Hell's Vile Rebels (Inactive)

Game Master Kobolum

Images

Initiative:
[dice=Adelina Ducat initiative]1d20 + 3[/dice]
[dice=Imperia Tanessen initiative]1d20 + 4[/dice]
[dice=Johnny Mash initiative]1d20 + 7[/dice]
[dice=Khor Feynn initiative]1d20[/dice]
[dice=Pavo Morson initiative]1d20 + 2[/dice]

Perception:
[dice=Adelina Ducat’s perception]1d20 + 8[/dice]
[dice=Imperia Tanessen’s perception]1d20 + 3[/dice]
[dice=Johnny Mash’s perception]1d20 + 7[/dice]
[dice=Khor Feynn’s perception]1d20 + 2[/dice]


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The rebellion begins! The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune.

When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus—but can they survive long enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?

And would that really be a bad thing?

Hello and welcome to Hell's Vile Rebels. Where you will lead a rebellion against hell, for evil!

"But shouldn't we be rebelling against Hell because we're good?"

Well I'm glad you asked random Strawman that I just made up. Yes you should be rebelling against Hell because you're the good guys, but you aren't.

You see I originally wanted you to be evil in an adventure against the Iron Gods—for obvious reasons if you know the story—but that just seems so bland. I considered Serpents Skull but that doesn't really add much of anything there. Kingmaker? Skull and Shackles? Those are sandboxes, you could already be evil in those without many problems. No, it needed to be something where you're expected to be the good guy. And I came to two options: Hell's Rebels and Wrath of the righteous, but the problem with Wrath was that it's so expecting of you to be the good guy that actually easier to just rewrite the entire campaign.

No. It had to be the Hell's Rebels campaign, where you could be any form of evil and it wouldn't break the story as long as I was careful with it. After all Asmodeus is the lord of ambition. There is a god of secrets and lies. and demon worshippers can be found anywhere. So here we are, the expectedly good campaign where you actually play the bad guy. It's time to be evil, dastardly villains and take over an entire city right under a hell damn empire.

But here's the catch Strawman; you have to pretend to be the good guy. That's right, you have to gather a couple of evil to call your own, while leading a righteous rebellion, while pretending to be regular citizens under an evil government.

Naturally gathering a secret cabal of evil while pretending to be good guys rebelling against an evil government might seem intimidating to fledgling villains such as yourself, but don't worry, it's not nearly as bad as it could be. All of the good guys who could see you for the evil that you are, are currently unaccounted for. And everyone who's evil is in such a position of power that you are nothing more than a mere insect to them.

So go forth Strawman! gather new allies and together you may become the sinister power in the shadows that all should rightly fear. And know this, no matter what you do, no matter how hard you try, you will inevitably further my own design.

I highly recommend looking into the Hell's Rebels and Hell's Vengeance player's guides for inspiration on how to make your characters.

Character Builds:
- 20 point buy.
- HP after first level is roll your hit dice or half plus one, whichever is higher.
- Knowledge of the adventure is not a disqualifier for character submission.
- Background skills are in effect.
- 2 traits.
- Max starting gold.
- No good alignment.
- No third-party content and Feat Tax is not in use. It would require me to go in and edit a bunch of stat blocks for characters which defeats the purpose of a pre-written adventure.
- A completed character sheet is in no way required, I constantly ask if I can just submit a character backstory without a character sheet and I am not going to demand more from anyone else.


Races?


ElbowtotheFace wrote:
Races?

Core, Featured, Uncommon, and Standard are all available. Keep in mind that this campaign takes place in a mostly human settlement and is a city-based campaign.


Forgot to mention recruitment will go until July 13th.


Dotting because I liked the concept! In fact, devils and demons are in constant fight. Rovagug doesn’t really like Asmodeus either and we all know where it’s going. I’ll put something together ;)


Hell yes! Er...we're fighting against Hell. Oops. :D

Anyways: with the normal 2 traits, 1 is campaign? Not sure how well some of them fit for an evil PC/group. And, will you allow a drawback for an extra trait?


Will tweak a wizard. On the run from Kaer Maga due to her sexist crime family who wouldn't let her become a wizard.


