MoF's Hells Rebels

Game Master MordredofFairy

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Shadow Lodge

dotting for interest


This would seem to be a good campaign for the Vigilante class from Ultimate Intrigue. So far I have only seen the playtest version though.

I have a character that I did up for PFS and then hardly ever played that would be good for this campaign. He is an Aasimar (Angel-kin) Bloodrager with the celestial bloodline. His background was never that well fleshed out but he is of Kellid Stock from the Realm of the Mammoth Lords. I would have to figure out why he would be in Kintargo.


Still need to work out all the fluff, but here is the character I will be presenting, Juliette Aulamaxa.

Juliette has a lot to offer to the party, inspire courage (with 10 rounds/day!), ranged support, and oh my god her skills. With 14 intelligence, being a human, and picking up Fast Learner, Juliette ended up with an astounding 12 skills, she's a solid face character with +7 Bluff/Diplomacy, can deal in subterfuge with stealth (+6) and disguise (+7), knows a thing or two about history (+6) local knowledge (+6), and knows nobility inside and out (+9), she's also a really good singer (+9).


Never did the background skills before but here's my completed submission for your campaign.

Ellina Sensewi's page

Any question please let me know


Here's my Shelynite Oracle of the Stars and Streets of Kintargo. Lily is a Stargazer Oracle, who carries inside of her the Blood of a Martyr (VMC Sorcerer). Milani seems to have plans for her, but where her path takes her depends entirely upon the story that unfolds ahead of her, after all, what sort of Goddess of Liberation would Milani be if she oppressed her own oracle?

Lily is attending the protest in order to stay up on current events. She's still uncertain as to what needs to be done in regards to the dark path that the Thrunes are leading the city, but seeing what the people believe might help to answer those questions with more certainty.

10-minute Background (More like 30 minutes, amirite?):
5+ important things.
1) Lily Sable lives out of Songbird Hall, Shelyn's church.
2) Lily Sable spends quite a bit of time in the redroof district doing what she can to ease the burdens there, while simultaneously being aware that she has a great deal that she's unwilling to give up for them.
3) Lily arrived in Kintargo two years ago. She's made a few friends, though has kept herself from falling in with the major 'movers and shakers' until now.
4) Lily is only passingly familiar with her own weapon, having taken it up for its ascetic beauty (and the ability to carry it along with a pair of quarrels to retain her fashion-oriented sensibilities). Were things not beginning to grow more dire within the city's walls, she'd greatly prefer to move without the need for weapons.
5) Having grown up primarily in a family of humans, elves, and half-elves, most of which didn't treat the others differently, left Lily with a unique perspective on race... she doesn't particularly see it. She's vaguely aware of predispositions, and a halfling's need for help in reaching the top shelf, but aside from that, she's far more likely to focus on the cores of people, or their situations, than on race.
6) Lily is from the borderlands of Kyonin and Andoran, her family is made up mostly of a group of elves and humans that don't judge one another... or their children.

Two or more goals.
Lily seeks information on one of her cousins. Ever since she was a young girl who exibited signs of celestial power, their family has compared her to Amyreid, a half-elven woman who had found herself within Cheliax during the time that Lily has begun to associate with the Silver Ravens. Much of her research into her family's past has curved towards studying the rebellion as a result. ( Long Term ) Discover the missing tie from her past and how she was involved within the Silver Rebel's past.

Lily wishes to see the opera house reopened, and the curfew lifted. To see the tolls at the cities central pathway removed. Though she's not inherently chaotic, she chafes at the restrictions for the sake of restrictions... nevermind those nasty proclamations. All of these things have restricted the people's access to those beautiful things within the city's walls. ( Medium Term ) - Loosen the recent, tyrannical grip on Kintargo.

Lily would like to finish the book of star charts she began in the previous months; not having ready access to the stars of her home has left her forlorn for reasons she couldn't quite identify, though she has taken much solace in the creation and maintenance of such a personal treasure. ( Short Term ) - Lily has spent 50 gp on a star chart that she is continuing to work on. I would like to slowly drip her own funds into the finishing of the book.

Lily wishes to ensure that the people of Redroof, particularly those isolated within the Devil's Nursery are cared for, and moreso to see their situations improved in a more permanent way. She'll support nearly any endeavor to improve the Tiefling's wellbeing. ( Constant )

Two Secrets.
Lily was born to two effectively ordinary people, one a half-elf, the other a human. The source of her celestial blood is unknown to any in the family. To make things more difficult, the divinity is so thin that it's expensive even to try to study such a thing. In truth, Lily is an Aasimar for the very same reason she has the bloodline of a martyr, and the callings of an Oracle: Because Milani needed her to be. (Secret even to her.)

Lily often has dreams that leave her with a strong sense of 'something missing' when she awakens. She's still uncertain of what exactly it is that she is missing, but she can never remember any of the dreams, short of small bits and pieces. She's contemplated taking up an artform to help fill in the gap, to try to put the pieces together, but hasn't yet. She does however, remember that every dream has Kintargo in them, and the stars above.

Blood, Romance, Honor.
Iris Sable - Half-sister by Blood - A student at Docur's school for girls. Being the last half-elven daughter in the family, Iris was sent to Docur's school for girls to aid in finding her place in life. It was no accident that Lily left for Kintargo when she did; she was going with her decade-older sister.

Hannah Jarvis - Romantic - Hannah Jarvis is a member of nobility, who is greatly interested in the arts and beauty in many of its forms, particularly musical and culinary - the primary reason for Lily's recent investments in learning how to cook. Prior to the Opera House becoming a vacation home for the new Lord-Mayor, Hannah had bought the pair balcony tickets to the Huntress of Heroes.

Zachrin Vhast - Honor - High Priest, Landlord, Friend. Lily feels beholden to Zachrin for keeping a roof over her head (especially one so beautiful) while supporting her various works around the city. It is incredibly important to Lily that she not bring the House of Thrune crashing down around her church... and as a result will probably distance herself from it as time goes by.

