
EltonJ |
3 people marked this as a favorite. |

Come all and hear the tale of the heroes of Zakhara! Adventure in the lands of Zakhara. In the lands of Zakhara, there is danger, excitement, and beauty beyond. Riddle with genies, deal with ancient magic, and face monsters beyond your imagination!
Set in Huziz, the City of Delights (and beyond), your characters are enlightened. You believe in Fate. Fate sets things in motion, there is destiny, and there is law. Beyond Huziz and the other cities of Zakhara lies lands unconquered for many reasons. And there is also the sea!
What you'll need:
I remind you that Al-Qadim has never been developed for 3e. So . . .
A. One copy of the Pathfinder Roleplaying Game Core Rulebook.
B. One copy of the Al-Qadim: Land of Fate book. This introduces you to the setting of Al-Qadim. It costs ten dollars to download, but you get a lot of information on the culture of Zakhara, which is based on the tales of the Arabian Nights.
C. Possibly! Yes, possibly, one copy of Pathfinder Campaign Setting Qadira: Jewel of the East. There are some similarities between Zakhara and Qadira. Not a lot (after all, in Zakhara, you can buy concubines, for instance); but enough to draw some parallels. However, the Land of Fate book is all you need.
Creating a character:
1. Abilities. Yes, you will do point buy. Too many people complained when I have you roll your stats (mostly it's about balance). So, 20 point buy for your abilities.
2. Race. Try to pick a Core Rulebook race. Although since there are genies -- and byblows are possible (after all, Sinbad had a genie for a wife) -- choosing an elemental race (like a sylph or an Oread) is not impossible.
3. Class. Try to choose a class that allows for greater customization (like a fighter) rather one that is focused (like a swashbuckler). However, all classes -- EXCEPT the Gunslinger, Ninja, and Samurai -- from the CRB, the APG, UM, UC, PathUnchained, ACG, UI, and UW.
3a. Archetypes. You may choose any archetype for your class. Try to choose just one, please.
4. Skill. Yes, we will be using Background skills from PathUnchained.
5. Feat. We won't be using Elephant in the Room/the Room is Square feat rules.
6. Equipment. Try to keep your equipment choices Arabian themed.
7. Level. Make 3rd level characters, please.
8. Alignment. Try to choose non-evil alignments. I'd like to play all the bad guys!
Okay, I think that will cover it. any questions?

Seth86 |

An attempt was made
Osheen
Female oread cavalier (qadiran horselord) 3 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Adventurer's Guide 12, Pathfinder RPG Bestiary 2 205)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 31 (3d10+9)
Fort +6, Ref +4, Will +5
Resist acid 5
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee mwk scimitar +7 (1d6+3/18-20)
Special Attacks challenge 1/day (+3 damage, +1 to AC vs AoO while charging)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—magic stone
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Ferocious Loyalty, Mounted Combat, Ride-by Attack, Spirited Charge
Traits orphaned, rider of paresh
Skills Acrobatics -2 (-10 to jump), Climb +7, Handle Animal +5, Knowledge (nature) +4, Linguistics +3, Perception +8, Ride +6, Survival +9 (+10 to Survival to track creature or find food/water for yourself or mount)
Languages Common, Dwarven, Ignan, Kelish, Terran
SQ desert mastery, favored terrain (desert +2), mount (shissah named Animal Companion), mounted synergy, order of the saddle, saddle's skills
Other Gear mwk agile breastplate[APG], mwk ironwood heavy wooden shield, mwk scimitar, cape of free will +1/+2[MA], bedroll, belt pouch, canteen[UE], flint and steel, hip flask[UE], masterwork backpack[APG], mess kit[UE], qadiran saddle, soap, trail rations (5), waterskin, 4 gp, 1 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Mastery Your mount gains the benefits of your favored terrain ability.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Synergy (Ex) gain Mounted Combat as a bonus feat, +2 initiative while mount is conscious and mobile.
Order of the Saddle Cavaliers of the order of the saddle have pledged themselves to the pursuit of perfect partnership between rider and mount. This order holds that the balance found when such a partnership is achieved contains the seeds of a better self, a better rela
Ride-By Attack You can move - attack - move when charging mounted.
Saddle's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 to AC vs AoO while charging.
Saddle's Skills +1 to Survival to track creature or find food/water for yourself or mount.
Spirited Charge Double damage when making a mounted charge (triple with a lance).

GM_Drake |
I am going with a human crossblooded sorcererer with the medusa and unicorn bloodlines. Still working on the build.
I already did the random Station roll for my sorcerered in the interest thread.
Are you making use of the Al-Qadim Station rules for the campaign?
I liked the example of the whole group speaking/trying to haggle with a merchant will cause a hit to station of the designated speaker of the group (at least with regard to the merchant during that scene).

GM_Drake |
For equpment, are we using the PC by wealth on page 399 of the CRB?
3,000 gold for 3rd level characters (for a standard fantasy game).
low-fantasy gammes might only award half this value.
high-fantasy games might double this value.
Standard fantasy of 3,000 gold for our characters?
high-fantasy of 6,000 gold for our characters?
a value somewhere between 3,000 and 6,000 gold?
Arabian Nights makes me think more high fantasy than standard fantasy. Though the gear Sinbad and his crew have might seem more like low fantasy.

GM_Drake |
How are we calculating/rolling hit points?
One homebrewed method I came up with years ago for hit die rolling is: you roll your class's hit die; you can decide to keep the hit point roll or you can roll the next die size down (but you have to take it over your previous roll, even if it's worse). You can repeat this process down to a d4.
Another method I came up with is roll your class's HD plus a die that is 2 HD brackets lower, and add them together (with maximum being the max of the class's hit die). This method makes the average roll of the two dice equal 1 less than the maximum hit die roll of the class hit die.
d12 class: d12 & d8 (6.5 + 4.5 = 11)
d10 class: d10 & d6 (5.5 + 3.5 = 9)
d8 class: d8 + d4 (4.5 + 2.5 = 7)
d6 class: d6 + d2 (3.5 + 1.5 = 5)
But I would prefer max hit points per level. :)

EltonJ |

Are you making use of the Al-Qadim Station rules for the campaign?
We can. I'll have to read up on them, of course. I have the Al-Qadim Rulebook, so it should be in there.
Standard fantasy of 3,000 gold for our characters?
high-fantasy of 6,000 gold for our characters?
a value somewhere between 3,000 and 6,000 gold?
4,000 gp is your wealth.
Would you allow templates or allow to work towards templates?
I can allow templates, sure.
How are we calculating/rolling hit points?
I'm inclined to use average hit points.

