
GM Advocate |
4 people marked this as a favorite. |

Hi guys! For a couple months I've been tinkering with the idea to run a game on these boards and even if I'd like to run a homebrew, I decided to run a WotR AP instead and I'm really enjoining it! I've got my hands in the Hell's Vengeance AP and also decided to run it!
First, it is mostly important to say that if you seek a game to rock everything with a ridiculous gestalt 30-point builds, this is not a game for you. I'm looking for roleplayers and not rollplayers. This AP was designed for 4 PCs with 15-point buy and this is how I'm gonna run it.
Right, so lets get things moving... As you'll see, there is a lot of stuff down there and a quite a lot to do but bear in mind the I, as the GM, will devote many hours to get this game running so it is just fair that you also take a little time now to make great PCs!
Starting Level: 1st like all APs.
Abilities: We'll be using a 15 point buy. I know many DMs use higher points, but I prefer lower points to make it more challenging. No ability may be lower than 8 before racial modifiers and even so, only ONE ability might be lower than 10 before racial modifiers.
Classes: Anything from Paizo is allowed, with a couple restrictions:
-Barbarians, Rogues and Summoners use the unchained version. Monks may use unchained or not.
Races: Anything from Paizo with 11 race points or less is allowed, although core races are much preferred. The only exception of the 11 point races rule are Tieflings and Aasimars. To balance things, both Tieflings and Aasimars do not get their spell-like abilities.
Alignment: No good. We are the bad guys this time! Also, Lawful will have a preference against Chaotic. This doesn't mean that Chaotic is banned, but in a party of four, I'll pick no more than one Chaotic PC.
Traits: Two traits, one being a Campaign trait. You can take a drawback for an additional trait but I'll have the final word if it is a fair trade or not.
3PP material: Will not be allowed. Please do not insist.
Hit Points: Max at first level. Subsequent levels will be rolled, each PC receiving a free re-roll for each Constitution modifier. (Ex.: A fighter with Con 15, you'd roll 3d10 and take the higher)
Starting Gold: Average for your class or ask me to roll for you.
GOLDEN RULE: I think I took precautions to not allow any insanely overpowered build but if I think you are min/maxing, your chances for being selected are smaller.
Here is a quick link for the Hell's Vengeance Player's Guide. Please, PLEASE, read all of it for you to be more familiar with the setting.
Background Skills: 2 additional skill points to be spent in Background Skills. Craft (alchemy) and Perform (any) are not considered background skills for Alchemists and Bards/Skalds respectively.
Wound Threshold: Wound Threshold will be used to once more trying to make it more challenging. If during gameplay I sense it is causing more trouble than help, this could be removed. Both PCs and enemies will be subjected to this system.
Critical Hit and Fumble Decks: The Crit deck rules will only be applied to the PCs, since it is no fun to be beheaded by accident. Fumble deck will be applied to everyone.
Variant Multiclassing: Allowed for anyone interested.
Stamina and Combat Tricks: Fighters receive Combat Stamina as a bonus feat at 1st level. Other classes might select this feat as normal.
Crunch: Complete crunch, including equipment, spells and stats for any companions.
Background: I'm far more interested in your PC's fluff than crunch so a nice Background is a must since it will also serve as a sample of you writing skills and creativity.
10 minute Background This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps:
-Step 1: Write at least 5 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.
-Step 2: List at least 2 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.
-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. 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!
-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Firstly, English is not my first language (I think you already noticed) since I'm from Brazil (yes, we have internet here!) and I'll probably misunderstand a post or two and will definitely misspell and forget a preposition or use a phrasal verb incorrectly so please forgive me... I'll do my best to do not screw everything.
For my experience, I'm relatively new in comparison with many other GMs around here... I'm 25 yo and have been playing since 15, being the GM most of the time. As happened to many around these boards, my RL group disbanded because of life reasons and since then I joined these boards, even if this is my first attempt at GMing in these boards.
If you are worried about my number of posts (~2500), please take in account that I joined these boards in September and have an average post rate of 300 posts per month.
About the game pace, I intend to post at least 1 time per day and would expect for my players to, at least, post 1/day during weekdays. During the weekends we could slow a bit, for life happens to everyone. Once I make a post I'll wait for 24 hours before moving along and if a player fails to post frequently, I'll have to remove him.
I'm looking for four players and will keep this recruitment open until, at least, the end of the month. If by its end I decide there is not enough players that I really like (honestly I doubt it), I may extend it another week or two.
Besides the four players, I'll also choose another four for replacement reasons. If one of my PCs is removed/vanishes, I'll choose from these eight players instead of opening a new recruitment. In case of the death of a PC (it sucks but happens sometimes), I'll give its player the opportunity to make another PC but if he decides to not do so or we can't agree about the replacement, I'll also look into those four spare PCs.

