Legacy of fire updated 12/31/2010

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Legacy of fire updated 12/31/2010

Postby Thanos » Wed Dec 29, 2010 11:58 am

Starting "1/9/2011" starting at 1 pm Location TBA

Hear the cry of war!

In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of reestablishing the once prosperous community. But buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls and their bestial allies hold the town in the name of a merciless master known only as the Carrion King. Can the PCs retake the village from its feral conquerors, or is Kelmarane but the first bastion of civilization to fall before the hordes of the mysterious warlord?

Katapesh

The bustling bazaars of Absalom offer countless delights, but even they do not sell everything. Only in the peerless markets of mysterious Katapesh can one find anything for sale, from the lost diamonds of a fallen empire to a clutch of slaves freshly captured off the Inner Sea coast. This exotic desert locale serves as the backdrop of the Pathfinder Adventure Path Legacy of Fire, and this informative, lushly illustrated full-color 64-page guide presents everything players and Game Masters need to know to bring the dark markets of Katapesh to terrible

First hour will be character creation. I have all the books needed you bring character sheets.

http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/companion/v5748btpy8737&source=search



Have an idea what you want to play

Pathfinder core, advanced player guide only, Legacy of Fire players guide, Pathfinder Chronicles: Dark Markets—A Guide to Katapesh books allowed.


20 point buy
300 gp

only crafting feats allowed
potions
scrolls
wands

not allowed
leadership

Note on magic items
you get what is in the campaign for ballance issues
so don't make a character based around magic items

If you make a decent character background I will grant you a boon.
Last edited by Thanos on Fri Dec 31, 2010 11:43 pm, edited 2 times in total.

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Re: Legacy of fire

Postby Thanos » Wed Dec 29, 2010 2:27 pm

campaign achievements

if you are iterested in these you must track them each session. These will be free perks when you hit them.

All Gnolls Must Die [Achievement]
Your name is whispered by black lips throughout the Uwaga
Highlands as a bringer of death and pain—few are the gnolls
who don’t quake when they hear stories of your deeds.
Requirement: Deliver the killing blow to 20 gnolls,
hyenas, dire hyenas, werehyenas, jackalweres, or minions
of Lamashtu.
Benefit: As long as you carry some sort of trophy harvested
from a gnoll (a necklace of ears, a set of teeth, a magic
weapon taken from a chieftain, etc.), you gain a +2 morale
bonus on all Will saves. You also gain a +2 competence
bonus on attack rolls and weapon damage rolls against
gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and
minions of Lamashtu.

Flame-Tested Survivor [Achievement]
You have burned in the hottest flames, and your flesh
bears the proof—fire holds little fear for you anymore.
Requirement: Knocked unconscious or killed by fire
damage at least 10 times.
Benefit: Your history with fire has attracted the
attention of a powerful but mysterious guardian spirit
from the Elemental Plane of Water. This spirit grants you
fire resistance 5, and you gain a +2 bonus on all saving
throws made to resist fire effects.

Gifted Mesmerist [Achievement]
Your magic knows the pathways of the mind, and you have
become so skilled at casting a certain mind-affecting
spell that you can cast it as a spell-like ability.
Requirement: Successfully affect 25 different targets
with charm or compulsion spells.
Benefit: Choose any one charm or compulsion spell you
can cast. You can use this spell once per day as a spell-like
ability. Your caster level and DC for this spell-like ability is
the same as if you were casting the spell. Each time you gain
a level in a spellcasting class, you may replace your current
charm or compulsion spell-like ability with a new one.

Graverisen [Achievement]
Death is no stranger to you, for you have risen from the
grave to continue your quest many times.
Requirement: Die and be brought back at least twice.
Benefit: You gain a single-use supernatural ability to
save yourself from death. The next time you would be
killed, you may use this ability, leaving you alive and
otherwise unaffected by the attack that would have killed
you, even against effects with no saving throw. This does
not require an action, and works even if you are helpless
or unconscious. If you die and are brought back to life,
you gain another single use of this ability. You can only
have one use of this ability unspent at any time; any others
you might accrue beyond the first are lost.