I do have this character, from another Campaign (Hell's vengeance)

I just need to find another campaign trait, and rebuild him on 20 points


Dotting for interest. Very cool concept for a game.

Am mulling the notion of a Halfling - Cleric of Thamir Gixx (Hidden Priest archetype) - likely presents himself as an alchemist or investigator of some description.

He'll go with the Urban Sleuth campaign trait - being somewhat obsessed with the murderous case of Professor Mangvhune... (and secret admiration)


An interesting concept. I'm thinking of a Moriarty style Investigator. Someone who uses the Investigators skills and abilities for the exact opposite of what they were intended for.

Some who would love to rise to a position of power, with the access to all those lovely secrets, and all that lovely wealth and influence. :)


R. Strawman, Esquire, here to ask another question: what's the point of it all?

That's a genuine question and not just me being belligerent (you'd know when I'm being belligerent). A defined end goal is the kickoff to most every game - it's what the adventuring party is founded upon: different people of different walks of life joining up around a common goal.

Which is why I feel the need to ask, if this game isn't centered around liberating Kintargo, then what is it? I think it's important to make this clear for character creation 'cause I see people primarily going one of two routes for their PCs here: either making little would-be tyrants to replace the current one, or turning the Silver Ravens into some sort of terrorist cell to tear down the Man and everything else too. And those players are not going to make a terribly cohesive party.

Best for people to know where the game is going before they put in the effort of making a character only to find said PC not to be appropriate for the game. I'm definitely interested myself, but I'll hold off applying with the roguish anarchist I'm toying with in my head until I know whether he's a fit for the game. What are we bringing to Kintargo? Tyrannical rule? Chaos and lawlessness? Or just fire?


theasl wrote:

Hell yes! Er...we're fighting against Hell. Oops. :D

Anyways: with the normal 2 traits, 1 is campaign? Not sure how well some of them fit for an evil PC/group. And, will you allow a drawback for an extra trait?

The traits can be anything you want they just have to work with your backstory.

I'll allow drawbacks. Go on, take one. Nothing bad will happen to you, really. Why would I lie!


Here we go, adjusted Liz Ardoc! Ready to fight against the patriarchy by making a ladies only wizard group which means she misses the point utterly.


Red Heat wrote:
What are we bringing to Kintargo? Tyrannical rule? Chaos and lawlessness? Or just fire?

I'll second this question. I have several ideas depending on what we're actually after. They range from someone seeking the area to add to Nidal to a character that would actually also work in the normal AP (despite being a CE follower of Haagenti).


Would it fit the concept to make a character who truly, genuinely believes he's the good guy, while exercising what control I have as a player to lean in to the whole 'the path to hell is lined with et. cetera.'? Essentially a very myopic LE.

Because if so, I have an idea for a witch who wants to get revenge on Thrune for the death of [insert backstory NPC here] who's being manipulated by a daemon Harbinger to destabilize the nation as much as possible. (Other classes with a similar patron set-up would also work, and I'm not really decided yet on where to have him come from. It's been awhile since I've played in the Golarion sandbox, what nations have either really atheistic viewpoints or just, really s#**ty theocracies [other than Cheliax, obv].)


Oh. My. God!

This. Is. Awesome!

Dusting off a much loved evil idea of mine. Un Rogue => Assassin => Master Spy.

Motivation will depend a bit on what the end goal of the whole thing is, but Ahreni would be quite happy to set the Archduchy of Ravonel up as an independent 'for hire' state - could do Chelaxian dirty work for a good price when Cheliax can't officially be involved.

BD: Looks like we're thinking on the same lines again... shall we collab like normal or be different and not, this time? :P


Reviving my aspiring diabolist for this. I never liked having to play a good guy for HR so dotting with my infernal binder. In the process of rewriting his backstory and sheet, should be done later today.


Red Heat wrote:

R. Strawman, Esquire, here to ask another question: what's the point of it all?

That's a genuine question and not just me being belligerent (you'd know when I'm being belligerent). A defined end goal is the kickoff to most every game - it's what the adventuring party is founded upon: different people of different walks of life joining up around a common goal.

