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Hallo everyone!
I've got a proposition for you. Have you watched the live-action Disney Aladdin film recently and said to yourself, "Gosh, ME, I'd love to get into a PbP Pathfinder 1e Adventure Path involving genies and magic lamps and flying carpets and monkey familiars....."
No?! Ok, must just be me, then.
ANYWHO, I've been running a 4+ year PbP Legacy of Fire AP campaign here on the Paizo boards. We've got five long-term players and I'm looking to add a sixth! No one has dropped out; I just want to mix it up now that they're starting Book 2!
As I said, we have just started Book 2 of this AP. All of the players are 5th level and that's where you'd come in. Here's the breakdown of the team:
Suli Bloodrager
Aasimar Oracle of Vildeis
Gnome Sorcerer
Gnome Aerokineticist
Human Flamewarden Ranger
As you can tell, I'm open to non-standard races and classes, but no 3rd party sources, please. We are not using background skills, and you get a 15pt ability score buy with a 4th level ability score boost. I've asked previous submissions to strongly consider the campaign traits in the Players Guide, but it's not a deal-breaker if your character does not include one. Yes, you can have a drawback, but we will lean heavily on it. Your character will have ~10,500gp worth of gear, with no more than ~50% of that represented by a single magic thing (item/weapon/armor).
Now, on to some more interesting aspects of our game. Two of our gamers are children - not even in high school - and they bring an energy and zest that gives our game a joyous feel. That being said, if you aren't comfortable with gaming with children (or your filter doesn't allow for it), then this isn't the game for you. We also have a relaxed posting style befitting the very busy lives that we all lead (hence gaming for 4yrs and only being at the start of Book Two). We have a Discord channel that we use to discuss things, and if you're the right submission for us, then we'll give you access to that.
I'm one of the Pathfinder Society VCs from New Zealand; I'm originally from the US where I was a VC (Asheville NC) prior to moving down under-er a handful of years ago. Regardless, this is the longest-running game I've run on these PbP boards - this is a long-term commitment for the right person.
Who is the right person? We prize flavour over crunch to be sure, but we don't like soggy cereal. We would like your character to be a solid build - and a prepared caster and/or Swiss-army-knife skill-bot would not be the wrong build for our team. We really want a good backstory though, and the ability to play that story through your character.
I'm happy to field any questions. I'll do a short recruitment here and leave this open for the next 120 hrs. In other words, submissions will close at 1000AM on 1st September GMT +12 (i.e. that's 31 August for most of you in the western hemisphere).
Good luck!

Bahram the Golden |

Hello...this is a character I created for a Legacy of Fire game that never went very far (The first 2 encounters if I remember correctly) He is a straightforward cleric and I can alter anything you might need, as well as increase his level to 4th.
If you need any more information about me or Bahram, just let me know.
Dan :-)

Zephyr amir |

"I don't know if you can hear me
or if you're even there ...
I don't know if you would listen
to a gypsie's prayer.
Yes I know I'm just an outcast,
I shouldn't speak to you.
Still I see your face and wonder,
were you once an outcast too?"
Different movie, but you wanted backstory, right? Figured I would lay it on thick if I was going to ask for template approval ;)
Zephyr is Half-Janni ... and he is so very very proud of it, and so very very hurt by it. His mother a half-Elf from Iadara, his father a Janni Amir from the deserts outside of Katheer, Zeph grew up mostly by himself in Katheer while his mother adventured. Being different is NOT easy, for anyone really, less so when you cannot hide from it. Even less so when you find yourself alone in a world which doesn't appreciate you. Zephyr chose to become a shifter not only because he loves to fly, but he wants to celebrate all the elements of his heritage, even if he cannot share that with his father.
Zephyr adds a few things to the party as it stands: he can def be frontline, but he can also provide support. The party does NOT have a rougue, so his dexterity and trap skills will help a lot. He can speak to animals, and soon will be able to become invisible. He is designed at 4th level so that, as an Elementalist Shifter, he can already wild shape into an air elemental, but also to account for the CR from his template.
Happy to provide a link to his character sheet if you would like to take a look. Developed in HeroLab, the output is really easy to read.
Wow, it really is like 6 weeks shy of 4 years from your Thank You message ... in 2017! WOW!