Three Memories.
The first time Lily ever created magic of her own was when she was seven. She didn't quite have much 'Oomph' in her, only able to just barely pull the magic, and even then it was accidental. She was playing in her aunt's garden, when she decided to pick a particularly beautiful rose. She knew she wasn't supposed to, but... she wanted it. When she grabbed the stem of the rose, it 'bit back', causing her to say something in a language she'd never heard, and leaving a long, thin rivulet of blood running down the stem... but the blood glowed with a crimson light. She never told anyone.

Lily was eleven when she got into her first real fight. One of her many cousins was visiting, and acting quite haughty about his station in life... apparently, being an elf made him special all on its own. It seemed stupid to Lily, but Lily also wasn't the target. Her sister Iris was being actively bossed around by this little brat, who was treating her like a servant, because her 'blood was wrong'. Lily had never heard such a sentiment spoken before... she saw red, and before she knew it, she'd pushed her idiot cousin to the ground and pounced on top of him, yelling at him to apologize. Or at least... that's what she'd thought she was doing. Instead, she was simply yelling gibberish that terrified her poor cousin into never returning.

Less than three months ago Lily was tending the flowers in Aria Park while listening to the local musicians playing in their different circles of admirers. She was softly singing counterpoint to one of the nearer musicians, trying (and somewhat failing) to make up a song as she went. She never drew audiences of her own, after all, that wasn't the goal. Instead she was simply entertaining herself, and hopefully adding to the beauty of the world around her. That day, though, she did draw an audience of one. That was the day she met Hannah.

Other Background:
Lily was born to a large family that resides within (and near to) the small settlement of Bellis in Northeastern Andoran. As worshipers of Shelyn, the elves and humans of the family have gotten along for the better part of a century - a small amount of time for an elf, but more than a lifetime for humans and their offspring. Lily is the youngest daughter of Amaranth and Soleil Sable, a half-elven man and his human wife.

Lily's extended family makes ends meet by tending large flower gardens, and working with bees. Between honey, and dozens of kinds of mead, her family has made a name for themselves within that small corner of the world. It was from her large family that Lily gained the majority of her morality, and her faith in one thing: All things that live, love beauty. In her youth, she was high-spirited and curious, learning quickly from her family, though not quite being able to focus her attentions only on their small, rural way of life.

Lily was drawn not just to the flowers and forest, but to the stars and sky... and things beyond to the edges of the horizon, those things hidden beyond the seas of green. She relished in trips to the local village of Bellis, traveling from the nearby groves the the small city ignited her imagination more than anything else... especially the knowledge that the road kept going beyond.

Lily was not the only one in her family to see 'beyond the walls' of her home. Her elder sister (though, being a half-elf, matured more slowly than her younger sister), also wanted to see the world, though she was more interested in the finer things in life than her sister. Likewise, her third cousin from nearly a century prior had traveled away, to far-off Kintargo, and over the years, ceased to send communications.

The eldest amongst the elves were able to draw parallels between Lily and Amyreid, both over the course of their lives began to exibit ties to divine magic. Both were entranced by the idea of city streets and distant lands. Both had a deep kindness that somehow reached beyond themselves to ignite the hearts of others... and both wouldn't take 'no' for an answer. The two came of age only a month apart, and both went together, down that long road, to find a ship to take them to Varisia, and then onwards to Kintargo. Lily to seek out beauty within the city's walls while watching over her 'big' sister, and Iris to 'become a lady', whatever exactly that meant.

The last two years had been rather eye-opening. City life was quite different from the world that the pair had left. For Iris, school absorbed an increasing amount of her time, while for Lily, new passions were brought to the fore. The city of Kintargo was so very, very different from her home, so many people to help, so much beauty to see, and spread. Everything moved at its own pace, even the city... and Lily had never felt more alive.

Between helping the poor, working with the middle class, mingling with the upper class (if only on occasion), sitting in on shows, watching new art being made, and listening in at the Thrashing Badger of far-off lands, Lily never wanted for things to do. Until the night of Ashes, at least. Then the Thrashing Badger was gone. Then came the curfews, closing off the streets and denying the people the beauty of the stars. Then came the utterly ridiculous requirements of the self-imposed Lord Mayor. Love, which had become passion with the move to Kintargo, had sparked into a flame under the recent leadership... a flame that Lily didn't quite have an answer for. To build and stoke its righteous heat, to create something of beauty from what had been placed before her... or to seek beauty within the drab environs that Cheliax had left her with, and appreciate those flickers all the more for the darkness around them...

I do not yet have a 'built up' profile for Lily, only the character sheet. Transcription usually takes me an hour or more, so I'm being lazy about that, for now. :) Both Iris and Hannah are pretty interesting backup characters (from my perspective!) in the event something should happen to Lily. Perhaps she was only the spark all along!

A few questions, though:
Do you use encumbrance rules?

If So:
Do coins count as encumbrance?
Do you count the outfit worn on a character against encumbrance?

Shadow Lodge

I'm also interested on the question of encumbrance, as Juliette is likely at least in the medium encumbrance category (I'm not 100% certain, I'd have to check).


@Hotaru & Dylos: Encumbrance will only be checked if my GM senses are tingling. That can either be with low-strenght characters carrying full equipment and expecting to only have a light load, when they are very nearly taking a heavy load with them.
Or with hoarders(especially those trying to take all kinds of stuff with them to sell later).
In general, you won't have to deal with it, especially due to the availability of extradimensional storage(something most groups tend to pick up early)...

But in specific cases, the rules WILL be used, so knowing a rough estimate of your "standard equipment" will be useful. Examples include getting hit by a ray of enfeeblement and having your strenght drop to 4. (or various poisons, diseases, etc...in general, we will assume characters, by distribution of equipment, are trying to stick with a light load...but possible very close to the limit. As a result, most forms of strenght loss are likely to have effects unless you have a "load buffer".