Seth86 |

GM_Drake wrote:Are you making use of the Al-Qadim Station rules for the campaign?
We can. I'll have to read up on them, of course. I have the Al-Qadim Rulebook, so it should be in there.
Quote:Standard fantasy of 3,000 gold for our characters?
high-fantasy of 6,000 gold for our characters?
a value somewhere between 3,000 and 6,000 gold?4,000 gp is your wealth.
Seth86 wrote:Would you allow templates or allow to work towards templates?I can allow templates, sure.
GM_Drake wrote:How are we calculating/rolling hit points?I'm inclined to use average hit points.
Awesome. I'm going to take the elemental infused template. Hope to grow it through the story from minor through to major

Seth86 |

edited a bit
Osheen
Male fiery sunsoul (solar ifrit, fiery) cavalier (qadiran horselord) 3 (Pathfinder Player Companion: Plane-Hopper's Handbook 20, Pathfinder Player Companion: Monster Summoner's Handbook 19, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Adventurer's Guide 12, Pathfinder RPG Bestiary 2 160)
N Medium outsider (fire, native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 30 (3d10+8)
Fort +6, Ref +4, Will +4
Immune fire
Weaknesses vulnerability to cold
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scimitar +7 (1d6+3/18-20 plus 2 fire)
Special Attacks challenge 1/day (+3 damage, +1 to AC vs AoO while charging)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Ferocious Loyalty, Mounted Combat, Ride-by Attack, Spirited Charge
Traits orphaned, rider of paresh
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +5, Knowledge (nature) +7, Linguistics +4, Perception +7, Ride +6, Sense Motive +7, Survival +8 (+9 to Survival to track creature or find food/water for yourself or mount)
Languages Common, Dwarven, Elven, Ignan, Kelish, Terran
SQ brazen flame, desert mastery, favored terrain (desert +2 +2), fire in the blood[ARG], mount (shissah (elemental) named Animal Companion), mounted synergy, order of the saddle, saddle's skills
Combat Gear potion of cure light wounds; Other Gear mwk agile breastplate[APG], mwk ironwood heavy wooden shield, mwk scimitar, bag of holding, minor, cape of free will +1/+2[MA], bandolier[UE], bedroll, belt pouch, canteen[UE], crowbar, flint and steel, hip flask[UE], mess kit[UE], qadiran saddle, soap, trail rations (5), waterskin, 1 gp, 6 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Brazen Flame +1 fire damage on melee attacks
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Mastery Your mount gains the benefits of your favored terrain ability.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Immunity to Fire You are immune to fire damage.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Synergy (Ex) gain Mounted Combat as a bonus feat, +2 initiative while mount is conscious and mobile.
Order of the Saddle Cavaliers of the order of the saddle have pledged themselves to the pursuit of perfect partnership between rider and mount. This order holds that the balance found when such a partnership is achieved contains the seeds of a better self, a better rela
Ride-By Attack You can move - attack - move when charging mounted.
Saddle's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 to AC vs AoO while charging.
Saddle's Skills +1 to Survival to track creature or find food/water for yourself or mount.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
--------------------
Animal Companion CR –
Shissah (elemental) (Pathfinder Campaign Setting: Qadira, Jewel of the East 63)
N Large animal (fire)
Init +3; Senses low-light vision; Perception +2
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Defense
--------------------
AC 19, touch 12, flat-footed 16 (+4 armor, +3 Dex, +3 natural, -1 size)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion; Immune fire
Weaknesses vulnerability to cold
--------------------
Offense
--------------------
Speed 55 ft.
Melee bite +4 (1d6+5), 2 hooves -2 (1d4+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 13, Int 2, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Nimble Moves, Power Attack, Weapon Focus (bite)
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Acrobatics +5 (+13 to jump), Climb +5, Survival +2 (+6 in deserts), Swim +5; Racial Modifiers +4 Survival in deserts
SQ combat riding, desert dweller, easily trained, exclusive, lesser elemental manifestation
Other Gear lamellar (leather) armor[UC], bit and bridle, feed (per day) (5), hemp rope (50 ft.), large tent[APG], pot, saddlebags
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Desert Dweller (Ex) A shissah feels at home in the desert and does not treat light rubble or sand as difficult terrain. It gains a +4 racial bonus on Survival checks in the desert, and it treats hot temperatures as one category less for the purposes of heat danger. Thus
Easily Trained (Ex) A shissah is unusually quick to pick up tricks and animal training. Anyone attempting to train a shissah gains a +2 bonus on her Handle Animal checks. A shissah can learn an additional 2 tricks beyond what an animal of its intelligence can normally b
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exclusive [Trick] Takes orders only from its trainer.
Immunity to Fire You are immune to fire damage.
Lesser Elemental Manifestation (Ex) See through fire, fog, and smoke without penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

Here4daFreeSwag |

B. One copy of the Al-Qadim: Land of Fate book. This introduces you to the setting of Al-Qadim. It costs ten dollars to download, but you get a lot of information on the culture of Zakhara, which is based on the tales of the Arabian Nights.
Luckily, there's a Xmas in July Sale going on over in DriveThruRPG, so it'll cost $ 6.99 instead of $ 9.99- but only for a limited time only. ;)

EltonJ |
1 person marked this as a favorite. |

EltonJ wrote:B. One copy of the Al-Qadim: Land of Fate book. This introduces you to the setting of Al-Qadim. It costs ten dollars to download, but you get a lot of information on the culture of Zakhara, which is based on the tales of the Arabian Nights.Luckily, there's a Xmas in July Sale going on over in DriveThruRPG, so it'll cost $ 6.99 instead of $ 9.99- but only for a limited time only. ;)
Yes, he is right.

