Mahorfeus' Legacy of Fire


Recruitment

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Mahorfeus wrote:

[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.

I'm fine with what I came up with. It's just a trait. In the end it's not something that will really make or break a character.


Hey there, here's my witch submission.

He's got a pretty short history (just enough to explain what he's doing here.) I'm happy to flesh it out more if necessary. I tend to keep them pretty vague to better suit the needs of the group and fit in with the other characters.

The Exchange

So I have really always wanted to play in one of these games and sadly the only chance I ever had the DM was a pretty horrible guy that siphoned all of the fun out of an otherwise great team. I'm posting to show interest and I'm trying to decide what kind of character I want to go with on this one.

I've got a few character ideas (including revising the one that I had in that old game), I'll get something posted later tonight.


Presenting Sami for review. She is a Barbarian Samsaran who is trying to balance her current self with her past lives. I imagine her rage more as losing herself to memories of her past selves more than anything else. She's actually very well tempered when not in the thick of combat.

If we play long enough she will probably end up multi-classing into spherewalker at level 6 as she tries to come to terms with her connection to Desna.


Quite a few interesting characters on offer here...


I am going to make a desert ranger (wild shadow). I love that archetype.


Definitely seems like a fairly decent spread of characters and classes so far :)


Dragoncat wrote:
Quite a few interesting characters on offer here...

No kidding. :)

Small update on the applicant list. Interested parties, of course, still have time to complete their characters.


And speak of the devil....

Crunch:
Khatijah
Human (Keleshite) Fighter 1
N Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 16 (1d10+6)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee greatsword +6 (2d6+6/19-20)
Ranged javelin +2 (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Toughness, Weapon Focus (greatsword)
Traits earning your freedom, hard to kill
Skills Intimidate +4, Profession (gladiator) +5
Languages Common, Kelish
Combat Gear potion of cure light wounds; Other Gear scale mail, greatsword, javelin (6), backpack, bedroll, blanket, trail rations (6), waterskin (4), 14 gp, 4 sp
--------------------
Special Abilities
--------------------
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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.


Personality:
Khatijah comes across as callous, but this is more from her simplistic worldview. She has had to fight for her survival, and that's lead her to think that is the only way to survive. She doesn't shed tears for others, and can have a hard time emphasizing with those that are grieving. Romance, compassion, kindness, and laughter are lost on Khatijah, but fear, anger, and passion, a burning desire to fulfill some need, are emotions and feelings she understands too well.

If someone takes the time to explain or show her something, they find her to be quite child-like, able to believe anything as long as it's not too absurd. She's not easily manipulated, but she is ignorant about most things and wise enough to admit that to herself.


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.


Appearance:
Khatijah is dark-haired and dark skin. Her eyes are almost black, and are ever wary. She has a petite frame packed with lean muscle. She wears loose clothing and keeps her hair in a ponytail.


The back story is coming along nicely. Once I have it at an advanced stage I will post it and the build in an alias and link it here. I should have it in a presentable state by some time Thursday.


I'm working on a Sylph Bard (Street Performer) for this.


Alright, I think I have everything pretty much done. Without further ado, I present Khasra, A Half-Elf Ranger (Wild Shadow).

Mahorfeus, I look forward to your feedback.


By the way, is there anything wrong with my character that you can find, Mahorfeus?


Building a Gunslinger now. Would a Kasatha from the Mana Wastes be okay? I promise not to abuse the arms or anything.


Grand Moff Vixen wrote:

Alright, I think I have everything pretty much done. Without further ado, I present Khasra, A Half-Elf Ranger (Wild Shadow).

Mahorfeus, I look forward to your feedback.

Everything seems to check out. I don't see any problems with the crunch, and the backstory is pretty good.

Dragoncat wrote:
By the way, is there anything wrong with my character that you can find, Mahorfeus?

Nothing that I could find. Looks good.

Rowe wrote:
Building a Gunslinger now. Would a Kasatha from the Mana Wastes be okay? I promise not to abuse the arms or anything.

I actually had to look that race up; I was only passingly familiar with it. It would be... a really hard sell. I really don't want to say no outright, but it just seems exceedingly powerful. As amusing as it would be to see a pistolero with four arms, I think the shenanigans would get a bit too crazy.

