarely trusts others. He has no illusions about justice and selflessness, having witnessed countless acts of cruelty, betrayal and debauchery motivated by hedonism, hunger for power or simple carelessness.

His years of servitude has taught him to keep his hot-tempered nature in tight reins. He knows that cooperation and diplomacy are necessary to achieve common goals and that open defiance and spite usually triggers reactions of pain, punishment and hostility. So, while his natural empathy may be modest, he has a high social intelligence and knows how to use his natural charm and charisma to his advantage.

Quirks and flaws:

While Azaris has great experience keeping his temper and natural impatience in check, he sometimes fails. Like the fire that is part of his bloodline, he is fascinating and magnetic company, but those who get too close to him tend to get burned, both literally and emotionally. He is also prone to rash decisions, especially when he unleashes his magic.

Background story:

Azaris has been a slave for as long as he could remember, which is over 70 years at this point. Never knowing his true family, he has been bought and sold more times than he can recall, and used for both pleasure, entertainment and violence. Even as a child, his genie-kin nature made him a valuable and attractive servant, especially after his sorcery manifested in puberty, but his impulsive and head-strong nature frequently made his owners tire of him before long.

The rulers of Katapesh were the latest in his long series of owners. After the liberation of Kelmarane, he was part of a mercenary mission dispatched by the Pactmasters' representatives to assist Almah in securing the caravan route to Kelmarane. While other heroes ventured to the House of the Beast to confront the Carrion King, Azaris and his band fought both gnolls and human raiders in the Uwaga Highlands and the passes of the Brazen Peaks.

Their mission came to an end when the group ambushed the hideout of a raider pack. It soon became clear that they had underestimated the strength of their enemies and one by one, Azaris allies were slain. In an enraged act of defiance, Azaris unleashed every last bit of his fire-magic, burning enemy after enemy with wild abandon until he stood bleeding among a pile of charred remains.

At that moment, an enormous efreet appeared before him, addressed him by name and congratulated him on his accomplishment. The genie claimed to be kin to Azaris, and that he had proven himself worthy to join his brethren in the City of Brass. The efreet promised Azaris that he would have his heart's desire granted, if he would agree to become an agent in the service of the Dominion of Flame.

Having never truly belonged to a clan or family before, Azaris was truly tempted. However, he knew that efreet were devious and that their promises could not be trusted. In all likelihood, he would be exchanging one enslavement for another, and his wish would be twisted and corrupted. No, he would be master of own fate for once. Prepared to die for the insult, he held his head high and refused.

Rather than strike him down, the efreet seemed amused by this act of defiance. It told Azaris that powerful magic was at work in the Brazen Peaks, and there were rumors of ancient secrets uncovered around the ruins of Kelamrane - secrets of great interest to the factions inhabiting the plane of fire.

Should he come across such secrets, he would soon have another chance to accept and join his genie kin. With that, the efreet departed as suddenly as it had appeared, leaving Azaris to make his way back to Kelmarane, bewildered and intrigued.

After reporting to Garavel and Almah (leaving out the details of his efreeti encounter), Azaris was surprised to be commended for his resourcefulness and granted his freedom as reward for vanquishing the raiders. Now, for the first time in his life, he is free to plot his own course. While pondering his new options, news travelled through Kelmarane that the group of heroes who had gone to confront the Carrion King had suddenly returned.

Plot hooks:

Otherworldly influences: Azaris has no idea whether his efreeti encounter was the result of a long-term plan or merely a random coincidence, but it is clear that he has attracted the attention of the fire genies. He is determined to explore this opportunity, but equally determined to do so on his own terms.

Old scores: During his time as a slave in Katapesh, Azaris' rash nature has earned him a fair share of enemies. Whether it's the spouses of seduced lovers, cruel slave masters or challengers sent packing to nurse painful burns, there will be several who would welcome the chance to get even.

Important NPCs:

The mysterious efreet: Azaris knows little about the efreet he encountered, but it was obvious that the efreet had observed him at least long enough to learn his name.

Canvolloss Cian: While serving as a slave in Zandrek's Pesh Palace, Azaris became acquainted with this elven scholar and cleric of Nethys. Canvolloss almost lost life and limb due to an unfortunate addiction to pesh, but Azaris formed a rare connection with the elf and managed to intervene when Canvolloss got tangled up with the wrong crowd.

Vass Griah: On several occasions, this brutal half-ogre slavemaster has been responsible for disciplining Azaris. Despite his best efforts, Vass never succeeded in breaking the willful ifrit, and he would relish another attempt.

@GM Wolf: I was wondering how the Pesh Addict trait works since we're not starting at Level 1? Would I start with half of the 6500 gp for spending money, or would there be no effect, or something else?

Also, just checking: are background skills in use?

Lepidopteran wrote:

@GM Wolf: I was wondering how the Pesh Addict trait works since we're not starting at Level 1? Would I start with half of the 6500 gp for spending money, or would there be no effect, or something else?

