Mahorfeus' Legacy of Fire


Recruitment

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Hello, everyone! I am Mahorfeus, and I am looking for five people willing to suffer the throes of an inexperienced GM. We would be tackling tackling the Legacy of Fire adventure path, taking it as far as we are so willing.

That being said, I suppose I should get a few things about how I plan to run this out of the way.

The big caveat is that I will be running this game without combat maps. I understand that this is a major omission, perhaps even a deal breaker for some, but the honest truth is that I am not all that good at creating them. I am hesitant to spend time and effort on creating an inferior product… especially since quite a few of them would be required.

Instead, combat will be abstract, relying a lot more on description and imagination. I enjoy the concept of narrative combat, though it might feel a lot less tactical. I can at times provide visual aids, to help with certain situations. Nonetheless, that is the kind of thing that we can work out in-game.

Of course, this complicates certain game mechanics. Attacks of opportunity come to mind, but there are many others. Suffice to say, builds that rely on precise positioning might not feel at home here.

With that out of the way, here are the character creation rules. Don’t worry too much about creating an alias right away.

Character Creation:

Ability Scores: 20 points. I only ask that you roleplay your scores in such a way that you feel suits your character.

Race: Any core race is allowed. Others are allowed on a case by case basis. The only one that I expect to be a hard sell is gnoll, for obvious reasons.

Class: All Paizo core, base, and prestige classes are allowed, including their applicable archetypes. Unfortunately, I have to say no to hybrid classes; I don’t feel like they play well with the others.

Hit Points: Max at first level, half plus one at subsequent levels.

Starting Wealth: Average for your class.

Alignment: Any but Chaotic Evil. Your characters are essentially mercenaries at the start, so characters of different moralities could certainly work together. The important thing is to play nice and cooperate with one another.

Traits: Two traits, with one being a campaign trait (the actual flavor for these traits is present in the player’s guide). This should form the basis of your backstory, essentially explaining why your character would want to take on this mission.

I will be selecting the characters whom I feel would be the best fit for one another, synergizing well both in combat and in roleplay. I am not necessarily looking to fill out every type of role (arcane, divine, martial, etc.), but I imagine that it will somehow end up that way anyway.

Recruitment will end this upcoming Sunday, on September 7th. If there is anything else you need to know, feel free to ask any questions!


I'm interested in making a character. I'll take a look at the players guide and see what strikes my fancy.


I'll definitely be making an entry.

Questions:

Is an Ifrit acceptable? Most likely as a fire sorcerer or oracle, or possibly inquisitor.

Even better, can I use the Ifrit template completely (so all of those mechanics), but reskin it as an Azer?


Very interested. Thinking of making a fighter, a Keleshite slave (Earning your freedom trait). Just need to expand that into a backstory.


Thurrios the Forgiving wrote:
Is an Ifrit acceptable? Most likely as a fire sorcerer or oracle, or possibly inquisitor.

I don't see any particular reason to say no to an ifrit. They're a good fit for this campaign, as are the other elemental races.

Quote:
Even better, can I use the Ifrit template completely (so all of those mechanics), but reskin it as an Azer?

I am not so sure about actually reskinning it as an azer. But just by default, ifrits can be the descendants of azers, as mentioned by one of their alternate racial traits (not that you have to take it to be one). I guess that this is just a roundabout way of saying that you can be related to and bear a resemblance to one, but cannot actually be one.

Scarab Sages

I'm interested. I've always been looking to play in Legacy of Fire and seeing what pathfinder's middle east is like. I'll be submitting a Keleshite Witch. I'll work on him and put it up soon-ish.


I need to ask, is this being run in 3.5 or Pathfinder? I looked but didn't see anything regarding this.


dotting for later.


Grand Moff Vixen wrote:
I need to ask, is this being run in 3.5 or Pathfinder? I looked but didn't see anything regarding this.

My mistake. In Pathfinder, definitely.


Torn over this. The lack of maps, could make things difficult. But I wouldn't mind trying this one. So dotting for interest. :)


Dotting for tentative interest, depending on how recruitment goes for a different PbP game. I'll give the Player's Guide a read over, thinking perhaps a Catfolk of some kind, per GM approval.