Duroic Sunmane |
The first Sunmane was Duroic Sunmane. Some say he was a beggar. Some say he was a prince. What is not debated is how he earned the name, Sunmane. He was part of a group of adventurers, that included the maiden warrior Ducori with her unicorn steed, Purity. While roaming the Haunted Lands, the group came across a medusa.
Many debate about the identities of the rest of their group. All agree that only Duroic and Ducori survived the encounter with the medusa. There are many tales of how the two of them finally defeated the medusa. Some say they slew the snake-haired woman. Some say that she begged mercy and offered to share the magic of her blood with Duroic and Ducori. Some say that when Duroic the Heroic sliced the medusa's head from her body, the medusa's blood splattered onto his hair, changing his dark locks to the colour of the sun. Some say that Ducori's faithful steed, Purity, sacrificed itself to save his rider during the fight. Some say that when the medusa's head was severed, some of the blood splattered onto the unicorn, changing it into a dark reflection of itself.
All agree that soon after the fateful encounter with the medusa, Duroic and Ducori wed and during their lifetime together, Ducori gave birth fourteen times. The first thirteen births gave the fabled couple thirteen strong and healthy boys, all of whom inherited the sun-coloured hair of Duroic. During the fourteenth and final childbirth labour, Ducori gave birth to her only three daughters. The first daughter grew up to be the spitting image of her mother. The second daughter, was born with blonde hair and a small unicorn nub protruding from her forehead, which grew as the daugther grew into a full and proper unicorn horn (though smaller than a typical unicorn's). The third daughter, was born with venomous snakes for hair, that bit at her mother's thighs as the midwive was delivering the third babe. Ducori, the pain of the venom adding to the strain and pain of giving birth to triplets, told the midwive to save the child. Some say that the midwive did as she was bid. Some say the midwife slew the babe to prevent it from growing up. Some say that the last thing that Ducori ever saw were the eyes of her youngest daughter, briefly glowing, before Ducori turned to stone.
The thirteenth son of Duroic and Ducori, name Doruci, had thirteen sons and three daughters. Doruci's thirteenth son, named Icurod, manifested magical abilities derived from the medusa and unicorn from that fateful fight his grandparents had with the medusa. Icurod gathered his brothers' and uncles' families together and formed the Sunmane Clan that roamed the Haunted Desert for a dozen generations without a rift amongst themselves. Some of the families, that had been blessed with children that possessed the healing magics of the unicorn bloodline, were approached by messengers from the Desert Mosque of the High Desert, asking them to join their tribe, the People of the Eagle, and to add their blessed healing bloodline to the the protectors of the holy site. Most of the Sunmane Clan remained in the Haunted Lands, but a few families chose to migrate to the High Desert and become the 30th clan of the People of the Eagle tribe, led by a thirteenth son of a thirteenth son, named Curido (an unicorn bloodline sorcerer), son of Cudiro (a warrior, thirteenth-born son of a seventh-born son), grandson of Durico (an unicorn bloodline sorcerer, seventh-born son of a seventh-born son).
Curido had a dozen sons when his small portion of the Sunmane clan started their migration to the High Desert. Shortly after arriving at the Desert Mosque, Curido's wife, Rasmina, gave birth to his thirteenth son, named after the progenitor of the Sunmane Clan, Duroic.
When Duroic 'Ro' Sunmane was young, his crossblooded sorcerer bloodline manifested (his gaze ability and his ability to cast create water once per day indicated that the unicorn bloodline was also strong in him. While all seventh born sons of seventh born sons & all thirteenth sons of thirteenths sons of the Sunmane Clan had manifested unicorn bloodline powers (sorcerers), there had been no record of any of them developing medusa bloodline powers except for Duroic's and Ducori's grandson, Icurod. All the third daughters of third daughters of the Sunmane bloodline manifested medusa bloodline powers (bloodragers) or unicorn bloodline powers (sorcerers), but never both. There had been no medusa/unicorn crossblooded sorcerers (nor bloodragers) in the Sunmane Clan since the first thirteenth son of a thirteenth son of the Sunmane bloodline, Icurod (a sorcerer). Until 'Ro'.

GM_Drake |
1 person marked this as a favorite. |
Creating a character:
1. Abilities. Yes, you will do point buy. Too many people complained when I have you roll your stats (mostly it's about balance). So, 20 point buy for your abilities.
2. Race. Try to pick a Core Rulebook race. Although since there are genies -- and byblows are possible (after all, Sinbad had a genie for a wife) -- choosing an elemental race (like a sylph or an Oread) is not impossible.
3. Class. Try to choose a class that allows for greater customization (like a fighter) rather one that is focused (like a swashbuckler). However, all classes -- EXCEPT the Gunslinger, Ninja, and Samurai -- from the CRB, the APG, UM, UC, PathUnchained, ACG, UI, and UW.
3a. Archetypes. You may choose any archetype for your class. Try to choose just one, please.
4. Skill. Yes, we will be using Background skills from PathUnchained.
5. Feat. We won't be using Elephant in the Room/the Room is Square feat rules.
6. Equipment. No guns. Try to keep your equipment choices Arabian themed.
7. Level. Make 3rd level characters, please.
8. Alignment. Try to choose non-evil alignments. I'd like to play all the bad guys!9. Traits. You get 2 traits, per PFS guidelines.10. Al-Qadim status roll (pages 20 to 24 in Al-Qadim: Arabian Adventures , starting station table on page 22).11: Hit Points: Maximum hit points for 1st level, average for other levels.12: Wealth: 4,000 gold
9. Traits. You get 2 traits, per PFS guidelines.
10. Al-Qadim Station in Life. (pages 20 to 24 in Al-Qadim: Arabian Adventures, starting station table on page 22). Need to see if Elton wants us to roll randomly or use average rolls for each PC's station in life.
11. Wealth. 4,000 gold
12. Templates. I can allow templates, sure.
13. Hit Points. Max points for 1st level, average for the rest.
@Elton: For Station in life, use the random rolls listed in the table, or use average rolls?
Station in Life rules are outlined on pages 20 to 24 of Al-Qadim: Arabian Adventures.
Duroic has a station of 10 if you want us to use random rolls (I did the random station in life roll on the interest thread) or 7 if you want us to use average rolls.
Warrior Kits
Askar 1d6 + 4
Corsair 1d2 + 3
Desert rider 1d6 + 4
Faris 1d6 + 5
Mamluk 1d4 + 4
Mercenary barbarian 1d4 + 4
Outland Warrior 1d2 + 3
Wizard Kits
Sorcerer 1d6 + 4
Elemental mage 1d4 + 6
Sha’ir 1d6 + 5
Ajami 1d3 + 2
Rogue Kits
Sa’luk 1d4 + 4
Barber 1d6 + 4
Beggar-thief 1d3
Holy slayer 1d2 + 2
Matrud 1d4
Merchant-rogue 1d4 + 3
Rawun 1d6 + 5
Priest Kits
Pragmatist 1d6 + 6
Ethoist 1d6 + 6
Moralist 1d6 + 6
Hakima 1d6 + 4
Kahin 1d6 + 2
Mystic 2d4
Outland priest 1d6
Other Roles (NPCs)
Poor merchant 2d4
Modest merchant 3d4
Wealthy merchant 3d4 + 3
Tribal chief 1d4 + 10
Village elder 1d4 + 8
Military leader 1d6 + 6
Ruler of city 2d4 + 10
Ruler of nation 1d6 + 14
Village priest 1d6 + 6
Imam of temple 1d10 + 8
Branded criminal 1d2-1
Vizier/advisor to ruler or imam Ruler or imam’s station,* minus 1d3
Agent of ruler or imam Ruler’s station minus 5, or own station*
Spouse of one of the above Spouse’s station minus 1d2, or own station*
Slave of one of the above Owner’s station minus 1d6, or own station-whichever is lower
* whichever is higher
Have a friend phoning in a few minutes. Elton, would you like me (after I complete my character) to add more to the following, so we have one spot that covers all the PF1E classes, or do you want to copy and paste the following and take over the task?
CRB Classes
barbarian: (mercenary barbarian?)
bard:
cleric:
druid:
fighter:
monk:
paladin:
ranger:
rogue:
sorcerer:
wizard:
APG classes
alchemist:
cavalier:
inquisitor:
oracle:
summoner:
witch:
UM class
magus:
UC classes
gunslinger
ninja
samurai
OA classes
kineticist
medium
mesmerist
occultis
psychic
spiritualist
ACG classes
arcanist
bloodrager
brawler
hunter
investigator
shaman
skald
slayer
swashbuckler (corsair 1d2+3)
warpriest
UI class
vigilante
UW class
shifter