Which is why I feel the need to ask, if this game isn't centered around liberating Kintargo, then what is it? I think it's important to make this clear for character creation 'cause I see people primarily going one of two routes for their PCs here: either making little would-be tyrants to replace the current one, or turning the Silver Ravens into some sort of terrorist cell to tear down the Man and everything else too. And those players are not going to make a terribly cohesive party.

Best for people to know where the game is going before they put in the effort of making a character only to find said PC not to be appropriate for the game. I'm definitely interested myself, but I'll hold off applying with the roguish anarchist I'm toying with in my head until I know whether he's a fit for the game. What are we bringing to Kintargo? Tyrannical rule? Chaos and lawlessness? Or just fire?

In this campaign you play an individual within a group of PCs who act as the leadership of the rebellion, as in vanilla Hell's Rebels. The difference is that rather than free Kintargo and end Thrune's stranglehold over it, you're trying to subvert or wrest power for yourself, regardless of whether your end goal is to overthrow Thrune or not. The story will divert based upon player actions, so you can expect a wildly different plot than what is expected from the vanilla campaign and as I am aiming to allow for a great degree of player agency it is difficult to say anything more than some vague generalities I have planned.

As for tyrants vs terrorists, ideally player characters would want to establish themselves as the dominant power in the region, but as was stated in the OP there is no hard and fast rule for what a character should or should not be. Whether you worship Asmodeus, simply want a larger share of the city's wealth, or are a simple vagabond pining for the luxuries of silk and women that a noble life affords, any evil character is allowed as long as the end goal is personal power.

Anarchists naturally may be a little difficult to fit into this campaign, simply because of the inherent chaotic nature of an anarchist, and the common core belief that any individual or group having inordinate power is naturally a bad thing for the greater populace. Similarly, tyrants may also not be a viable trope depending on what kind of tyrant you're envisioning and what your character's ideal form of government looks like.

At the end of the day though this is meant to be a very flexible and open-ended campaign with a lot of player-influenced direction and consequence, and I hesitate to outright ban or deny any specific characters based upon a one-word tag. If in doubt I would be glad to go over any character ideas you may have, and I encourage applicants to talk amongst themselves to come up with backstories and motivations that do not cause plot-derailing conflict.


This is an awesome idea! I would love to be able to play in this.

The thought for my class would be a LE Oracle legalistic Curse, not sure on mystery yet. O'd like to play a mafia style person. With all the chaos going on it would be a good time to build up an underground guild, no?

I can post multiple times a day and am very into Role-playing. I like to play through downtime and love character development. If I start with a cause I might have abandoned it by the end of the campaign in place of a new one. But, that being said, i don't play fickle characters. When there's a change it's warranted, not just who has more gold or power. I'm more than happy to have a character die standing up for what they believe. I've had one PbP experience, but with my crazy work schedule it's become the method I prefer to do.

So let me know! This would be real exciting:)


Wilhelm Jhaltero

Crunch:

Male Human Cavalier (Courtly Knight/Huntsmaster)
LE Medium humanoid
Init +2; Senses-, Perception -1
_____________________
Defense
_____________________
AC 12, touch 12, flat-footed 10, CMD 16
HP 12 (1d10+2)
Fort +4, Ref +2, Will -1 (+2 vs Charm and Compulsion)
_____________________
Offense
_____________________
Speed 30ft

____________________
Statistics
_____________________
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Attack +1, CMB +4, CMD 16
Feats: Noble Scion (Jhaltero), Power Attack
Traits: Affable (+2 Diplo, ½ time for gather info), Birthmark
(A) Skills:
Bluff: 7 (1 rank, +2 Cha, +3 Class, +1 misc)
Climb: 7 (1 rank, +3 Str, +3 Class)
Diplomacy: 7 (1 rank, +2 Cha, +3 Class, +1 misc)
Intimidate: 7 (1 rank, +2 Cha, +3 Class, +1 misc)
Ride: 6 (1 rank, +2 Dex, +3 class)
Swim: 7 (1 rank, +3 Str, +3 Class)
(B) Skills:
Handle Animal: 6 (1 rank, +2 Cha, +3 Class)
Knowledge Nobility: +4 (1 rank, +3 Class)

____________________
Racial Abilities
____________________
Bonus Feat
Skilled
Favored Class, +1 skill
______________________
Special Abilities
_______________________
Bestial Challenge 1/day
Hunting Pack
Order of Vengeance
Social Presence
________________________
Equipment
________________________
300gp

Has some sort of personal vendetta against house Thrune and wants to overthrow them out of pure pettiness, I will expand on that later when I have time


Seems pretty awesome. Dotting.