Liberty's Edge

Interested. Very excited about gridless play. Will think about character.

Liberty's Edge

How does Finding Haleen work exactly, since you're running Pathfinder instead of 3.5? If one has the trait and picks a different favored class reward, say an extra spell per level, do they still *also* get +1hp and +1sp for a total of three favored class rewards?


Samy wrote:
How does Finding Haleen work exactly, since you're running Pathfinder instead of 3.5? If one has the trait and picks a different favored class reward, say an extra spell per level, do they still *also* get +1hp and +1sp for a total of three favored class rewards?

Thanks for bringing this up, it's a point that actually flew over my head entirely. That being the case, I have misinterpreted it in the past.

I think the simplest solution would be to just let it grant two favored class bonuses of any variety. That in itself is already equivalent to if not better than a feat; three would be overkill. I'm open to alternative suggestions, though.


Very interested on this AP. Would an oread monk with smashed charisma work with you? I mean, he is gonna be face stoned and his manners harsh. (not a jerk, just rude)

Liberty's Edge

No I think that's a perfect and elegant solution. Another feat, in addition to Fast Learner, that grants two favored class bonuses, is Nemesis (story feat). It's true that a trait should be roughly half a feat, but it's not like you can get 1.5 favored class bonuses... (Well, I suppose technically you could get one every other level, but let's not go there...) Campaign traits should be stronger than regular traits anyway, so I think it's reasonable to let it be feat level. Still, it does make one wonder if anybody will take any other campaign trait. :D


JuanAdriel wrote:
Very interested on this AP. Would an oread monk with smashed charisma work with you? I mean, he is gonna be face stoned and his manners harsh. (not a jerk, just rude)

I don't see anything particularly wrong with an oread having the personality of a rock. :P

Joking aside, while I didn't expressly forbid dumping your Charisma to 5, I wouldn't exactly recommend it either. The oread itself is fine, of course.

Samy wrote:
Still, it does make one wonder if anybody will take any other campaign trait. :D

If worst comes to worse, it could always be said that Haleen ran an orphanage. :P


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I would be interested in this, perhaps with a changeling Oracle of Life. I can switch to an elf if changeling is not allowed.


Samy wrote:
Still, it does make one wonder if anybody will take any other campaign trait. :D

I guarantee you that I will take a different one.


I would like to submit Farooq for consideration. He is an admixture evoker. Crunch is in the profile.

Appearance:
Farooq is a bald, dark-skinned human of Keleshite descent. Of middling height, years spend bent over aged scroll have given him a slight stoop that makes him seem even shorter. His face is lined and wrinkled from the hours spent plotting the movements of the sun and trekking through the desert looking for this ruin or that. He keeps a long, neatly trimmed beard in which his familiar, Skitter, usually dozes.

Personality:

In short, Farooq is a distracted scholar. He is prone to deep contemplation when not actively engaged, and has the tendency to trip over things in plain sight and walk into door jambs or markets stands. In conversation, he has a plethora of useful tidbits of arcane knowledge and is more than happy to ramble on until someone tells him to stop. He believes that knowledge must be shared so that it is not lost and freely gives up his, whether anyone has asked or not.


Farooq El-Amin wrote:

I would like to submit Farooq for consideration. He is an admixture evoker. Crunch is in the profile.

** spoiler omitted **

** spoiler omitted **

So far, so good. Two things, though.

1) Looking back, I only really implied it, but I need a little more in terms of fluff/backstory. It does not have to be terribly long or anything, just enough to put your unique spin on the campaign trait that you chose.

2) Speaking of which, what option did you select for the Reclaiming Your Roots trait? You have a little bit more than the average gold for a wizard, and I didn't see a gear section.

Niteflier wrote:
I would be interested in this, perhaps with a changeling Oracle of Life. I can switch to an elf if changeling is not allowed.

Naturally you would have to explain how the offspring of a hag made it all the way out to Katapesh, but asides from that, I have nothing against the changeling.


Well, Sea Hags do sometimes hang around docks, but more likely Cinder's Hag-mother slipped in one night from her sunken home, seduced a young thing, then slipped back out to her home.