Grumbaki |

Station in life: Faris : 1d6 + 5 ⇒ (6) + 5 = 11
Race: Ifrit
* Ability Score Modifiers: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
* Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
* Darkvison: can see perfectly in the dark up to 60 feet.
* Brazen Flame: Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.
* Desert Mirage Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
Class: Virtuous Bravo Paladin
* FCB: Add +1 to the paladin’s energy resistance to one kind of energy - Fire (maximum +10).
Feats:
Lvl 1: Weapon Finesse (class), power attack
Lvl 3: Dervish Dance
Stats:
Str: 13 (3ptd)
Dex: 15 (7pts) +2 (Race) = 17
Con: 14 (5pts)
Int: 10 (0pts)
Wis 10 (0pts) -2 (Race) = 8
Cha: 14 (5pts) +2 (Race) = 16
Wealth: 5d4 ⇒ (3, 1, 2, 4, 4) = 14 140 gold
More to come later…

Sendi |

Grumbaki here. Using this profile for Sendi: Ifrit virtuous bravo paladin with fiery creature template. Loved the way that the race and template came together. Truly someone who is at home in the scorching heat of the desert during the day, but who suffers greatly in the cold at night. Praise the sun!
(Subject to change, of course. Especially as more answers to questions trickle in and as the madness devours me. Naturally.)

Seth86 |

Added names, including 2 trained Songbirds
Osheen
Male fiery sunsoul (solar ifrit, fiery) cavalier (qadiran horselord) 3 (Pathfinder Player Companion: Plane-Hopper's Handbook 20, Pathfinder Player Companion: Monster Summoner's Handbook 19, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Adventurer's Guide 12, Pathfinder RPG Bestiary 2 160)
N Medium outsider (fire, native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 30 (3d10+8)
Fort +6, Ref +4, Will +4; +1 resistance bonus vs. inhaled poisons and other airborne effects that require breathing.
Immune fire
Weaknesses vulnerability to cold
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scimitar +7 (1d6+3/18-20 plus 2 fire)
Special Attacks challenge 1/day (+3 damage, +1 to AC vs AoO while charging)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Ferocious Loyalty, Mounted Combat, Ride-by Attack, Spirited Charge
Traits orphaned, rider of paresh
Skills Acrobatics -2 (-6 to jump), Climb +6, Handle Animal +5, Knowledge (nature) +7, Linguistics +4, Perception +7, Ride +6, Sense Motive +7, Survival +8 (+9 to Survival to track creature or find food/water for yourself or mount)
Languages Common, Dwarven, Elven, Ignan, Kelish, Terran
SQ brazen flame, desert mastery, favored terrain (desert +2), fire in the blood[ARG], mount (shissah (elemental) named Zahra (Flower)), mounted synergy, order of the saddle, saddle's skills
Other Gear mwk agile breastplate[APG], mwk ironwood heavy wooden shield, mwk scimitar, bag of holding, minor, cape of free will +1/+2[MA], bandolier[UE], bedroll, belt pouch, canteen[UE], crowbar, filter scarf[UW], flint and steel, hip flask[UE], mess kit[UE], Pair of Trained Songbirds (Safi [Pure], Sabina [Beautiful]), qadiran saddle, soap, trail rations (5), waterskin, 6 gp, 6 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Brazen Flame +1 fire damage on melee attacks
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Mastery Your mount gains the benefits of your favored terrain ability.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Immunity to Fire You are immune to fire damage.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Synergy (Ex) gain Mounted Combat as a bonus feat, +2 initiative while mount is conscious and mobile.
Order of the Saddle Cavaliers of the order of the saddle have pledged themselves to the pursuit of perfect partnership between rider and mount. This order holds that the balance found when such a partnership is achieved contains the seeds of a better self, a better rela
Ride-By Attack You can move - attack - move when charging mounted.
Saddle's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 to AC vs AoO while charging.
Saddle's Skills +1 to Survival to track creature or find food/water for yourself or mount.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
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Zahra (Flower) CR –
Shissah (elemental) (Pathfinder Campaign Setting: Qadira, Jewel of the East 63)
N Large animal (fire)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 19, touch 12, flat-footed 16 (+4 armor, +3 Dex, +3 natural, -1 size)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion; Immune fire
Weaknesses vulnerability to cold
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Offense
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Speed 60 ft.
Melee bite +4 (1d6+5), 2 hooves -2 (1d4+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 17, Dex 16, Con 13, Int 2, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Nimble Moves, Power Attack, Weapon Focus (bite)
Tricks Attack, Combat Riding, Come, Defend, Down, Exclusive, Find Master, Guard, Heel, Serve (Sandi), Throw Rider
Skills Acrobatics +5 (+13 to jump), Climb +5, Survival +2 (+6 in deserts), Swim +5; Racial Modifiers +4 Survival in deserts
SQ combat riding, desert dweller, easily trained, exclusive, lesser elemental manifestation
Other Gear lamellar (leather) armor[UC], bit and bridle, feed (per day) (5), hemp rope (50 ft.), large tent[APG], pot, saddlebags
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Desert Dweller (Ex) A shissah feels at home in the desert and does not treat light rubble or sand as difficult terrain. It gains a +4 racial bonus on Survival checks in the desert, and it treats hot temperatures as one category less for the purposes of heat danger. Thus
Easily Trained (Ex) A shissah is unusually quick to pick up tricks and animal training. Anyone attempting to train a shissah gains a +2 bonus on her Handle Animal checks. A shissah can learn an additional 2 tricks beyond what an animal of its intelligence can normally b
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exclusive [Trick] Takes orders only from its trainer.
Immunity to Fire You are immune to fire damage.
Lesser Elemental Manifestation (Ex) See through fire, fog, and smoke without penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

EltonJ |

Grumbaki here. Using this profile for Sendi: Ifrit virtuous bravo paladin with fiery creature template. Loved the way that the race and template came together. Truly someone who is at home in the scorching heat of the desert during the day, but who suffers greatly in the cold at night. Praise the sun!
(Subject to change, of course. Especially as more answers to questions trickle in and as the madness devours me. Naturally.)
I can see this concept working for a Dark Sun campaign.