Backstory rewritten and stat block/sheet updated! Please let me know if there is anything that needs fixing. I'd hate to sign a contract without knowing there were flaws waiting to damn me without me noticing.

Vilbert is an infernal binder. He will focus on bringing devils to fight with him and his allies. Conjuration spells backed with enchantment and some evocation, becoming a battle mage working to support the frontliners and provide diabolic assistance both with summons and with opposing fiends. Skills in Diplomacy and Sense Motive can provide a party face in certain circles.

Role in a nutshell: support mage providing infernal reinforcements.


The idea is appealing, so I will put forward a character originally written for Way of the Wicked. I will tweak mechanics as required if you think he'd be a suitable match.

Vincenzo is/was a professional assassin for hire. Mechanically, a lawful evil slayer with the executioner archetype,

Original Background, Appearance and Personality:

Vincenzo stands a slim 5' 8" tall. Dark brown hair shorn short, dark brown eyes in a pale face that show little emotion. When it can be seen at all. He normally wears very practical clothing for work: leather armour and boots, tools for break and entry, well-sharpened kukris. After all, He never knows when a client might have need of his services.

The slums and piers of Daveryn saw Vincenzo's brief and brutal childhood. He was the youngest of five, garrulous and mouthy, and was beaten by many adults: drunkard workers, sanctimonious priests, criminals alike. And especially his dock labourer parents and older brothers and sisters. He learned to shut his mouth, keep quiet: and when to strike. Wait until attention was elsewhere, sleep overcame them. And then he could steal, beat, or even kill any adult. That talent was noticed by a more practiced shadow and honed into a tool for a criminal guild. Theft, spying, and soon murder became Vincenzo's stock-in-trade.

Vincenzo wants a land where the most talented rise to the top. Not by virtue of blood, gold, or prayer to an uncaring god. He conspired with others of like mind, and sank much of his ill-gotten wealth into the plot. He and his co-conspirators would infiltrate the royal palace and wipe out the royal family. Needless to say, this did not go well. His peers were all slain - or disappeared - and he was captured after a fierce chase and desperate battle.

Only the most brutal execution would do for this foul criminal, but he kept looking for an escape from Branderscar.


Cancel that I will have to adjust as I can't have both Courtly Knight and Huntmaster....


Hrm. I've been thinking about a rabble-rousing Order of the Star daring champion cavalier of the nascent demon lord Izyagna, likely human. Having a bit of trouble pinning down a backstory for it though, especially given the complete dearth of information on said demon lord beyond the essential stats. Was thinking of having him be from Galt - that would seem to be one place where cultists of Izyagna would be active. That's quite a long distance from Kintargo, though.


theasl wrote:
Hrm. I've been thinking about a rabble-rousing Order of the Star daring champion cavalier of the nascent demon lord Izyagna, likely human. Having a bit of trouble pinning down a backstory for it though, especially given the complete dearth of information on said demon lord beyond the essential stats. Was thinking of having him be from Galt - that would seem to be one place where cultists of Izyagna would be active. That's quite a long distance from Kintargo, though.

Left Galt to 'spread the word' and has found no luck in Cheliax, has instead been driven further and further west - away from the heartland. As he went he heard about Kintargo, famed for freespiritedness and speaking their minds, seemed like the perfect place to spread the word of Izyagna...

Just a thought for some background :)


I mean, yeah, that would be the obvious route. But it's hard to square that with a first level character, plus doesn't really explain the martial training.

Ehh, at least there's still a while to figure it out.

Dark Archive

Im gonna leave this here for interest.

If I'm gonna do something I'm thinking of doing a serial killer Vigilate. That way my normal social identity can be good, or Neutral... And my killer identity will be brutally and sickeningly evil.

Someone who stalks their prey during the day, only to splatter their guts across the ally walls at night.


Character Background for my submission: Imperia Tanessen.