Zephyr amir |

Go ahead and let us have your character link, Zephyr.
Bahram, you’ll need to increase your character to 5th level to be considered. If you can do that and send through a link to 5th level Bahram, then we can consider.
Thank you both for the interest!
Very welcome :)
It might be worth noting that there is one validation warning reported by HeroLab: I show his age as 17, which is younger than his starting age should be, but I thought it was campaign appropriate given his background.
https://drive.google.com/file/d/1jGVO5GJZPUuIO2z6VBE-5gyD5ONqiGBi/view?usp= sharing

Dorian 'Grey' |

Funny! I just watched Aladdin last night...lol.
I started LoF a few years back, but we didn't get far, because of a GM disappearance into the dry, dusty desert!
I am thinking a Rogue; most likely unchained.
I will need to write him up though, as my only Rogue is in an Ironfang Invasion PbP; although it has stalled...I could level him down?
EDIT: After some consideration; I am going with Ifrit Unchained Rogue 5.
I will draw him up with Backstory this weekend (hopefully).
I noticed that the Player's Guide actually costs? Weird.
I will research using Pathfinderwiki instead....
Thank you for running!

Kazmanaught |

Hello there! I'd like to submit Yantuk the Inspred Blade Kobold for your consideration! I've always thought kobolds seemed most appropriate in the desert, and hopefully it won't be breaking the bank in terms of race points :) If there's anything I can do to fix up my application, I'd love to do that! Looks like it's going to be a pretty tough choice for the GM with so many good characters to choose from!
|HP:39|BaB:5|AC:25 T:17 FF:19 |Fort:3 Ref:10 Will:4|Init:+7
Str: 10-4 -2
Dex: 15+2+1+2 +5
Con: 12-2 +0
Int: 14 +2
Wis: 12 +1
Cha: 9 -1
Racial features:
Small
+1 Natural Armor
Crafty: Craft trap and stealth are always class skills, +2 to craft traps, perception, and profession Miner checks
Day-Raider(Swaps out darkvision and light sensitivity): Low Light Vision
Class Features
Panache equal to cha+int(min 1 each)3, regained on a critical hit with a rapier
Weapon finesse rapier only, weapon focus rapier
Bonus feat every 4 levels
At 3rd, 7th, 11th, 15th, 19th, gain a +1 dodge bonus to AC
Charmed Life: Useless, used as fuel for Vengeful Heart(See below)3xday
Improved critical Rapier
+1 to hit, +2 to damage with a rapier, increasing by 1 for every 4 levels past 5th
Deeds:
Opportune Parry and riposte: Can use an attack of opportunity +1 panache to try and parry a blow, can use an immediate action to make an attack roll (NOTE: Happy to trade this out for the samurai's resolve feature if this will bog down combat too much)
Vengeful Heart(Trade out Derring do, and dodging panache): (3xday, needs a use of panache or charmed life to use) Standard to remove fatigued, shaken, or sickened, or immediate action roll twice and take better save for fort/will, or immediate action to gain diehard
Precise Strike: Add lvl to damage as precision damage, or half level to damage as non-precision
Hilt bash(Replace menacing swordplay): Can half precise strike to do non-precision.
Kip up: At least 1 panache: stand as a move and not provoke, use 1 panache to stand as a swift
Swashbuckler's Initiative: 1 panache, add 2 to initiative
Skills Ranks Stat Class Misc Total[/b]
Bluff 5 -1 Y 0/2 7/9
Acrobatics 5 5 Y 0 14
Stealth 5 5 Y 4 18
Knowledge Nobility 5 2 Y 0 10
Perception 5 1 Y 2 11
Slight of Hand 5 5 Y 0 14
Feats:
1st: Fencing Grace
Swashbuckler: Weapon Focus(Rapier)
Swashbuckler: Weapon Finesse
3rd: Combat Expertise
4th: Combat Reflexes
5th: Butterfly Sting
Swashbuckler: Improved Critical Rapier
Traits:
Golden Scaled Kobold: -1 to cha checks against other reptilians, +2 to diplomacy/Bluff against non-reptilian humanoids
Earning your freedom: +1 to Will
Avarice, Vainglory, or Mark of Slavery, whichever is worse, but is more approved by the GM/Group
Life of Toil: +1 to fort
Languages:
Draconic, Common, Kelish
Stuff:
+1 Buckler(1155)
+1 Mithril Chain Shirt (2250)
+1 Cloak of Resistance (1000)
Masterwork Rapier (320)
+2 Dex Belt (4000)
Sleeves of many garments (250)
Light Crossbow
1490
Murder Table:
Rapier=BaB+Dex+WeaponFocus+Masterwork+RapierTraining+Size(d4+Dex+PreciseStr ike+RapierTraining)15-20x2=
*+14(d4+13)15-20
Light Crossbow: +10(1d6)
Yantuk was born a slave, sold as an egg to those who would raise the small reptile. His early years were neither kind, nor gentle, only managing to survive by being so decidedly non-descript that many eyes just glazed over him. Although like many of his kin, Yantuk was exceedingly weak when compared to humans, he was surprisingly clever, picking up several languages easily. He was sold around from master to master, some taught him how to read, others punished him if they caught him doing so. And so the years went by, and Yantuk was resigned to his lot in life.
One day, everything changed for him. Yantuk got his grubby little claws on a copy of the teachings of Desna, who supported freedom above all else. Something within that work touched the little kobold, and for the first time in his life, he began to dream of his own freedom. Working with the other Kobolds in his slave group, he would practice fighting techniques scavenged from whatever manuals he could obtain, learning how to work together in a pack. It was around this time that he started painting his scales a gold color, to better represent the dragon that he felt most kin to. The effect of this was twofold: first he lost the trust of his peers, due to his new coloration, and secondly after repeated coatings, he managed to permanently stain his scales a faded gold.
It was only recently that he managed to escape from the clutches of slaveowners. It was not a particularly daring adventure; one day when no one was paying much attention to the kobolds, he just left. But life as an escaped slave is not easy, especially for a kobold dedicated to freeing others from tyranny. Still, he managed to steal a few magical items on his way out. A passerby had once mentioned an effort in service of liberating the town of Kelemarne. Liberation was something Yantuk could get behind, and so he began his quest, as a newfound knight for justice.
At the end of the day, Yantuk is still a kobold, and suffers from many of the limitations of his race. Despite his skill with the rapier, a weapon commonly looked down upon by the people of this area, he is physically lacking. He has greed in his heart, a draconic desire for material wealth as well as an almost pathalogical need to be recognized for his hard work after so many years of being ignored. And his voice is grating to the ears of most people. But at the end of the day, Yantuk's heart is in the right place. Valuing freedom above all else, he seeks to provide it to those who do not possess it. When he fights alongside you, he makes an effort to create oppertunities for you to strike, instead of trying to steal glory for himself. And if you feed him, he'll be your best friend forever.