Healer’s Touch [Achievement]
The magic of life flows through your body like a river.
Requirement: Cure a cumulative total of 1,000 points of
damage for other creatures using healing spells. Dealing
damage slows progress toward this goal achievement;
for every 1 point of damage you deal to another creature,
reduce your cumulative healing total by 2.
Benefit: When you cast a healing spell to heal a target
other than yourself, the spell is maximized as though
using the Maximize Spell effect. This does not increase
your casting time for the spell. When you cast a healing
spell to damage a target, the spell is not maximized but
its saving throw DC increases by +4.
Note: There may be an opposite version of this feat
allowing casters using negative energy to heal undead.

History of Scars [Achievement]
Your scars bear witness to countless battles.
Requirement: Take a cumulative total of 1,000 points
of damage. Magical healing offsets this running total; for
every 5 points of magical healing you receive, reduce your
cumulative damage total by 1.
Benefit: Your thick scars impart a –2 penalty on all
Charisma-based skill checks, but increase your natural
armor bonus by +2.

Relentless Butcher [Achievement]
You revel in the glory of dismemberment and maiming.
Requirement: Confirm at least 50 critical hits.
Benefit: When you confirm a critical hit, that opponent
must make a Fortitude save (DC = 10 + your Strength or
Dexterity modifier) or be stunned for 1 round.

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Re: Legacy of fire

Postby Thanos » Wed Dec 29, 2010 2:42 pm

Traits

All of these Katapesh region traits
should be available to new characters starting the Legacy
of Fire Adventure Path.

Desert Child (Katapesh): You were born and raised
in southern Katapesh, in the rocky deserts that border
Nex. You are accustomed to high temperatures and gain
a +4 trait bonus on any saving throws made to resist the
effects of being in hot conditions, and a +1 trait bonus on
all saving throws against fire effects.

Duskwalker Agent (Katapesh): You spent a portion of
your childhood working for the Duskwalkers, the guild
responsible for policing and watching over all trade that takes
place in Katapesh’s notorious Nightstalls. You have quite a bit
more spending cash than most others of your age as a result,
and start with twice the normal amount of starting gold. In
addition, your reputation remains strong in the Nightstalls,
and any transactions you make there are always beneficial
to you; items you sell net you an additional 10% profit, and
items you purchase there are 10% cheaper than normal. This
discount also applies to your starting gear.

Freed Slave (Katapesh): You spent a significant portion
of your childhood as a slave, but were freed from slavery
several years ago by a benevolent master who purchased
you from an auction after your previous master’s death.
Yet while the memories of your difficult childhood still
haunt you, the hard life did toughen you. You gain a +1
trait bonus on Fortitude saves.

Merchant’s Child (Katapesh): One of your close
relatives was a gifted merchant, and taught you early in
life how to see the innate value in any object. You gain a
+1 trait bonus on Appraise checks, and Appraise is always
a class skill for you.

Nightstall Urchin (Katapesh): You grew up an orphan
on the streets of Katapesh, and spent many years of
childhood in the Nightstalls, Katapesh’s most infamous
market. The strange and often horrific sights you saw
there forced you to grow up fast—there’s little that can
shock or unsettle you. You gain a +2 trait bonus on saves
against fear effects, and when you do make a successful
save against a fear effect, the resulting rush of bravado
grants you a +1 trait bonus on attack rolls and all skill
checks for the next minute.

Pesh Addict (Katapesh): You spent several of your
teenaged years addicted to pesh, a habit that you may or may
not have kicked. Certainly, the habit consumed much of your
savings. You start with only half of the normal starting cash
as a result, but your knowledge of the pesh addict lifestyle
grants you a +1 trait bonus on Bluff, Knowledge (local), and
Sense Motive checks. One of these skills (your choice) is
always a class skill for you.