Coins: If they count, I'll let you know.(e.g. regularily, with your spending cash, it won't matter - we assume most is stashed away and you only take what you need(in an omniscient way). But if you find a Chest containing 5000GP worth of Gold Coins, that's a 100 pounds for the gold alone...so if you want to take that with you, someone may end up encumbered.
Outfit: Nah, not counting that, unless for some reason you end up with a Heavy Duty Winter-Outfit that 3 bears and 5 wolves were killed for and that lets you sleep in the open during a blizzard.

In general, common sense will be the modus operandi.
I think forcing people to check against encumbrance at all times is just a lot of extra bookwork, and generally things can be solved by re-distribution of weight within the group. So it's easily handwaived 95% of the time.
In specific situations, however, it may be relevant, and then we take a look.(or if I feel someone's interpretation of "common sense" differs heavily from my own)

@Hotaru: Aye, with the 10-minute background, it usually took me closer to an hours to do them for my characters, going back and forth between them and my regular backgrounds ;)


That's pretty much my stance on encumbrance. As long as you aren't carrying a small armory, or attempting to take a 'hoard' of some kind, I'm not going to worry about it. :) Ditto for not counting clothing. Thanks! I'll still work to stay below light load on my low-strength character, but the space I'd be right on the edge if clothing were included. :)


Juliette is attending the protest to protest the government. She is very upset that they have taken over the Opera house and that she is not allowed to wear her fineries.

10-minute Background:
Step 1: Concept

1) Juliette is an Aulamaxa, a name she is proud of.
2) Juliette is passionate about Opera, both classical and modern.
3) Juliette also enjoys dance and has been seen at times at the Three-Legged Devil.
4) Juliette is a bit of a fashionista and is upset that she is no longer allowed to wear her fineries.
5) Juliette has never been one to follow the rules.
6) At times, Juliette has been known to speak in poetry.

Step 2: Goals

1) Juliette very much desires to to have a leading role in an Opera.
2) Juliette wants to find her father's murderer and bring him to justice.

Step 3: Secrets

1) (Known) Juliette's father, Raphael Aulamaxa a popular Chelish Diva of the Kintargo Opera House died on stage during a performance - it was supposedly an accident but Juliette suspects her father was murdered by a rival.
2) (Unknown) Raphael Aulamaxa is not Juliette's true biological father, instead the man who had him murdered is.

Step 4: Relations

1) Raphael Aulamaxa (diseased) - was a very influential man in Juliette's life, indeed as most fathers are to their children.
2) Unknown Noble Man (Hostile) - Although she isn't aware of who he is, Juliette seeks revenge upon the man who was responsible for her father's death.
3) Archbaroness Eldonna Aulamaxa (neutral) - Juliette's father Raphael was the Archbaroness' second cousin. As the Archbaroness is the leader of her family, Juliette tries to stay in her good graces, knowing that betraying her family would likely result in her never being a part of the Opera.

Step 5: Memories

1) Juliette remembers very clearly the night that her father died. It was during the second act of a very popular piece, Raphael - Juliette's father was the leading man, and at the conclusion of the second act, he died on stage - in front of hundreds, but yet it's still unknown how the man died. Juliette was not around to see what happened after the second act, she couldn't stand to watch.
2) Juliette will never forget her first kill. After her father's death, Juliette took up hunting - joining her family on outings as a way to improve her skill in archery. At first, she was reluctant to end the life of another creature, and the first time she did kill a deer - she vomited at the sight of the blood and almost fainted. Others laughed at her, but she eventually got used to it.
3) When Juliette was young, she would often go to the theater to see her father perform, she has many wonderful memories of her father's performances and he inspired her to follow his path.

background:
Juliette Aulamaxa, born 4698 AR in the city of Kintargo, has lived her life surrounded by the theater. Born into the noble line of Aulamaxa, a family which prides itself in the Chelish Opera. Juliette was noble enough that it was assumed she would become involved in the Opera one way or another. Though as she was only a close cousin to Archbaroness Eldonna Aulamaxa, and as such was never important enough to be given a role simply based on the circumstances of her birth.

As a child, Juliette spent much of her time either going to Operas or practicing to become part of the Opera herself. She had little time for anything outside of a life of theater, and indeed she knew little beyond the Opera. At least that was true before the last performance of her father - Raphael Aulamaxa, second cousin to the Archbaroness.

Raphael Aulamaxa was a true Chelish Diva if there ever really was one in Kintargo. Everytime he would perform at the Opera house, it was virtually garrenteed that there would be a full house. So of course there would be a full house on what would come to be known as the last performance of Raphael Aulamaxa. However, it was not known beforehand that this performance would be his last.

During the final scene of the second act, Raphael's character was involved in a sword fight on stage. Although his character won the sword fight, shortly after Raphael collapsed on stage and began to bleed out. Many among the audience had not seen this particular performance before, but those who had knew that this was not part of the performance. Hundreds watched in horror as Raphael Aulamaxa died, Juliette herself included. After that, the show went on, as it must - but no one recalls any of it after Raphael's death.

Raphael's death was labeled as an accident, any wounds from the actual sword fight were not fatal, and the cause of his death was never actually ditermined, but Juliette was convinced that someone was responsible for her father's demise. Knowing that she wasn't anywhere near strong enough to defend herself should she come face to face with her father's murderer, Juliette sought out a way to become stronger.

Luckily for Juliette, the Aulamaxa family were not solely focused on Opera, they were also hunters, and so Juliette would take up a bow, and join her family in these hunts whenever possible. Her skill with a bow, naturally was medoicre at best, but that didn't stop Juliette who took every opportunity that she had to become more skilled at the art of archery. Archery did not come naturally to Juliette, unlike singing, she had to practice every day - not because she enjoyed it or because she wanted to, but because she had to in order to survive.

