
Ilper'aja |

@DM-DR: okay, I've made the appropriate changes. Have not updated the profile just yet. But that's an easy 'cut and paste' job.
Thanks!
Ilper'aja (Ifrit Sorcerer)
Ilper'aja is a former slave from Westwend. He recently gained his freedom, in a manner of speaking. For an Ifrit, he is calm and mild. Which really means he is not AS abrasive as you'd expect. He has an inherent talent for fire magic and wants to seek glory and fame for himself.
Ilper'aja is from the deserts of Westwend. When he was a toddler, his parents were both killed in a slave raid. He was taken as a 'prize' raised as a chattel slave amongst nomads. Since his survival depended on being dutiful, Ilper'aja is not as mercurial as normal Ifrit.
Some months ago, Ilper'aja became fascinated with flame. He dreamt often of flames and the Efreeti fire-genies of legend. He did not know, or care, why he started having this fascination with flame. He soon became able to see in the dark. Something that both delighted and frightened him. He also became quite quite hot-headed as well. Which is dangerous for a slave Westwend.
One night while out foraging, Ilper'aja got into a violent argument with his dull-witted pugnacious guard, Imenzu. Tiring of this unruly slave, Imenzu started beating Ilper'aja with a riding crop. Ilper'aja raised his hands to ward off the blows and, to his astonishment, fire erupted from his hands into the face of Imenzu, who soon howled in pain and surprise. Although he didn't know how he was doing this, Ilper'aja managed to send fire into Imenzu several more times, until the guard died of burns.
With no plan of any kind, Ilper'aja took what he could from the body of Imenzu and walked away into the dessert night. A sandstorm soon burst forth, hiding the tracks of Imenzu as he marched along throughout the night.
His escape has left Ilper'aja modestly equipped for an adventuring. He slowly learnt how to control the fiery powers he has. He is also well aware that his alone and vulnerable. Currently preoccupied with survival, he dreams of leading a life of adventure.
Ilper'aja is a charismatic sorcerer. His mannerisms include being impulsive, unruly, abrasive, and mercurial. Foibles that are less pronounced than in most Ifrit. He takes personal loyalty, or lack of it, very seriously. He won't betray his friends and allies, but he reacts very badly to those who betray him or his friends.
Ilper'aja has grown up knowing only the life of nomadic travel. He needs few, if any, reasons to seek adventure. He wants to travel and seek his own glory and power. He is more interested in controlling and proving his arcane abilities than he is in amassing wealth.
Ilper'aja
Ifrit Sorcerer (Fire Elemental Bloodline) Level 2
Chaotic Neutral Outsider (native)
Initiative: +7
Perception: +5
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DEFENCE
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AC 11, Touch 11, Flat-Footed 10
HP 7
FORT +1
REF +1
WILL +2
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OFFENCE
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SPEED 30 ft.
MELEE:
• Light Mace (1d6+1; x2)
• Sickle (1d6+1; x2)
RANGED:
• Light Crossbow (1d8, 80 ft; 19-20/x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 1, Touch +1, Ranged Touch +1, Concentration +6):
• level 0: Acid (or Fire) Splash, Disrupt undead, Flare, Mage Hand, Read Magic
• level 1: Burning Disarm, Snapdragon Fireworks
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STATISTICS
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STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 9 (-1), CHA 18 (+4)
BAB +1; CMB +2; CMD 13
Feats: Elemental Focus (Fire)
Traits: Seeker (social), Reactionary (combat)
Skills:
• Intimidate +8 (1 rank)
• Knowledge (arcna) +7 (2 ranks)
• Knowledge (planes) +7 (2 ranks)
• Linquistics +3 (1 rank) (not a class skill)
• Perception +5 (2 ranks) (Seeker; bonus & class skill)
Languages: Common, Ignan, Aquan, Auran, and Terran
SQ (Class Features): Fire Elemental Ray, Cantrips, and Eschew Materials
Current Kit (Stuff)
• Mace, Light
• Sickle
• Bolts, crossbow (20)
• Crossbow, light
• Ink (2 x 1 oz bottles)
• Ink Pen (2)
• Journal (2)
• Spell Component Pouch
• Hot Weather Outfit
• backpack
• bedroll
• belt pouch
• flint and steel
• iron pot
• mess kit
• soap
• torches (10)
• trail rations (5)
• water skin
• Total encumbrance of 39 lbs. (light)
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SPECIAL ABILITIES
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Traits, class abilities, and feats … in brief
• Wildfire Heart: +4 to Initiative
• Charisma is effectively +2 for all sorcerer class abilities (race & bloodline)
• Fire Elemental Ray: 1d6+2 fire damage (8 per day) - FCB taken twice
• Cantrips (level 0 spells)
• Eschew Materials (bonus class feat)
• Seeker trait: +1 trait bonus to Perception, which is also a class skill
• Reactionary trait: +2 trait bonus to Initiative
• Elemental Focus (Fire): DC+1 for Fire damage spells of any spell school
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PHYSICAL DESCRIPTION
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Age: 16 years old
Height: 5 ft 2 in (157 cm)
Weight: 150 lbs (68 kg)
Skin: Swarthy
Build: Stocky
Hair: long, read-brown
Eyes: Hazel