Fluff:
The Tanessen family traced their sudden and significant rise in Kintargan politics to Demicount Lovis Tanessen, an ambitious but not particularly brilliant patriarch of the house about one hundred years before the Chelish Civil War. Determined that his house would secure greatness and claim the place he considered rightfully theirs Demicount Lovis pre-empted House Thrune by decades and signed an Infernal Contract with a devil, promising his first-born child in return for hellish aid to his house.

The contract was signed and the Demicount was soon gifted with a son and heir, who proved himself to be a remarkable leader and politician. By the time Lovis died he was a full count of the Cheliaxian empire and his son had secured the families place amongst the rulers of Kintargo.

So began House Tanessen, inaugurating a proud tradition of military service, civic defence and civil leadership. Two hundred years later Lovis’ descendent, Count Geof Tanessen faced a similar problem. With his house seemingly stagnating, unable to increase their influence over the Silver City, and his wife ill and unable to conceive, Count Geof turned to supernatural sources of his own.

Unwilling to contact a devil and potentially condemn his already tainted family, the Count sought out older forms of magic – journeying deep into Ravounel Forest in search of nature spirits who might be able to restore his wife’s fertility. Exploring the wood alone. After losing his servants, the Count came across a young woman sitting in a forest glade. Her beauty left no doubt that she was more than human and the Count made his request.

She acceded to his pleas and told the Count to lie with her, promising that he would carry her magic home to his wife, where it would then take root. The Count, feeling that the price was a small one, lay with the spirit willingly and departed – promising the young woman a favour in return, as long as it did no harm to his family.

The Countess Tanessen made a significant recovery and soon fell pregnant, but late one night, as the Countess entered the final stages of her labour, the Count was roused from his bed by a servant and told that there was a woman who wished to see him. Downstairs the man found a woman he immediately recognised as his forest spirit, cradling a tiny baby. She explained that the girl was his child and demanded that he raise her as such, in fulfilment of his promise.

Uncomfortable at the prospect the Count baulked, until the woman promised him that he would have not one, but two true-born sons by his wife and his line would be secured, as long as he kept his promise. Able to read a threat as well as the next man, Count Geof relented and took the child – whereupon the woman vanished before his eyes.

The Countess gave birth to healthy twin boys, although the stress of giving birth triggered a relapse of her previous illness and she died shortly afterwards. The Count was left with three children and decided not to marry again, trusting the raising of his children to his older sister who had married into House Jhaltero, before being widowed a few years later.

Damien, Caspian and Ophelia were raised as noble scions should be – with every comfort and luxury, as well as the most exacting discipline. Control was paramount in their education, ‘You cannot control others if you cannot control yourself’ being their father’s dictum in all cases. After rigorous tutoring Ophelia was dispatched to Lady Docur’s school for girls – the only school in the city suitable for a young Tanessen, while her brothers received more directed and personal education from their father.

School was initially a challenge for Ophelia – for the first time she did not receive the deference she had been raised to expect, not only were many of the girls her peers but the older girls were confident young women in their own right and unlikely to bow and scrape to a girl seven years their junior, no matter how entitled. Ophelia did have one advantage – she was memorable. Part of this was her appearance – her mismatched eyes in particular made her striking, but most of it was in her strong personality and force of will. No task was too hard, no challenge too great and she soon amassed a small, but devoted group of girls in her class who followed her words as though they were hell-forged law. Even her teachers noticed, and took note of the girl’s charisma and the loyalty which she seemed to inspire.

Unfortunately this did not protect Ophelia from the taunts of older pupils and the spiteful nicknames which they invented were a source of torment to her until one day one of her only true friends, a girl named Najiam, suggested playing the girls at their own game. ”Why not hide your name?” She said, ”Take the names and make them yours – then they can’t hurt you any more.” Ophelia took the advice to heart and began to insist that her coterie call her ‘Imperia’, a deliberate mangling of her name that had infuriated her, used after the older girls had been told to stop calling her simply 'Inferior'.

