GM Advocate's Hell's Vengeance (Inactive)

Game Master Sir Longears

Longacre map | Current Map
Loot

Party Conditions:
Ahreni [7/17 - wounded (-2)]
Cael [20/21 - healthy]
Melani [13/14 - healthy]
Pava [18/20 - healthy]
Vicenzo [18/18 - healthy]

Party Exp: 3810/5000
Rebellion Points: 10


101 to 150 of 209 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Ahti is now done with the last of her creation: buying gear. It was at the same time the hardest and easiest experience buying gear I've ever had.


@BC4Realz: Since the Lashunta is under the 11 RP limit, nothing is stopping you from submitting a Lashunta PC but bear in mind two things... first, it would fall in the 'weird PC spot' which tends to be quite long and, second, you'd have to have a amazingly good background/reason to play a Lashunta.

Silver Crusade

I built a human cavalier (beast rider, emissary) last night, Order of the Stars with the Scion of the Nine Circles campaign trait. As such, he reveres diabolism (the entire hierarchy of devils), not just Asmodeus. My thinking is that he grew up in the church of Asmodeus, and was likely on a path to Antipaladin/Inquisitor within the church, but ultimately decided he couldn't follow just one devil over the others, so set out on his own. He holds no dislike for Asmodeus; Asmodeus is a devil too, after all.

I will build an alias tonight with crunch and fluff.


Greetings and thanks for offering to run the campaign. Brakus Tyrdalin for your consideration. Background is pretty well set and I'll add the crunch side of things tonight/tomorrow.

Let me know if there's anything I can clarify or that I misunderstood.


Well boo, sounds like Zin has a build similar to what I was leaning towards...

I will go back to the drawing board then...see if I can come up with something that will be fun while still being a little more mainstream to make it more likely that I am selected.


Arcane
Azten: Ahti - changeling kineticist [complete]
Fabian Benavente: Sarvin - tiefling witch [complete]
mishima: Vigan - half-elf illusionist (mage of the vail) (primalist) [complete]
Nickadeamous: Penance - gnome unchained summoner
Nikolaus de'Shade: Ahreni, Fallen Angel - peri-blooded aasimar psychic [complete]
Spencer Ramirez: Alexander Malicdor - human wizard (necromancer) [complete]

Combatant
bali: Brakus Tyrdalin - human ranger [missing crunch]
ElegantlyWasted: Korvus Gloomhammer - human figher (two-handed fighter) [complete]
Mjolbeard89: Boaz the Breathless - human brawler (strangler) [complete]

Divine
French Wolf: Satinius Del Pierre - tiefling cleric (fiendish vessel) of Asmodeus [complete]
MannyGoblin: Trevor Culexes - halfling oracle (bones) [complete]
Olaf the Holy: human cleric of Zon-Kuthon [missing backgrounds]

Skills
DavianGrallus: Ivey Edict - half-elf hunter [complete]

Interest Only
alexgndl: catfolk unchained rogue
BC4Realz: only dot
Cuàn: changeling? vigilante
FedoraFerret: inquisitor of Achaekek into sentinel
Newbonomicon: halfling mesmerist
Ouachitonian: skinwalker ranger (shapeshifter)
Oyzar: mesmerist or dhampir antipaladin or alchemist
Radavel: only dot
Roycilo: asmodean enchanter caster, probably wizard
The Morphling: insinuator antipaladin
The Norv: only dot
The Pale King: unsure [background finished]
Zin Z'arin: human cavalier (beast rider, emissary)


It is with great pleasure that I introduce you to Destro Pitblood, the Half-orc Magus.

Please let me know if you see anything concerning in his build or fluff.

I see him kind of being a jack of many trades and master of few. He can melee fairly well, is decent at being a party face, and manages to do just a little bit of casting.

Unfortunately that means I am not sure where you going to put him in your 4 archetype breakdown. :D

Silver Crusade

May I present Pava Arioch. Should the Archdevils of Hell favor her (which they certainly will), she will defend the Thrunes to the end (or her own glory).

Need to add her mount, and write up her background.


Ahreni, Fallen Angel
Female Peri-Blooded Aasimar Rogue 1
LE Medium Outsider (Native)

Init +5 (+3 Dex, +2 trait)
Senses: Perception +4, Darkvision 60ft.

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 9/9
Fort +1 (0 base, +1 Con)
Ref +5 (2 base, +3 Dex)
Will +0 (0 base, +0 Wis)

OFFENSE
Shortsword +3, d6-1 (+d6), 19-20 x2
Sap +3, d6-1NL (+d6), x2
Spring Blade +4, d4-1 (+d6), x2
Spd 30 ft

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 8 (-1)
Dex 16 (+3)
Con 13 (+1)
Int 14 (+2) (12 base, +2 racial)
Wis 10 (0)
Cha 14 (+2) (12 base, +2 racial)

Base Atk +0 (+0.75 Rogue)
CMB -1 (0 BAB, -1 Str)
CMD 12 (10, 0 BAB, 3 Dex, -1 Str)

FEATS
Angel Blood [Level 1]: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
TRAITS
Ex-Iomedaean: Against followers of Iomedae, including many (but not all) archons and angels, you gain a +1 attack and damage rolls.
Seeker: You gain a +2 trait bonus to Initiative.
Life’s Savings (as Wealthy Parents): Your starting wealth increases to 900gp.
Sentimental (Drawback): You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.

SKILLS
Acrobatics +7 (1 rank, +3 Dex, +3 class)
*Appraise +6 (1 rank, +2 Int, +3 class)
Bluff +6 (1 rank, +2 Cha, +3 class)
Craft (Weapons) +6 (1 rank, +2 Cha, +3 class)
Diplomacy +6 (1 rank, +2 Cha, +3 class)
Disable Device +9 (+10) (1 rank, +3 Dex, +3 class, +2 tools)
Disguise +6 (1 rank, +2 Cha, +3 class)
Knowledge (Local) +6 (1 rank, +2 Int, +3 class)
Perception +4 (+5) (1 rank, +0 Wis, +3 class)
Sense Motive +4 (1 rank, +0 Wis, +3 class)
*Sleight of Hand +7 (1 rank, +3 Dex, +3 class)
Stealth +7 (1 rank, +3 Dex, +3 class)
Use Magic Device +6 (1 rank, +2 Cha, +3 class)

Total Points: 13 [1x(8 Rogue + 2 Int + 1 FBC + 2 background)]
AC penalty is 0

LANGUAGES
Common, Celestial, Infernal, Elven

EQUIPMENT
Sap (1gp) [2lb]
Shortsword (19gp) [2lb]
Masterwork Spring Blade (370gp) [1lb]
Damien’s Overcoat (Masterwork Leather Armor) (160gp) [15lbs]
Ahreni's Adventuring Kit: a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, masterwork thieves tools, torches (10), trail rations (5 days), and a waterskin. (150gp) [37lbs]
Jewelry (100gp)
98 gold 18 silver 20 copper
Weight Carried: 57lbs.

SPECIAL ABILITIES
Celestial Resistances: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Knowledge (Planes) and Spellcraft checks.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
--------------------
Appearance
--------------------
Ahreni has long black hair and a non-descript build. She not physically strong and her hands are callused by hard work, not from wielding a weapon. Her skin is perfectly smooth and her facial features reflect her angelic heritage. Her wings and much of her power has been stripped from her, but Heaven leaves an indelible stamp, even on those is rejects.
--------------------
Motivation
--------------------
Ahreni is motivated by two forces, love for her daughter and revenge against the Glorious Reclamation.
--------------------
Background
--------------------

To avoid repetition, only one change here:
”They say that Heaven is a place of goodness and truth. A place where the just are rewarded and the virtuous reap their rewards. True enough, but they know nothing of love, nothing of the ties which can bind the heart of even the most imperfect beings… and they don’t know rage, grief, sorrow or revenge. That is a lesson which I intend to teach them in full.

Once I was an angel, full of faith and promise. I was a healer, I could remove fear and pain, I could cure madness with a touch and a word. I lived for the good I could do and I served Heaven with all my heart – until I met Damien. A cleric called me to his small house to treat his mother who was dying. I couldn’t help her, but I eased her pain and when Damien cried upon my wings I enfolded him until he stopped sobbing. I never returned to Heaven after that. His grief touched my heart in a way I couldn’t describe and at first I stayed to help him. I hid myself as a normal woman and we lived together for months after his mother died.

I don’t know when I fell in love but when the time came and I knew he was cured, or as cured as a man can be from such loss I knew I couldn’t leave him. So I refused the call of Heaven and settled in Stoneford. We married and he gave me a beautiful girl. We named her Anya after her grandmother and we were so happy together. Then Heaven grew tired of being refused.

The Glorious Reclamation came to Stoneford. There was no reason to. It’s a village, barely forty people on one end of a small ford to a smaller river but still they came, a Knight in full armor, thirty men-at-arms and an Angel. They demanded we surrender Stoneford in the name of Iomedae, declaring us ‘liberated’ from House Thrune and Cheliax and under the leadership of the Glorious Reclamation. We refused. Thrune never troubled with Stoneford. We paid our taxes and no-one cared. There wasn’t even a shrine to Asmodeus, that’s how much the gods mattered to us. Damien led the men and refused point blank. That’s when the Angel turned to me. ‘Heaven calls you home.’ He told me. ‘Do your duty and come with us.’ I refused, Damien tried to protect me and the Angel struck him down. I killed him for that. I put a dagger through his heavenly eye and wept with the pain I felt as he struck down the man I loved. As he fell the men of Stoneford charged and I charged with them.
The next thing I knew I woke up in the river, half drowned and surrounded by the broken feathers of my wings. Some of the women pulled me out and told me what happened. The Knight, Braxus, felled me and condemned me to die for murder. Anya threw herself on my body and begged for my life. Braxus spared me and took her. He took my daughter, the most precious being in Heaven above or Hell below, and left me broken.

I vowed then that I would find him and get my daughter back. Heaven and the Glorious Reclamation have taken everything from me. My powers are gone, taken the moment I used them against one of my own kind but I don’t care. I will find them, I will fight them and I will destroy them. This is Cheliax, home of Hell on Golarion and if I have to sell my soul to do it I will destroy them and I will find my daughter!”

Ahreni closed the diary quickly, so that her tears didn’t smudge the charcoal. “But first,” she murmured quietly, looking out of the wagon at the approaching town. “First I bury my husband. Then I take revenge.”