Duroic Sunmane |
The seventh-born sons of seventh born sons, as well as thirteenth-born sons of thirteenth-born sons, of the Sunmane clan always result in unicorn-blooded sorcerers. It has been this way since Icurod Sunmane, eleven generations removed from Duroic 'Ro' Sunmane.
The third-born daughters of third-born daughters of the Sunmane clan are always sorcerers of either the unicorn bloodline or the medusa bloodline, but never both.
Presenting Duroic 'Ro' Sunmane
He has the typical skin complexion and dark brown eyes of humans of Al-Qadim but his shoulder-length hair is light blonde, the reason for the name of the Sunmane clan. His dark brown eyes sometimes flash bright green...
Medusa bloodline powers and the healing spells of the unicorn bloodline.
The only spell he currently knows that he can use to brew potions is his unicorn bloodline bonus spell, cure light wounds. He cannot make potions of blurred movement or expeditious retreat...else he would have had some of those in his bandoliers in place of some of the cure light wounds potions.
He is a healer by profession.
He prefers using the common worked turquoise trading gem (10 gp value) instead of gold coins.
He particularly seeks out unworked translucent red carnelians (25 gp value), as he uses one such gem as the material component to brew a potion of cure light wounds, which takes 2 hours to brew, so he does not need a whole day of downtime to brew one.
His family name and crossblooded bloodline grant him his station.
He wears the traditional gold-plated scimitar that indicates he is a unicorn bloodline sorcerer of the Sunmane clan, held to his belt on his right hip, not by a standard scabbard (that conceals the entire length of the blade), but rather by a partial scabbard, so the full splendor of the golden scimitar is displayed for all to see.
On his left hip, sheathed in a standard scabbard (that conceals the blade), is his masterwork scimitar of living steel, his primary melee weapon.
He has two bandoliers slung over his torso, where he keeps the steel vials that contain the potions he has brewed.
Slung over his torso is also his magical quiver, that has enough melee weapons stored in it to arm half a dozen allies. It also contains nearly enough javelins to arm each of the six allies with 2 of them. While Duroic is quick to arm allies with the weapons as needed, his scimitars and masterwork (+1 Str rating) composite longbow remain with him.
Duroic is the only known crossblooded medusa/unicorn bloodline sorcerer since the time of Icurod Sunmane, grandson of the first Duroic Sunmane and his wife, Ducori, rider of the unicorn, Purity.
His horse, Swiftbreeze, is faster than he is...usually.
Why has he traveled to the City of Delights?
Did his father, Curido Sunmane, the leader of Sunmane clan of the High Desert and accomplished unicorn bloodline sorcerer, send his thirteenth-born son there...or was there another reason?
Did his mother, Rasmina, send him with a birthing gift for his cousin Dicoru? Dicoru is a third-born daughter of the Sunmane Clan, who is pregnant with her third child. Dicoru wed a man from the City of Spendors five years ago and moved into her husband's city estate, where they are raising two daughters as they expect their third child, which will be a girl...who will either be blessed with the unicorn bloodline or blessed/cursed with the medusa bloodline of the Sunmane bloodline, which without fail since the time of Icurod Sunmane, has granted the all third-born daughters of third-born daughters of the Sunmane Clan with the bloodline powers of the unicorn or the medusa, but never both.
Fate is with him, for why else would he, and not someone else, be the first to manifest the same abilities as the legendary Icurod Sunmane? He is not the only thirteenth son of a thirteenth son since Icurod. Maybe it is because Duroic is a thirteenth son of a thirteenth son as well as being part of the thirteenth generation since the original Duroic Sunmane fought the medusa.
20 Point-Buy: Str 13 (3); Dex 13 (3); Con 13 (3); Int 13 (3); Wis 13 (3); Cha 14 (5)
Str 13 (+1)
Dex 13 (+1)
Con 13 (+1)
Int 13 (+1)Wis 13 (+1)
Cha 16 (+3) +2 human adjustment
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. Replaced with Military Tradition.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Replaced with Heart of the Sun.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Duroic's Languages: Common, Sylvan
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. Weapons chosen: scimitar, longbow (includes composite longbows)
Human Favored Class (Sorcerer) Option: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Alignment: Any. (Neutral Good)
Hit Die: d6. (16 hit points)
Starting Wealth: 2d6 x 10 gp (average 70 gp). 4,000 gold
Class Skills
The Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Gained proficiency in longbows and scimitars from his Military Tradition alternate human racial trait.
Archetype Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.
Class Features
BAB +1
BFS +1
BRS +1
BWS +3 (reduced by 2 due to Crossblooded archetype flaw)
Class Specials
Bloodline Arcana Gains bloodline arcana of both bloodlines
Bloodline Arcana (medusa): The DC to resist poisons you deliver via natural attacks (whether in your normal form or forms you assume via polymorph spells), increase the poison's DC by 2.
Bloodline Arcana (unicorn): Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
Bloodline Class Skill: Gains bloodline skills of both bloodlines.
Bloodline Class Skill (medusa): Perception
Bloodline Class Skill (unicorn): Heal
Cantrips
Eschew Materials
Bloodline Bonus Feats: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.
Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.
Bloodline Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
Bloodline Power (1st level):(medusa bloodline): Gaze (Su): You can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Charisma modifier (minimum 1 round). The DC of this save is equal to 10 + half your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 plus your Charisma modifier.
Bloodline Power (3rd level): (medusa bloodline): Gift of the Ancients (Su): You gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks. At 9th level, these bonuses increase by 2.
Bloodline Spell (3rd level): (unicorn) Cure Light Wounds
1st-Level Spell Slots per Day 5 (base plus 1 (Cha bonus) = 6
Spell Repertoire
Cantrips (5 - 1 crossblooded penalty + 3 favored class bonus = 7 cantrips (plus Know Direction as a constant spell-like ability and Create Water spell-like ability once per day from Nature Magic feat ):
1) Daze (v,s,m)
2) Detect Magic (v,s)
3) Detect Poison (v,s)
4) Disrupt Undead (v,s)
5) Light (v,s, m)
6) Mending (v,s)
7) Prestidigitation (v.s)
1st level spells (3 - 1 crossblooded penalty + bloodline spell = 2 plus bloodline spell):
1) Blurred Movement (v,s)
2) Expeditious Retreat (v,s)
bloodline spell) cure light wounds (unicorn bloodline) (v,s)
Unicorn bloodline.
Medusa bloodrager medusa bloodline that was used as staring base to come with medusa sorcerer bloodline, which the GM has approved.
I kept the medusa theme in mind for all aspects of expanding the bloodrager bloodline into a more expansive sorcerer bloodline.
Class Skill: Perception
The bloodline powers include ones that give competence bonus to Perception and it is not a default sorcerer class skill.
Bloodline Arcana: The DC to resist poisons you deliver via natural attacks (whether in your normal form or forms you assume via polymorph spells), increase the poison's DC by 2.
I compared the naga and serpentine bloodline arcanas. The naga bloodline is "Whenever you cast a spell with the poison descriptor, increase the spell’s DC by 2."
Bloodline Bonus Feats: Alertness, Blind-Fight, Greater Fortitude, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Toughness
No change to the bloodrager list of bonus feats.
Bloodline Bonus Spells:
Same bonus spells as the bloodrager bloodline (spell levels 1st to 4th).
1st level spell:cause fear
2nd level spell:resist energy
3rd level spell: hold person
4th level spell: stoneskin
5th level spell: Monstrous Physique III