Azten |

GM Advocate |

@MannyGoblin: I'm really interested in what you'll come up but please remember that you'll be working for the Thrunes so if your PC is against slavery, you should have a pretty good reason to work for those who enforce it!
@Fallen_Mage: Azten is correct, I'll be using the generator he linked. You'll roll your confirmation and additional damage as normal and I'll roll for the effect, posting it in the 'turn recap'. I'll allow the 'bank rule' but this should be asked by the PC when he threats a critical, before the effect is rolled by me.
@Cuàn: Changeling is allowed. I agree with you that its total RP are definitely under 11. Be sure to take an allowed racial trait (no 3pp remember?).

Ouachitonian |

I've never played evil before, it this looks fun. It'll be few days before I get back to my PC and can work something up in HeroLab, but I'll be back by month's end. Initial thought is a Skinwalker Ranger(Shapeshifter), the fluff synergy there is really good. We'll see if anything else strikes my fancy in the meantime though.

Olaf the Holy |
Hmm. I have an idea for a devotee of Zon-Kuthon, but it feels a little scitzophrenic, what with all the different directions it's pulling in, mechanically.
I'll probably shelve that one for a recruitment with a little more generous point buy, I think. The concept is cool, but I'd probably just keel over and die if I tried it. Hmm. Unless maybe the AP is a little on the easy side?
Mhmm... Maybe if I... Although that'd require I dumped int, and playing int-dumped characters suck.
-----
How difficult would you say the AP is, relative to say, Rise of the Runelords(or some other AP you've read and can use as reference point.)? Your OP mentions wanting it to be a challenge, and that suggests to me that I should avoid concepts that are cool, but suboptimal.

Cuàn |

I would be looking at going for Pyrophile from the recent Cheliax, the Infernal Empire.
The character would be one of the many Isgeri children orphaned by the Goblinblood Wars, or so she thinks. Not entirely sold on class yet. Shaman and Oracle both look interesting.
Another option would be Hulking Changeling and going Rogue or Bard.

oyzar |

@Olaf: Be careful of "avoiding the suboptimal" as you phrase it. He stated that he won't pick overly optimized characters. I got in as a replacement in his WotR game after only after applying several reductions in powerlevel to my character.
@GM Advocate:
1) Do you still want to avoid occult characters? I'm considering making a mesmerist.
2) Another option I'm considering is a Damphir Antipaladin as mentioned before. Do you think a Damphir would be fitting for this game or am I better of finding another concept?
I'm still considering other options, for example alchemist (vivisectionist or normal).

Olaf the Holy |
Really? Fantastic!
GM Advocate, could you be convinced to allow a spiked chain to have reach, like it did in 3.5e? It'd make a really cool alternative to the longspear - It'd be fine if it couldn't be used in close melee in exchange. It could in 3.5e, and that was probably why the reach bit was removed.
If no, and I realise you might not want homebrew like that, I'll just wield a longspear, and carry the chain as decoration/backup weapon/torture instrument.

GM Advocate |

@Olaf the Holy: I'm honestly not sure if this will be hard or not, specially in comparison with other APs since I tend to just read those I'm willing to host... As Oyzar mentioned, I'm more inclined to less optimized. Rest assured that if during the gameplay I think you are not up for the challenge, I'll make some adjustments (like removing the wound threshold if necessary). About the spiked chain, sure, go with it, but it will cost 55gp instead of 25gp.
@Oyzar: I have no problems with the occult classes... this is why I removed the restriction since the last recruitment. My mainly reason for 'disliking' them on the WotR game was because I did not want to mix the new occult rules with mythic. I also see no problem with the damphir... actually one of the new iconic evil PCs is a damphir.
@Azten: If you give me a good background, I could allow small tieflings. A Nagaji is definitely a harder sell. <- It looks like you deleted your post but here is the answer nevertheless!
TO EVERYONE: One thing I really dislike in many of the current games is the "Star Wars Cantina" effect where all PCs are from a supposed to be rare race and the party becomes a zoo. So could I take a nagaji? Sure. A catfolk? Of course... An full-blooded Orc? Why not... but I'll definitely not take all of them.
Cheliax is still a mostly human settlement with a good amount of prejudice against other races so it is less likely that the 'heroes of Cheliax' will be of an assortment of uncommon races. There is a clear exception for those races that 'appear human', like dhampirs, changelings, etc.

Boaz the Breathless |

Dotting in!
I've got this human Brawler (Strangler) that I've been trying to get into a Hell's Vengeance campaign since it came out! I've got a full background and 10 Minute already in the alias. I also added in a spoiler with his build plan, talking about expanding into Mesmerist, which suits his fluff well and adds some nice mechanical benefits as well.
Thanks for offering to run this, GM, and good luck in making your selections!