After some consideration, and seeing the number of great arcane applications(!), I am restatting Ahreni as an unchained rogue. Apologies GM about dropping Str to 8 but I really wanted to keep the 13con for angelic blood so savings had to be made somewhere! Hope you like the new look version!


Some great entries here.

Added the crunch for Brakus.


Arcane
Azten: Ahti - changeling kineticist [complete]
BC4Realz: Destro Pitblood - half-orc magus [complete]
Fabian Benavente: Sarvin - tiefling witch [complete]
mishima: Vigan - half-elf illusionist (mage of the vail) (primalist) [complete]
Nickadeamous: Penance - gnome unchained summoner
Spencer Ramirez: Alexander Malicdor - human wizard (necromancer) [complete]

Combatant
bali: Brakus Tyrdalin - human ranger [complete]
ElegantlyWasted: Korvus Gloomhammer - human figher (two-handed fighter) [complete]
Mjolbeard89: Boaz the Breathless - human brawler (strangler) [complete]
Zin Z'arin: Pava Arioch - human cavalier (beast rider, emissary) [missing backgrounds]

Divine
French Wolf: Satinius Del Pierre - tiefling cleric (fiendish vessel) of Asmodeus [complete]
MannyGoblin: Trevor Culexes - halfling oracle (bones) [complete]
Olaf the Holy: human cleric of Zon-Kuthon [missing backgrounds]

Skills
DavianGrallus: Ivey Edict - half-elf hunter [complete]
Nikolaus de'Shade: Ahreni, Fallen Angel - peri-blooded aasimar unchained rogue [complete]

Interest Only
alexgndl: catfolk unchained rogue
Cuàn: changeling? vigilante
FedoraFerret: inquisitor of Achaekek into sentinel
Newbonomicon: halfling mesmerist
Ouachitonian: skinwalker ranger (shapeshifter)
Oyzar: mesmerist or dhampir antipaladin or alchemist
Radavel: only dot
Roycilo: asmodean enchanter caster, probably wizard
The Morphling: insinuator antipaladin
The Norv: only dot
The Pale King: unsure [background finished]

@Everyone: Since we already have many PCs submitted and the rate of new PCs have diminished in the last couple days, I'll close this recruitment to DOT at 27/05 and the final touches to the PCs to 28/05. I intend to make my decisions on 29/05 and start the game on 30-31/05.


Pava Arioch is complete!


I'm nearly done with the crunch, but I have two questions about an interaction with background skills. Marcellus is a former member of the church of Iomedae who has become disgusted with the church in recent years, and a festering resentment is beginning to build within him directed at its religious leaders.

I'm planning to take the Human Alternate Racial Trait "Institutional Memory," which is as follows:

Institutional Memory wrote:
Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.

1. Even though Marcellus quit the church recently, can he still get the +4 bonus to checks regarding the Church of Iomedae, since he was a worshipper for most of his life?

2. Second, if I take Lore (Church of Iomedae), can I use the +4 on knowledge checks on the Lore checks too?

Thanks so much!


1 person marked this as a favorite.

@Marcellus Vossler/The Morphling: Yes to both questions!


Great, thanks! I'll get the fluff and background information finished soon! I decided to go with an Unbreakable Fighter, instead of an Insinuator Antipaladin.


I have another question about the setting - Longacre is populated by lots of military veterans (of which Marcellus is one), but I'm not sure what conflicts have happened recently. Was there a war at some point in the last 10 or 20 years that Marcellus could have fought in, or are these just veterans of peacetime?


1 person marked this as a favorite.

Longacre was created as a military camp back in the time when Tandor conquered everything. With the end of the Everwar, many veterans were granted lands around Longacre and were the 'first wave of veterans' to establish residence there (~4400). More recently, with the end of Chelich Civil War that put the Thrune in the power (~4640), many more war veterans came to Longacre but, differently from the first time, these new veterans were those who opposed the Thrune and "lost" the war, being somehow exiled from the big cities.

The AP takes place in 4715 and there were no wars during this time so most of the veterans are pretty old.


Uhhh... So I have two very different builds for my character and I haven't decided which to go with yet.

Cavalier Stat Block:

Dartanian
Human Cavalier (Spellscar Cavalier) 1
LN Medium Humanoid (Human)
Init +3, Senses Normal vision, Perception +6
----------------------------------------
DEFENSE
----------------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 12 ((1d10 + 2 Con))
Fort +3, Ref +3, Will +1
----------------------------------------
OFFENSE
----------------------------------------
Ranged (Pistol) - Attack: +3; Damage: 1d8 Crit x4 Range: 20ft
Grit - 1 / 2
----------------------------------------
STATISTICS
----------------------------------------
Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Speed 30 ft (50ft mounted)
BAB +1; CMB 1; CMD 13
Feats Point-Blank Shot, Precise Shot (B), Amateur Gunslinger (B, Quick Clear), Gunsmithing (B)
Skills Bluff +6, Diplomacy +6, Handle Animal +6, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +6, Ride +7, Sense Motive +5
Traits Seeker, Thrune Informant
Languages Common, Infernal

----------------------------------------
SPECIAL ABILITIES
----------------------------------------

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency
Dune drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier's normal weapon and armor proficiencies.

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Have Gun
At 1st level, the dune drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The dune drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger.
This ability replaces tactician.

Order of the Lion
Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Amateur Gunslinger
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

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

Gunsmithing
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

------------------------------
MOUNT
------------------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

HP 16 (2d8+4 Con+3 Toughness)
BAB +1
AC 15 (10 + 1 Dex + 4 Natural Armor)
Fort +5 Ref +4 Will +1

Size Large; Speed 50 ft.

Feats: Light armor proficiency, Toughness

Attacks bite (1d4), 2 hooves* (1d6)
*Secondary attack

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried - 31lbs
Money 15 GP 0 SP 0 CP
Pistol - 4lbs
Gunsmith’s kit - 2lbs
Chain Shirt - 25lbs
Military Saddle

Monk Stat Block:

Dartanian
Human Unchained Monk 1
LN Medium Humanoid (Human)
Init +3, Senses Normal vision, Perception +7
----------------------------------------
DEFENSE
----------------------------------------
AC 17, touch 17, flat-footed 10 (+0 armor, +3 Dex, +3 Wis, +1 Dodge)
HP 12 ((1d10 + 1 Con + 1 Favoured Class Bonus))
Fort +3, Ref +5, Will +3
----------------------------------------
OFFENSE
----------------------------------------
Melee Unarmed Strike - Attack: +4; Damage: 1d6+2 Crit x2
Flurry of Blows - Attack +4/+4; Damage: 1d6+2 Crit x2
----------------------------------------
STATISTICS
----------------------------------------
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Speed 30 ft (50ft mounted)
BAB +1; CMB 3; CMD 16
FeatsWeapon Finesse, Dodge (B)
Skills Acrobatics +7, Perception +7, Knowledge (Religion) +4, Knowledge (History) +4, Sense Motive +7, Stealth +7
Traits
Languages Common

----------------------------------------
SPECIAL ABILITIES
----------------------------------------
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried -
Money 35 GP 0 SP 0 CP

Background:

----------------------------------------
BACKGROUND
----------------------------------------
Background
Dartanian was raised in an orphanage of the Sisters of the Golden Erinyes. He never knew his parents and this was for good reason. His mother Anastasia did raise him, but secretly as she is one of the devil nuns herself. The only person alive aside from Anastasia that knows Dartanian is her son is Queen Abrogail. Anastasia was something of a favorite of the Queen, and when she found herself pregnant she threw herself at the Queen's feet and confessed of her dalliance with a Taldoran Paladin. The Queen allowed Anastasia to keep her son and her life as long as she 'retired' to an orphanage and let no one else know of what had transpired. Knowing the dark pleasure that one day she would have the son of a Paladin as one of her most loyal. Anastasia's estimation of her Queen's worth grew a hundredfold. Dartanian was raised with a constant subtle leaning to his teachings, that of the glory of House Thrune and the Queen herself above all. While he was taught Asmodean worship just as much as any of the other children, Anastasia made sure her son's loyalty would come to the Queen above all. Dartanian himself had a love for philosophy, law and ethics and spent much of his free time in the study of these subjects so as to one day better enforce the will of Thrune. He was sent from the Orphanage when he came of age, his first mission granted by his mother a simple one. To travel to the town of Longacre and prove his loyalty to Cheliax and the Queen.

Concept:
-Lawful Neutral at first.
-Absolute loyalty - Dartanian's loyalty is unshakeable and it is this loyalty that will lead him to the dark side.
-He does not believe himself evil - Dartanian does evil things because he thinks they are right and just, he is a student of mixed interests and has created a life code based on loyalty, sacrifice and 'the greater good'.
-His parents blessed him with good looks, he has the face of a hero, and so he can get away with things others may not.
-His worship of Asmodean is personal and perhaps not all to deep, his true loyalty is to Thrune and Cheliax.

Goals:
-One of Dartanian's only 'rebellions' in life is that he does want to find out about his father.
-Dartanian would love to one day be a personal warrior for Abrogail herself.
-I personally would like to explore his 'fall' to Lawful Evil and see where it leads. I could see either him becoming darkness impersonified, or going the other way and leaving the party. (Some GMs might not like this possibility as it may cause conflict with the players, but I am perfectly okay with my character being killed by the party if he ends up their enemy through developement. I just want him to be the character shaped by his actions and the actions of those around him).

Secrets:
-Dartanian does not speak of his 'lack of faith' in Asmodean.
-Dartanian does not know that his father was a Taldoran Paladin or that Anastasia is his mother.

Relations:
-His mother Anastasia is one of the closest people to him. He is devoted to her and she is to him.
-His childhood friend Porthos who he greatly enjoys to debate with, they often do so in secret as they will take sides that would not be popular with the Sisters.
-One of the Sisters of the orphanage: Nadine. She has always found something about the relationship between Dartanian and Anastasia as strange and has done her best to sabotage it.

Quirks and Mannerisms:
-He strokes his chin and paces while thinking. (Or just when he is stressed)
-He is overly tidy and easily bothered by messes.
-Is always early to any meeting.

Silver Crusade

Wow, so many people so far now. And I am not the only magic character any more. >.< Well, I hope I get a chance to play. And with this being my first evil character, I will definitely have to work things out properly.

Though, being on the side of Cheliax should make things flow smoother anyway. ^_^


I imagine Cheliax still maintains a standing army of a not-insignificant size, and that its troops get some occasional action putting down small-scale threats, even if there's no pitched wars. The Thrune Ascendancy was 75 years ago - if these men enlisted to fight against Thrune, they'd all be at least ninety years old if they fought in the Chelish Civil War.