Why don't things like that happen to me?


Cinder Shellback wrote:
Well, Sea Hags do sometimes hang around docks, but more likely Cinder's Hag-mother slipped in one night from her sunken home, seduced a young thing, then slipped back out to her home.

Sounds good to me. Almost sounds like Cinder is escaping into the desert instead of letting herself be called to the sea...

Just out of curiosity, any particular reason why you're taking Empower Spell at level 1? My understanding is that you wouldn't be able to use it until you get 2nd level spells at level 4, and even then only with orisons.


Ah! Thanks for pointing that out. That's a leftover from another pbp I applied for that had some odd rules for metamagic. I'll switch it out... for something, later. Heading to bed now, though.


Dotting, Going to reuse a character that I had for another LoF game that ended in a TPK in the last fight of Book 1. I'll be doing a lot of reworking and tweaking on it.

More to come.


Bam!!! And just why didn't you mention this to me, Mahorf? Hmmm? HMMMM?

And you already know this character. Hopefully you still like him.

If you want a new submission, let me know as I realize he's not a core race.


AdamWarnock wrote:

Dotting, Going to reuse a character that I had for another LoF game that ended in a TPK in the last fight of Book 1. I'll be doing a lot of reworking and tweaking on it.

More to come.

Yeaaaaah... Book 1's final encounter seems to be notorious in that regard. I'll have to cross that bridge if and when the party gets to it.

"Alik ibn Palmsfire wrote:

Bam!!! And just why didn't you mention this to me, Mahorf? Hmmm? HMMMM?

And you already know this character. Hopefully you still like him.

If you want a new submission, let me know as I realize he's not a core race.

Well, this is awkward. :)

Alik is more or less fine as is. But taking a second look at him, I do kind of question whether the breaker archtype is ideal. Improvised weapons might not work so well in this adventure. (And I can't exactly give you a magical bar stool that acts a boomerang.)


Okay, thinking about a Catfolk alchemist with the Grenadier archetype - will see what sort of backstory comes to mind!


Adjust Alik's archetype shouldn't be too tough. I will take a look at him in HeroLab when I get home. :D


I present Thurrios the Forgiving.

Immolator Inquisitor of Sarenrae

He has taken the Redemption Inquisition.He has also chosen several alternate racials that tie him to the Azer and make him more thematic for redemption.

He chose both a Religion Trait (Blade of Mercy) and a Campaign Trait (Missionary) which are written into his story.

He will complete his Dervish training at 3rd level and be considerably better at fighting than he is now!

Grand Lodge

So when you say no hybrid class, you mean no Advanced Class Guide?
Or is that some other hybridization? Like archetypes that turn alchemists into 70% rogues?

I am very interested in map less combat.

If ACG is available, I've wanted to play a shaman pretty bad

otherwise thinking of a human fighter, sword and board. Very cheerful fellow, Cayden worshiper (every night), is running from a bad past.

Still, building the concept and crunch.

What do you expect for posting frequency? ..

Hi Pinvendor!


Thurrios the Forgiving wrote:
*snip*

The road to Dervish Dance is painful. I'd highly recommend some kind of backup weapon to make the most of Weapon Finesse. Your AC is good, but not being able to hit anything sucks.

In regards to your backstory, note that Kelmarane isn't a new village; it's one that has been abandoned for 20 years, that now needs to be liberated from gnolls.

Viskous wrote:
So when you say no hybrid class, you mean no Advanced Class Guide?

Yes. I believe that hybrid class is the "official" term for the ACG classes, but I might be wrong.

Quote:
What do you expect for posting frequency?

Once a day seems reasonable, especially during combat. I usually have time to check my games more than once a day, so I could support people who want to/can post a little more often. Weekends are understandably slow for some, so I'm not exactly uptight about them.


Checking in with Miri Thunderpaws, alchemist and bomb thrower extraordinaire! Let me know if there's anything you have questions about or that I need to fix.


Missionary Trait from LoF wrote:
In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there.

Maybe I misinterpreted what the Trait was telling me?

