
GM: Dave the Dwarf |

The more I read the more I like this Ap
As the first pathfinder AP they seem to have put a lot of work into it. It flows very naturally and makes sense.
You will have days of in game downtime as soon as level 2 so flush out your personal life a bit. No orphans with anemisa =P
Like I said you can be friends with people that can help you out. To a point of course.

Talon Darkslayer |

Hmmm. I've never played a bard before, that might be interesting. As an alternate to Za Chien here's an elven bard named Garrand

nilesr |

I'm making a couple of seperate characters also. I'll make a 1 hand fighter/duelist type and a 2 hand inquisitor bruiser.

Sorsha Brittleflower |

I start these AP's with every intention of finishing the whole thing. If thats too much for you dont join please.
I will leave it to the party. How do you feel Sorsha about 2 rouges. Is that going to step on your toes?
It shouldn't. I built Sorsha to be a party face/skill monkey. If the rogue/sorc goes charisma and is even more of a party face, that could be good or if he goes combat god, then we get burst and sustained damage, which is lovely.
I've played in an all-wizard party. That was crazy mad fun.

Nilus Romani |

Here is my one handed fighter with some fluff written in.
Dave, my choice as a free hand fighter is going to revolve around your ruling on this issue.
1) Can I use a buckler as a free hand fighter? The RAW says hand must be free with nothing in it, the buckler technically doesn't occupy the hand because the rules allow for wielding items while using the buckler with the same hand. It makes a big difference because freehand fighter pretty much gives up medium/heavy armor to get bonuses to hit/damage and ac when wielding 1 weapon 1 handed. I'm pretty sure it will not unbalance things if I have the extra 1-3 ac with a buckler equipped, but if it seems broken later I'd give it up.

GM: Dave the Dwarf |

Here is my one handed fighter with some fluff written in.
Dave, my choice as a free hand fighter is going to revolve around your ruling on this issue.
1) Can I use a buckler as a free hand fighter? The RAW says hand must be free with nothing in it, the buckler technically doesn't occupy the hand because the rules allow for wielding items while using the buckler with the same hand. It makes a big difference because freehand fighter pretty much gives up medium/heavy armor to get bonuses to hit/damage and ac when wielding 1 weapon 1 handed. I'm pretty sure it will not unbalance things if I have the extra 1-3 ac with a buckler equipped, but if it seems broken later I'd give it up.
I dont see a problem with you doing that.
I know for a fact there is a 2 hand fighter archype that can use 2 handers and a buckler.
The whole design of the buckler is a very small shield strapped to your arm.
Actuall I came up with a similar concept myself once.

GM: Dave the Dwarf |

Just to sum up the party so far.
Adria cleric going through some soul searching?
Nilus a 1 hand fighter dualist
Sorsha a halfling rouge
Garrand the elf Bard or Za Chein the rouge sorcer
Haruk the evil sorcerer Tiefling.
Sounds like a fun party to me.
5 players should not throw the intended encounter difficulty off much. That was my major concern for this one.
Talon choose your character please.
Haruk make him level 1 please. The one evil character should be fun. You are expected to play along with the story though. I dont see it being any more disruptive than having a paladin in a group of chatoic good and chatoic neturals.
Please put all of your character info including skills in your profile so I can make checks for you if needed.
Please put things I will beed like Hp, your 3 AC's, CMD, and saves in your class or race line.
I have a good feeling about this game!

GM: Dave the Dwarf |

GM: Dave the Dwarf |

I don't think the game designers ever actually play their game.
Special
A special encounter is with something out of the ordinary,
something the PCs probably can’t defeat at 1st or even 2nd
level. It’s here to give the PCs a reason to come back to the
sewer, whether in search of fame, to solve a mystery, or to
find what the creature is guarding. Special encounters are
reactive; if the creature is guarding something, it only
attacks if the PCs try to pass it or steal what it is guarding,
and doesn’t pursue the PCs beyond the range of its post.
Example special encounters include a mad hermit-priest
of Ghlaunder, a hungry otyugh the PCs could bribe with
any offer of nice food (an extremely subjective term for an
otyugh), a powerful shadow beast such as the shadowgarm
detailed on page 80, a pair of imps, or even an obvious
magical or mechanical trap barring progress down a
particular tunnel. The point of the special encounter is
not to humble or kill the PCs, but to make them realize
that there are things in the campaign they’re not ready to
find out just yet and to encourage them to follow up on old
leads, hints, and mysteries. Obviously deadly monsters or
traps should be located in side rooms or near passageways
that, if the PCs stick to the ones marked as leading to the
safe house, can be avoided.
I chose a CR 5 for this thinking that would be big enough for 5 characters of first level to stay away...

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Good enough for me. And we've rpged an emotional reason into Adria to come back at higher level to find out what it's guarding. They are right, it makes the world more real if things don't feel leveled to the PCs. I remember when I realized that OBLIVION was all leveled encounters. It broke the game for me and I sold my X-box, haha!