Also, just checking: are background skills in use?

Excellent question, I would say that you would lose 500 gp, as the additiction may have taken some time to kick or you may still be using. So you will have 6,000 gp to use on equipment.


Awesome, we have some great submissions. It will take me a few days to go through them all. I plan to post tomorrow night to get gameplay moving! Its all about the roleplay and how you incorporate yourself into the party/group/town...

Thanks. My character sheet is here. It's effectively done, though I need to adjust my purchases to account for the 500 gp loss, and I may tweak some of it to synergize with the rest of the party. If accepted, I will add it to my profile in whatever format the GM wants.

hit points: 4d6 ⇒ (2, 6, 2, 2) = 12

The rest of the required info is below.

Tiesa, half-orc wizard:
Description: Six-feet high, with the dense build of an orc but the wiry frame of an addict. Wears a plain brown kaftan and turban that blends with the crowd. Cloudy hazel eyes; heavy pointed brow; blunt protruding tusks; greasy black hair; red sunburned face. Speaks in a husky, colloquial voice peppered with contractions and slang. Smells of ink, cinnamon, and cloves.

Personality: Confident and self-aware of her status as a half-orc, Tiesa often plays down her intellect, either by adopting the guise of a dumb brute, or using self-deprecating to words to put others off guard. She doesn’t need to prove she’s the smartest person in the room—not if she already knows it—and is content to calculate behind the scenes. Her demeanor is that of a nobody—a determined, quietly playful nobody.

Nonetheless, she still longs for respect and acceptance, even if she doesn’t realize it—she’s as good at deceiving herself as others. Most of all, she wants to make Haleen proud of her.

She doesn’t love magic per se, but rather the challenge and intellectual stimulation it provides. Her true passion is for stories—she’s created a thousand and one imagined tales about her parents, about why Haleen vanished, and about how Aroden died. She’s interested in the stories of beggars and nations alike, and has no qualms about inventing better alternatives if the truth is dull. When faced with a choice, she’ll choose the option that makes a better story.

Quirks and Flaws: Well, there’s pesh of course. But if she doesn’t think it’s a problem, then it’s not a problem, right?
Also, rules are for other people.

Background: Tiesa has no memory of her parents. Haleen might, but she refuses to say. Nor will she say why she has raised Tiesa since her earliest memory, even though they are obviously unrelated.

Tiesa owes everything to her. Haleen is the one who showed her simple kindness and respect; fostered a positive outlook and faith in her abilities, even in the face of prejudice and discrimination; and scrimped and saved for the tuition to enroll her in the Arcane Academy at a young age.

There Tiesa excelled, even after a classmate introduced her to pesh. As a functioning addict with a clever tongue, she fooled everyone—including herself—with continued success. Then right after graduation, as if trusting that the wizard could now take care of herself, Haleen vanished, leaving only a mysterious note. Tiesa dropped everything and vowed to find her friend.

Plot Hooks: Tiesa wants to find Haleen. She also wants to learn who her parents are. Any intriguing tale (like that of the Templars and the War of Wishes) will draw her in.

Important NPC/PC: Haleen—for obvious reasons. Grimoin Al’Thorrak—because he saved her from buying false pesh at the Nightstalls. She was also impressed by how fairly he treated her. Galib ibn Khaliz is a rival from the Academy who now works at the College of Dimensional Studies. A hard-working but dull and officious student (Tiesa considers him a meddlesome rule stickler), he tried to get her kicked out of school for scamming money for pesh.

All submissions are tentatively approved! Tweaks to be coming along when I get some time to read through character sheets.

Please report to gameplay!

Module 4 of Legacy of Fire, anyone interested?

Always interested, are all of the present players still in? Do you need anything in particular?

edit: At quick glance it looks like you could use a full BAB, would the party prefer someone a little tanky they can stand behind, or someone more mobile that may do more damage? Or do we need a switch hitter?

Well it looks like we are down to 2.5 players. Our oracle moves into melee alot. Djyn flies around. Davod looks for a good flank.

Then you throw in the NPCs:
Nima is the cleric.
Grim is a Dwarven paladin of Abador but has been absent for like a month.
Aukan is a Goliath Fighter
Alexandria is an outsider of some type.

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Ok, Varvara human oracle moves into melee alot. Djyn Half-Janni Versatile Human Kineticist/Witch flies around. Davod suli rogue, looks for a good flank. It sounds the Main GMNPC: Aukan a Goliath fighter with a really big sword, axe, and keeps collecting weapons. has the front line covered, so a switch hitter may be exactly what you need.

So are they still 5th lvl?