Obsidian Enigma |

Alzuron
Alzuron had happiness ripped away from him at a young age. He was blessed with a loving human father and elven mother. Their union was a rare one and looked at strangely. They decided to take a nomadic life, moving from place to place. This didn't serve as a problem to the family. The father always had a strong sense of wanderlust for all strange and exotic things. The mother had an unhealthy obsession with the arcane arts and dove more deeply into it than her kin. As soon as Alzuron was old enough to walk, they left. They traveled to all sorts to places, old ruins, the mountains, caves. Aluron went with them, always happy to be with his two parents. His father taught him bits of swordplay and his mother showed him how to tap into his mana well to help defend himself in dangerous areas. Life was well and nothing could be happier for the family.
Tragedy struck one day. To make a living, the family usually brings back rare plants and other difficult to acquire items from their travels to sell. These are sometimes worth a lot, though they rarely asked for more than a few night's stay and just to restock their supplies. Wealth hardly meant anything to travelers who valued knowledge and experience. This caught the attention of a few unsavory fellows. That night, while they were at the inn, the thugs enchanted their food with a bit of sleep magic and hoped to sneak in to take their belonging. Elves, however, are immune to these, and so the mother and Alzuron were up to confront them thieves. Things got loud and a fight broke out. The noise woke up the father from his magical slumber, who joined in the fray. They fought as hard as they could, and while they drove them off, their sheer numbers were too much and the parents succumbed to fatal wounds.
Everything turned upside down that day for Alzuron. No longer was the world happy for him. To him, there was only himself and his burning revenge. Many of the thugs were killed that day, but one of them got away. He still remembers his face, and he remembers the last swing of his father which shattered his jaws. With that image burned into his mind, he went out to hunt.
Alzuron wanders from place to place seeking information about a person with a shattered jaw. While traveling, he continues to search for oddities as his parents had. He blames himself for being powerless and wishes never to be weak again. He continues to hone his skills with a sword and furthers his mother's research.
Alzuron is 6' 3" and has black hair, emerald eyes, and fair skin complexion. During the fight at the inn where he lost his parents, his left eye was gouged out. Strangely enough, that eye grew back over the years. However, it was not emerald like it was originally, but a sickly yellow. He wears an eye patch to cover it to stop people from staring at the strange color.
-His yellow eye is the result of his hatred twisting his innate magic from his elven mother.
-The yellow eye is the focal point for his hex arcana (hello Evil Eye!)
-He carries the sword of his father and the spellbook of his mother. He is extremely protective about this.
-His parents are buried somewhere in a remote location, hidden. He secretly wishes to find a way to bring back the dead.
Alzuron
Male half-elf magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48)
N Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +3
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +2 (1d10+2/19-20) or
unarmed strike +2 (1d3+2 nonlethal)
Ranged shortbow +1 (1d6/×3)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +5)
1st—grease, shield
0 (at will)—dancing lights, detect magic, prestidigitation
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Statistics
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Str 14, Dex 12, Con 13, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Combat Expertise
Traits magical lineage, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff +1, Climb +3, Knowledge (arcana) +8, Perception +3, Spellcraft +8, Swim +3; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan, Terran
SQ arcane training, elf blood, hex arcana
Other Gear lamellar (leather) armor, arrows (20), bastard sword, shortbow, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, silk rope (50 ft.), soap, spell component pouch, spellbook, trail rations (5), waterskin, 83 gp, 1 sp
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Tracked Resources
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Arcane Pool +1 (5/day) (Su) - 0/5
Arrows - 0/20
Trail rations - 0/5
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hex Arcana You can substitute Hexes for Magus Arcana.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Lemme know what you guys think. ^_^

Valeriya |

@Obsidian Enigma
Magical Lineage Shocking Grasp? You read a guide for this didn't you? :P
Also we're starting at level 2 so you should adjust things accordingly.
Fair warning: Valeriya will totally pester you about getting spells from your spellbook. (she is willing to trade though)
P.S. How old is he? We kinda have a young, inexperienced hero thing going on.