In 4643, three years after Thrune took power, Cheliax waged a naval campaign against the newly-seceded Sargava, but their ships were sunk by a hired pirate fleet.

In 4660, they tried again, but were driven back and forced to retreat.

In 4667, the Red Revolution began in Galt, breaking that nation away from Cheliax.

In 4669, Andoran seceded, prompting a 20 year embargo by Cheliax.

In 4674, Chelish soldiers marched from Westcrown to seek traitors responsible for the destruction of the Great Stavian Arch (which blocked Westcrown's harbor with its destruction) many years earlier.

In 4689, the embargo ended as Andoran sank three Chelish warships (including the Chelish flagship) off the coast of Westcrown. In the 26 years that followed, no notable Chelish military engagements occured.

I hope that this quick summary of recent events helps others too! It's certainly told me about the kinds of engagements Chelix has been involved in - and tells me that Marcellus was most likely a sailor, not just a soldier. I'm going to say that he was probably a veteran of the Battle of Westcrown Harbor, injured in the naval skirmish with Andoran's fleet 26 years ago in 4689. That fits with the "grizzled old veteran" age I have for the character. He was in his 20s when he enlisted, so he's probably in his late 40s, nearly 50 years old.


"Ah... A dutiful soldier of Cheliax. I do hope we both get chosen for this endeavor." As Alexander remarks.

If we get chosen together, I can see Alex listening to Marcellus's advice if there is combat to be had. Though, I still hope to get chosen at all!

The Exchange

Thanks for that info, DM Advocate and Morphing, I'll try to incorporate a little of it into my background too. There was a small hole in there which is now going to be filled nicely!

..a low point buy seems to feed into the idea of a more aged character who once had greater strength and dexterity. Or a youngster with not much smarts - I like that.

15 pt buy is beginning to look like something I will adopt for my own campaigns.

Cheers
FW


1 person marked this as a favorite.

@Marcellus Vossler/Morphling: You are indeed right and I made the same calculations you did about these really freaking old war veterans... and to my surprise the AP says nothing about it! Quite disappointing. I assume that the when they mention the 'veterans' they are actually talking about the second-third generation of those veterans, still holding some grudge against Cheliax. You are also right about the standing army.

@French Wolf: Do not really worry about this small gaps. Since neither of you have nothing that fully details Longacre, it is actually impossible to make a background with some inconsistency/holes. Once selected, I'll work with the players to adjust the backgrounds accordingly.


That sounds good, GM. I'd be open to switching any of the NPCs in Marcellus's background to be a pre-existing one if you thought that might be a good idea.

My ten-minute backstory is done, and I'll get to work on the writing sample/background today!


Penance's submission is now complete. He is now an Inquisitor of Asmodeus, the class features just fit the concept better. Everything is in the alias.


Arcane
Azten: Ahti - changeling kineticist [complete]
BC4Realz: Destro Pitblood - half-orc magus [complete]
Fabian Benavente: Sarvin - tiefling witch [complete]
mishima: Vigan - half-elf illusionist (mage of the vail) (primalist) [complete]
Spencer Ramirez: Alexander Malicdor - human wizard (necromancer) [complete]

Combatant
bali: Brakus Tyrdalin - human ranger [complete]
ElegantlyWasted: Korvus Gloomhammer - human figher (two-handed fighter) [complete]
Mjolbeard89: Boaz the Breathless - human brawler (strangler) [complete]
The Morphling: Marcellus Vossler - human fighter (unbreakable fighter) [missing background]
Zin Z'arin: Pava Arioch - human cavalier (beast rider, emissary) [complete]

Divine
French Wolf: Satinius Del Pierre - tiefling cleric (fiendish vessel) of Asmodeus [complete]
MannyGoblin: Trevor Culexes - halfling oracle (bones) [complete]
Nickadeamous: Penance - gnome inquisitor (monster tactician) of Asmodeus [complete]

Skills
DavianGrallus: Ivey Edict - half-elf hunter [complete]
Nikolaus de'Shade: Ahreni, Fallen Angel - peri-blooded aasimar unchained rogue [complete]

Interest Only
alexgndl: catfolk unchained rogue
Cuàn: changeling? vigilante
FedoraFerret: inquisitor of Achaekek into sentinel
Newbonomicon: halfling mesmerist
Oyzar: mesmerist or dhampir antipaladin or alchemist
Roycilo: asmodean enchanter caster, probably wizard
The Norv: only dot
The Pale King: monk or cavalier [background finished]

Dark Archive

Meet Anarxos Voralius. I hope you'll enjoy the reading!

Egorian, 14 Desnus 4714, in one of the rooms in the Ministry of Historical Accuracy's basement.

The tall, almost gaunt man wearing robes slammed the door open, treading briskly into the room illuminated by four red candles that were already half-consumed by the time he came in.

"Well, well, Mr. ... Zelatios, is it? Sorry to keep you waiting, I've had a very busy day, and I have the sense it isn't about to get better. Is it?" the man asked, stroking is beard. "No, don't feel obliged to reply just yet. Let's make this a little more formal. Have you heard of me? I am Anarxos Voralius, the one they call "the Historian". Not that your presence here will be a noteworthy event in the history of our glorious country. Not even a footnote, I'm afraid." he quickly added with a playful tone.

The other man was tied to a solid wooden seat, not the kind to offer an amazing sense of comfort though. He was bound, with his head only allowed to move slightly on either side. On his bald head, drops of sweat were already running down.

"I've heard of you," replied the tied man with a groan "but people usually call you "lapdog of the Thrunes". I can't say I blame them. You're going to torture me? You're losing your time - I won't say a thing."

No emotion manifested on the Historian's pale face. No anger, no pleasure, nothing. He replied on a very matter-of-fact tone.

"My, my. No need to be rude at this stage of the proceedings, is there? No, I'm not going to torture you. My presence here - for which you should count yourself privileged - is only meant to establish the One and Only Truth, to banish all kinds of foreign propaganda, lies, and historical fallacies. But I won't insult your intelligence, since you know we're at the Ministry of Historical Accuracy."

The other man's voice blurted out, almost chuckling. "Do you actually believe what you're saying? Listen to yourself. That's nonsense and you know it. Historical Accuracy? What a pathetic way to conceal the fact that the Thrunes have been altering the history of our nation for decades, only to serve their own interest."

Anarxos's voice rose slightly, accepting the implicit challenge. "Ah, but you will admit that their interest is paramount, and the very balance of our glorious empire resides in the solidity of its foundations - its History. Besides, do not tell me you're gulliable enough to believe there's only one way to tell a story. You see, everyone has their own point of view. Sadly for you, the only one that matters is the one of those who won. Ergo, the Thrice-Damned House Thrune."

Zelatios clenched his teeth, looking at his interrogator with defiance. A cold rage was slowly coming to a boil in his mind.

"Curse you and your warped logic! Whatever lies you're telling yourself, it won't make me bow to you. It's precisely that attitude that will be the downfall of the Thrunes. Arrogance."

During the whole exchange, Anarxos had stood very still. He started to roam with a steady, clockwork-like pace around the chair where the man was bound.

"You speak of precision, one thing that is paramount in our proceedings here. Let me tell you about it. You will remember your precious Salya, of course. Let me tell you precisely what I will do to her when I'm finished with you."

He let the information be absorbed by Zelatios, pausing for a moment, reveling in the superiority he had established within seconds over the captive wretch. He stepped forward, coming from behind, and leaned to the man's ear, whispering now so that no one could hope to hear him save for his prey.

"Unless you tell me the name of your contact within the Glorious Reclamation, of course. Such a meaningless thing to you, but that could mean so much to your dear Salya... don't you think?"

Zelatios lowered his head in resignation.

Well, this night may not be such a long one after all.

Background:
Anarxos Voralius was born the second son of Athis Voralius, head of a minor noble house in Westcrown. His childhood was not an easy one, between the contempt of a father and the constant rivalry with his elder brother. Anarxos quickly understood his only way to make his own path in life lied with his intelligence, whereas his brother Aricas was a more physical type. The boy's father quickly realized this, and offered Anarxos what he needed the most: a teacher and an education. The boy's mentor, Calixarr Oberigo, proved to be a perfect match for him, always seeking to give him a taste for knowledge.

Anarxos took great pleasure in studying History under Calixarr's guidance, and came to realize the common saying was true - "Knowledge is Power". He grew up with this in mind, his thoughts focused on the achievement of great reknown and power. For this, he knew he had to make himself a necessity for the right people. He perfected his skills in writing, eventually catching the attention of representatives of the Thrune government. Thus, he was selected to work at the Ministry of Historical Accuracy, a part of the nation's authorities aiming to establish the One and Only Truth - the vision of the Thrunes, their perception of Chelish History. Rising quickly in the ranks of that organization, he was also trained, then entrusted with the interrogation of those who hold heretic beliefs in the eyes of the Thrunes. His emotionlessness and sense of observation became assets for the young man. His career was well on its way!

It was then he was sent to Longacre to spot and excise the veterans who'd claim themselves as members of the Glorious Reclamation. A welcome assignement indeed, for his most zealous rival at the Ministry was about to unleash her wrath. As he arrived in Longacre, he received dire news. His brother, now a Hellknight in the ranks of the Order of the Godclaw, was missing since the attack of the Iomedaeans upon Citadel Dinyar... This was now a personal affair.

10-minute Background:

5 concept points
- Anarxos is a dedicated man who loves his craft, and who will stop at nothing to see it done properly.
- His priorities in life are as follows: Power > Loyalty to the Thrunes > Knowledge > Loyalty to House Voralius > Anything else. He's ambitious beyond measure, and only grants his loyalty to those who hold power over him.
- Although he takes pleasure in dealing with others to assert his superiority, he can't stand people. They are purely means to an end. The sole exception to this is his former mentor (see below).
- He thoroughly enjoys Chelish Opera, one of the rare leisures he allows himself beside his work.
- "Inhuman" would quite fit the bill to describe Anarxos. He's cold and methodical, but doesn't like the sufferings he inflicts in his "interrogations" - they are simply a powerful tool, and Anarxos doesn't allow himself to like tools.

Goals
- Anarxos's most prominent project and goal is to author a book in the field, to write History as it is happening. Maybe the rise of the Glorious Reclamation will prove to be the opportunity he's looking for.
- His goal is to prove his worth to his masters, so that they eventually allow his house (a minor noble house) to eventually rise as a major house. He may not think about it consciously just yet, though.