As Juliette became older, she also became more skilled with the bow, but she never did find out who was responsible for her father's death. She did however come to enjoy fashion, song, and dance.

Also, I just checked, and Juliette is most definitely in a medium load right now, as my class kit alone is 41 pounds and that only leaves 2 pounds for everything else. Another 20 pounds for her armor, 3 lbs for her bow, and 21 lbs in arrows (I probably don't need 21 lbs in arrows...). That leaves Juliette at 85 lbs, her limit for medium encumbrance is 86, guess I should probably get some kind of pack animal...

Edit: didn't include tanglefoot bag and alchemist's fire in my weight calculations above, Juliette is in a heavy load currently.


@Juliette: Did you check if you really need to bring all of your kit along everywhere you go in a Urban setting? Unless you mean to make a campfire in a back alley, cook in your iron pot, with several days worth of rations to eat with your mess kit before sleeping in your bedroll, placing a couple of torches nearby to keep guards away...

Also, you guys start with max gold...which also makes a masterwork backpack for 50 GP a choice for low-strenght characters...


Probably don't need the entire kit, nor 140 arrows...I'll cut it down a bit later (probably down to 40 arrows - 20 lethal, 20 non-lethal). It's easier not to forget anything by selecting your kit though, as I often notice later on that some of my characters forget to get things that should be completely obvious (like material component pouches). I may also elect for lighter armor.

EDIT: Speaking of forgetting the completely obvious, Juliette has no ranks in spellcraft -.-


@Encumbrance - One thing I was wondering on this topic and couldn't find in the Player Guide; what's the legality of open carry weapons in todays martial lawed Kintargo?


@Lessah: Interesting that you should mention that. I did mention some things will be changed from Vanilla, didn't I....a sneak peek couldn't hurt to answer your question...

Proclamation the Fourth: The right to wear armor and bear arms in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded at the city’s discretion.
You will either want to store those kinds of things away in a backpack(and only unpack them at a destination), use sleight of hand, disguise, or someone scouting ahead...or other creative means of evading or fooling patrols.


My 2 cents:

Since this is an urban setting gear should be pretty easy to deal with. There are shops and restaurants right at hand, and nowhere is too terribly far from home. The adventuring kits are great for wilderness and dungeon settings where one has to be prepared 24/7 but in a city it's possible to just go home at the end of the day.

Also porting around a backpack stuffed with rations, bedrolls, and such would probably look a little strange since everyone around will have only what they need right at hand with them.

Using the kit as a guide and selecting specific items from it to buy would also save a bit of money if that's an issue.

It's a little more trouble, but keeping a dual list of "stuff back at my place" versus "stuff with me right now" could be a useful way of dealing with more possessions than can easily be carried. A tanglefoot bag at the protest seem a little paranoid? Leave it on the shelf back home. Going to investigate the creepy abandoned warehouse at night? Bring that tanglefoot bag along!

I won't be dealing with the extra issues of armor and weapons, but I don't figure I'll even carry a backpack normally. A couple of belt pouches should be plenty for what I need over a few hours away from home.


Mkay that makes sense. It seemed sorta odd to me that they would proclaim martial law but still let people walk around with claymores and platemail :P

On another topic I was thinking of having Miranda's campaign trait tied to the Devil's Bells (which I'm going to call Hell's Bells from now on so I can hum that song while I think about it :P) but since it seems to be an interesting mystery for me the player and something she would be interested in.

I'm having a hard time picking between the Urban Sleuth (Hell's Bells) or Pattern Seeker traits. Both are actually quite nice - but I keep thinking it there are any major campaign ramifications attached to either one. I'm probably over-thinking this, but are the trait selected supposed to play a major role later in the campaign?


I'm in precisely the same place. I have a few things at home that would fit in a backpack... but my character simply doesn't have a backpack.

The change to 'must hide weapons' is a little worrying for the more martially-inclined submissions, though. At what point does an object move from 'clothing/accessories' to 'armor', and from 'Carried object' to 'Weapon'?

Is 'Leather' still a fashion statement, armor, or a 'what the cop says it is'?

Is a walking stick a weapon? A quarterstaff? A hunting bow?mentioned as part of a trait is important in some shape or form. :)


Think i will go for the "looking for a contact"

@GM
For those of us who wants a drawback,will ypu pick when the game starts or during recruitment?

Also. Will you be using the Flaws system? Will try to find link for it


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@Weapons - No officer, you are mistaken. This greatsword-like object is merely a deluxe back-scratcher. I promise!


Wow. Worth every silver. Yes. Silver. This is merely an authentic prop that i use during my performance in my group's show!


And I guess for less war-only weapons the ban could be circumvented by getting some sort of licence or good excuse/disguise.

One of the proclamations was about pest control so carrying a sling, crossbow or shortbow for that purpose might be acceptable.


As both an ex-soldier and a foreigner to the city, even after living there for some months, Boros wouldn't give a dead kobold's fart about a law forbidding him to wear his equipment. Particularly when the law comes down from the likes of House Thrune, which clearly has little interest in the common good (no pun intended) of Kintargo's populace.

Naturally, if the protest goes horribly wrong and turns into a riot, the guard will definitely notice him flouting the law. Which means he'll be a marked target and have to seek sanctuary with other unjustly oppressed types. Would only be right that he then aids them, and he'd even cut them a solid discount on his services, being the upright mercenary that he is.


Nissim Siverto wrote:

My 2 cents:

Since this is an urban setting gear should be pretty easy to deal with. There are shops and restaurants right at hand, and nowhere is too terribly far from home. The adventuring kits are great for wilderness and dungeon settings where one has to be prepared 24/7 but in a city it's possible to just go home at the end of the day.

Also porting around a backpack stuffed with rations, bedrolls, and such would probably look a little strange since everyone around will have only what they need right at hand with them.