I understand the part about horrible evil nasty gnolls being there, but I gather there is already the plan if restarting Kelmarane as a village.

Campaign Traits from LOF wrote:

If the village can be reclaimed and rebuilt, the trade resulting would strengthen Katapesh’s western and northern reaches, a region long plagued by gnolls, monsters, and worse.

I'll grab a rapier or something to use in the interim! Could even just ditch the scimitar until I reach level 3 and can use it functionally.


Ah, okay, it was the wording of the trait fluff that got me. Kelmarane already exists, but it will essentially be a new village in the end, is what I'm getting. In which case, forget I said anything. :)


Horum here was in a legacy of fire campaign that fizzled early. He'd need a couple adjustments to meet your creation rules, I'll do that this evening.


Mahorfeus wrote:
Ah, okay, it was the wording of the trait fluff that got me. Kelmarane already exists, but it will essentially be a new village in the end, is what I'm getting. In which case, forget I said anything. :)

No problem!

Proficiencies being what they are, and Hero Lab being what it is, Rapier is obviously not an option, but a Light Mace is. At least I'll get the better chance to hit. With that in mind, I'll switch, but Hero Lab is mucking the numbers up for some reason, so I'll manually give myself the Dex bonus to hit with the Light weapon.


Alright, sure. I give it a shot...

Thinking of submitting either a fighter type or a healer...


Dragoncat here. Allow me to introduce my submission: Therric Ristar. A Taldan slave, hoping beyond hope that this journey to Kelmerane will result in his freedom!

He'll be built as a two-weapon fighter.


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Here comes Kamen La'Rocalla, an Oread Monk of the Sacred Mountain, that searchs for justice... or perhaps is just vengeance?

Hope all is good and of your likes :D
Notice that I took several alternative traits.

Oread Monk of the Sacred Mountain 1

Statistics:

[Favored Class - HP:1 Skill:0]
LB Medium humanoid (Oread)
Init +2 Senses Perception +7 Darkvision 60ft
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 11 (+2 Dex, +3 Wis, +1 Dodge, +1 Natural armor)
hp 9 (1d8 +1FCB)
Fort +2, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Unarmed strike 1d6+4 x2
or
+3/+3 flurry of blows 1d6+4 x2

Ranged
+2 shuriken 1d2+4 x2 (10ft)
or
+1/+1 flurry of shurikens 1d2+4 x2 (10ft)
--------------------
Special
--------------------
Stunning fist: 1/1 (day)
--------------------
Statistics
--------------------
Str 18 (+2 Oread)
Dex 14
Con 10
Int 10
Wis 16 (+2 Oread)
Cha 8 (-2 Oread)

Base Atk +0; CMB +4 (+2 to grapple); CMD 20 (+2 to grapple)
--------------------
Feats
--------------------
1-Step up//-Dodge (monk)

Skills 4/level (4 Class)
*Acrobatics (Dex) (1) +6
*Climb (Str)
Craft (Int)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (history) (Int)
Knowledge (religion) (Int)
Perception (Wis) (1) +7
Perform (Cha)
Profession (Wis)
*Ride (Dex)
Sense Motive (Wis) (1) +7
*Stealth (Dex) (1) +6
*Swim (Str)
*Armor penalty -0

Languages: Common, Terran.

SQ:

--------------------
SQ
--------------------
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.


--------------------
Gear
--------------------
backpack, blanket winter, flint & steel, monk outfit, water skin x2(filled with water)
Shuriken x50 (5lbs)
Total weight: 24/100(light) 200(medium) 300(heavy)
GP:13 SP:
Special Abilities:

------------------------------
Special Abilities
------------------------------
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Traits
Gnoll Killer
Benefit: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls.


------------------------------
Background
------------------------------
Not far from Katapesh, Shaikh Ali Tantawi operated a quasi-religious school known as the Monastery of the Sacred Mountain. The teachings of Shaykh Ali where based on those of the faith of Irori, but differ in their concern for social, as well personal, perfection. Students of Shaykh Ali mastered the monastic arts common to Irori’s faith, but also incorporated elements of religious doctrines associated with Abadar. The blending of these two spiritual traditions had become known as the Tantawi sect of Irorianism.