Secrets
- Anarxos likes other to think he hates people. To think otherwise would prove a weakness, a soft spot that his enemies and rivals could use against him. There is one exception he's hiding, though: his former mentor, Calixarr Oberigo. See the tied people section below.

- The Historian isn't aware of it yet, but his sexuality may be very different from what he expects. For many years, Anarxos has had numerous intercourse with girls, although all of them were based on him asserting his power over his concubine. Yet for all of his experiences, he has never experienced love. However, Anarxos's relationship with his mentor - based on a mix of power held over him, a passion for History going beyond words, and the fact that Calixarr has always been the one to initiate Anarxos to things that really mattered for the young man - everything points to a possible "awakening" to a homosexual relationship with his mentor. In some respects that relationship already exists on a platonic level, but the blooming (or discovery by an ill-intended third party) of that relationship could bring great shame to Anarxos in one way or another. Feel free to tell me if you aren't comfortable with this, and we can either play it down, or change it to another secret.

Three people tied to Anarxos
- The first and most important person in Anaroxos's life by far is Calixarr Oberigo. Also a member of a noble house of Chelish aristocracy, the teacher - who's twenty-five years older than Anarxos - has always managed to mix benevolent authority and the ability to awaken passion in the young man's heart. The mentor gave lessons to Anarxos since the latter was five, and managed to draw the attention of the young man towards History, knowledge, and the art of observation. He taught Anarxos to read, write, and ultimately rewrite History in a fashion that would please House Thrune. Anarxos quickly excelled in that craft, and caught the attention of members of the Ministry of Historical Accuracy in Egorian. Thus, the young man - now twenty-two years of age - left his manor house to pen his future with a deft hand. That being said, he hasn't forgotten his mentor, but he shields himself from thinking too much about him, preferring to devote himself to his work.

- The second person of note is Anarxos's elder brother Aricas Voralius. The relationship between the two brothers has always been difficult when they were young, as they were constantly pushed against one another by their father in hope to hone their combativity and character. From that confrontation, a feeling of mutual respect came to be. Aricas eventually became a Hellknight of the Order of the Godclaw. After three years as an Armiger, Anaraxos's brother became a full-fledged Hellknight not long before the Glorious Reclamation attacked Citadel Dinyar to retrieve Heart's Edge. Anarxos doesn't know yet if his brother is dead or alive, but one powerful feeling swelled in the young man: Aricas has failed House Voralius, he has shamed us. Now it is up to me to show what we're capable of. I was always the better one. thought the Historian.

- The third person that had a meaningful role in Anarxos's life so far is Catylinia Maledetta, who also works at the Ministry of Historical Accuracy and is Anaraxos's arch-rival. Many historians have come to envy the young man's quick rise in the ranks of the ministry's hierarchy, but none can match Catylinia's mettle and desire to see Anarxos brought down and humiliated. The two were lovers for a time, though both of them envisioned the relationship as a power play to sway the other and make him an obedient ally. Needless to say, both failed and the breakup was messy. When I mean messy, I mean blood on the walls and merciless deathmatch-messy. But with a sense of civilization, of course - we are in Cheliax, after all. Anarxos tried to frame Catylinia as an Arodenite, attempting to see her removed from office for illegal possession of dangerous literary material that could endanger the legitimacy of one of Cheliax's major noble houses. The plan failed since the "proof" that were planted proved inconclusive, an observation that Anarxos took as a personal slight since he had spent so many nights working on it. Catylinia's move is yet to be seen, but it's bound to be bloody.

Three mannerisms
- Anarxos revels in excitement as he beholds his "prey" - the person he's interrogating or confronting - squirm before him.

- He strokes his beard when he's about to discover something new.

- He delights himself in asserting his superiority by being overly pedantic, and resorting to unnecessarily verbose sentences.

Crunch:
Anarxos Voralius "The Historian"
Male human (Chelaxian) investigator 1
LE Medium humanoid (human)
Init +2; Senses Perception +4

Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2

Offense
Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)

Investigator Extracts Prepared (CL 1st; concentration +4)
. . 1st—comprehend languages, shield

Formula Book, level 1
Comprehend Languages
Heightened Awareness
Longarm
Monkey Fish
Shield

Statistics
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11

Feats Fast Learner[ARG], Skill Focus (Knowledge [history])

Traits bruising intellect, chelish noble

Adventuring Skills
Bluff +1 (+2 vs. members of Chelish aristocracy)
Craft (alchemy) +7 (+8 to create alchemical items)
Diplomacy +5 (+6 vs. members of Chelish aristocracy)
Disable Device +4 (no tools yet)
Disguise +1 (+2 vs. members of Chelish aristocracy)
Intimidate +7
Knowledge (local) +7
Knowledge (planes) +7
Perception +4
Sense Motive +4
Spellcraft +7
Use Magic Device +5 (+6 vs. members of Chelish aristocracy)

Background Skills
Knowledge (history) +10
Knowledge (nobility) +8
Linguistics +7

Languages Celestial, Common, Draconic, Halfling, Infernal

SQ alchemy (alchemy crafting +1), inspiration (3/day), trapfinding +1

Other Gear studded leather, rapier, alchemy crafting kit, backpack, bedroll, belt pouch, earplugs, flint and steel, ink, inkpen, journal, mess kit, noble's outfit, pot, scroll case, signet ring, soap, waterskin, 20 gp, 15 sp, 7 cp

Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

About me:
Hi! My name's Cyril, I'm a 37 year-old dedicated Pathfinder player and GM. I've been roleplaying for over 20 years, playing Pathfinder since beta, and enjoying the format of PbP games (PFS, as well as several APs) for three years. I'm a frequent poster and love to role-play (this is one of the reasons PbP is so great - lots of time to do so!). I would define myself as a dedicated player.

A quick note about Anarxos - since I've long studied history, one of the kind of evils that immediately came to my mind was a revisionnist. What fouler crime is there to warp the collective memory of a civilization to serve the interests of an elite ruling class? Thus was Anarxos born.

Please let me know what you think! Any feedback is very welcome, and nothing is set in stone.


Now that we are reaching the deadline, I'll start to give you some feedback regarding the complete PCs submitted. Please take your time to think about my questions... I have a small problem that I really hate inconsistencies and I do intend to fully incorporate your backgrounds in the AP.

Azten/Ahti:
First, it looks like your crunch is missing all the skills...

Now, a couple questions regarding her background:
-Where were you born? In which town/village/city and in which kingdom? I assume it was in the north (Irrisen or Land of the Linnorm Kings), since Winter Hags are inhabitants of cold forests, probably the Hoarwood Forest (Irrisen) or Grungir Forest (Land of the Linnorm Kings). If so, add Skald to your languages.

-Normally a hag gives some leeway to the daughter for her to join her or not, which makes things easier for the changeling to avoid the mother since she is really powerful. In Ahti's background, her mother went after her, so she must be special. There is not much information about changelings but I think it is safe to assume that the hag has some way to find her daughter, so how you managed to flee from her from the north all the way towards Cheliax? Did you get some help? What is keeping your mother to take you? Perhaps her bauble? Perhaps the Hellknights helped her?

-Regarding the Hellknights, there are no hellknight in Longacre... if there were there wound be no need for the PCs in this adventure. The nearest order is the Order of the Scourge in Citadel Demain, near Cheliax, almost 200 miles from Longacre. If you were coming from the north you could have crossed paths with the Order of the Nail in Varisia. Regarding the 'security in Longacre', it could not be a result from the Hellknights, since they are too far away. What is your business with the Hellknights?

-About her bauble, how she got it and why she kept it? Her father gave her, or perhaps a fey since it is tied to one of the Eldest? What this bauble means to you?

-Your tied NPCs seems too random to me. What I asked for was someone with a meaningful relation to Ahti, not two guys who merely know her in the past two weeks only thanks to commercial transactions. Perhaps someone from your travels or a Hellknight?

-From what I read, I could not find anything that really makes her evil... she looks more like TN. Is she really evil? If so, why?

DC4Realz/Destro Pitblood:
I think you forgot that we are using background skills...

Now a couple observations and questions about your background:
-Does your mother, a hedgemage from Senara, simply agreed when an orc from the mountains asked her 'hey want to have a baby?', or she was kidnapped/raped? After your birth, she escaped or your father released her?

-From what I see/read, a magus is a learn based class, much like a wizard, so it makes little sense to me that he accidentaly burnt a bully... his magic is not tied to his blood or he'd be a sorcerer or a bloodrager. Perhaps he learnt magic from a shaman?

-Regarding him going to Longacre, there are two problems... first, there is no Asmodean Church in Longacre and second, why would the clergy teach him about arcane magic? Also, why Longacre ~300 miles away and not Senara (which almost 3x the size of Longacre) that is ~100 miles away from the mountains? If he wanted to learn about magic, Senara was the best option both in lore/knowledge and in social acceptance.

-As I said, Longacre is a small town around 1600 inhabitants, so there isn't realy guards patrolling the streets nor Hellknights anywhere nearby, so this training in a asmodean church needs to have been held elsewhere... and if it is the case, why did you ended up in Longacre? Also, if you are the only hope of the tribe and your father is waiting for you, why did you not return to him now that the training is over?

-You picked a ganasa as your weapon but it is not a common weapon neither for the orcs nor for the chelaxians... Where did it come from?

-Destro is LE but he comes from an orc tribe, which are mostly Chaotic. Why he became lawful? Is his whole tribe lawful or at least non-chaotic? If so, why? If he is LE and his tribe is Chaotic, what is his thoughts about it?

Fabian Benavente/Sarvin, tiefling witch:
A couple observations and questions about your background:
-In which town were you born? You said east of Egorian and away from the big centers to have a low religion pressure... there is the small town of Nyshire that is somehow around Longacre, Ramesiana and Halmyris that should fit perfectly.

-How many years is Sarvin? A tiefling reaches adulthood at 60 so there is a pretty good chance that both the priest that incited the rabble against your father and the man how murdered your mother are dead (or around 90). If so, will you take revenge on the church (because both of them were devotes) or you intend to search for their sons and grandsons to seek revenge?

-This question is tied to the above... depending on your age, your biological father could also already be dead. Of course I could make him an aasimar/tiefling to extend their life span but in this case Sarvin would have to have proof that he is still alive to seek his vengeance.

-When you escaped, did you bring the halfling with you or he was left behind? How long have you been in Longacre?

mishima/Vigan:
A couple observations and questions about your background:
-Your background starts when your wife was killed but what about before that? Where were you born? Are your parents still alive, or at least your elven parent? Do you have any siblings? You have craft (painting) and you were building a house so you probably had the resources... were you a famous painter before the accident?