Najiam’s idea worked and, as ‘Imperia’ rose through the school, her companions grew and grew in number while the older girls graduated and left the school – weakening their hold until Imperia could turn the tables and make the final year for the young scions of Houses Aulamaxa and Jarvis, her worst tormentors, a living nightmare. Instead of ruling the school as their predecessors had done Ladies Aulamaxa and Jarvis found themselves marginalised and ignored, even by their own peers, who caved to social pressure to stay away from Imperia Tanessen. Their graduation was a relief to both of them, and the fact that Rebecca Jarvis had not even been seen in the school for three months before her graduation was Imperia’s personal triumph, and earned her an approving letter from her father who had followed his daughters rise with interest, through correspondence with a number of the school’s teachers.

In her final year, no longer distracted by the internal rivalries of the school, Imperia’s eyes turned outwards, to the Silver City as a whole. Raised by her father to see leadership and loyalty as two sides of the same coin Imperia was unimpressed by the governance of Kintargo – which she felt to be too forgiving and lenient, content to ask where they should order and compromise where they should command.

Once she graduated Imperia spent five hours in her father’s study – expounding her vision for the future, her house and her own role in it. Her father, impressed by his daughter’s fire and ambition agreed to give her five years as a free woman, before she must find a husband and do her duty to her house.

That was three years ago and, much to Imperia’s frustration, her ambition has been unable to find outlets. The government of Kintargo endured so well because it had the respect of the citizens, and even Imperia’s personal magnetism could not sway thousands. Until Barzillai Thrune came Imperia was working in the smallest of ways, convincing one person at a time of the righteousness of her ideas. The Night of Ashes and the destruction of House Victocora however, opened up a new world of civil unrest and possibilities that a young and ruthless woman might take advantage of, if she were determined enough to do so…

If anyone was interested in a little background collaboration I'd be very open to it. Imperia would like to have someone to share her new Kintargo with... once she's in charge of course.

She's going to be a Cult Leader mesmerist (assuming that the GM doesn't mind Leadership being a thing - without followers and cohorts Cult Leader is pretty useless!) whose eventual aim will be to personally rule Kintargo [OOC heads up - she's going to want to be the boss! :)] and secure its independence either within or without the great Chelaxian empire.

Crunch will follow at some point once the GM gives a ruling on Leadership :)


I will step out from submitting, guys. I was designing a Devil Imposter, by the way - I think it's an awesome concept especially for this game. Anyway - Have fun! I bet it'll be an interesting game.


Still interested, will submit a character sheet this weekend.


Nikolaus de'Shade: I have no problem with leadership as long as you're willing to accept the fact that your subordinates can die.

I do need to ask, is the freedom agreement in your backstory supposed to be a ticking clock on yourself?


Dot for interest.


@Nikolaus de'Shade.

Looking through your backstory I think that my Investigator would fit in well with your character. He's planned along a Majordomo style, but not using the archetype, as that removes skills and abilities I want him to have.

Pavo Morsson:

I see him as someone quiet and unmemorable, someone who fades into the background. Which is what he wants as it allows him to work unnoticed as he ferrets out secrets and information to use.

Pavo loves secret and patterns, if the secret helps him in achieving his desires it's even better. He wants to be close to power, but not the leader. He will be concentrating on poisons, and will take some Assassin levels if selected and surviving that long.


I'm stepping away from this one - can't nail my concept down. Enjoy the game all, think it will be a fascinating one :)


GM Kobolum wrote:

Nikolaus de'Shade: I have no problem with leadership as long as you're willing to accept the fact that your subordinates can die.

I do need to ask, is the freedom agreement in your backstory supposed to be a ticking clock on yourself?

Minions are meant to die, as long as I don't! (There's actually a Cult Leader mesmerist trick called 'Die for Me!' and a class ability which allows you to ignore the penalty for having cohorts die so yeah dying is expected!!)

The clock is mostly a background thing, but if our rebellion takes over two years then I'd be happy to RP the meeting with dear-old-dad to try and persuade him to give me more time! :)

@Pavo: Sounds perfect - polar opposites complementing each other nicely :D Do you want me to fit you into the background or shall we just meet and get on? You could easily be a Tanessen servant who my dad has assigned to help/keep an eye on/report back about me.


Nikolaus de'Shade wrote:
GM Kobolum wrote:

Nikolaus de'Shade: I have no problem with leadership as long as you're willing to accept the fact that your subordinates can die.

I do need to ask, is the freedom agreement in your backstory supposed to be a ticking clock on yourself?