DM-DR |

@Obsidian- Yes, Elves and Dwarves (and a few other races) will have a bit more knowledge, but only slightly. Other than select special few, there isn't anyone than can cast above 5th level spells (this is mostly the few than teach at the scattered and fairly useless magical academies).
Love the back story. Everything seems to check out on your crunch, except you are starting at level 2, just with the level 1 wealth you have already. Just level up and you should be good to go.
@Ilper'aja- Like the story a lot! Crunch looks good and everything seems to check out.
@Warrick- Most everyone else that dotted has either dropped out or not posted again since. You are the last mostly complete person, so go ahead and finish. :)
I'll be taking the three people above; Obsidian, Ilper'aja, and Warrick, under one condition: Be willing to play on the forums we are currently using for the campaign. All of our resources thus far are there and it makes things much easier. I will take 1-2 more tentatively (going to run a slightly larger party). I say tentatively because magic, stealth, and to a lesser extent melee, are not well represented. I can make do with the party as is (fairly good set-up), but if we find one or two willing to cover these roles then I will consider taking them up. If any of the three above do not wish to use the forums we are using for the game, I'll look for others to fill in.
The forums we are using and free. I'm admin so you won't be getting any spam or viruses or anything. Link: http://lbkpf.freeforums.net. You will need to create a username. Once you register, go to the Characters under the Enveloping Mist on-line campaign gameplay. Under the characters tab, create a new thread with the name of your character. This will be for your character sheet (you can attach a pdf, or link as well) and anything else you need related to your character (can take notes if you wish, updates, ask questions pertaining to characters). Once you are set-up, I will send you messages about your recent events and get you all introduced shortly (maybe a day or two tops).
Hope to see you there!
And again, will take 1-2 more people depending on the roles they are covering. I would like to write Brooklyn and Cerick (NPCs) out of the lime light (not killing them off).

Obsidian Enigma |

@Valeriya - I theorycraft a lot of builds (Hero Lab addict here). I've got 100+ different NPC files on my drive for difference uses, so yeah, I have a bit of min/maxing here. Also the majority of my players asks me to generate their characters and walk them through the different level up options, so I do have some level of familiarity level with each class on the theoretical level. Don't worry, Alzuron is not min/max'ed. I'm saving the dervish shocking grasp critical one with a familiar for something else. :P I try by best to make sure I have a balance of feasibility and fluff.
Well, I think Alzuron is going to be a pain in the ass to Valeriya. He's not going to give his mother's research away so freely. :P
He's of age, 24 years old. While I guess he's just barely a young adult in terms of a half-elf, because he had to strike it out on his own ~6 years ago, he's a bit more mature in his thoughts.
@DM/Valeriya - Understood. I'll level it up. I just got confused a bit. This is great, I can start smacking people with my spellstrike.
@DM - No problem with using the other forums. Will adjust spell list to try to cover melee/magic/stealth. If you think it's really a large gap, I have no problems moving over to a different class (rogue?).

Obsidian Enigma |
1 person marked this as a favorite. |

@Obsidian
Lol I was just joking. I just know that lots of GMs outright ban the trait though it's more for dazing/rime spell combos.
And don't worry, Valeriya is someone who provokes that kind of reaction from lots of people.
Yeah, I think it would be worse if I took frostbite with that instead of shocking. I wanted to try glass cannon, but without so much the one trick pony effect of the deverish version.
Let's see how long Alzuron can stave her off. *pretends to be a fighter* I remember one of my players was playing a Brawler and dipped 1 level in Gunslinger and stuck to using his gun for the first 3 months, using the brawler's ability to gain the appropriate feats when needed. The players have hidden background and information from each other, so they didn't know he was actually a brawler until they got into a dire situation and the back got flanked and the main bruisers were too far away. Imagine the look on their face when suddenly the then thought as gunslinger dropped his rifle on the floor and started to pummel the flanker's face in. XD

JuanAdriel |

DM-DR |

Well, I'm surprised I hadn't known about that before >.<
Edit: Quick note. One of the players I thought might have left us for good may be continuing on after all. :) If that is so, I'll be closing recruitment completely. One of the three selected has already confirmed and put their character up on the forums.