GM: Dave the Dwarf |

I am looking for one MAYBE 2 more players for my Legacy of Fire game. We started with 7 now we are down to 4.
Nilus is playing Hajar a paladin of Saranrae and he is pretty much the leader of the party.
We have a wizard focused on summoning spells.
A Ranger who switches up between his bow and a Falchon who also worships Saranrae.
And a Tifeling rouge.
With 5 to 6 players I don't really want any pets.
They don't have a healer but they don't really think they need one either.
Mostly I want to breathe new life into the game.
You would start at 5th Level and we will be ending the first book in the next few days. So you will come in right at the start of the second book.
20 point buy 2 traits yada yada. We will figure out your gear together.
Let me know if your interested.

Nilus Romani |

I'd like to add that we post a good bit so ability to make multiple posts a day would be great. It's been a really fun campaign but the multiple posting had two players drop because they couldn't keep up.

GM: Dave the Dwarf |

Other info on the LoF.
The current party is getting ready to come up on a year of down time in game so it will be as easy as can be to introduce a new character.
NPC's that could be made into characters if one of these inspired you. Or you can always make your own of course.
Janx: A goblin merchant that was enslaved to be a jester by the bad guy.
Gnoll Bartender: He was a coward and stayed behind when the bad guy was defeated.
Haleen: Hajar's adopted sister in the book she is a fencer but she could be changed into any class.
Dashki: A human raised by Gnolls who was recently converted to Sarenrae.
Undrella: a Harpy they met that is Chaotic Neutral and wants to bang Hajar. It makes Hajar Very uncomfortable.

GM: Dave the Dwarf |

This is the Gnoll in the advanced race guide. Nothing flashy but pretty good all in all especially for a fighter.
GNOLL
Type Humanoid (gnoll) 0 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers
Flexible (+2 Str, +2 Con) 2 RP
Languages Xenophobic 0 RP-Members of this race start with
their racial language only. Races without a racial language
cannot take this array. Furthermore, choose up to four
languages (except for Druidic or other secret languages),
one of which must be Common (or Undercommon, if the
race is native to the Darklands). Members of this race
with high Intelligence scores can choose from any of
these additional languages.
Racial Traits
Defense Racial Traits
Natural armor 2 RP-Natural Armor (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class
Senses Racial Traits
Darkvision 60 ft. 2 RP
Total 6 RP

Nilus Romani |

Well, the Gnoll would be ok....we actually have need of a ranged damage dealer really. Naziri, Grim and I work well as melee combatants. A Gnoll bow wielder or something would work better than a melee...we kinda get crowded out as it is now.

GM: Dave the Dwarf |

Archer
The archer is dedicated to the careful mastery of the bow,
perfecting his skills with years of practice honed day
after day on ranges and hunting for game, or else on the
battlefield, raining destruction down on the enemy lines.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus
on Perception checks, and the range increment for any
bow he uses increases by 5 feet. These bonuses increase by
+1 and 5 additional feet for every 4 levels beyond 2nd. This
ability replaces bravery.
Trick Shot (Ex): At 3rd level, an archer can choose one of
the following combat maneuvers or actions: disarm, feint, or
sunder. He can perform this action with a bow against any
target within 30 feet, with a –4 penalty to his CMB. Every
four levels beyond 3rd, he may choose an additional trick
shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following
combat maneuvers: bull rush, grapple, trip. A target grappled
by an arrow can break free by destroying the archer’s arrow
(hardness 5, hit points 1, break DC 13) or with an Escape
Artist or CMB check (against the archer’s CMD –4). This
ability replaces armor training 1, 2, 3, and 4.
Expert Archer (Ex): At 5th level, an archer gains a +1
bonus on attack and damage rolls with bows. This bonus
increases by +1 for every four levels beyond 5th. This ability
replaces weapon training 1.
Safe Shot (Ex): At 9th level, an archer does not provoke
attacks of opportunity when making ranged attacks with a
bow. This ability replaces weapon training 2.
Evasive Archer (Ex): At 13th level, an archer gains a +2
dodge bonus to AC against ranged attacks. This bonus
increases to +4 at 17th level. This ability replaces weapon
training 3.
Volley (Ex): At 17th level, as a full-round action, an
archer can make a single bow attack at his highest base
attack bonus against any number of creatures in a 15-footradius
burst, making separate attack and damage rolls for
each creature. This ability replaces weapon training 4.
Ranged Defense (Ex): At 19th level, an archer gains DR
5/— against ranged attacks. In addition, as an immediate
action, he can catch an arrow fired at him and shoot it any
target he chooses, as if he had the Snatch Arrows feat. This
ability replaces armor mastery.
Weapon Mastery (Ex): An archer must choose a type
of bow.

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Gnoll archer (img) who used to be a coward. I will roll one up at LVL 5. I'd rather not read back through 1000 posts, can you guys PM me a paragraph with any story basics you want this Gnoll to know?
Also, my inlaws are in town this weekend. I plan to post, but probably not at my full post speed:)