Minions are meant to die, as long as I don't! (There's actually a Cult Leader mesmerist trick called 'Die for Me!' and a class ability which allows you to ignore the penalty for having cohorts die so yeah dying is expected!!)

The clock is mostly a background thing, but if our rebellion takes over two years then I'd be happy to RP the meeting with dear-old-dad to try and persuade him to give me more time! :)

@Pavo: Sounds perfect - polar opposites complementing each other nicely :D Do you want me to fit you into the background or shall we just meet and get on? You could easily be a Tanessen servant who my dad has assigned to help/keep an eye on/report back about me.

I'd go with meeting and hitting it off. You're what Pavo has been looking for, someone charismatic enough to get to the top, and ruthless enough to stay there. :)

He has absolutely no desire at all to be top dog, far, far too much in the full view. It makes him twitchy.

Pavo will be from a middle class background, comfortable without being wealthy. The quiet kid, always on the sidelines watching how people work. Occasionally dropping a quiet word in the right ear just to watch the ensuing carnage.

Here is his rough crunch, still working out his backstory and fitting him into Kintargo. Took the Pattern seeker trait so that needs to be part of his story.

Pavo:

PAVO MARSON

Male Human (Chelaxian) investigator 1. NE medium humanoid (human)

Init +2; Senses Perception +6,

Languages Common, Draconic, Halfling, Infernal

AC 15, touch 12, flat-footed 13

hp 10 (1HD). Fort +1, Ref +4, Will +3, +1 trait bonus on all saving throws against illusion effects.

Speed 30 ft. (6 squares)

Melee sword cane +1 (1d6+1)
Melee dagger (cold iron) +1 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Melee dagger (alchemical silver) +1 (1d4/19-20)
Ranged dagger (alchemical silver/thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +1; CMD 13

Abilities Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12

Special Qualities Alchemy, Bonus Feat, Inspiration, Skilled, Trapfinding, Weapon and Armor Proficiency,

Feats Fast Learner, Point-Blank Shot

Skills Acrobatics +5,
Appraise +3,
Bluff +1,
Craft (Untrained) +3,
Diplomacy +5,
Disable Device +6,
Disguise +1,
Escape Artist +1,
Fly +1,
Heal +1,
Intimidate +5,
Knowledge (Arcana) +7,
Knowledge (History) +7,
Knowledge (Local) +7,
Perception +6,
Perception (Trapfinding) +7,
Perform (Untrained) +1,
Ride +1,
Sense Motive +5,
Sleight of Hand +5,
Stealth +5,
Survival +1,

Possessions sword cane; outfit (traveler's); studded leather; thieves' tools; formula book; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Crossbow, Light ;

Formula Book

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

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

Hidden Hand Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 3. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Pattern Seeker There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you've uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil's Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil's Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

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

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.


@GM Kobolum

So do you have any feedback for me on Vincenzo's suitability?

Dark Archive

@GM: Okay, I may apply a Serial Killer Vigilante, But I wanted to ask if you allow multiple Archetypes so long as they don't overlap first, As this may make me reconsider and make a different character, (a black blade Kensai Magus, who's sword is possessed by the soul of a Daemon, or Oni as I may have it be a Katana.)


William, Back here with the concept of that Bladebound Kensai,
Obviously I'm going to be a Foreigner, Recently come into town and dragged I to the politics. His motivations are pretty vauge to those on the outside, but to himself he sees the perfect opportunity to take control and seaze some territory for himself.

Of course at the beginning of the game it's likely he'll just be Working to perfect himself, as Bladebound doesn't actually come I to effect until lvl 3. However once his blade is "possessed" and he begins getting an outside motive poking and edgeing him along then I'll start working on replacing the current government with his own.

I will likely try to play a face, however I'm gonna probably not work out as one. ;p and I think for RP purposes that will work out great. He'll try to be all diplomatic and such at first, but fail due to his natural ineptitude to politics. Only to be aided by a party member, whom he will likely look to making into his advisor in the end.

Infact, my character will likely fail at the whole leadership thing, coming to the conclusion that he isn't a good leader, and that he should probably place himself somewhere in the elite, but nowhere he'll be a major target.