Edit: I'm seeing a lot of images of these things that range from "passingly humanish" to "bugs from Starship Troopers." I'm not sure which ones I should be looking at.

The Exchange

After a bit of thought I decided to go with an Aasimar Fighter who is a worshiper of Sarenrae.

Bit of an odd choice, but I am fleshing out her back story and character for this and thing that she would be a nice fit knowing what I know about the game so far. I have a way to explain the Aasimar thing, but if the race is going to be a problem I can go another route.


Rowe wrote:
Building a Gunslinger now. Would a Kasatha from the Mana Wastes be okay? I promise not to abuse the arms or anything.

I actually had to look that race up; I was only passingly familiar with it. It would be... a really hard sell. I really don't want to say no outright, but it just seems exceedingly powerful. As amusing as it would be to see a pistolero with four arms, I think the shenanigans would get a bit too crazy.

Edit: I'm seeing a lot of images of these things that range from "passingly humanish" to "bugs from Starship Troopers." I'm not sure which ones I should be looking at.

Most recently they were in People of the Stars. I can't find the image up on Google though. They're fairly alien. If you prefer I can definitely play human. It's not a big deal at all.


I just spent two hours doing my character. My PC crashed and it's all gone. I'm going to have to wait for the frustration to go away before I tackle this again.


Rowe wrote:
I just spent two hours doing my character. My PC crashed and it's all gone. I'm going to have to wait for the frustration to go away before I tackle this again.

Damn, you have my sympathy. I know how that feels, and it isn't good. I've gotten in the habit of using Google Docs for reasons like that.


This is my first PbP character that wasn't pregen. I've played the game offline a fair bit, but this is quite a bit different. I don't have herolab or anything either.


Mahorfeus wrote:
Rowe wrote:
I just spent two hours doing my character. My PC crashed and it's all gone. I'm going to have to wait for the frustration to go away before I tackle this again.
Damn, you have my sympathy. I knows how that feels, and it isn't good. I've gotten in the habit of using Google Docs for reasons like that.

I second this. Google Drive is my go to for everything, including my gaming stuff. I keep all my characters, GMing material, and anything else I find I hate to lose.

Also, for those who use the browsers, try using the Lazarus form recovery addon for Firefox and Chrome. While not perfect it helps tremendously to help when you don't want to lose your posts.


Hopefully I did this right. Looks like it might be too much crunch, too little fluff. Any opinions or corrections are very welcomed.

Crunchy Bits:

Volke of Alkenstar
Male Human Gunslinger (Pistolero) 1
Neutral Good Medium Humanoid (human)
Init +5; Senses vision
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex, +0 natural)
hp 11 (1d10 +1)
Fort +3, Ref +7, Will +2
--------------------
Offense
--------------------
Base Atk +1; CMB +0; CMD 15
Speed 30 ft. (30 ft. armoured)
Melee
Main: Battle Axe +1 (1d12 /20/x3)
Ranged
Battered Pistol +5 (1d8/x4)

Special Attacks
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
--------------------
Statistics
--------------------
Abilities:
Feats: Gunsmith, Rapid Reload, Deadly Aim
Traits: Never Stop Shooting, Seeking Adventure
Skills: +9 Acrobatics, +4 Craft (Alchemy), +4 Knowledge (Engineering), +6 Perception
Languages: Common
SQ
Equipment: Gunslinger’s Kit (26 gp)
This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.

Studded Leather (25 gp)
Battle axe (20 gp)
Battered Pistol (Free)
50 Black Powder Doses (50 gp)
50 Bullets (5 gp)
Hot Weather Outfit (Free)
--------------------
TRACKED RESOURCES
--------------------
GP: 49
--------------------
Special Abilities
--------------------
Ability Name (Type) Description
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has thebroken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than herWisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank inCraft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Seeking Adventure: You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture captain 500 gp for the wayfindersome day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Fluffy Bits:
Volke traveled from Alkenstar for adventure. He was never comfortable hanging around his hometown, so he picked up his gun one day and just left. He is a goody at heart. He loves to show off his skills, believing himself to be one of the best shots ever. He realizes most people are as amazed by his exotic guns, but he tends to be just as in awe by their magic. He’s quite naïve and is just trying to drink in the world and help people along the way. To help him along in that he signed up with the Pathfinder Society, which loaned him a Wayfinder and gave him work. This is his first real mission, but he couldn’t be less excited or nervous.