The teachings of the Tantawi sect emphasized the principle of service and defense of peace and order. Monks of the sect where trained to handle conflicts with diplomacy when possible and with non-lethal force when necessary. They provided healing and comfort to the downtrodden, firmness and guidance for the dissolute, and wise counsel for the mighty.

Kameň La'Rocalla has studied at the Monastery of the Sacred Mountain for ten years. Then Kameň was requested to perform a simple mission. It took barely an entire day, but when Kameň returned to the Monastery, was frozen in terror as he watched small homes burn. He cried out as people were either slain or rounded up and shackled. A mass of foul smelling fur rose up before Kameň and a powerful hand reached down to grab him by the head. He fighted for his life, and finally delivered a mortal blow to the stinking gnoll. He tried the to get to the monastery, but the bleeding from the wounds he received in the fight, made him finally drop unconscious.

When he wake up, the fires where already extinguished, and once inside the monastery, he discovered not a single person was left. Those that not where killed, taken as slaves. Since that day, Kameň promised vengeance against all gnolls, forsaken forever his pacifist teachings in anger.

When you heard that Garavel was looking for brave men and women to
aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately.

------------------------------
Rules
------------------------------
Ability Scores: 20 points. I only ask that you role play your scores in such a way that you feel suits your character.
Race: Any core race is allowed. Others are allowed on a case by case basis. The only one that I expect to be a hard sell is gnoll, for obvious reasons.
Class: All Paizo core, base, and prestige classes are allowed, including their applicable archetypes. Unfortunately, I have to say no to hybrid classes; I don’t feel like they play well with the others.
Hit Points: Max at first level, half plus one at subsequent levels.
Starting Wealth: Average for your class.
Alignment: Any but Chaotic Evil. Your characters are essentially mercenaries at the start, so characters of different moralities could certainly work together. The important thing is to play nice and cooperate with one another.
Traits: Two traits, with one being a campaign trait (the actual flavor for these traits is present in the player’s guide). This should form the basis of your backstory, essentially explaining why your character would want to take on this mission.


Mahorfeus wrote:


So far, so good. Two things, though.

1) Looking back, I only really implied it, but I need a little more in terms of fluff/backstory. It does not have to be terribly long or anything, just enough to put your unique spin on the campaign trait that you chose.

2) Speaking of which, what option did you select for the Reclaiming Your Roots trait? You have a little bit more than the average gold for a wizard, and I didn't see a gear section.

Dropped the gp down to 70. I don't know what I'll buy, if anything. It will depend on what the rest of the part ends up being, if Farooq gets chosen.

As for traits, they're all pretty bad or thematically inappropriate for wizards. In general I'm not a big fan of the early AP traits. They tend to be a little too descriptive for my taste.

Background:
From father to eldest son, the emerald key has passed down the generations. It is said that there is a chest that contains a sacred trust given into the keeping of Farooq's family, though what that might be, none now can recall. Farooq would have liked nothing more than to have handed this responsibility down to his own son, but when last the wasting sickness passed through, it carried off both Farooq's wife and only child. With little to live for and being the last of his line, Farooq has descided to try to find the lock that his key will open.

He believes that there may be information amongst the ruins of Kelmarane. His family lived there for generations before they were forced to flee in haste and Farooq hopes to find some clue as to the provenance of the key.

His keepsake is an ornate golden key with a number of emeralds studded through it. Farooq keeps it around his neck on a simple chain. Whether or not Farooq finds what he is looking for is completely up the the DM's discretion.


And Just For Fun:

dots:
Grand Moff Vixen
doubleGold
Mokshai
AdamWarnock

divine:
Thurrios the Forgiving ifirit; Immolator Inquisitor of Sarenrae
Niteflier: Cinder Shellback; changeling Oracle of Life

arcane:
aptinuviel: Keleshite witch
Farooq El-Amin; Keleshite Wizard (admixture evoker}

combat:
Augustus4: Keleshite slave, fighter
JuanAdriel: Kamen La'Rocalla; Oread monk of the Sacred Mountain
pivendor: Alik inb Palmsfire; Ifrit breaker Barbarian
Viskous: human fighter
Horum; Keleshite Monk
Dragoncat: Therric Ristar; Taldan (human) two-weapon fighter

skill:
lady Ladile: Miri Thunderpaws; Catfolk alchemist (grenadier)

Hopefully I didn't miss anyone

Liberty's Edge

Got accepted to another campaign so I'll withdraw from here. Good luck!!