Olaf the Holy |
Would you allow a version of the Power-hungry drawback that says 'knowledge or power' instead of 'wealth or power'? It doesn't make much of a difference, but it has a nice tie-in with how he came into the worship of Zon-Kuthon.
I'm looking to take an Intimidate-granting trait in return. Probably Influence.
Initiative +1; Perception +3
HP 12/12 (1d8+4)
AC 16, T 11, FF 15, CMD 13, FFCMD 12
Fort +3, Ref +1, Will +5
20ft.
Melee
...Spiked Chain, 2d4+3 (Reach, S or P, 20/*2)
...Dagger +2, 1d4+2 (S or P, 19-20/*2)
...Touch +2
...CMB +2
Ranged
...Dagger +1, 1d4+2 (10ft, S or P, 19-20/*2)
Spells
...0(DC 14) - 3prepared
...1(DC 15)- 2prepared + Cause Fear/Obcuring Mist
Str14, Dex12, Con12, Int8, Wis16, Cha14 (Human: +2 wis, Middle Aged stats applied)
Feats: 1-Toughness, H-Selective Channel, D-Blind Fight
Traits: Ex-Iomedean(Campaign), Fate's Favored(Faith), Influence(Social)
Drawback: Power-Hungry
Skills: Craft(artistic mutilation)+3, Intimidate +7, Knowledge(Religion) +3, Knowledge(The Planes) +3, (1 background skill remaining)
Special: Aura of Evil & Law, Bleeding Touch(1rd, 6/d), Channel Negative Energy(1d6, 5/d, DC 12), Darkness Domain, Death Domain, Favored Class(Cleric, +1 skill point)Touch of Darkness(6/d)
Gear: Cleric's Kit, Spiked Chain, Scale Mail, Dagger, Scroll of Cure Light Wounds, 2gp.

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Right. Here's my application so far with the character, Alexander Malicdor. A Chelish Necromancer/Conjuror. Currently has the traits Apprentice Devilbinder and Diobolical Dabbler with the drawback Meticulous. Still have a trait to go, but I am wondering if I can get the Rich Parent's trait? If not, I'd probably choose something for initiative. Or maybe something for fortitude.
Alexander Malicdor
Male human (Chelaxian) wizard 1
NE Medium humanoid (human)
Init +1; Senses Perception -3
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Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +1
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Offense
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Speed 30 ft.
Melee club +1 (1d6+1) or
. . dagger +1 (1d4+1/19-20) or
. . unarmed strike +1 (1d3+1 nonlethal)
Wizard Spells Prepared (CL 1st; concentration +4)
. . 1st—cause fear (DC 14), magic missile, shield
. . 0 (at will)—dancing lights, detect magic, ray of frost
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 17, Wis 8, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Command Undead, Fast Learner[ARG], Scribe Scroll, Toughness
Traits apprentice devilbinder, diabolical dabbler
Skills Acrobatics -1, Appraise +1, Bluff -1, Climb -1, Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Heal -3, Intimidate -1, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception -3, Ride -1, Sense Motive -3, Spellcraft +7, Stealth -1, Survival -3, Swim -1
Languages Azlanti, Common, Draconic, Infernal, Thassilonian
SQ arcane bond (ring), bolster, meticulous, power over undead
Combat Gear scroll of mage armor; Other Gear haramaki[UC], club, dagger, - arcane bond ring -, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 19 gp
--------------------
Tracked Resources
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Arcane Bond (Ring) (1/day) (Sp) - 0/1
Bolster (+1, 1 round, 6/day) (Sp) - 0/6
Club - 0/1
Command Undead (6/day, DC 11) - 0/6
Dagger - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bolster (+1, 1 round, 6/day) (Sp) As a standard action, touched undead gains desecrate spell benefits for duration.
Command Undead (DC 11) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Meticulous -2 on all untrained skill checks
Undead Associated School: Necromancy
--------------------
Start Gold 70
Bought
Wizard's Kit 21 Gold
croll of Mage Armor 25 Gold
Haramaki 3 Gold
Dagger 2 Gold
Club 0 Gold

MannyGoblin |

@GM. It is kinda hard to explain. To my PC, it really doesn't matter if the Thrunes/Andorians/Nidlese are in power, eventually they will be dust in the wind like the great empires and even gods that have come before. He doesn't particulary like slavery, but knows he isn't going to be able to do anything about it so he aims to provide the soothing balm of death to fellow halflings in pain. Thrune is to him, the perfect spot to practice his faith, if he wasn't in Thrune he woudl go to Nidal.
He is kind of like Dr.Kevorkian and is quite pleasant and helpful to other halflings, they are his paitents after all. So he could counsel a halfling to take a fatalistic view of their life and numb their senses so they can endure until they die. Caution others about having children and even provide aborticants. If said halflings manage to flee to Andorian for example, good luck.