For his past he was born in the orient, you know... Tian Xia. But his parents moved West to excape the Warlords. They settled in Kintargo, and folks just assumed them to be normal Folks, even going so far as assuming Tosho was just another tiefling like all the others in the red roof district.

Okay now during that, my concept when from foriener visiting to Local Immigrant family member seeking to take over.

Anyways: Appearance wise, Tosho Looks mostly human, save for a Monkey-like tail, Black eyes(where it's normally white it's black) blood red hair, and a pair of tiny horns.
He'll wear a mask to keep his identity hidden from the city gaurd. Using his ability to look different when things get dicy.


@ Nikolause de'Shade, how would Imperia work with a character who really does want an independent Kintargo? I'm not expecting him to actually ever get it, but would she be willing to pull the 'you can rule WITH me' thing until the endgame? (At which point I can provide him with another misguided goal, probably).


Here's the character sheet in progress of Agravaine, a Taldane half-elf and (eventually) Bladebound magus who's been having awful interesting dreams lately about his mother, a cleric of Milani, igniting a fight for independence in Kintargo.

Of course, by the time he gets there, she's already dead, so it's time for a good old-fashioned revenge story - which I imagine promptly gets derailed by the rest of the party's recognition of a useful loose cannon.

https://docs.google.com/spreadsheets/d/1Xn7m_gfmArVaad8uSbcPvxQ_3TCUqUPNgAw 5trohusw/edit?usp=sharing

(The seemingly prophetic dreams are coming from something malevolent and otherworldly. I'll leave exactly what that is up to the DM).


Vincenzo Goya: Change the background to not be directly tied into Way of the Wicked and you being in prison.

william Nightmoon: One archetype.


A question: Would you allow archetypes from the very recent Planar Adventures book? They aren't up on any reference site yet but I could provide them via PM if needed.

I'm looking at the Dreamthief archetype for Rogue mostly (though seeing the immense number of skill-based characters I'm not yet sure). I'm not sure whether to go with Unchained Rogue and dex based or Chained Rogue and strength based for it. Assuming you are ok with this book of course.


Cuàn: You can use the archetypes in that book if you want, but I don't have it.


Yucale wrote:
@ Nikolause de'Shade, how would Imperia work with a character who really does want an independent Kintargo? I'm not expecting him to actually ever get it, but would she be willing to pull the 'you can rule WITH me' thing until the endgame? (At which point I can provide him with another misguided goal, probably).

Imperia has no problem with an independent Kintargo - it might even be a good thing since that puts more power in her hands. It would have to be a cast iron 'Thrune-cant-screw-with-this' kind of independence, but she'd have no objection to it. She is however practical enough to probably use the new independence to offer to do Thrune favors, for hefty amounts of gold of course!

As to a genuine independent, Oh - how adorably naive! She'd absolutely string him along (and since she's all about creating personal loyalty if the stringing went on long enough she could probably convince him that her being in charge is the best thing for everyone! :D)

As a player I'll happily play with a character of that sort, just be prepared for Imperia's sudden but inevitable betrayal!


Pavo blinks mildly. "Hands up who didn't see that coming?"


I don't mind playing with just one archetype, after all, Bladebound was only gonna hinder Kensai in the end, and I had it in there more for flavor anyways.

However I don't have to change much if my concept, after all. Bladebound only really kicks in lvl 3 otherwise I'm like everyone else, with a very small Arcane pool, and frankly I need that pool for my Kensai stuff :P


I'll be submitting a Gloomblade Fighter, also from the Planar Adventure book. It's a fighter archetype that let's you create weapons out of stuff drawn from the plane of shadows. Basically that means he'd have a weapon for every situation without having to carry them around.

He'd be a Nidalese refugee and a Fetchling claiming to have forsworn all deities after witnessing the cruelty committed in the name of Zon-Kuthon and the apparent powerlessness of the good gods in opposing it. In actuality he'd be a devout follower of the Eldest Count Ranalc. He'll probably be Chaotic Neutral


GM_DBH wrote:
Pavo blinks mildly. "Hands up who didn't see that coming?"

"We're going to get on very well Pavo, very well indeed. As long as you keep your cheek in check."

Incidently, if you're planning to do stuff with poisons, have you checked out Toxin Codexer?

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