Volke is a young man of 22. Due to his sheltered upbringing everything is new and wondrous and he has something a childlike awe for everything that most adults consider typical. He doesn’t have any long-term goals besides adventuring, so he’s generally laid back.


Mahorfeus wrote:
Grand Moff Vixen wrote:

Alright, I think I have everything pretty much done. Without further ado, I present Khasra, A Half-Elf Ranger (Wild Shadow).

Mahorfeus, I look forward to your feedback.

Everything seems to check out. I don't see any problems with the crunch, and the backstory is pretty good.

I realized I took a trait that doesn't fit. I switched out the Orphan trait for the Poverty-Stricken one instead. It fits quite nicely I think.


I have removed the Breaker Archetype in case you didn't notice. If you desire more fluffiness, just let me know. I have been toying with removing the naginata bit from his backstory and changing his primary weapon out, but I haven't fully committed to that yet.


Mahorfeus wrote:
Dragoncat wrote:
Quite a few interesting characters on offer here...

No kidding. :)

Small update on the applicant list. Interested parties, of course, still have time to complete their characters.

Good to know. Some DMs will say until this date, but will end up closing early. People like me will sometimes spend several days on a character to perfect both crunch and fluff. Most DMs only care about fluff, ie backstory and personality, but I have to make sure crunch makes at least some sense in what I want to do or at least be sub-optimal. Taking my time to plan a well thought out character is what I do sometimes. Still 2 more days, and I'm still just a little more than halfway done with him. And if he is not chosen, I don't feel I wasted my time, because then I have a well thought out, time put into character for the next LoF.


Yet another minor list update.

  • Thurrios the Forgiving, NG Male ifrit immolator of Sarenrae - Zahir ibn Mahmoud ibn Jothan
  • Farooq El-Amin, LN Male human (Keleshite) admixture evoker - Fanguar
  • Cinder Shellback, NG Female changeling life oracle - Niteflier
  • Alik ibn Palmsfire, CG Male ifrit barbarian - pinvendor
  • Horum, LN Male human (Keleshite) monk - Spazmodeus
  • Miri Raamiah, NG Female catfolk grenadier - Lady Ladile
  • Therric Ristar, N Male human (Taldan) two-weapon warrior - Dragoncat
  • Kamen La'Rocalla, LN Male oread monk of the sacred mountain - JuanAdriel
  • Bahram the Rogue, CG Male human (Keleshite) rogue - Edward Sobel
  • Qayoom, N Male human witch - aptinuviel
  • Sami Darea, CN Female samsaran barbarian - Androssi
  • Khatijah, CG Female human (Keleshite) two-weapon fighter - AdamWarnock
  • Volke, NG Male human (Alkenstar) pistolero - Rowe
  • Khasra, NE Male half-elf wild shadow - Grand Moff Vixen

It occurs to me that I did not note exactly when recruitment will close on Sunday. I get home from work sometime around 6:00 PM (EST), so I figure I will end it there. Assuming my math skills have not failed me, that is about 45 hours from now. As a chronic procrastinator, hard deadlines terrify me, but I do believe they are a necessity. Sorry.


Looking at that list I'm wondering about running Temple of Elemental Evil with a Sylph, Ifrit, Oread, Undine party!


I'm happy with what I submitted here.


Updated. Just had to remove extra Trait, Poverty Striken.


I've never played that adventure. I'd give it a go.


I am most excited at the prospect of possibly playing this Adventure Path. I learned of this relatively recently and have been quite interested in playing in a desert themed game.

Here's hoping!


Note for the GM: That's the old version of Khat, The new one is neutral and just a plain-jane fighter. I haven't updated the profile yet.


You do know that If Khat and Bahram are both chosen, there will be endless bad pick-up lines being dropped...


...followed possibly by Bahram getting slapped. XD


Dragoncat wrote:
...followed possibly by Bahram getting slapped. XD

wouldn't be the first, and definitely not the last.