-You mentioned that you were building a homestead in a remote location in Cheliax but then there were investigators, local government and your exile... so were you in the middle of nowhere or in a town/city? If so, which one?

-Since he was exiled and ancient tomes do not grow in trees, where you went to acquire your knowledge? Was it a big city or even an arcane academy (even if difficult since he is an exile)? The Mage of the Veil archetype is tied to Qadiran magic tradition... how you manage to learn of it so far away?

-There are three citizens in Longacre that could have the knowledge you mention but only two of them are 'available': Tealan Ruckleer and Nisra Wilmore.

-About your contacts, there are a couple more questions... My intention to do this is know about meaningful NPCs for Vigan. What does his sister represents to him? How are their relationship? Who is this contact inside the Thrune and why would he help an exile instead of just reporting you?

-If you are an exile, why would you seek the help of the Thrune, who are the proper law in Cheliax? Why would not they just turn you in? Also, there is another major point that is your goal relating to the shadow plane... there is nothing to connect it to the plot so when you get this book, why would you continue with the Thrune if you have grater goals?

Spencer Ramirez/Alexander Malicdor:
A couple observations and questions about your background:
-Where were you born? Where is located your family's business and which is its focus (wine, gold, everything...)? Since your family is mostly merchant, I suppose you are from a major city or at least a port city. Since you were sent to Longacre to look for business, I assume your home town is around... Remesiana perhaps?

-The academy you mention would be the Egorian Academy of the Magical Arts I guess... if so, are your sisters also wizards?

-You mention that your sister died and you wish to return her to life... Do you already have her corpse? If so, have you taken any care to avoid her decomposition? Where is she buried?

-What problems you have with the Pathfinders? You mention that you'd not be happy about knowing Olyssia joined them but why?

-This is tied to your family's business... what is the kind of business opportunity you are looking in Longacre? The town has little farming productivity and low consume of goods... perhaps something to do with lumber or herbs from the forest or even savage animal species?

-A minor quirk... there is no mayor in Longacre and the man how acts as a 'mayor' is Archbaron Fex. For story development reasons, this is not the man for you to have something against. There are also just a few shops in town so I think we'll need to change the last couple sentences in your background. Also, if you have the resources and a legitimate business, why would you risk yourself with Cimri?

-If you allow me to give an idea: How about you were sent to Longacre to actually build something, like a subsidiary and are finding little help from the townsfolk regarding workforce? You think that it would take a while for you to build it, your gold will not last forever, and you do not wish to go home and ask mom for more gold... also if you fall in the graces of the government it could help you to speed everything.

Bali/Brakus Tyrdalin:
A couple observations about your background:
-There is no brothel in Longacre since it is really small but there is nothing impeding Lilanne Calpine from being a 'freelancer prostitute' or even a wife of some idiot that 'likes to adventure herself' (her husband truly believes her no matter what... always).

-Unfortunately there is no activity of the Bellflower network in Longacre, once more because it is too small. In the future adventures they will come in play but not now.

ElegantlyWasted/Korvus Gloomhammer:
A couple questions and observations about your background:
-I assume you were born in Ostenso, right, near of Citadel Krane and the Order of the Pyre? Does your mother still lives? Do you have any siblings?

-You have a Nodashi... even if it is not an exotic weapon, it is pretty rare in Cheliax... how you managed to get it?

-About the whole Cult of Pazuzu I do not see a way to work with it... first there is no council in Longacre since it is run by Archbaron Fex and in the past was governed by a mayor and second there is no sense for a cult of Pazuzu (worshiped by winged creatures like harpies and tengu). There is an option though that could fit: Haagenti. How about your father was investigating some sort of drug/poison (that turned people into demonic creatures that only thought about destruction) and followed the trail until the fringes of Longacre, in the Wisperwood?

-About the Glorious Reclamation and your assignment, it will also not work simply because there would not be time for this... the first book happens before the Glorious Reclamation is considered a threat so you'll need another reason to go to Longacre... how about someone has some clues that you were the responsible for you captain's death and Atrius advised you to leave town just for precaution... not knowing where to go, you went to Longacre, a place you always wanted to go to learn more about your father's death.

-Cimri also has no idea about the Glorious Reclamation but your contact with her could be just that you are almost broke and need some coins to remain away from Ostenso.

Mjolbeard89/Boaz the Breathless:
A couple questions and observations about your background:
-In which city Boaz was born/lived? How old is he?

-We have a problem with you being friend with Cimri. She is 17-18 years old and Longacre is too small there are not really a criminal crew there. She was not always a 'ne'er-do-well' so there is no chance for you to have seen her as a master criminal. How about you met her when you were a kid but you were really just kids and friends. Just like her you longed for the chance to leave the boring small town and one day you bought yourself a one way passage to Egorian in a merchant caravan. Once there, you were out of your luck and involved with the criminals and so on...?

-There is also an issue with Lord Barozzo and you being a Thrune Agent... this is indeed the objective of the AP but not in the beginning! How about you screwed up your last job and this Lord is not fond of failures... afraid of being killed by the other agents under his pay, you abandoned him and headed back to the only other way you once called home: Longacre.

Zin Z'arin/Pava Arioch:
A couple questions and observations about your background:
-Where she studied? You mentioned that she studied in the faith of Asmodeus and you have a Hellknight friend... the nearest location that fills this is Egorian and the Order of the Scourge in Citadel Demain.

-About your mount... where and how you got it? A camel is for sure not a native species from Cheliax. Also, why a camel? If the reason is just because it is the only other available mount, I'd like to let you know that I'd allow other kinds of mounts... just ask and I'll give you the statistics!

French Wolf/Satinius Del Pierre:
A couple questions and observations about your background:
-How old is Satin, Kol and Clariona? Normally a tiefling reaches adulthood at 60 but that would mean that her mother would be probably dead by now. My advice is to make her around 50 so her mother is 70-80 and Kol 30-40.

-There is also a huge problem with the reason she is in Longacre: There is no way for Tamard to have sent you and Sathursta after Kol for him to have helped with the fall of Longacre to Iomedae because it hasn't happened yet! The Chelish government and the Asmodean Church are yet unaware of the danger that the Glorious Reclamation could represent to Cheliax or Longacre... they just declared a martial law.

-There is an alternative if you allow me to give my opinion: Clariona is actually part of the Glorious Reclamation and during their many reconnaissance missions she recognized Kol. Since then, she 'left' the GR to take revenge on you by blackmailing him into reveling your location and than sending a letter to Tamard, tricking him to send you and Sathursta after Kol.

-The reason of why you are in Longacre aside, there is another important question: Why would you join Cimri? She has nothing to do with the GR and is just trying to score some gold for herself...

MannyGoblin/Trevor Culexes:
A couple questions and observations about your background:
-Where were you born? You mentioned that you are in Longacre because of a slave caravan but from where and to where?

-So, just to be clear, are you still a slave? If so, who is your master? How long have you being a slave? If you are not seeking your freedom, why would your master let you run around?

-Slaves are quite valuable, especially halflings. The slave markets normally take place in the big cities, which Longacre is not so an hypothetic caravan would stay 1-2 days at the most unless there is some pretty good reason.

-How have you joined your faith in Groetus? You never wished to escape or you adopted this 'give up' cult after numerous unsuccessful attempts?

-Why would you have interest in helping Cheliax or the house of Thrune? How it would benefit you or further your goals?

-There is no Bellflower agent or operation in Longacre also.

Nickadeamous/Penance:
A couple questions and observations about your background:
-Where you lived? Which war are you talking about? If you are talking about the Chelish Civil War, it happened and ended 75 years ago... is Penance that old?

-Why your parents remained in Cheliax and not simply moved to somewhere nicer? Why were your parents killed (it is not against the law to worship Iomedae... Longacre has no Asmodeus temple but has an Iomedaean one).

-I have no problems with you being sent to Longacre to root out heretics but bear in mind that your superior has no idea about the Glorious Reclamation so far... this mission would be a simple 'inquisitor business' and quite random...

Cyril Corbaz/Anarxos Voralius:
A couple questions and observations about your background:
-The players guide is somehow misleading in the actual state of the Glorious Reclamation... it only recently attack Citadel Dinyar and that is just it! The Chelaxian government issued Martial Law but there is no clue about where they will attack/target... so there are no veterans members of the GR yet so you'll need another reason to be in Longacre...

-Also, is there a special reason of why your brother have chosen the Order of the God Claw, since there are at least 3 other orders close to Westcrown?

-Just to let you know, I'm completely ok with the homossexual part.

DavianGrallus/Ivey Edict:
A couple questions and observations about your background:
Ivey Maximum Age: 3d20 + 125 ⇒ (13, 17, 12) + 125 = 167
-You said you was already 40 when the Chelish Civil War started... this means you are 147 now, already venerable! I have no problem with this but bear in mind that an owl lives 5-11 years and a wolf life ~10 so you'd have buried 10 generations of animal companions already and I'm sure she already lost her good looks!

-With your advanced age, it means she had already worked for the whole Fex family... and your rivalry with both Cimri and Yukas are actually comical... a 147 half-elf trying to best a 17 girl or trying to best a man that is already on his 80-90 (probably senile).

-Also, as an unrelated matter to your background, if accepted I need you to take a read on a couple guides about the proper way to post in a PBP game... it looks like you are used to past a lot of emoticons and I really do not like it (it breaks the atmosphere of the game IMO).

Nikolaus de'Shade/Ahreni, Fallen Angel:
A couple questions and observations about your background:
-Ahreni was a full angel before so it also means that she could know a lot of stuff that are normally beyond the knowledge of a mortal... I think that, to make her work, when she lost her powers she also lost most of her 'celestial knowledge', ok?

-Your background is around the fictious hamlet of Stoneford and how it was attacked by the Glorious Reclamation. The problem is that the GR is still on the beginning during the first book so this attack is limited to the region nearby Citadel Dinyar (in Isger). It is fairly easy to assume that Stoneford was in that region and quite plausible that the Asmodean rule there was weak since it is a pretty desolate region.

-The next problem is how you managed to reach Longacre since Stoneford would be ~300 miles away. There is a river nearby that will, eventually, reach the Whisper River, about 40 miles from Longacre. During her last fight, Ahreni could have been adrift atop a plank until she reached Longacre where Cimri rescued her... this could make Ahreni think she must repay Cimri somehow, giving a perfect hook for the adventure but also means two things: Ahreni wasn't able to bury Damien and she thinks Anya is dead. This would not mean that she doesn't want to avenge them, especially when she learns that Braxus has her daughter!