Pesh Dealer (Katapesh): You worked for a pesh dealer,
either by selling the drug on the street or helping to
organize shipments to other regions, which involved a
certain amount of smuggling. You gain a +1 trait bonus
on Sleight of Hand checks, and Sleight of Hand is always
a class skill for you.

Savannah Child (Katapesh): You were born and raised
in central Katapesh, among the rolling savannahs that
dominate the nation’s interior. You spent many of your
youth exploring these vast reaches, and know much of the
savannah’s secrets. Pick one of the following skills: Handle
Animal, Knowledge (nature), or Ride. You gain a +1 trait
bonus on that skill, and it is always a class skill for you.

Uwaga Highlander (Katapesh): You were born and
raised in western Katapesh, in the rugged badlands and
hills of the Uwaga Highlands. Even if you were born in a
city like Solku, you often had to travel the dangerous trails
with your family. Predators, gnolls, and worse haunt the
Uwaga Highlands, and you’ve become something of an
expert at evading them. You gain a +1 trait bonus on Hide
and Move Silently checks. This trait bonus increases to +2
in hilly or rocky areas.

Race Traits

Animal Friend (Gnome): You’ve long been a friend to
many among Katapesh’s animal life, and feel safer when
there are animals nearby. You gain a +1 trait bonus on Will
saving throws as long as an animal (Tiny or larger, must
be at least indifferent toward you) is within 30 feet, and
Handle Animal is always a class skill for you.

Child of Zolurket (Dwarf ): You come from a family
whose ancestors worked in the platinum mines near Tar
Urkatka, now known as Zolurket. Your parents never
explained why they’ve never returned to Zolurket, but
they did make sure that you knew your way around a fight
against undead foes. You gain a +1 trait bonus to weapon
damage against undead.

Fleshfairs. Your parents allowed escaping slaves to hide in
your home frequently, and the stories you’ve heard from
these escaping slaves instilled into you a deep loathing
of slavery. You gain a +1 trait bonus on any skill check or
attack roll made during the process of escaping capture
or in helping a slave escape bondage, and Escape Artist is
always a class skill for you.

Genie Blood (Human—Keleshite): One of your
ancestors was genie-kind. Select an element (air, earth,
fire, or water). You gain a +1 trait bonus on saving throws
against attacks that utilize that element (cold for air, acid
for earth, fire for fire, and electricity for water), and gain a
+1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense
Motive checks made against creatures of that subtype.

Historian (Human—Garundi): Your parents were
scholars of history, whether genealogists of your own family
tree, sages on the subject of ancient empires, or simply
hobbyists with a deep and abiding love for the past. You
gain a +1 trait bonus on Knowledge (history) checks and
bardic knowledge checks, and Knowledge (history) is
always a class skill for you.

Latent Psion (Human—Vudrani): The power
to affect the world with the mind is very much
a reality in your distant homeland. Although
you may not even have been born in Vudra,
this power remains potent in your mind as
well and protects you from mental assault. You
gain a +2 trait bonus on saves against mindaffecting
effects.

Legacy of Sand (Half-Orc): A large tribe of
orcs adapted to life in the desert once dwelt in
southeastern Katapesh. Although this tribe is
long extinct, some half-orcs of Katapesh carry the
traits of this tribe in their particularly large jaws,
broad shoulders, and shockingly pale eyes. You often
have dreams of hunts and strange ceremonies held under
moonlight in the desert sands. Some ascribe these dreams
to racial memory, others to visions or prophecies. These
dreams have instilled in you a fierce sense of tradition.
You gain a +1 trait bonus on all Will saving throws.

Spirits in the Stone (Human—Mwangi): You have an
almost instinctive ability to sense danger and peril in
ruined structures. Whenever you’re in ruins, you gain a
+2 trait bonus on Initiative checks and a +1 trait bonus
on saving throws against traps and natural hazards.