Khat and Miri together could be amusing, given Khat's fondness for fuzzy critters (unless that's changed or I've got the wrong character) :3


So, I guess you're playing Spoony this time Ed? ;D

@Miri: No that's in the current version, and it would indeed be interesting.

Liberty's Edge

I don't know if there's any room left for consideration but I'd like to give Marossa another chance to play through Legacy of Fire. She's been a part of two so far that have fallen apart during the first encounter. Here's her crunch and stats.

Marossa:
MAROSSA CR 1/2
Female Human Bard 1
NG Medium Humanoid (Human)
Init +5; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (2/day) Silent Image (DC 15), Cure Light Wounds (DC 15)
0 (at will) Resistance (DC 14), Read Magic (DC 14), Ghost Sound (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 13, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Bard Weapon Proficiencies, Improved Initiative, Lingering Performance
Traits Earning Your Freedom: Will Save, Pesh Addict (Katapesh): Bluff
Skills Bluff +5, Disguise +8, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +8, Knowledge (Nature) +7, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +7, Linguistics +6, Perform (Dance) +8, Perform (Sing) +8, Perform (Wind Instruments) +8, Sense Motive +1, Stealth +5
Languages Common, Dwarven, Gnoll, Halfling
SQ Bardic Knowledge +1 (Ex)
Combat Gear Dagger; Other Gear Backpack (empty), Bedroll, Blanket, winter, Case, map or scroll (empty), Drug, Pesh, Flint and steel, Ink (1 oz. vial, black), Inkpen, Mirror, small steel, Musical instrument: Flute, Paper (sheet) (5), Pouch, belt (empty), Sewing needle
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Lingering Performance Bardic Performances last 2r after you stop concentrating.

Story:
Background: A young girl of only sixteen winters, Marossa was born a slave and owned by a taskmaster of Katapesh. Growing up among the slave labor camps she had an easy life until she was old enough to work. Starting as a scully maid she was raised up to a "pleasure" slave after her parent's master learned she had a natural singing voice that nearly painted pictures through words. From that day forward, though her Master was a lecherous and corpulent old man, he gave Marossa the best teachers and instructors in singing, dancing, and instrument playing that could be afforded so he could be entertained. Marossa dreamed of freedom for her parents and herself and took to her studies as best as she could. To keep his slaves in line, Master Ibai'alhan kept all of them at least mildly addicted to pesh and Marossa was no different. She developed a near crippling addiction to the substance and still suffers from it nearly daily. The only thing that kept her going was her instructors who made sure she never stopped her lessons. Eventually Master Ibai'alhan died and her slave papers were sold to the Packmasters of Katapesh, who decided to send her on an expedition to Kelmarane for her knowledge that promised her freedom.

Personality: Marossa still fears the lash and acts contrite around just about everybody she meets. Her voice is soft and easily missed if she isn't singing. Combined with her slight frame she easily slips around people with unobstructive grace. Marossa has a hard time opening up to anybody and spends most of her time with her hands wrapped around an Inkpen that her instructor gave her for her fourteenth birthday.

Appearance: A pale slight slip of a girl who is always nervously looking down so her bangs cover her face. Her hair is a black so dark it shows blue sometimes and her eyes are wide set on her face with dark iris' that seem sunken into her face. Her body holds multiple scars that are most evident on her arms and legs. Marossa still wears her slave clothes and though she tries to hide it, her neck still wears the collar that holds her slave papers wrapped inside.


Trashed previous backstory for something a little more competitive with you over-achievers. :p Also added the human skill point I forgot about.

Fluffy Bits:

Volke was born to wealthy family in urban Alkenstar. He had an extremely sheltered upbringing along with his best friend, his little sister Aera. Volke’s mother sent him to boarding school after Volke’s request to get out more, finally giving in that he was old enough to take on the responsibilities.
Volke went to the military academy where he trained extensively with a gun. His goal was to become a Marshal and defend the people from those with ill will towards Alkenstar. However, while Volke was away tragedy struck, the people of the city had a small riot, which involved burning down his family manor, with his family and sister within.
Volke promptly left the military academy and struck out on his own. He has a memento from his Aera, a small cog charm that hangs off of his gun as his good luck charm. Otherwise alone and without means, he departed for Absalom to join the Pathfinder Society which in the past brought stories of grand magic and adventure. With the society backing him he could adventure and build a life for himself to allow for him to defend those he loves.