-In an unrelated matter, can we change the Braxus name to Graxus? It is an important member in the GR in the future...


GM Advocate:
Great questions; thank you.

I don't personally own any resources giving much detail about Cheliax beyond the player's guides for this and Hell's Rebels. I noticed that Egorian was the capital and that it was reasonably close to Longacre (2 cities away, at least, without consulting a scale for distance). I figured if there were a city appropriate to have such a place, Egorian had to be it. I think you've confirmed my suspicion. :) Can you tell me anything more about the Order of the Scourge and Citadel Demain? (or point me to a good online resource? I'll google it too, to see what I can find) If you'd like me to incorporate any additional details, I'd be happy to. As I mentioned in my submission, I wanted to keep some of the elements a little loose in case they could be either adventure hooks or could be replaced for connections to the party that you ultimately select.

As for the camel, I did select it because it wasn't a horse. I recognize that it's not native (and hope I highlighted that in my background by referencing the stares it drew as she rode into town). I do like the spit attack, and think that could be useful and will be fun to roleplay for a level or two. That said, I would love to explore different mounts. How far afield would you permit me to go? (Animals, magical beasts, outsiders?) It would be very cool and thematic if the mount could be something LE, but that may be better as something to build to; the beast rider does get to swap out mounts at every level, so the decision at level 1 is in no way binding.

I have an idea for where she got the camel, but I'll wait to commit anything to paper until I know that's what the mount will be. I'm going to start doing some reading, both on the Cheliax topics and the mount; I'm sure I'll be back with more thoughts before long. If you have answers or other suggestions in the meantime, I'll keep checking back. Thanks!


Stuff:

1.Dekarium sounds like a good start, the caravan goes on a circuit of cities and would be heading to Kaejestal next

2.Trevor is a 'trustee' He is lent out to lend his skills and hasn't made an escape attempt and so is considered a 'Good Slip'(Sort of ironic since Halflings are popular due to only taking up half the resources one would think that they are cheap.)

3.Trevor was born into slavery and any vague notions of escape faded into nilhism. 'Nod. Get Treat.' Gets him through the day and he gaze upon the moon and had a mystical awakening. He believes only Pharesma and Groteus are the only deities of worth.One to usher people in and then out, and one to shut off the lights when closing time comes.

4.Thrune/Cheliax is currently a prime spot for him to practice his faith/methods. He isn't that interested in Thrune and believes that given time, it will eventually go the way of other empires and just be and entry in an old book that will crumble to dust.. So 'helping' them is at most delaying the inevitable.


Just wanted to say that my final submission for Dartanian will be as the Monk. It just makes more sense having been raised by the sisters.


GM Advocate:

-Where you lived? Which war are you talking about? If you are talking about the Chelish Civil War, it happened and ended 75 years ago... is Penance that old?

Starting ages for gnome inquisitors is between 49-94 years old so yes, he is that old. He was born shortly after the war started. The family hid out in Brastlewark where they had hoped to blend in.

-Why your parents remained in Cheliax and not simply moved to somewhere nicer? Why were your parents killed (it is not against the law to worship Iomedae... Longacre has no Asmodeus temple but has an Iomedaean one).

Besha, his mother, was crippled in an engineering accident, as were many other bystanders when a recently constructed tower collapsed in on itself. She became paralyzed from the waist down which made traveling difficult. Her magic was not strong enough to heal her condition. They were killed when it was discovered that they were hiding old copies of the officially published history books detailing the pre-rewritten actual histories of Cheliax and Thrune.

-I have no problems with you being sent to Longacre to root out heretics but bear in mind that your superior has no idea about the Glorious Reclamation so far... this mission would be a simple 'inquisitor business' and quite random...

That's fine. I envisioned his assignment to Longacre as more of a 'find out what the newer military veterans who opposed Thrune are up to' kind of blind mission.

I am in the process of editing his background to include all of this.


GM Advocate:
Okay, here's what I'm seeing. It looks to me like Citadel Demain is pretty clearly a Hellknight establishment, and has no connection to the church that I can see. So I think Pava likely trained in Egorian's Asmodean church, while Octana trained with the Hellknights in Citadel Demain. They met in Egorian when Octana was visiting the city, and continued to meet in Egorian whenever Octana had "leave" from the Hellknights. They became friends and had fun galavanting around Egorian when they could. If it's the kind of thing that the Hellknight's permitted, Pava may have visited Citadel Demain once or twice (but there's no way either girl would have even considered breaking rules to make that happen).

As for the mount, something that looks like it could be interesting, and perhaps a little less strange, is a moose. Looking over the stats, it would likely be pretty balanced. There would probably need to be a little stat-massaging done to bring it in line with the horse/camel power level, but not much. It would certainly be native, though still out-of-place as a mount (something that I do feel is important if I'm taking the beast rider archetype). I could see Pava balancing the lance in the moose's rack as it charges into battle, head down. That wouldn't suck. :) Most of the other animal choices are explicitly made available by RAW at level 4 or 7, so I don't think they make sense now, as that would be early access. If you want to suggest a magical beast or outsider, I'll listen, but both seem like they'd be overpowered, and I like your focus on "reasonable power" with the 15 point-buy, etc.

My thought on the camel, should we choose to keep that, is that Pava (probably with Octana and/or Ruve) went to a circus when it was stopping in Egorian. It ended up being horribly bad entertainment. Most of the animals were poorly trained, and there was a mishap with some acrobats that caused a sudden "nothing to see here" kind of scene. But at the end of that boring day, there was a camel act. It also didn't go well, but Pava found some unintended comedy when the camel vomited bile on its trainer in protest of the act. Pava was enchanted, and had to have the beast; she wouldn't leave the circus until Ramael was hers. Btw, just so you know, I intend that all of Pava's mounts will be named Ramael, but each will have a different epithet. This camel is "the spitter," a turtle might be "the snapper," a lion "the golden-maned," etc.


Dotting for interest. I've been enamored with the vigilante since its release and have had an idea that could work with this campaign. I'll get a submission in tomorrow, as I realize the deadline is near.


Sarvin:

Uh, for some reason I thought that tieflings matured quicker than humans, like orcs. My bad. Was that in a previous version of the game?

Anyway, it is what it is. and obviously the story does not work as written.

Would it be Ok to have some 'weak tielflings traits', (cosmetic only) and rework stats for Sarvin as a human?

The above would make his story work and he could also be the subject of tiefling discrimination without even being a tiefling.

If the above is not Ok, I cold make Sarvin be from a community of aasimar or have aasimar involved in the story.

Thoughts?


Pava Arioch:
Great, here are two links: Order if the Scourge and Citadel Demain.

Just with the beast rider archetype you'd be limited by animals only. I'd allow, in addition to the camel, a riding version of an aurochs, an elk, or a wolf. In the future, if you are willing to burn a feat taking leadership, you'd be able to select a more powerful mount in place of a cohort, opening a couple magical beasts and outsiders.

EDIT: You were faster... yeah, a moose could work, similarly to an elk.

MannyGoblin:
So, for an example, your master would let you in Longacre even after he departed? Would he let you travel to other cities without his presence? I'm sorry but this doesn't look like slavery at all. Even if he deeply trusts you, you are still his property so why would he let you go without any good reason? The AP doesn't start with the Thrune asking you to join them... you need to win your place.

The Pale King:
Just to make sure you know, the Monastery of the Golden Erinyes is not in Cheliax but in Isger... to the Queen basically exiled Anastasia. Also, even if the Player's Guide is somehow misleading, the town of Longacre is not currently under the attack/threat of the Glorious Reclamation so why would Anastasia send you there if, apparently, there is no reason for her to do so? To make it clear, Longacre is a s@@@ty small town with low strategic importance where nothing really happens lol.

Penance:
Thanks for the clarification! It makes much more sense now.

Fabian Benavente:
To be honest I only noticed their extended life span when I built one last year! I'm completely fine with making him a human. If you are interested, you could take and refluff the Foul Brand (face) drawback, having instead of a brand some tiefling features and then take a trait that gives you some 'tiefling-like' ability.


Stuff:
Trevor might be considered a 'package deal' with the caravan. Get three wagons and horses, two cages, three foot men and a slip.

Well I guess the slave caravan doesn't really work and it seems that halflings just don't work as PCs do to the nature of the game so I will withdraw.

Silver Crusade

GM Adovocate:

GM, I thank you for the questions and inquiries about Alexander. I'll try to answer the questions you put forth.

  • Alexander's Birthplace and Family residence: I thought of Westcrown, but Remesiana sounds good. The business is mostly a lumber company, but always looking to expand. The family is also interested in shipping business with supplying lumber for shipwrights and shipping of lumber.

    With heading to Longacre, Alexander would have been sent to see about getting a Lumber Yard and a Lumber Mill started.

  • Yes, Alexander went to Egorian Academy. His older and younger sister are both wizards as well. The youngest sister is a Sorcerer. All the sisters joined the Pathfinder Society. As I said before, Alexander doesn't even know that Olyssia, the youngest sister even joined the Society.

  • The elder sister's corpse is in the family crypt. Possibly cast restore corpse with permanency. Though if not, once he knows how, Alexander would cast restore corpse upon it. Since that would bring the body back to when it just died. Doesn't say anything about the soul though.

  • He doesn't like the Society because his elder sister was killed shortly after she joined. His younger sister joined soon after to find out why she didn't return and sent the body of Reilly back afterwards. So all sisters joined the society. And one of them died because of it.

  • As I have written earlier, went to Longacre to see about trying to get either a lumberyard or a lumber mill going for the family business. So maybe if not the Arch Barron, it could be a local land owner or something that has a decent sized forest on his land. I can see him going to a bar, and talking with Cimri. Might think that helping her might be interesting, and depending on what it might be, might help with business opportunities.

  • And I agree entirely about everything you suggested. Sounds like a good plan. Yes, definitely agree with everything you said. Would not want to bother his mother when he was sent out to specifically to do this. And yes, he does believe if he becomes an agent of the Government, thinks that will improve his family's standing, and business. And again, I agree wholeheartedly with what you said.


I really hope this isn't too much. I'm really passionate about this character, and I ended up writing a lot more than I expected to. I'm very excited to see where this campaign goes!