World Traveler (Human—Varisian): Your
family has taken the love of travel to an extreme,
roaming the world extensively. You’ve seen
dozens of cultures and have learned to appreciate
the diversity of what the world has to offer. Select
one of the following skills: Diplomacy, Knowledge
(local), or Sense Motive. You gain a +1 trait bonus to
that skill, and it is always a class skill for you.

Ekujae Reflexes (Half-Elf ): One of your parents was a
member of the Ekujae tribe of the Mwangi Expanse, and
you’ve inherited a portion of your elven parent’s quick
reflexes. You gain a +2 trait bonus on Initiative checks.

Forlorn (Elf ): There are no major elven settlements
in Katapesh, and like many of the region’s elves, you
were forced to grow up among shorter-lived races like
humanity. Having lived outside of traditional elven
society for much or all of your life, you know the world
can be cruel, dangerous, and unforgiving of the weak. You
gain a +1 trait bonus on Fortitude saving throws.

Freedom Fighter (Halfling): Although halfling slaves
are not as common in Katapesh as they are in Cheliax,
they still make up a quarter of slaves sold at the Katapeshi

Religion Traits

Blade of Mercy (Sarenrae): You know that within the
heart of even the most hateful and cruel living creature
exists a sliver of shame and hope for redemption. You
have trained long on martial techniques to use bladed
weapons not to kill, but to subdue. When striking to
inflict nonlethal damage with any slashing weapon, you
do not take the normal –4 penalty on your attack roll, and
gain a +1 trait bonus to any nonlethal damage you inflict
with a slashing weapon.

The City Protects (Abadar): You feel safe and secure
in urban environments, even in cities whose laws you
find unjust—it is the physical fact of the city that you
take solace in. In any settlement, you gain a +2 trait
bonus against fear effects. If you fail a save against a fear
effect, you may make a new save each round you remain
in the city to overcome the fear effect as long as the fear
effect persists. If you are a paladin, this ability to make
additional saves to overcome fear extends to all allies
within your aura of courage.

Cleansing the Twisted (Sarenrae): You have studied well
the many religious texts that chronicle Sarenrae’s neverending
struggle against Rovagug and his monstrous
offspring. Your fighting style works particularly well
when you utilize slashing weapons against aberrations.
You gain a +1 trait bonus to slashing weapon damage
against all aberrations.

Eyes and Ears of the City (Abadar): Your religious
training was entwined with your work serving the city
watch of a large city, the primary duty of which was
standing sentinel on a city wall. You gain a +1 trait bonus
on Listen and Spot checks.

Magic is Life (Nethys): Your faith in magic allows you to
reflexively use the energy of any spell effect on you to save
you from death. As long as you are under the effects of any
spell, you gain a +2 trait bonus on saving throws against
death effects. If you are reduced to negative hit points while
you are under the effects of any spell, you automatically
confirm stabilization checks to stop bleeding.

Strength of the Sun (Sarenrae): You take solace in the
purifying light of the sun. During the day, you gain a +1
trait bonus on all Charisma-based checks.

Wisdom in the Flesh (Irori): Your meditation on the
nature of strength and speed allows you to focus your
thoughts to achieve things your body might not be able
to do on its own. Select any Strength, Constitution, or
Dexterity-based skill. You make checks with that skill
using your Wisdom modifier instead of its normal ability
score. That skill is always a class skill for you.

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Re: Legacy of fire

Postby Needles » Fri Dec 31, 2010 6:46 pm

How many traits do you start with in your campaign?

I can't use any of the weapons and armor in any other book besides Pathfinder core, advanced player guide only, Legacy of Fire players guide, Pathfinder Chronicles: Dark Markets—A Guide to Katapesh books allowed? I don't own the last two.

If I am allowed two traits these are my choices. If one trait is allowed then the first trait.

1. Desert Child (Katapesh): You were born and raised
in southern Katapesh, in the rocky deserts that border
Nex. You are accustomed to high temperatures and gain
a +4 trait bonus on any saving throws made to resist the
effects of being in hot conditions, and a +1 trait bonus on
all saving throws against fire effects.