Using the kit as a guide and selecting specific items from it to buy would also save a bit of money if that's an issue.

It's a little more trouble, but keeping a dual list of "stuff back at my place" versus "stuff with me right now" could be a useful way of dealing with more possessions than can easily be carried. A tanglefoot bag at the protest seem a little paranoid? Leave it on the shelf back home. Going to investigate the creepy abandoned warehouse at night? Bring that tanglefoot bag along!

I won't be dealing with the extra issues of armor and weapons, but I don't figure I'll even carry a backpack normally. A couple of belt pouches should be plenty for what I need over a few hours away from home.

This is a good point and generates a question on my part. Since at least some of the characters are natives to the city and the rest are stuck there for the duration, how is housing/lodging handled and how secure are they? The natives should have zero issue leaving things at home, until they bring suspicion down upon themselves and get raided, but the transients don't really have that option. Would you leave your belongings in a common room or a private room at an inn that have very little in the way of entry control?

Edit:

MordredofFairy wrote:

@spade: Since the Ninja does not have an Paizo-sanctified upgrade to unchained, and is, as a result, weaker than the current rogue version, nor has official archetypes giving more customisation options, I'll happily houserule that you get Trapfinding and Trap Sense in place of Poison Use, if you so choose.

Because the notion is quite correct, the skill monkey type character should probably be capable of handling traps.
Do understand though that the campaign is not in a Eastern setting. Aquiring weaponry of the sort you are skilled with may be difficult, and you will need a good background for a fetchling ninja to be here.
(some key points: where have you trained, why did you come here, why would you stay if things go from bad to worse?)

The weapon is a non-issue, I can just take a short sword instead. I only grabbed the wakizashi because I'm proficient with it and using a curved blade fit the mental image I had of the character. I'm not too worried about far eastern fluff, either. I'll have an explanation regarding training in the background, but I'm more focused on stealth and infiltration ability than pointlessly flipping around and screaming attack names. I'm torn on the trapfinding. On the one hand, I think it's pretty much necessary. On the other hand, I anticipated using poisons rather heavily (or at least as heavily as I can afford) for taking down single/important targets. I guess I'd like some input on that. What's everybody else think?


A transient person is more than likely going to be living 'slim' if they don't trust leaving their objects behind, or be prepared to walk around encumbered more often, at least from a rational perspective.

If you explicitly want for the character to be effectively homeless, or living out of a tavern, then that's just an extension of that. Likewise, being homeless makes you more likely to have a comfy bag to carry things in (the sort that my character hasn't invested in, since they have a room at the local temple).

Edit with your Edit:

I, as a player, have no problems with specific kinds of poisons, and don't believe they're inherently evil. As a DM, I find them to be expensive to a point of making them unusable, even with the proper feats/classes to lower it. In particular, I love strength poisons as a nonlethal means of capturing a foe, or reducing the damage they can do while you try to. From the character perspective, I'm not sure. She'd probably have a problem with ingested poisons, but otherwise agree with me. :)


@Poison - Check out the Unchained Poison Tracks. While still expensive, it makes poison so very nasty!

Miranda IC will probably be more concerned with how and whom you try to poison then the simple act. Aka don't pour poison into the wells and I think we are good :P


@musthideweapons: Think of it similar to a Sword Hunt...there IS martial law in the city, and a curfew(9pm to 6am)...it seems only logical the powers-that-be attempt to be the only ones out in the streets armed.
Some people may openly ignore that...(and some will pay for doing so), some will attempt to hide, some use less "optimal" implements for the time being(a knife is easily concealable on one's person).
Honestly, I expect this to be mostly relevant in the beginning. Once you get a routine set up, the group will probably find a way to bypass or ignore this rule.
As always, creative solutions will of course help, but it's not meant as a "limiter" of martial characters in any form, just a flavorful "obstacle" to be overcome.
As for who makes the call: The guard in question. Some may decide they're not in the mood for trouble, and turn a blind eye(since obviously everybody breaking the law in that regard is probably willing to use those weapons), others may be a*sholes about it and try to find something faulty even when everythings perfectly fine - just like real life.

@spade: Home safety/Travellers...I did mention earlier in the thread that everybody should have SOME stake in the city, some reason to stay. If someone is only visiting for whatever reason, they won't really feel compelled to join a rebellion risking their lifes, in most cases.
So optimally, you either have a history with the city, relatives, or, simply spoken, a contact you trust.
If nothing of those applies, and you don't trust the inn, then yes, you'll need to take all your belongings with you, and accept the encumbrance, at least until such time that the group finds itself in a common location they can consider a safe haven.(Spoiler alert: It won't be long, on the grand scale of things). Once you establish a headquarter, I'd assume you can safely leave belongings behind. If your character is the paranoid sort who always needs to bring everything he owns with him because he trusts nobody enough to leave stuff behind, then unfortunately, he'll also suffer for that with encumbrance, just as he would in real life-


After doing some more reading on the associated mechanics for poisons, I think I'm going to take the trapfinding instead. If nothing else, the crafting system for poisons appears to be borked beyond belief.

Edit:

MordredofFairy wrote:

@spade: Home safety/Travellers...I did mention earlier in the thread that everybody should have SOME stake in the city, some reason to stay. If someone is only visiting for whatever reason, they won't really feel compelled to join a rebellion risking their lifes, in most cases.

So optimally, you either have a history with the city, relatives, or, simply spoken, a contact you trust.
If nothing of those applies, and you don't trust the inn, then yes, you'll need to take all your belongings with you, and accept the encumbrance, at least until such time that the group finds itself in a common location they can consider a safe haven.(Spoiler alert: It won't be long, on the grand scale of things). Once you establish a headquarter, I'd assume you can safely leave belongings behind. If your character is the paranoid sort who always needs to bring everything he owns with him...