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So far, here are our 5th level character submissions.
We've got just over 2 1/2 days until submission close. Thanks for making my decision here difficult!

Dorian 'Grey' |

@ GM Dinketry
Ring of Featherfall works like the spell Featherfall, so Min should still have both a Standard and Move action left? It uses 1 immediate action.
I was just in the neighborhood...lol.
And, I thank you for consideration....(still?)

Flouncy Magoo |

I'll throw my hat in the ring. This is Flouncy, a halfling aiming for arcane trickster. I made him for another game that just didn't get off the ground.
I need to drop him a level, but he's pretty much as presented: Resourceful and a little mischievous. He's a skilled spy/thief, with a little magic thrown in for flavor. He'd be a good addition to the team.

Hawthwile |

An arcane trickster certainly can fit the requested roles of "prepared caster" and "swiss army knife skill-bot". May I present for your consideration Prof. Aefor, a wyrwood problem solver and procurement specialist:
Wyrwood Unchained Rogue 3, Wizard (Evoker - Admixture) 2
N Small Construct
Init +9; Senses Perception +8
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Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 31
Fort +3, Ref +8, Will +5 (Evasion, Construct traits)
Immunities ability damage, ability drain, bleed, disease, death effects, energy drain, exhaustion, mind-affecting effects, fatigue, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d3+3 slashing, piercing 19-20/x2)
Ranged Shortbow +7 (1d4 piercing x3)
Special Attacks Sneak Attack 2d6
Wizard Spells Prepared (CL 4th; concentration +9)
- 1st (5/day) grease (Reflex 16), long arm magic missile, shield, vanish
- 0 (at will) dancing lights, detect magic, message, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 16, Con -, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats Arcane Armor Training, Improved Initiative, Scribe Scroll, Toughness, Weapon Finesse
Traits Magical Knack, Reactionary
Drawback: Meticulous
--------------------
Skills
--------------------
(1) Acrobatics +7
(1) Appraise +9
(1) Bluff +4
(1) Climb +6
(1) Diplomacy +4
(5) Disable Device +13
(1) Disguise +4
(3) Escape Artist +6
(0) Fly +3
(0) Heal -2
(1) Intimidate +4
(4) Knowledge (arcana) +12
(1) Knowledge (dungeoneering) +9
(1) Knowledge (engineering) +9
(1) Knowledge (geography) +9
(1) Knowledge (history) +9
(1) Knowledge (local) +9
(1) Knowledge (nature) +9
(1) Knowledge (nobility) +9
(1) Knowledge (planes) +9
(1) Knowledge (religion) +9
(1) Linguistics +9
(5) Perception +8
(0) Perform -2
(0) Ride +1
(1) Sense Motive +4
(5) Sleight of Hand +11
(5) Spellcraft +13
(5) Stealth +15
(0) Survival -2
(1) Swim +4
(5) Use Magic Device +8
Non-standard bonus:
+4 Stealth (size)
+2 Climb (item)
+2 Disable Device (item)
+2 Fly (size)
Languages Common, Draconic, Dwarven, Elven, Kelish, Goblin, Terran
Combat Gear: headband of intellect +2, cloak of resistance +1, +1 mithral chain shirt[/], dagger, shortbow with 20 arrows, 2 acid flasks, alchemists’ fire; Other Gear spring-loaded wrist sheath, [i]handy haversack, charcoal, climber’s kit, flint and steel, grappling hook, ink, inkpen, masterwork thieves’ tools, four sheets of parchment, rope, scroll of magic weapon, scroll of obscuring mist, spellbook, spell component pouch, traveler’s anytool, wand of make whole (50 charges), 60 gp
------------------------------
Spells Known
Cantrips
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare Fortitude 15
Grasp
Ghost Sound Will 15
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scriviner’s Chant
Spark Will 15
1st
Detect Secret Doors
Feather Fall
Grease Reflex 16
Heightened Awareness
Identify
Long Arm
Magic Missile
Shield
Vanish