2. Ekujae Reflexes (Half-Elf ): One of your parents was a
member of the Ekujae tribe of the Mwangi Expanse, and
you’ve inherited a portion of your elven parent’s quick
reflexes. You gain a +2 trait bonus on Initiative checks.

I am a Dark skinned Elf with black curly hair. My father was from Mwangi, a Human, and my mother is an Elf from Katapesh. I'll give you more background stuff this Sunday.
There are lies, damned lies and statistics.

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Re: Legacy of fire

Postby Thanos » Fri Dec 31, 2010 11:34 pm

2 traits free
you can use a feat to get 2 more but ALL traits have to be from different sources. You can't have 2 race traits or 2 religion traits or 2 combat and so on. How you did it is perfect.

anything from those books is open. I have hard copies of those books you can look at. They are small anyway and the dark markets is mostly fluff.

game will start 1/9/2011

pj going to link the players guide

FYI don't plan on finding lots of special materials. I will allow some to be bought but they will be expensive. Don't expect everyone in the party to be wearing mithril full plate or using adamantine weapons. If the adventure become more difficult I will adjust magic as needed but seeing as you will have a pretty large party I am going to side on caution.

I will also assign plot backgrounds to each character so they will have something else vested in the adventure.

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Re: Legacy of fire updated 12/31/2010

Postby Needles » Sat Jan 01, 2011 4:13 pm

What is this?

"I will also assign plot backgrounds to each character so they will have something else vested in the adventure."

What ever happened to...

"If you make a decent character background I will grant you a boon."

If we make a character background do we also get the background set from the adventure? I originally planned to make a character background or do we set back and let you give us one?
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Re: Legacy of fire updated 12/31/2010

Postby Needles » Sun Jan 02, 2011 11:19 pm

One more thing, I plan on going on to Master Chymest in the future.
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Re: Legacy of fire updated 12/31/2010

Postby Thanos » Mon Jan 03, 2011 12:36 pm

Needles wrote:What is this?

"I will also assign plot backgrounds to each character so they will have something else vested in the adventure."

What ever happened to...

"If you make a decent character background I will grant you a boon."

If we make a character background do we also get the background set from the adventure? I originally planned to make a character background or do we set back and let you give us one?


Make your own. You will get a boon if your write something up. Better the background better the boon :).

You will have the option to accept a minor backgroud change. The background plot I will give you is minor and more of an excuse on why you have taken this dangerous mission. EXAMPLE you are looking for your lost sister, you are a slave and want your freedom, you want to find out what happened to your relatives or you want to restore the temple of your god.

Game will be this sunday at Pjs probably 1 pm. I will double check for sure.

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Re: Legacy of fire updated 12/31/2010

Postby Ozymandius » Tue Jan 04, 2011 12:29 am

For sure.
- Philip Slama

"Sex is like the death penalty. One outcome, multiple ways to carry it out," -Stephen Colbert.

"OMG I can't believe I just got censored on LC.net!!!111 IS ADOLFO SEEING THIS sh*t!!!" -TheWorldsGreatestWarrior.

Email: Finn_Durandall@Hotmail.com

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Re: Legacy of fire updated 12/31/2010

Postby Needles » Tue Jan 11, 2011 2:25 pm

Had a great time, thanks.
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Re: Legacy of fire updated 12/31/2010

Postby Thanos » Fri Jan 14, 2011 1:19 am

this sunday 1 pm a pj again

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Re: Legacy of fire updated 12/31/2010

Postby Needles » Fri Jan 14, 2011 6:35 pm

You do realize I run on Latin time.
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Re: Legacy of fire updated 12/31/2010

Postby Needles » Tue Feb 15, 2011 5:47 pm

Where are we playing this Sunday? Pj's?
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Re: Legacy of fire updated 12/31/2010

Postby Needles » Thu May 05, 2011 5:36 pm

We leveled last week the first of May, and we are playing at PJ's this Sunday the eighth, right?
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