Understood. I think I can work that into the backstory. Is the cost of housing listed somewhere? I think the only time I've seen such a thing was in Sharn: City of Towers.


If chosen, Zartana will make poisons. Some of her skills are geared to use them.


Services has all of the information you need for that. As the DM said, it's not something to be overly worried about, though, unless you choose for it to be. :)


I think I'm going to withdraw my application for this campaign.

Best of luck to the rest of you!


Good thing I have disguise, though not sure that will translate into disguising my bow.

So no right to bear arms or to wear fineries :(. Definitely protesting the government, possibly in fineries.


Hotaru of the Society wrote:
Services has all of the information you need for that. As the DM said, it's not something to be overly worried about, though, unless you choose for it to be. :)

Lodging is not what I meant by housing. I meant that Sharn had costs for apartments and standalone houses of various sizes. I can't help but worry about it. The speed of pbp means I overthink everything to the nth degree.


Lots of roguish types here, but here's goes nothing!

Silvio Slate:

Five Things About the Character's Concept and Background
1. Silvio’s older brother, Lars, is an accomplished alchemist, but has gone missing since House Thrune declared martial law in Kintargo.
2. Silvio handled the business side of Lars’ work, though he often provided an extra hand when his brother needed help with formulas and complex reactions.
3. Their shop, The Bottled Sage, was ransacked and partially burned a couple days after Lars went missing. Most agree it was the Hellknights. Silvio believes they were looking for something, and the timing suggests it could have something to do with the Silver Ravens.
4. Silvio has long enjoyed the old stories of Jackdaw’s exploits in the Chelish Civil War. Now that Silvio believes the Silver Ravens might know something about his brother’s disappearance, the idea that he might come face-to-face with Jackdaw has inspired even more him to dig into the secret organization.
5. Silvio’s build is centered about using alchemical items such as Alchemist’s Fire, Acid, and Tanglefoot bags, eventually getting the ability to perform ranged sneak attacks with them. He’ll mostly be crafting the items himself after a few levels.

Two Goals
1. Find Lars or learn what happened to him. He believes the Silver Ravens might know something about his brother’s disappearance and has tried to make contact.
2. Restore his brother’s business with him or in his memory.

Two Secrets
1. Lars secretly worked for the Silver Ravens, using the alchemy shop as part of their network in the city. (Unknown to Silvio)
2. Silvio has been embezzling from shop’s coffers for over four months now, using the money to gamble on cards at the tavern. He’s lost it all and is now in debt.

Three People Tied to the Character
1. Lars Slate - Silvio’s older brother and a member of the Silver Ravens. Lars ran an alchemy business for years with Silvio using his store and skills to help the Silver Ravens acquire goods and move messages. He hid all of his secret work from his brother.
2. Demara and Emil Slate - Lars’ wife and 4 year old son. Demara is beside herself with worry about her missing husband, not to mention how she will support herself and their child now that the shop is out of business.
3. Sasha Rykov - Silvio’s friend who is a midwife. Silvio knows she occasionally helps the Bellflower Network hide and heal escaped slaves.

Memories
1. Walking into The Bottled Sage, seeing the burned out husk of the store. Broken glass was everywhere with concoctions still sizzling on the floor. All of their inventory was destroyed and most of the back half of the shop was charred. The smell of alchemical reagents mixed with burning wood will stay with Silvio for the rest of his life.
2. Opening day of The Bottled Sage. Silvio and Lars made the first sale together with Lars promising a full refund if the balm didn’t work. In less than a month, the store was making money.
3. That first night waiting with Demara after they had reported Lars missing. Demara tried to be strong and care for Emil, but after the little boy had gone to sleep, she broke down crying. Silvio could only help console his sister-in-law, since he was in despair too. It was a long night.

If I have time, I'll work up a more narrative background, but all the important points are there. Silvio is a hometown boy with, until recently, a profitable and respected business with his brother. Lars owns the shop and is the source of the many alchemical items they used to sell, but Silvio will is equally smart, has picked up a lot of knowledge from his brother, and knows how to close a sale with any customer.

Rogue (Underground Chemist, Scout) VMC with Alchemist


Still have to do a full background, but I do have this done:

Ten-Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1) Arim escaped the plane of shadow and sought refuge on the prime material
2) He was trained in infiltration and assassination by the shadow plane's counterpart to the Guild of Wonders in Shadow Absalom
3) His main weapon is a curved sword strapped diagonally across his back, with the hilt positioned on his right side at roughly waist height.
4) Despite his true calling, he is currently working as a thief-taker
5) Arim cultivates a false persona of boisterous good cheer, all the better to keep his working identity or identities unrecognizable.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Arim is tired of being made a fool by Ash, and would very much like to capture him.
2) Rather than simply capturing Ash(ley) and turning the catburgler over to the authorities, I think I'd rather turn them into an ally for the rebellion.

Step 3: List at least two 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. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Known: Arim Senka is simply another alias he uses to hide out on the material plane with. His true name is Jegan Otaktay.
Unknown: The elusive catburgler Ash is actually Ashley Aulamaxa, member of a minor branch of the famous Aulamaxa noble family and a noted philanthropist of Kintargo

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Arim rents a small room above the shop of a Human cooper named Helmund Boley
2) Arim's has a street-level contact in Rudani Mastu, a tiefling who keeps his ear to the ground for useful rumors
3) Ash Morgan, catburglar extraordinaire and the Moriarty to Arim's Holmes. Ash has thus far eluded capture, much to Arim's frustration.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) First seeing the silver city, standing on the deck of a ship out of Absalom.
2) Arim often squints and blinks more rapidly in sunlight, even if the sun is not particularly bright by normal standards.
3) Arim is compulsively organized; there is a place for everything and everything is in its place. His room over the cooper looks like it was arranged by somebody with OCD.