Background:
Marcellus Vossler once had a promising future. A young, vibrant and patriotic sailor in service to Her Imperial Magistrix's Royal Navy under the rule of Carellia Thrune, he seemed poised to make a grand name for himself and bring honor to his name doing his nation proud. A single Andoran arrow had put an end to that in the blood-drenched Battle of Westcrown Harbor, burying itself into the young man's spine at the base of his neck, where the steel arrowhead still lies to this day. Marcellus was given what help the clerics could provide, but the injury had crippled his movements and for months, he could barely move. It turned out that the Thrice-Damned House had little use for the crippled veterans of a badly lost battle, and the injured soldier was offered a meager pension in Thrune's 'dumping ground' for reject soldiers - Longacre township.

In the months it took to return him from the front, Marcellus's condition had improved incrementally - enough that he could stagger around with a cane, just barely. In his anguish he sought the comfort of religion, beginning to attend services at the church of Iomedae. Sermons on the nature of sacrifice and heroism mollified his bitterness at being cast out from the Chelish Navy, and he began to accept his lot in life.

It was at the church where he met Isabella, and struck up a friendship with her. A beautiful young woman, Isabella's husband was deployed along the contested Andoran border. The Thrunes maintained that these soldiers were to defend against "Andoran aggression," but it was well known such soldiers were engaged in shady incursions into Andoran territory for the purpose of forcibly "repatriating" what Cheliax saw as treasonous Chelish citizens from within Andoran's borders. It was one one of these raids gone wrong that Isabella's husband lost his life. Devastated, Isabella turned to Marcellus for comfort, and the two quickly fell in love. They were married a year after Isabella's first husband's death.

The five years that followed were the happiest in Marcellus's life. For the first time since leaving the military, he was content with his role in life, and had plans to start a family with Isabella and have children of his own. Years of trying did not deter him at first, but eventually this dream began to fade as nothing worked. The realization that his family name would die with him began to gnaw at Marcellus, and began the downward spiral into despair that would grip him for years to come.

By now, Marcellus's injury had healed greatly. He still possessed little of his youthful flexibility, and stabbing pains shot through his body from time to time, but he could walk without assistance and no longer felt like a burden to those around him. He had become possessed of a nervous energy, needing to burn it off with rigorous exercise and physical training. It had been more than a decade since he had needed them, but he began to oil and clean his armor and weapons from his old military days, using them to drill and train once more to distract himself from his growing despair that his legacy would never amount to anything.

In 4707, a traveling evangelist of Iomedae named Ivanos Perevel stopped in Longacre. The townsfolk had never seen a cleric of the Inheritor capable of such blessings in diabolic Cheliax, and membership in the local church surged as a result of his short stay. While he was there, Perevel performed several 'miracles' for the town, using his divine magic to heal two men of blindness and one woman of a wasting sickness in her legs. Amazed, Marcellus pushed forward to be healed himself, dreaming of at last sleeping through the night without pain or sprinting again without doubling over in spasms. The healing powers of the goddess washed over him, erasing his pain... but for only a moment. With a terrible surge of agony, the spasms returned, causing Marcellus to cry out. Perevel examined the man's wound and explained that the injury was beyond his power to heal. The arrowhead, so long embedded in the base of his neck, had fused with the bones of his spine, impossible to remove. Marcellus was dumbfounded with shock. He had dared to hope his condition could be cured, and had those dreams crushed. In his fury he smashed a statuette of the goddess, rushing from the temple. He would never again return as a member of the church.

Isabella did not lose faith, continuing to pray to the goddess for guidance and strength for her devastated husband. Marcellus could not reconcile the powerlessness of Iomedae with his wife's refusal to abandon her beliefs, growing ever more angry at the woman for what he saw as a betrayal. He withdrew from her further, spending nearly a year drinking himself into a bitter fury each night, eventually growing violent. After one too many fistfights turned into incidents worthy of the Sheriff's attention, Marcellus, not entirely by choice, purged himself of his habit for drink and threw himself fanatically into his physical training once again. It has been more than five years since Marcellus has had a drop of alcohol.

In recent months, Marcellus has begun to suspect his wife has begun an affair with a man named Evren Crosberg, a musician much younger and handsomer than Marcellus, who is a devout follower of Iomedae and a close friend of his wife's for years. He has no proof, but in his mind the man's guilt is almost assured.

Today, Marcellus is a aimless man with tremendous passion but nowhere to direct it. Offered an opportunity to accomplish greater things by Cimri, he will at last have found a purpose once again, and a second chance to reclaim glory for himself.

Example Roleplay Post:
Marcellus ducks under the paladin's swing, whipping his black flail upwards to strike the man's chin with a sickening snap. As the golden-armored warrior staggers backwards, Marcellus seizes the opportunity and slams his spiked shoulder into the man's side, ramming the sharp barbs into the exposed flesh just behind the breastplate. "Where is your goddess now?" he taunts as a grunt of pain escapes the man's lips, accompanied by a spurt of blood.

10 Minute Background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character.
1. Marcellus is a middle-aged man, full of aches and pains from his days in the army, but rigorously trains his body to remain in the healthy physical condition of his youth. He refuses to admit it to himself, but he harbors an absolute fear of growing old, weak, and infirm.
2. He is married, and while he has abandoned the church of Iomedae, his wife has not. Their religious differences are a source of conflict between the two, and he is beginning to suspect she wants to end their marriage, driving him to grow more controlling and possessive of her.
3. Marcellus is self-focused and hates having to rely on anyone else. He is far more likely to take the direct path to whatever his goal may be - marching directly through a patch of thorns rather than searching for another way around - rather than risk attempting a more clever plan which might fail. If he understands the consequences of his actions, he would rather accept it and push forward, rather than risk uncertainty.
4. Marcellus is tough. He has received near-mortal wounds before and the risk of death does not phase him, if only because he believes himself to be too stubborn to die. He over-estimates his own resilience, but he is still capable of enduring injuries which would cripple a lesser man.
5. Marcellus is callous. He is not vindictive, but he is vengeful. If someone has wronged him and not been punished, his anger burns hot. He feels this way about the Church of Iomedae, feeling abandoned by both the goddess and her faithful.

Step 2: List at least 2 goals for the character.
Character Goal: Marcellus wants to be given the respect he feels he deserves, and to accomplish something significant under his own power before he dies. His thoughts turn to his eventual death every morning when he awakens and feels the ravages of age begin to prey upon him, and his struggle to "achieve more" will never truly be over. He would be sorely tempted by the prospect of bargaining his soul for restored youth, particularly eternal youth.
Player Goal: I want Marcellus to be consumed by his insecurities. He understands strength and power, not subtlety and peace. Throughout the course of this game, he will destroy his marriage, cause irreparable harm to the liberty and happiness of his nation, and ruin the lives of many - but he will achieve his goals even if it means the destruction of everything else around him.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Marcellus Knows: Marcellus's fears are his greatest secret. While he projects an outward appearance of brutality, resiliency, and stoicism, he suffers from numerous insecurities and often feels that all of his goals have eternally been out of his reach.
Marcellus Doesn't Know: His wife is pregnant with his unborn son, a fact which will shock him to his core. After years of trying to produce a child, Marcellus believes himself to be infertile, as his wife had a child from a previous marriage who died in infancy. If he discovers her pregnancy, his first thought will be that she carries another man's child.

Step 4: Describe at least 3 people that are tied to the character.
Friendly: Marcellus's wife, Isabella Vossler. Born Isabella Flynn, Marcellus married the widowed but young and beautiful woman shortly after retiring from his time at sea in the Chelish navy. She still manages to love her husband, but worries that his newfound paranoia and jealousy are changing him for the worse. His suspicions that she may be unfaithful to him are unfounded, but he is driving her away by becoming more and more controlling and possessive. She has grown closer to her Iomedean faith as a result, which only fuels his anger.
Friendly: Zachariah Mechler was Marcellus's shipmate onboard the Stygian Lash warship in the Battle of Westcrown Harbor, and fellow resident of Longacre. Perhaps each others' only true friends, the two are close companions and confidants, respecting one another for the bond they shared in battle. Mechler is satisfied with his new lot in life, however, while Marcellus is not.
Hostile: Erven Crosberg, a musician and devout preacher of Iomedae's teachings, is the man responsible for re-igniting Marcellus's wife Isabella's passion for her faith in the Inheritor. Marcellus blames Erven for his wife growing more distant from him, and even suspects that she is having an affair with the man (which is false). He can prove nothing, but he has made no secret of his hatred for the man.

Step 5: Describe at least 3 mannerisms, or quirks that your character has.
1. Marcellus has a wild-eyed and crazed stare when in battle, gripping his wickedly-barbed heavy flail with knuckles turning white from the strain. He shrugs off injuries with a stone-faced stoicism, seeming to his opponents to be immune to pain. He treats every skirmish, no matter how small, as a deadly affair worthy of the utmost seriousness.
2. He talks down to people he doesn't respect, especially young people. In youth, he sees everything he wishes he could possess again - health, vigor, and potential. Secretly, he is envious of them.
3. In combat he has a tendency to bark orders, and expect them to be obeyed. He is not the most clever tactician, but he is confident that strong leadership is better than a wishy-washy leader taking the time to think things out when a single sword blow could end a life.


GM Advocate:
I can't believe I forgot her skills. I'll work on that right away.

-Irrisen, near the Hoarwood.

-Normally a hag gives some leeway to the daughter for her to join her or not, which makes things easier for the changeling to avoid the mother since she is really powerful. In Ahti's background, her mother went after her, so she must be special. There is not much information about changelings but I think it is safe to assume that the hag has some way to find her daughter, so how you managed to flee from her from the north all the way towards Cheliax? Did you get some help? What is keeping your mother to take you? Perhaps her bauble? Perhaps the Hellknights helped her?

-From what I can tell, Changelings seek out the Hag. Mostly it's just been luck and decent Disguise uses. More in a PM I'll sent shortly. It's very likely she had Hellknight help though.

-I had thought she'd work with them. Not as an official member, of course, but more of a on-call mercenary. For some reason I hadn't realized there were no Hellknights around.

-The bauble was just a bit of a flavor piece. Like a holy symbol for the Eldest.

-I admit I have trouble creating contacts and allies for characters. It's not my strong suit, but with her travels it probably wasn't going to be easy anyway.

-Bitterness and a slow-stewing desire for revenge.


GM Advocate:
Anastasia despite her extreme loyalty to Abrogail, did still have a dalliance with a Paladin and produced an offspring. I see something of an exile as a small punishment. I thought the Player's Guide had mentioned Longacre being filled with retired and digruntled veterans who aren't so happy with House Thrune and Cheliax. Since it's his first time being sent out into the world I was seeing it more as a 'fake' mission where Anastasia expected little to happen except perhaps her son finding some intel on small time people who spoke out against the Queen and would need to be punished. He needs to start somewhere after all.