![]() |

@ DM-DR
I'm very flexable and don't mind doing some changes to fit a role we lack.
I can make my bard more melee and buff focused, and let the other casters handle the controlling and blasting.
I can play arcane duelist with a lovely 2h weapon or sword/board, melee is my perferred role to fill out.
Edit:
Could we probably tailor this feat and its upgrade into the campaign?
Master Performer

BigP4nda |
If you've still got those 1-2 remaining spots, I'd like to try out a rogue idea I had, since you stated stealth wasn't as well covered as you'd like.
I haven't picked out the archetype but I am pretty sure I will be going with Investigator or Charlatan. He is very charismatic and has lots of friends, and many connections.
I have a few questions that require answers before I can begin his build (your answers decide some of my decision of feats/talents):
1) Will you allow the leadership feat?
2) What are magic items in shops like in your world? (I ask this in regards to the Black Market Connections talent)
3) Are you allowing the familiar folio? (I don't actually know if I will give him minor/major magic + familiar or not, but I'd like to keep it available if I decide to)
4) You said it was "player-focused" does that mean you will allow for one-on-one scenarios from time to time? Such as infiltration or stealth jobs during downtime maybe?
5) I would like to take the Rumormonger talent, will you allow viable use for it? (By this I mean will you throw in pseudomajor NPCs that I could use the talent to make a city turn on if they cross me the wrong way, and possibly even allow me to get a Major NPC or BBEG kicked out or exiled from a city or organization?)
6) How will we be doing combat? through forums or will we be using roll20 or some other online map tool?

DM-DR |

I made a mistake in the above post. I meant to have them in order and divine magic was number 1.
Stealth will be okay (could be better) with the magic they have/will be getting. If I can find a divine healer, then I'll also search for a stealth character. One of the casters is going to be partially melee, which should solve that issue as well.
I'll keep this updated as far as if/when a stealthy or other non-bandage position opens up.
To answer your questions:
1) Yes, but you won't just automatically gain your cohort and followers and won't be designing them as much. I'll give you opportunities to accept a cohort so you may have to hold out until you find someone you are okay with.
2) Magic is very low and there are almost no magic shops. There hasn't been a need for magical arms and armors or adventuring gear, so much of it has been forgotten/lost or holed up in private collections and such.
3) Yes it would be allowed, but if your character doesn't already start with a familiar, or you lose yours then you will have to find one.
4) There will be small things done via private messaging/whispers in main forum. One the whispers, only the people named will see them so other characters may or may not know when present.
5) Well, if it is someone as important as that, it is doubtful to get things turned on them by spreading false rumors. Especially from nobodies and/or low-lifes. The world is mostly in a "people fear their governments" more than "governments fear their people". Most people, regardless of what is done by the leading organizations will just stand-by and let things go. For lesser NPCs and such, then the talent will still be viable.
6) When I have time, I would like to set-up maps (I have a couple prepared for soonish). Dice rolls and actions will be on the forums. Really, the only time I will be posting battle maps though is when gaining a tactical advantage could change the course of the battle. Also, I use block initiative for battles. Thus, it is everyone that goes before enemies acts, then the enemies, then anyone that rolled lower than enemies goes last. Because of this, if one person say makes an attack and misses, but then someone in the same initiative block casts a buff or uses an action that gives them enough bonus to have hit, then I will give the first person the hit. I basically just total everything that happens in each block and then move on.

DM-DR |

Might start a new one if there are no responses.
We recently lost another player (RL friend has dropped out due to RL issues). We have enough players to have a normal play, however, the one that dropped was the primary (and really only) melee-oriented character.
I am looking for 1 (maybe two) players. First and foremost, we need a melee-focused character. A second, not as important, but would still like to look for one: a divine caster (preferably one focused on healing, if not just brings a bit of healing).
I'll take either one of each, or two people that can fulfill both roles at the same time. We can do without the divine caster (NPC healer with party now), but melee would be greatly appreciated. Flip through this thread for most of the information you will need.

DM-DR |

It is a PbP game on private forums. This is mostly due a need for extra organization.
A lot of what has been happening currently will be outside the knowledge of other characters (including most NPCs), so very little game knowledge will be needed.
One thing I forgot to mention (though you will see it in the thread), backstories are a must. There are some limitations on them as you will find (there are truthfully no "adventurers" in this world). I can work with each person on a backstory as needed, but I'm pretty lenient. Feel free to create your own NPC relations, I'll flesh out the rest. The story is heavily dependent on the PC's backgrounds and a main plot-line is woven to connect them all.

DM-DR |

I guess I should mention.
The current party is:
- Archer-themed Fighter
- Deception-based witch
- Support/melee Bard
- fire-based Sorcerer
- NPC healer/fire-oriented 11-yr old half-elf girl (would like to bring to the background more).
Do not worry if we are at 7 players. I'm used to large groups (including RL games), and have made scale-able encounters an art form.
Characters are level two. I'll give you a special equipment list beyond normal gear. Purchase as if level 1 (max gp) for your class. We are using ultimate campaign, but have only touched on it for now, more will come soon.