Personality:

Arim acts very outgoing and extroverted, but while he has many friendly acquaintances, he lacks actual friends. Internally, he is very suspicious of everybody based on his prior work, and doesn't let anybody get too close. He is very dependable, and has something of a reputation for honesty and finishing his contracts...with the exception of Ash's apprehension.

Party Role:

Arim is something of an expert in sneaking around and getting into places where he's not supposed to be. He's useful to the party in that he can do the traditional over-the-wall-sneaky-sneaky brand of infiltration, but he's also effective with disguises and simply walking through the front door like he belongs there. If we decide in the future that one or more assassinations need to happen, he should be very good at that as well (At least he will be at level ten or so). Depending on who else is selected, he may be useful in generating leads and other information, as well. He is essentially a skillmonkey.

Any issues? Also, do you want us to stat out/create the nemesis, or will you be doing that?


Lots of interesting submissions...


Dotting for interest, will try to work something up tonight.


@Encumberance Juliette is now in a light load, 38/50 lbs, she can even lose 2 str and still be in a light load.

I also reallocated a skill point from history to spellcraft.

Additionally, I have another question: my campaign trait gives me the noble outfit for free, but it fails to mention if I get the prerequisite jewelry to not look like an overdressed commoner, do I need to spend 100gp on jewelry, or can I assume that came with the noble outfit.

Also, I understand wearing my Noble's outfit would "be against the law", would a Courtier's outfit also get me in trouble?

As far as weapons go, is a bow considered a weapon if it's not strung?


To the discussion of weapons, what weapons? Baelir can use his fists... and his crowbar, and a protesters torch, and that guys wooden leg, and... Added his background skills, bringing his total to 9 skill ranks. His background skills are knowledge religion and his profession, which is shopkeep or merchant, whichever one fits.

He's got a good bag of tricks up his sleeve, although I think his backstory needs some rewording.


This feels oddly familiar and comfortable. Consider me intrigued.

Would you allow the Genius Guide to Variant Multiclassing, which I can provide if you don't have access to it?


Monologuing:
"The sun no longer shines as brightly as it once did on our fair city. Darkness and depravity now rule our once great town of generosity. I fear for what is to come next, but mostly I just don't know what to do..." tears drop from the fair face of lady Juliette as she lays on her bed, hopeless and alone, holding a picture to her chest.

"Father, I miss you." She manages to utter behind her veil of tears. It had been years since her father's passing, but still she yearned to see his face. Metaphorically speaking, darkness had indeed fallen upon Kintargo - the darkness of Thrune.

"Father if you could see what this man has done to the Opera house. It's appalling. Nobody goes in anymore, he won't even allow a mouse! How am I supposed to follow my calling?"

"Tomorrow, there will be a riot, in the square. I cannot remain quiet, I will be there!"

That worked out fairly well. I hope you like Juliette, I think she's swell.


@Juliette: Regarding clothing: not quite correct ^_^ ...you are all free to wear fineries...the fourth proclamation was the one proscribing those...it's been altered to arms and armor. In fact, you may attempt to bluff a guard to state you are associated with House Thrune if you're dressed as noble or courtier, and thus entitled to weaponry. *shrug*
Maybe the ban on fineries comes into play later, maybe it doesn't - right now, it's still legal ;)

@spade: Lets put it that way: Unless you are a local, you won't really be able to afford owning a place of residence in the beginning...and soon after it becomes somewhat irrelevant, but if players as a whole decide to go more in-depth, we can try and use Ultimate Campaign to work with real estate...imho I feel that would distract from the main plot but if its what people like, it's what people get.

@Dragoncat: Sorry to see you go. Goodbye and have fun.

@JonGarrett: Welcome, regarding the Genius Guide...it is 3P, and by what I read from a glance, it would seem that stuff like dedicated multiclassing would go against the spirit of what I wanted to achieve. I read there are also variant options for regular multiclassing? If so, I think they should be available to all players...if you are interested in something specific, feel free to let me know about it/provide, but I would not get my hopes up too high in the interest of keeping a level playing field. (I refused most 3P requests on basis of having to go with a case-by-case basis if I accept any at all).


@MordredofFairy I didn't realize it was the fourth proclamation which banned fineries, guess I should have checked after you changed the fourth proclamation. Also, in addition to bluff, I could use Linguistics to draft up a formal letter of permission to carry a weapon/armor, and such a formal letter of permission should even give a bonus to bluff! At least I assume it would count as convincing proof. I think Linguistics would even work better against the average guard, since it's hard to detect a forgery if you aren't trained in linguistics.

Also, should I copy my 10-minute background, full background, and the monologue over to my profile for easier access?

EDIT: Managed to spend nearly all of my gold now, without going into a medium load, I bought supplies for forgeries and a journal :)...Too bad my signet ring is Aulamaxa and not Thrune, I have no way of putting the seal of Thrune on anything :(


Mostly, it simply adds Variant Multiclass options for classes like the Swashbuckler and Bloodrager. It does have a couple of other options, like replacing all your feats with additional abilities, or Prestige Variant Multiclass.

Shadow Lodge

JonGarrett wrote:
Mostly, it simply adds Variant Multiclass options for classes like the Swashbuckler and Bloodrager. It does have a couple of other options, like replacing all your feats with additional abilities, or Prestige Variant Multiclass.

If this does end up being allowed, I may have to pick it up, though as a bard I'm not sure how much it'd help.

Edit: The arcane Archer vmc might be useful for Juliette.


@juliette: @which proclamation: it was only a preview, the full list of proclamations will end up at the campaign tab, so you won't be expected to know them by heart ;) - I only posted the one because it was a nice chance to do so when somebody asked about the martial law and right to bear arms, and I had already decided to alter that proclamation -

also, a good forgery could certainly aid the bluff...but of course, it's one more possible point of failure if said forgery is not 100% guardproof ;)
@backgrounds etc...yes, please do copy them into the profile. that goes for everybody, now is good if you already have an alias, but after getting picked it's mandatory, because I'll try and use those bits and pieces of information, and keeping all needed information in an easily accessible place(=profile) is the most efficient way to handle that.