This allows the sorcerer to assume the form of a medusa (gaining all the powers except petrifying gaze) or to assume the form of a brazen medusa (gaining all the powers except for petrifying gaze, immunity to poison and DR 5/adamantine and magic).
6th level spell: Flesh to Stone
7th level spell: Mass Hold Person
8th level spell: Polymorph Any Object
This spell gives the sorcerer the ability to petrify any living creature into a stone statue of itself, which will last for 3 hours.
9th level spell: Mass Hold Monster
Bloodline Powers
Gaze (Su): At 1st level, you can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Charisma modifier (minimum 1 round). The DC of this save is equal to 10 + half your bloodrager level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Gift of the Ancients (Su): At 3rd level, you gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks. At 9th level, these bonuses increase by 2.
Staggering Gaze (Su): At 9th level, when a creature is affected by your gaze bloodline power, it is staggered in addition to being slowed.
Stone Resistance (Su): At 15th level, you gain acid resistance 10 and are immune to disease, poison, and the sickened and staggered conditions. You also cannot be flanked.
True Petrification (Su): At 20th level, you can use your Gaze bloodline power at-will. You can use your gaze bloodline ability to permanently turn a creature to stone, as flesh to stone. You can still use the less powerful versions of your gaze if you do not wish to turn the target to stone, but you must declare this at the time of the attack. You can use the petrifying gaze a number of times per day equal to 3 + your Charisma modifier.
Skill Points at each Level: 2 + Int modifier(+1).
Total Skill ranks for 3rd level: 9
Heal +5 (1 rank,+3 class skill, +1 Wis)
Knowledge (nature) +2 (1 rank, +1 Int)
Perception +9 (3 ranks; +3 class skill, +1 Wis, +2 competence)
Spellcraft +7 (+9 brewing potions) (3 ranks, +3 class skill, +1 Int) (+2 trait bonus brewing potions)
Survival +2 (1 rank, +1 Wis)
Background Skills: 6 ranks (max 3 ranks per skill)
Appraise +5 (1 rank, +3 class skill; +1 Int)
Knowledge (geography) +2 (1 rank, +1 Int)
Knowledge (history) +2 (1 rank, +1 Int)
Knowledge (nobility) +2 (1 rank, +1 Int)
Lore (Desert Mosque) +5 *1 rank, +3 class skill, +1 Int)
Profession (healer) +5 (1 rank, +3 class skill, +1 Wis)
1st level feat: Nature Magic (Prerequisites: Knowledge (nature) 1 rank): You are able to use simple spells by drawing on nature’s raw majesty. Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison you can cast as a spell-like ability once per day. Your caster level for both of these spell-like abilities is equal to your character level. Orison Chosen: Create Water
3rd level feat: Brew Potion (Prerequisites: Caster Level 3rd): Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Wealth Budget = 4,000 gold
masterwork living steel scimitar (815 gold) (4 lbs) (Stored in scabbard, which conceals the blade of the weapon), attached to belt by left hip.)
gold-plated scimitar (45 gold) (4 lbs) (Stored in partial scabbard, which (does not conceal most of the blade of the weapon, attached to belt by right hip.)
efficient quiver (1,800 gold) (2 lbs)
masterwork composite longbow (+1 strength rating) (500 gp) (3 lbs only applies when not stored in efficient quiver)
20 blunt arrows (2 gold) (stored in arrows section of efficient quiver)
20 flight arrows (2 gold) (stored in arrows section of efficient quiver)
20 whistling arrows (2 gold) (stored in arrows section of efficient quiver)
17 javelins (17 gold) (2lbs each, only applies when not stored in javelins section of efficient quiver)
1 shortspear (1 gold) (3lbs, (only applies when not stored in javelins section of efficient quiver)
1 boar spear (5 gold) (8 lbs, only applies when not stored in bows section of efficient quiver)
1 quarterstaff (no cost) (4 lbs, only applies when not stored in bows section of efficient quiver)
3 spears (6 gold) (6 lbs each, only applies when not stored in bows section of efficient quiver)
16 potions of cure light wounds (CL 1st) (400 gold with crafting discount) (negligible encumbrance) (Stored in steel vials.)
16 steel vials (16 gold) (negligible encumbrance) (stored in bandoliers)
2 bandoliers (1 gold) (negligible encumbrance)
hot weather outfit (free) (4 lbs) (wearing)
smoked goggles (10 gold) (negligible encumbrance) (stored around neck)
full metal canteen (2 gold) (5 lb) (attached to belt on left side of hip behind the living steel scimitar) I used the 1 lb encumbrance of the canteen plus 4 pounds for half a gallon of water.
full waterskin (1 gold) (6 lbs, attached to belt on right side of hip behind the gold-plated scimitar) I used the 2 lb encumbrance of the empty waterskin plus 4 pounds for half a gallon of water.
5 belt pouches (5 gold) (2.5 lbs) (one for platinum, one for gold, one for silver, one for copper, one for gems) (The belt pouches are attached to front of belt between his scimitars - from left hip to right hip, the order of belt pouches are: gold, platinum, gems, silver, copper).
Swiftbreeze, combat-trained light horse (110 gold)
military saddle (20 gold)
bit and bridle (2 gold)
saddlebags (4 gold)
small tent (10 gold) (20 lbs) (stored in left-side saddlebag)
3 (2-gallon) buckets (15 silver) (6 lbs, stored in right-side saddlebag) (The buckets are used when he does his daily create water spell-like ability (that creates 6 gallons at 3rd caster level) to fill all three buckets up with water. He then uses a gallon from one of the buckets to fill up his canteen and waterskin (that he needs to survive a day in the desert. The remaining 5 gallons provides Swiftbreeze half his daily water requirement.)
extra hot weather outfit (8 gold) (4 lbs, stored right-side saddlebag)
masterwork backpack (50 gold) (4 lbs) (stored in right-side saddlebag)
healer's kit (50 gold) (1 encumbrance, stored in masterwork backpack)
flint and steel (1 gold) (negligible encumbrance, stored in masterwork backpack)
mirror (10 gold) (0.5 lbs, stored in masterwork backpack)
soap (1 copper) (0.5 lbs, stored in masterwork backpack)
4 days of trail rations (2 gold) (4 lbs, stored in masterwork backpack)
Total encumbrance of masterwork backpack: 10 lbs (can just fit into right-side saddlebag on top of the buckets and extra set of clothes)
Total encumbrance without backpack and non-scimitar weapons stowed in the efficient quiver, and all five belt pouches completely full: 47.5 lbs. (27.5 lbs with empty belt pouches)
Light Load encumbrance limit: 50 lbs (58 lbs while wearing masterwork backpack)
Current coins:
0 platinum
0 gold
4 silver
9 copper
Current gems:
5 worked (10 gp-value) turquoise gems
2 unworked (25 gp-value) translucent red carnelian gems (Duroic uses these as the material component to create CL 1st potions of cure light wounds)
Total coins & gem count: 13 + 7 = 2 (0.4 lbs)
Current encumbrance (without backpack): 27.5 lbs + 0.4 lbs (coins & gems) (light load 50 lbs) (Can carry an additional 22 lbs and remain lightly-encumbered.)
Current encumbrance (with backpack): 37.5 lbs + 0.4 lbs (coins & gems) (light load 58 lbs) (Can carry an additional 20 lbs and remain lightly-encumbered)
The heaviest weapon in the efficient quiverr is the boar spear, which weighs 8 lbs.
7. Level 3rd level
8. Alignment Neutral Good
Basic (Combat): Dormant Defense Your body never lets down its defenses, even when you rest. The DC for Perception checks you attempt while asleep increases only by 7 (instead of the normal +10 increase). While you are dazed, stunned, or helpless, each critical hit or sneak attack scored against you has a 25% chance of being negated; when a critical hit or sneak attack is negated, roll its damage normally. This doesn’t stack with the fortification armor special ability and similar effects.
Basic (Magic): Perfectionist's Brew: You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
10. Al-Qadim Station in Life: 10
11. Wealth: 4,000 gold
12. Template: none
13. Hit Points: 16
18 year old human male, 5'9"; 175 lbs., arabian complexion, shoulder-length blonde hair (that the Sunmane clan are known for), dark brown eyes that turn bright green when he uses his gaze power.
Languages: Common, Sylvan