Prof. Aefor (Procurement Officer A4) surveys the plentiful sand with squinted eyes and a flat expression. The city of Khatapesh is still not in sight, but a road heading in the right direction across the dunes can be seen in the distance. The wyrwood unrolls a small length of parchment and begins making notes. “Depression - possible antlion den - avoid. Trees - likely oasis - avoid if possible. Ridge - possible scouting point.” Small wooden hands carefully mark out a path, then roll up the parchment and return it to a small backpack of undyed canvas. They can’t be too careful - the clan had given them a wand of repairing magic, but it contains a finite number of charges. Avoiding possible conflicts and likely altercations is a much more controllable method for maintaining an optimal operational status. Carefully the small wooden figure hops down from the rocky outcropping and begins walking across the sand.
The journey through the scorching day is uneventful. One thousand seven hundred thirty two steps from the outcropping, the figure turns sixteen degrees to the left and continues walking. Two thousand six steps later, turn thirty four degrees to the right. The sun slowly floats across the sky before settling down into the western horizon and bathing the desert in brilliant oranges and reds. Beneath it all, the wyrwood continues to walk.
The journey through the chill night is uneventful. The small construct’s way forward is illuminated by four glowing orbs - one red, one blue, one green, and one white - that dance like stars or particularly active fireflies. Prof. Aefor registers their movement, adjusting one’s trajectory to provide maximum illumination while also not revealing their own position just behind the circle of illumination. This would be considered enchanting by flesh-creatures, they observe silently, wooden feet continuing to churn through the sand. They would find these lights, their colors, and their movements a delightful spectacle. How frivolous - but what can be expected from creatures who can procreate on accident. And yet beneath the emotionless analysis, something churns softly. An idea that, like the stars above, refuses to fade away completely.
What if…
The wyrwood stops. They’d lost themselves in thought and lost count of their steps. They briefly consider chastising themself for making such a grave lapse in judgement, but after a few seconds they acknowledge that such judgements at this time would do little to fix the situation. Methodically they begin to survey the nearby dunes, comparing elevations in search of another vantage point. They try to extinguish the distracting thought, and after a few minutes of intense concentration it begins to fade.
What if…
- The campaign traits don't quite fit the idea of a wyrwood sent out into the dangerous world in search of materials for the procreation of their race. Is there one that you think could be used and/or molded to fit? I included the Meticulous drawback because it fits this character idea to a T, but left the third trait slot open for the time being.
- Given that this character might be somewhat experienced, could they have spent some of their starting gold on scribing additional spells to their spellbook?
Thank you for your consideration, and best of luck with the campaign!

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Submissions have now closed. Thanks for the interest, everyone!
Submissions list:
I'll endeavour to make a decision by the end of the week. Cheers, y'all!

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Hey y'all, thanks for your interest and patience.
After considering all of the submissions, we as a team have selected Yantuk (Kazmanaught) as the newest member to join our Legacy of Fire game. Congratulations!
I want to thank everyone for making it interesting by submitting very cool character builds. I'll keep this thread open for a few days, pending Kazmanaught's acceptance (private message sent).
Cheers!