@jongarrett: aye, I said, if you were looking for something specific, do let me know. regarding the hybrid class VMC: have not seen them, but the more important question would be if they are on par, powerwise, with the regular ones. And the dedicated multiclassing(the one with replacing all feats, was it not?), I specifically pointed out above...as not really wanting it because from the little I gathered from reviews, those options ARE balanced to be used by a character giving up all their feats...so adding even half of the feats back in would make them very, very powerful.
I am not entirely opposed to hearing you out, but I don't want to raise the power level higher than it is. The Boon options were given to provide an interesting spin to characters, to add something that makes the character "special" in a way. Not simply to make them more powerful(a side effect in most cases, but it should not be the primary design goal).


On the topic of VMC's and 3pp - if you do decide to run them - and there happens to be an Occultist VMC available please let me know : )


Here's Silvio's character sheet.

Silvio Slate:

Silvio Slate
Male human rogue (unchained, scout, underground chemist) 1/alchemist* (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +7; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Point-Blank Shot, Weapon Finesse
Traits alchemical adept, star struck
Skills Acrobatics +6, Appraise +7, Bluff +6, Craft (alchemy) +7 (+9 to craft alchemical items), Diplomacy +6, Disable Device +7, Intimidate +6, Knowledge (dungeoneering) +7, Knowledge (local) +8, Perception +4, Sense Motive +4, Stealth +6, Swim +3, Use Magic Device +6
Languages Common, Elven, Halfling, Infernal
SQ trapfinding +1
Combat Gear acid (3); Other Gear studded leather, dagger, rapier, belt pouch, chalk (10), ink, inkpen, journal[UE], sunrod (2), thieves' tools, waterskin, 101 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


@MordredofFairy fair enough.

Also, everything should be in Juliette's profile now, please let me know if there's any issues or if anything is missing (her secrets might pose an issue, not certain you've read them yet.)


Playing Well With Others:
So, this is my bard! Statistics, ten minute background and a full background are all on his profile, so please take a moment to glance him over for your consideration!

As far as plans and fitting in to the group; I went young with the character because I view him as a budding activist. He's pretty idealistic and genuinely wants good things for all people. One of the ways to do that is to make changes to society as a whole, not just kill monsters. I went bard with high charisma because I view him as being the one to bring together disparate groups. Dwarves might not get along with elves, but Lorik wants to get them to work together for the greater good. As far as he fits in to the party, he's definitely geared towards being a face and ranged/support casting. Lorik wants his name to be remembered as a great storyteller, and one of the best ways to get a good story is to be a part of one. A good way to start is by being someone that brings about change.

Sample Post:

The sun was bright and the river was clear. A cool breeze stirred, cutting through the warmth of the day. Lorik, resplendent in a dark velvet vest with silver brocade, took a moment to admire the sunlight glittering on the waves of the Yolubilis. After a moment, he continued on his way. His path today took him through the harbor to Clenchjaw's. Lorik had spent many nights in the tavern, both as a child and, more recently, as someone that thought himself far more tolerant of alcohol than he actually was. Lorik shuddered, recalling a half-remembered night a week ago that had led to illness and cursing the gods the next day.

It was early afternoon, and when Lorik pressed open the wooden door, only Caleb, the Dwarven bartender, was present. Caleb busied himself polishing glasses, looked up, recognized Lorik, sighed, then returned to his work. Lorik moved to a stool at the bar, sat, and nodded. Caleb didn't bother saying anything, merely poured a Grand Arch Lager. Lorik had acquired the taste for this particular brew back in Magnimar, and though these days he mostly preferred drinks with a bit more complexity, the beer was simple, cold, refreshing and nostalgic.
"I wish you hadn't come, Lorik," Caleb said simply. Unlike many Dwarves, Caleb's speech wasn't accented. He had been born in Kintargo, growing up in a diverse community.
"I know," Lorik responded, "but be realistic, Cal. You've known me since I didn't even stand as tall as your knee. You know I need to be a part of this."

Caleb had smiled at Lorik's use of the familiar nickname, but the smile faded shortly.
"You're right. I still wish you'd never caught wind of this. It's not safe, son."
Lorik merely nodded and shrugged. They'd had this conversation before, many times. It had taken a full month before Caleb had finally caved. The Dwarf sighed once more before pulling out a rolled up piece of parchment out and handing it to Lorik.
"The Cat's Casque. Nine PM. Your contact has been given a description of your appearance. If he doesn't show up, something has happened. Don't go looking for him. Don't come back here. Just go about your night and act like nothing happened. Understand?"
Lorik nodded, thanking Caleb, then finished his drink before departing. He carefully tucked the parchment into his pouch.

Lorik didn't need to look at the parchment to know what it contained. It was a simple, large drawing, of a set of manacles, shattered. The symbol that would let the members of the Bellflower Network know that Lorik was a friend. Lorik grinned, so excited he almost broke into a run. This was the start of something big. Finally, he wouldn't be just a voice railing against injustice. He would actually do something about it.

It would make for a damn fine story.


@Lorik I don't think the boon allows an aasimar to get fast learner, due to this part "Racial Heritage is NOT applicable for this, same for mixed heritage races(half-elf). Only the Feats specifically calling out the race you ARE apply." I couldn't help myself but look at your profile since we're the same class and choose the same campaign trait, as well as both have noble scion with the same family. Not trying to sound accusatory, I simply had to check out my competition.


It's actually worth noting, that I could see an entire group of bards playing this AP, and it would be glorious. Bard is one of those classes with a ton of options, and one need only look at the names of the APs to see that at least in the middle acts 'Song' and 'Dance' play key roles. :)

(Also a trait relating to a missing opera singer, the opera house being closed down, themes of 'freedom' often speaking to bards... so on and so forth.)

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