Volke was sent from the lodge on his first real mission to Katapesh. While Volke believes in his ability to fire a gun, his abilities are otherwise untested. Not to mention coming from a land without magic to the grand market fills him with awe.

Volke is a 22 year old man, filled with equal parts naivety and gloom. He keeps his past wrapped up and his heritage a secret. A simple name, which is only potentially his real name, and his quiet manner make him seem unrelatable. Under it all, he has a good heart and a strong moral compass, which will no doubt test him in Katapesh.

Physically he is a bit on the slight side. He is subdued and appears fairly common. He wears simple leather armor and clothes. He has dirty blond hair cut short and green eyes. He is otherwise quite average, with average weight and barely above average height.


Heeey, c'mon, only 1 day more! Wear the best robes for your characters! :D


AdamWarnock wrote:

So, I guess you're playing Spoony this time Ed? ;D

@Miri: No that's in the current version, and it would indeed be interesting.

guess you also noticed the avatar pic...


AdamWarnock wrote:
Note for the GM: That's the old version of Khat, The new one is neutral and just a plain-jane fighter. I haven't updated the profile yet.

Duly noted!

Now, I might ask myself, "Aren't you updating the list a little too often?"


  • Thurrios the Forgiving, NG Male ifrit immolator of Sarenrae - Zahir ibn Mahmoud ibn Jothan
  • Farooq El-Amin, LN Male human (Keleshite) admixture evoker - Fanguar
  • Cinder Shellback, NG Female changeling life oracle - Niteflier
  • Alik ibn Palmsfire, CG Male ifrit barbarian - pinvendor
  • Horum, LN Male human (Keleshite) monk - Spazmodeus
  • Miri Raamiah, NG Female catfolk grenadier - Lady Ladile
  • Therric Ristar, N Male human (Taldan) two-weapon warrior - Dragoncat
  • Kamen La'Rocalla, LN Male oread monk of the sacred mountain - JuanAdriel
  • Bahram the Rogue, CG Male human (Keleshite) rogue - Edward Sobel
  • Qayoom, N Male human witch - aptinuviel
  • Sami Darea, CN Female samsaran barbarian - Androssi
  • Khatijah, N Female human (Keleshite) fighter - AdamWarnock
  • Volke, NG Male human (Alkenstar) pistolero - Rowe
  • Khasra, NE Male half-elf wild shadow - Grand Moff Vixen
  • Marossa, NG Female human bard - Kiradia

Fifteen people so far in a little less than a week. Color me excited, terrified, etc. Lots of great characters here. I'd hate to be the guy who has to pick from them... Oh, wait.


Yeah, no kidding.

Grand Lodge

I like some of these character submissions and have been interested in this campaign for sometime now... and it appears I still have time, so I was thinking of putting together a Keleshite Merciful Healer of Sarenrae.

I'll try and get that posted later this evening.


you closing recruitment sunday morning or sunday night? I'm putting on finishing touches on my character.


DoubleGold wrote:
you closing recruitment sunday morning or sunday night? I'm putting on finishing touches on my character.
Mahorfeus wrote:


It occurs to me that I did not note exactly when recruitment will close on Sunday. I get home from work sometime around 6:00 PM (EST), so I figure I will end it there. Assuming my math skills have not failed me, that is about 45 hours from now. As a chronic...

Hopefully that answers your questions :)

The Exchange

It looks like I have time to do this, I screwed around a lot trying to decide exactly which thing I wanted to do in this game.


Had a really busy weekend, but I finally completed my submission. Yiraan Fitiina.

Grand Lodge

Well, I'm away today and only managed to get the crunch done. Anyway, my submission is for Sal Naveed, a male keleshite Merciful Healer Cleric of Sarenrae.

If it's not too late, I'll do the backstory for him later tonight.

Sovereign Court

Here is Jazz Kraz. After reading backstory the DM probably wants to know why he is N instead of NG.

He will go along with anything. If character A wants to find out information from a surrendered badguy by cutting off their arm, he will go along with it. If Character A instead wants to find out information from a surrendered badguy by talking to them, he will go along with that too. He will do anything, as long as he isn't hurting innocents.

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