Updated Miri's last name to something that sounds much less dumb to my ears. I'll slightly adjust her background to reflect it once I'm not posting from my phone.


Guess i will toss bahram in the ring been looking to get him in a game for a while.

All is in the alias profile


Farooq El-Amin wrote:
As for traits, they're all pretty bad or thematically inappropriate for wizards. In general I'm not a big fan of the early AP traits. They tend to be a little too descriptive for my taste.

I think that's fair. I do like the background you've managed to come up with, but feel free to pitch something that you think might be appropriate for a wizard. I am not entirely against reskinning or reflavoring traits, provided that it gives you a good reason to go to Kelmarane in the long run.

Bahram the rogue wrote:

Guess i will toss bahram in the ring been looking to get him in a game for a while.

All is in the alias profile

I could be miscounting (as I often do), but your ability scores are currently at a 15 point buy as opposed to a 20 point one.


I believe that this should be everyone that has submitted a character - let me know if I missed you. Robert's list should have everyone that just left a dot (thank you for that, btw). Anyway, looking good so far! We have a few days left, so don't panic like I am. :)


Mahorfeus wrote:


Bahram the rogue wrote:

Guess i will toss bahram in the ring been looking to get him in a game for a while.

All is in the alias profile

I could be miscounting (as I often do), but your ability scores are currently at a 15 point buy as opposed to a 20 point one.

I believe you are right. he was made as generic as possible. updating today

EDIT: Update for 20 Point Buy


Khatijah's Background:
For as long as Khatijah could remember, she had been a slave. She couldn't remember her parents, or even her own name. She was a pretty little girl, however, and the brothel that bought hoped to groom her into a fine courtesan. What they didn't count on was a will of iron and a stubbornness that bordered on foolishness. They tried and tried to break her for years, but finally, when she was ten, they grew tired of trying and sold her to a group of thugs organizing pit fights and other blood sports.

The thugs wagered the girl would only last a fight, maybe two, at most, and decided to pit her against a half-starved gnoll, thinking that watching the gnoll eat the girl alive would be good entertainment before the main event. Leading up to the fight, they taunted her, telling her all of the horrible things that were going to happen to her during the fight. When the time came, they expected her to be too frightened to do anything other than run and cry. They gave her dagger, saying it was only fair to be sporting about it.

Much to their shock, the girl gutted the gnoll, leaving him bleeding on the floor, trying to keep his intestines inside his belly. Still not convinced, they tried again, and a third time to pit her against an opponent that would kill her, preferably while keeping her alive long enough for her to scream. Each time she managed to kill her opponent quickly and decisively. The thugs, impressed by her instincts began to train her to fight.

Over the next seven years, she became a minor celebrity among those that watched the fights. She began to use the greatsword, taking advantage of the strength she'd built since being sold to the thugs. It appeared that she'd continue on the path, likely dying young when someone better appeared in the ring, but fate had other plans.

The thugs had tried to expand their criminal enterprises and took up blackmail and information brokering. Unfortunately for them, they crossed a powerful and jealous merchant prince that had great influence with the Pactmasters. The thugs were tried and executed for their crimes while their assets feel into the hands of the Pactmasters.

The Pactmasters turned their attention to the young woman who had been in the pits for almost half her life. Seeing she was unskilled in most tasks, they opted to make her a deal, help cleanse a small village of its gnoll infestation, and walk away a free person. Seeing the first chance she had ever had at freedom, she eagerly accepted the deal.


Quirks:

-Khatijah is illiterate, despite being able to speak both Keleshite and Taldane quite well.

-She is quite naive, despite her time as a pit fighter.

-She has a fondness for small furry things, especially kangaroo rats.

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