Duroic Sunmane |
Caught a typing mistake in my post above.
Slung over his torso is also his magical quiver, that has enough melee weapons stored in it to arm half a dozen allies. It also contains enough javelins to arm all but one of the six allies with 3 javelins (and the sixth ally with 2). While Duroic is quick to arm allies with the weapons as needed, his scimitars and masterwork (+1 Str rating) composite longbow remain with him.

Grumbaki |

Sendi wrote:I can see this concept working for a Dark Sun campaign.Grumbaki here. Using this profile for Sendi: Ifrit virtuous bravo paladin with fiery creature template. Loved the way that the race and template came together. Truly someone who is at home in the scorching heat of the desert during the day, but who suffers greatly in the cold at night. Praise the sun!
(Subject to change, of course. Especially as more answers to questions trickle in and as the madness devours me. Naturally.)
Just to confirm, does this mean Sendi doesn’t fit for this campaign? Are there any tweaks that would make her work, or would a new character be needed? Any feedback would be appreciated. :)
(Also enjoy making characters. So if Sendi doesn’t fit I don’t see it as any time wasted)

EltonJ |

EltonJ wrote:Sendi wrote:I can see this concept working for a Dark Sun campaign.Grumbaki here. Using this profile for Sendi: Ifrit virtuous bravo paladin with fiery creature template. Loved the way that the race and template came together. Truly someone who is at home in the scorching heat of the desert during the day, but who suffers greatly in the cold at night. Praise the sun!
(Subject to change, of course. Especially as more answers to questions trickle in and as the madness devours me. Naturally.)
Just to confirm, does this mean Sendi doesn’t fit for this campaign? Are there any tweaks that would make her work, or would a new character be needed? Any feedback would be appreciated. :)
(Also enjoy making characters. So if Sendi doesn’t fit I don’t see it as any time wasted)
Actually, Sendi does fit. I'm just seeing that the character would fit for DARK SUN™ as well.

Sendi |

Glad to hear it! From both the GM and seth86.
It seems like there are 3 characters right now. An Ifrit Qadirian Cavalier. His sister, an Ifrit Virtuous Bravo Paladin. And a Human Crossblooded Sorcerer. Seeing as how everyone else has a horse, Sendi now has one as well. Dropped knowledge religion for ride (why must paladins only get 2 skills per level?!)
As she is Osheem‘s sister, she’ll be a Desert Rider as well. And naturally at lvl5 she will take a Mount as her divine bond (along with the feat mounted combat). While she will always be in her older brother’s shadow when it comes to fighting mounted, she will excel in the use of a scimitar. Also, I like the idea of him making glorious charges, while she just rides her mount in and gets stuck in the fray. So even if there are visual similarities, they’ll be mechanically very different.
For Osheem, I’m curious to hear your thoughts as towards where the fiery mounts come from and as to where these siblings road out from.