I've played Ala’Ihys the Archer as both a paladin and an inquisitor, it would be easy for him to be in Katapesh. I think having more spells would be beneficial so I'll start working on an Inquisitor build. Is his backstory good enough to be Aasimar?

stat: 5d6 - 4 - 4 ⇒ (4, 4, 6, 5, 4) - 4 - 4 = 15
stat: 5d6 - 1 - 2 ⇒ (4, 1, 6, 2, 5) - 1 - 2 = 15
stat: 5d6 - 1 - 2 ⇒ (4, 4, 1, 5, 2) - 1 - 2 = 13
stat: 5d6 - 1 - 2 ⇒ (3, 5, 2, 1, 4) - 1 - 2 = 12
stat: 5d6 - 2 - 3 ⇒ (3, 2, 3, 3, 5) - 2 - 3 = 11
stat: 5d6 - 1 - 1 ⇒ (3, 5, 1, 5, 1) - 1 - 1 = 13
stat: 5d6 - 1 - 2 ⇒ (6, 2, 1, 2, 5) - 1 - 2 = 13
all things considered those are terrible rolls.

We are actually in Kakishron, got sucked in... perhaps we see you soon?! Or once they finish hunting the golden ram fins you on the pier.?

Awesome backstory! Sure you may be an aasimar.

Yes still 5th level.

I remembered I kept Ala'Ihys human for the extra feat. Archery builds are just feat intensive, won't be able to add 'dervish' until maybe 7th or 9th.

For rolling the way we did, those stats are terrible, at least for an archer build. Any chance you'd let me build him with a 25 point buy? that's what the numbers add up to.


Silver Crusade

Hey GM Wolf, this is RH's Inquisitor Ala'Ihs. How soon are you looking at introducing a new character? I still need to finish his spell list and his gear, but I probably won't be able to get that done until Monday. We're spending the next few days getting ready for my daughters 40th birthday party.

ASAP! If you wanted you could jump in and begin interacting with the group. No worries when you get it done and focus on the party!

Grand Lodge

GM Wolf, this is the character that Brightberry would like to propose for this adventure. Brightberry had sent you a PM.

He is a recently retired PFS character (I am no longer playing PFS for 1st addition) I'm willing to rework him in any way needed for the campaign.

Silver Crusade

Hey brightberry Bahram, welcome aboard! We have a ranged inquisitor and a rogue posting regularly. The question is what do you feel like playing?

Grand Lodge

Ranged and rogue. This guy is a semi Frontline archaeologist. He swings a big axe and uses a mirror image ability to off tank.

Grand Lodge

stat: 5d6 ⇒ (2, 1, 3, 3, 4) = 13
stat: 5d6 ⇒ (4, 1, 4, 4, 6) = 19 14
stat: 5d6 ⇒ (3, 5, 2, 3, 2) = 15 11
stat: 5d6 ⇒ (6, 5, 2, 3, 6) = 22 17
stat: 5d6 ⇒ (3, 5, 1, 5, 6) = 20 16
stat: 5d6 ⇒ (3, 1, 3, 2, 5) = 14 11
stat: 5d6 ⇒ (2, 1, 2, 4, 3) = 12 9

not great.

Hp: 1d8 ⇒ 5
Hp: 1d8 ⇒ 5
Hp: 1d8 ⇒ 8
Hp: 1d8 ⇒ 6

Rolls to reconfigure my original stats. I'll add race and level bonuses. Gold will be all that's left to buy/rebuy my stuff. Going off of the top of the discussion, or will more be added for the level game? Should I be 5th or sixth level?

You may reroll the 9 or take it as a curse you can remove making the ability score a 15 once removed...

Meanwhile Ala'Ihys would you please get at least a vital line.

Grand Lodge

I like the curse idea, but I'll have enough going on trying to catch up with the game.

stat reroll: 5d6 ⇒ (6, 6, 1, 5, 3) = 21 17

I'll rework him up tomorrow. I'm excited about joining!

1. Should I keep him 5th or jump to 6th?

2. Go with starting equipment and hooks listed, or something else!

Jump to 6th.

Let's make that Greataxe +2 and give you duplicates of your scrolls, last you get an Augment stone for your axe. They do lots of things but they are as effective as the bane quality, Lesser energy crystals give you +1d6 extra damage of the element.

Hooks sound great!

Now how do you want to come in?

Grand Lodge

6th lvl: 1d8 ⇒ 4

Woo! They're in a tight spot.

Bahram retired from the pfs, as he couldn't stand all of the items he found getting passed on to them. Returning home, he began to work with his mother again. They opened their own archaeological Enterprise. Just the two of them, made possible by Bahram's success in the Pathfinders society.

They picked Nex as the figurehead of their research for ancient relics. There was an item/book/ritual that they had discovered was still lost, once belonging to Nex.

It sounds as if I couldn't purposely enter this demi plane without that scroll. So, perhaps I stumbled upon a trap or forgotten ancient gateway that shunted me into that demi plane?

Ignore me, I just like rolling dice.

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

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