Dark Archive

GM Advocate:

1) I'm thinking that Anarxos could have been sent by the Ministry to investigate some intelligence showing that a known Arodenite could be living in the town of Longacre. That hunted man is allegedly still in possession of old pre-civil war manuscripts revealing the importance of a Chelish noble house and Thrune methods to eradicate the heretical house. Of course, if those manuscripts were to fall in the wrong hands, it would strengthen the position of anti-Thrune groups. However, the possibility that such a man (and the manuscripts) is hiding in such a backwater town is somehow remote, which explains why a relatively new agent from the Ministry is sent on the field. Maybe he wasn't sent alone? It could act as a decent tie-in for another character.

2) I actually completely forgot to talk about the relationship between House Voralius and religion. It is known to all that the Thirce-Damned House Thrune decided to make Egorian the capital city of Cheliax after the end of the civil war, forsaking Westcrown and its "old guard" nobility. One of the reasons is that several of these houses weren't too keen to worship Asmodeus at first, though they understood the necessity to bow to the Thrune. Such an hestiation proved unhealthy for House Voralius, who traditionally worshipped Abadar, patron of urban civilization and trade. In the aftermath of the war, the Voralius were deemed a "less worthy" house in the Thrunes' eyes, and became a minor house. Since then, they've struggled between their customary worship of different patrons - accepted in the order of the Godclaw - and saving their public face towards the Thrunes, paying their respects to Asmodeus as well. Old habits die hard, and the customary worship has persisted until today. Seeing the Order of the Godclaw as a way to reconcile their beliefs with the Asmodean Cheliax, Athis Voralius pulled some strings so that his eldest son Aricas could enter the order and pave the family's way to religious reconciliation with the Thrunes.

As for Anarxos, he has always seen religion as a mere tool, and refused to indulge in the family tradition. Instead, he has realized that worshipping Asmodeus - a god much closer to his won beliefs anyway - could prove very beneficial for his own career. Hence he decided to publicly renounce Abadar and embrace the Asmodean faith. This has also contributed to weaken his relationship with his father and his brother. When word of the Godclaw's failure to defend Citadel Dinyar spread, the resentment towards his brother become all the more intense.


GM Advocate:
GM Advocate wrote:
To be honest I only noticed their extended life span when I built one last year! I'm completely fine with making him a human. If you are interested, you could take and refluff the Foul Brand (face) drawback, having instead of a brand some tiefling features and then take a trait that gives you some 'tiefling-like' ability.

I think that's a great idea!

I'll rework the PC this weekend with the changes you suggested.


Arcane
Azten: Ahti - changeling kineticist [complete]
BC4Realz: Destro Pitblood - half-orc magus [complete]
Fabian Benavente: Sarvin - tiefling witch [complete]
mishima: Vigan - half-elf illusionist (mage of the vail) (primalist) [complete]
Spencer Ramirez: Alexander Malicdor - human wizard (necromancer) [complete]

Combatant
bali: Brakus Tyrdalin - human ranger [complete]
ElegantlyWasted: Korvus Gloomhammer - human figher (two-handed fighter) [complete]
Mjolbeard89: Boaz the Breathless - human brawler (strangler) [complete]
The Morphling: Marcellus Vossler - human fighter (unbreakable fighter) [complete]
The Pale King: Dartanian - human monk [complete]
Zin Z'arin: Pava Arioch - human cavalier (beast rider, emissary) [complete]

Divine
French Wolf: Satinius Del Pierre - tiefling cleric (fiendish vessel) of Asmodeus [complete]
Nickadeamous: Penance - gnome inquisitor (monster tactician) of Asmodeus [complete]

Skills
Cyril Corbaz: Anarxus Voralius - human investigator [complete]
DavianGrallus: Ivey Edict - half-elf hunter [complete]
Nikolaus de'Shade: Ahreni, Fallen Angel - peri-blooded aasimar unchained rogue [complete]

Interest Only
alexgndl: catfolk unchained rogue
Cuàn: changeling? vigilante
FedoraFerret: inquisitor of Achaekek into sentinel
Fighting Chicken: dot only
Newbonomicon: halfling mesmerist
Oyzar: mesmerist or dhampir antipaladin or alchemist
Roycilo: asmodean enchanter caster, probably wizard
The Norv: only dot


The Pale King:
OK, no problem at all... I just want to make sure that you knew this and not thing that there would be a hidden agent in every corner/shadow.

Anarxos Voralius:
OK, that makes sense. Any thoughts in why you would get involved with Cimri in her small heist?

Marcellus Vossler:
Just a couple questions:
-How old are Marcellus and Isabella? Does you/she still have parents/siblings alive?

-What about changing Erven Crosberg's name to Riley Kels? It will be far more rewarding!

Dark Archive

GM Advocate:
While he was in Longacre getting to know the local powers that be, Anarxos may have met Cimri and impressed her with his restless intelligence. She may have proposed to him to take part in a small heist, which Anarxos could see as an opportunity to show what he's worth, perhaps proving to Cimri he can come up with a better plan than hers. Although he'll bve very careful about not infringing the Thrunes' sphere of influence or rules, he'll indulge in that challenge.

For him, the added benefit would be to gain allies within the town to eventually help him track down his quarry. Since this is his first mission on the field, he'll make sure to put every chance of success on his side.


GM Advocate:

I'll modify Lilanne to be a freelancer. She can be one of those small town fixtures that everyone knows about but no one really talks about. That would solidify her contact status a bit while still maintaining a good connection to the town for Brakus.

As far as the Bellflower network goes I'll drop that portion. Is it still reasonable to assume that they would use the town or surrounding area to support their efforts (My thought is a town of malcontents would be more likely to look the other way). If so I'll maintain the slave hunter angle and just remove the Bellflower specifics.

On a related note I'm currently just working off the information in the Cheliax book and players guide for the AP. In your opinion would it be worth looking a the town description in the AP itself? I have access to it but generally avoid cracking them open until after I've played/DM'ed them to avoid spoilers.


I made some changes to the character idea I had before. She will be a Halfling Vigilante using the Cabalist archetype.

The idea behind it is that she is an ex-slave who arranged here own release from her former owner.

Background - some dark themes ahead:

She was more a toy than a slave, given to a girl a few years younger than her to function as a living doll. The girl was cruel and sadistic, any my character suffered all kinds of abuse.
The other side though was that she was the only one the little mistress could always count on as her parents were often absent or otherwise occupied and, being the youngest by almost a decade, her older brothers had little time for her. As such my character's influence over her young mistress grew swiftly over time.

It was my character who introduced her mistress to the handsome son of the master of the stables. It also was her that encouraged them to start dating and to keep things secret. It was her that consoled the girl after the girl's mother forbade her to ever see the boy again after she found out, as my character intended. She then used this slight to widen the gap between mother and daughter, advising the girl that the best way to hurt her mother was slander their family reputation. It didn't take the girl long to earn the nickname 'Harlot of Corentyn'. When the girl finally realised she hadn't just ruined her family but most of all ruined herself she took her own life, after some encouragement from my character.
After that it was a simple thing to convince the mother to tear up the ownership papers for my character. She had done her thing, their daughter was dead and she had many scars from their daughters abuse. Besides, she knew all the details of what her daughter had done and how she did it and there was no need to further blemish her daughter's name. It all made sense to the mother at the time and by the time she came to my character was gone.

In fact she was reborn. For the first time she had a name, a real name and not 'doll', 'dolly' 'slip' or 'slave'. That name was Caela.

I still need to figure out how she ended up in Longacre but that's the core of it. The character from that spoilered part is my character's true nature and is her Vigilante identity. Her Social identity is that of the good slip, a kind, humble creature who spends her days making ointments and tonics to cure everything from haemorrhoids to love sickness.


GM Advocate:

-Ahreni was a full angel before so it also means that she could know a lot of stuff that are normally beyond the knowledge of a mortal... I think that, to make her work, when she lost her powers she also lost most of her 'celestial knowledge', ok? Absolutely! I'm assuming that she was completely stripped of angelic powers, knowledge etc. The aasimar is more a reflection on the fact that you can take the angel out of heaven, but you can never quite take heaven out of the angel. :) Besides losing her powers was undoubtedly traumatic (even if she was unconcious for most of it...) so knowing less than she did makes plenty of sense.

-Your background is around the fictious hamlet of Stoneford and how it was attacked by the Glorious Reclamation. The problem is that the GR is still on the beginning during the first book so this attack is limited to the region nearby Citadel Dinyar (in Isger). It is fairly easy to assume that Stoneford was in that region and quite plausible that the Asmodean rule there was weak since it is a pretty desolate region. Yeah, I figured that Stoneford was an early move by the GR. It being nearby would explain how the GR knew that Ahreni was there as well.

-The next problem is how you managed to reach Longacre since Stoneford would be ~300 miles away. There is a river nearby that will, eventually, reach the Whisper River, about 40 miles from Longacre. During her last fight, Ahreni could have been adrift atop a plank until she reached Longacre where Cimri rescued her... this could make Ahreni think she must repay Cimri somehow, giving a perfect hook for the adventure but also means two things: Ahreni wasn't able to bury Damien and she thinks Anya is dead. This would not mean that she doesn't want to avenge them, especially when she learns that Braxus has her daughter! Your ideas make sense to me. Cimri rescuing her makes life much easier and if Damien had relatives in Longacre, she can still tell them that he died, just not bury him - which keeps the original idea intact.
Thinking Anya is dead is great for me as a storyteller and extra bad for Ahreni! She will be hoping that Anya is alive (since she was was, last that Ahreni knows) but the suspense will be terrible - all the better for RP-ing with! :)

-In an unrelated matter, can we change the Braxus name to Graxus? It is an important member in the GR in the future... Sure :) If the rival is important then his fall will be that much sweeter! :D

I'll adjust my written background to account for these changes, so if I am picked and set an alias up everything will be ready to go. :) Getting all excited now!


GM Advocate:

I modified things to rework Lilanne a bit, removed most of the references to the Bellflower Netowrk, and changed Swain from being a BF agent to being a slave that escaped and was recaptured (poor guy). I did leave in Brakus's theory that the Bellflower network was operating in the area as it can be something he thinks but is wrong about and his looking for them should fit in nicely if they do make an appearance in the future.

Let me know if that all seems to fit.

101 to 150 of 209 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Hell's Vengeance Recruitment All Messageboards

Want to post a reply? Sign in.