Sendi |

I'm hoping the GM will allow a Jann as a mother or father. That will for sure sort out issues much easier in relation to mounts and their physical appearances
The Al-Badia, or ‘desert nomads’ as outlanders call them, dwell in the most hostile areas of Zakara. There, basic necessities drive the men and women of the sands onward. Among these people there are two whose names are well known. Not solely for their deeds, but rather for their birth. Their mother was a sha’ir, a tale spinner and advisor to desert chieftains. Her authority came from her ability to spin tales, as well as her boasts of communicating with the Jann. A boast which apparently rang true when she gave birth to two children, both clearly marked by the flame.
Of these, Osheem was the elder. He…<you fill this in>
…and then there was Sendi, the younger of the two. She did not inherit her brother’s strength, nor his keen senses. While Sendi was drawn by song and movements of their culture, the harsh lessons of desert survival utterly escaped her. Truly, it was so feared that she would die on her own in the desert that their mother gifted her a magical ring. She had gained it from her own services to the nomadic lords, and saw fit to give it to a daughter, saying that she would rather die of thirst herself than to see her child ride off to her death. But while Osheem blazed like an inferno, she danced like the flame. Possessed with grace and speed, she earned a name for herself as being as skilled a dancer as the tribes had produced. And a fearsome warrior besides, as she had proven on more than one occasion that her scimitar was not only for show in her performances. While she rides for fame and glory, she moreso rides because it is what her heart commands. While her flames may burn, they also heal. And while she prefers to ride into a town or village to perform, she is more than happy to heal the injured or to defend those who have given her hospitality.
A quick background. Left it vague, but with all clues pointing in that direction. And for Sendi, at least, tried to explain the skill choices. I also went ahead and took a trait which allows her horse to fend for itself, as I couldn’t get required skills such as survival or perception. :)

Sendi |

Sendi sat cross legged around the fire. Most foreigners failed to realize that desert nights were as cold as the days were hot, a fact which always caused the Ifrit no end to discomfort. That night, however, was better than most. That was because she had chanced upon the remnants of a caravan, and they had given her hospitality by sharing their fire and their company. Not that the latter was much to speak of. Of the caravan all that was left was a merchant and his apprentice. Their guards, as well as the merchant’s partner, had all “fallen behind” when bandits attacked. Bandits which they feared were still hot on their trail. The three sat in silence, staring into the flames of the campfire. Of the three though, only Sendi smiled.
Morning came and Sendi sat astride her mount. The merchant and his apprentice had left, going on ahead of her. She had told them that just as they had given her the gift of hospitality, that she would return the favor by driving off the bandits. She watched as six men came over the dunes, their faces and heads covered to protect them against the sun. Guiding her horse forward, she silently wished that her brother was present…
Initiative Bandits: 6d20 ⇒ (19, 4, 8, 18, 1, 3) = 53 10
Sendi Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Round 1
Charge v FF: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Fire Damage: 2 = 2
Horse Charge: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Scimitar in hand Sendi did what she always did. She threw caution to the wind. Kicking her horse forward she went straight into the enemy riders. Her scimitar flashed out, a fairly clumsy swing, but the closest bandit was taken by surprise. Who would be so foolish as to charge alone? Knocked off his horse, he was trampled underfoot and did not rise.
3 bandit attacks on Sendi’s horse: 3d20 ⇒ (16, 8, 14) = 38 +3, +5, +5
Ride: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
2 bandit attacks on Sendi: 2d20 ⇒ (6, 10) = 16+5
Round 2
Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Fire Damage: 2 = 2
Confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Crit: 1d6 + 4 ⇒ (4) + 4 = 8
Horse: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Hoof: 1d20 ⇒ 5
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Hoof: 1d20 ⇒ 4
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The bandits swarmed around Sendi, blades flashing. One found purchase on her steed, causing it to rear up. Her own blade cut out as her steed went up, catching a bandit’s throat. He fell to the ground, the sand turning red.
Bandit on horse: 2d20 ⇒ (7, 19) = 26+5
Bandits on Sendi: 2d20 ⇒ (8, 7) = 15+5
Confirm: 1d20 + 5 ⇒ (5) + 5 = 10
Ride: 1d20 ⇒ 4
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Round 3
Hit: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Fire Damage: 2 = 2
Horse: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Hoof: 1d20 ⇒ 9
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Hoof: 1d20 ⇒ 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The swarming bandits again cut into her steed, who was barely holding on. A scimitar slash across a man’s chest sent him tumbling to the ground, where his scream was short lived under crashing hooves.
Bandits on horse: 3d20 ⇒ (10, 9, 2) = 21+5
Round 4
Hit: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Fire Damage: 2 = 2
Horse: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Hoof: 1d20 ⇒ 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Hoof: 1d20 ⇒ 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The bandits were not stupid. Seeing the opportunity to bring her down they attempted to take down her steed. They, however, were no warriors. They were opportunists, and their attacks got in each other’s way. Another man fell dead to the ground for their efforts.
Bandit on horse: 1d20 + 5 ⇒ (18) + 5 = 23
Ride: 1d20 + 10 ⇒ (15) + 10 = 25
Bandits on horse: 1d20 + 5 ⇒ (10) + 5 = 15
Round 5
Hit: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Fire Damage: 2 = 2
Horse: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Hoof: 1d20 ⇒ 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Hoof: 1d20 ⇒ 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Almost. That was what happened with the bandits. They almost took down her horse. But when it bit the hand that would have stabbed it, the screaming bandit fell beneath its own steed with a broken arm. His own leg twisted as he fell. He would not be walking on that leg, nor was his hand useable. A death sentence when alone on the trade routes. Perhaps it was a mercy that he landed hard enough to lose consciousness.
Last bandit is not suicidal. Withdrawal action
With all five of his fellows dead or dying, the last bandit kicked his horse in the flanks and fled. For a moment Sendi thought of giving pursuit, but glancing at her horse disabused her of that notion. She did not want to push the poor beast that hard.
LoH: 4d6 ⇒ (2, 3, 2, 5) = 12
Dismounting, she reached out to the horse to calm it and touched her hands to its wounds. Flames from her fingertips licked out, and where they touched open wounds flesh began to knit, leaving behind naught but a warm residue. She considered stopping to go through the belongings of the fallen but then the thought hit her. There were likely more than just a half dozen of the bandits if they had overrun the caravan, and the survivor would be bribing more. Remounting, she turned her horse around, ready to catch up to the merchant. He would need protecting on the road, and with any luck the rest of the gang would think twice before pursuing further. With one last look over her shoulder she left, again wishing that her brother was there. If he was, then she was certain that it would be an easy enough matter to clear out the rest of the villains…
More or less works as intended. She should be fine as she waits for her lvl 5 divine bond.