GM Advocate |

@Olaf the Holy: I would see no problem in changing this but I do not thing is drawback gives a meaningful penalty, even more if you consider that charm and compulsion effects are generally employed by evil NPCs and you'll be against the good ones this time! About you build there are two things that are out of place... First is the age stats adjustment. We'll not be using them in character creation. You can start within any age without any adjustment. The second point is the stat buy, since to have an 8 in Int after the age adjustment, it means you dropped it to 7, which is beyond the limit I had stablished.
@Spencer Ramirez: I'll have to say no to Rich Parents since the are too OP for a trait.
@MannyGoblin: I see your point. Go on with your idea!
I'll try to answer whatever question you might have but I won't comment about your applications. After all it is up to you to know if you have a good PC or not.

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Alright, good to hear that at least. I'll go with reactionary then as the third trait.
Alexander grew up in a high classed merchant family. A low ranking family in terms of Nobility, but was able to call himself Alexander of House Malicdor. Had decent upbringing and is the second in the line of children of the Malicdor family.
The eldest sister is named Reilly. A headstrong woman and devotee of Asmodeous after her father.
After Alexander is Selena. She decided to follow the word of Nethys. Interested more in magic sake, she still believes in her family.
And the last child, Olyssia. A tiefling born and locked away. Yet cared for by mother.
Alexander was brought up to heed the words of Asmodeous and the law of House Thrune. Believing that their word is the law. But it would not last. When Alexander became of age, he found out his own father planned to sell him and his younger sisters to the slave trade for "advancement" of the Family itself. Finding that appalling, he brought the evidence to the authorities. And his father arrested. All of the merchant business that father gathered was transferred to his mother. Not much is known what happened to him, most likely he died. Alexander does not care one bit.
Afterwards, his mother Millian Malicdor sent him to the Academy that his older sister went to before joining the Pathfinder Society. Alex was glad to get away from the failed machinations of his father wrought. He took to his studies with glee, and in order. But when he found out that another student not only copied his theories, but claimed them as their own, he was furious. With help of a imp he bargained with, the both of them destroyed the reputation of his rival and had him expelled. Nearly arrested too, but not enough evidence was forged for that. They split their separate ways afterward.
With that out of the way, Alex continued his studies and was more drawn to Necromancy than Conjuration. While one could bind a outsider and force your will upon it, it wasn't fool proof. But on the other hand, mindless undead followed your commands, no matter the risk to them at all. But he still followed his conjuration studies anyway, just in case.
When his studies were over, Alexander headed back home. And found out his sister, Reilly joined the Pathfinder Society and died. Furious, he wanted to get revenge, but, he knew that she probably died to her own stupidity. His family was notorious for not keeping aware of their surroundings. He simply filed the knowledge away.
With nothing else to do, he follows a request of his mother to head to Longacre, a place where military veterans and others are sent to live out their lives. Or to be silenced. And see if there are opportunities there for business, or favor within the local government there. When he gets there, he is brushed aside from the Lord Mayor and many businesses that refuse to do business due to the current events of the foolish Reclaimation. Annoyed, he visits a local bar and a woman, named Cimri speaks with him. A means to make a bit of money. He nods, agreeing with her.
There is nothing better to do right now. Alexander thinks to himself.
There's Alexander's Background. Academic, meticulous, yet ruthless. But also a bit bored while in Longacre.
Also here is his short background.
- A short background: Academic. Alexander is learned, and wants to gain more knowledge. He is Meticulous, wants things to be in his order of view. Nice and neat. He also cares for his family and his now two remaining sisters, Selena and Olyssia, and his mother, Millian. He dresses like a typical Chelaxian. Black. with hints of red. Hates his father, and hope he is either dead, or rotting in prison.
- His Goals: Wants to improve his standing within Cheliax. Wants to also upbringing his family's name, away from the scandal his father caused. Personally, I wouldn't mind seeing him become a lich, or a rather good devil binder or Necromancer.
- Secrets: He kinda wants to reanimate his older sister in some form. He doesn't know what way he would do that just yet. The secret he doesn't know is that his father is very much alive. And possibly wants to bring him down due to him throwing a wrench into his plans. Another Secret: He doesn't know his sister, Olyssia has already joined the Pathfinder Society.
- His relations: His sisters, Olyssia and Selena. His Mother. Are on good terms with. Possibly his sisters less though due to leaving to join the Pathfinder Society.
His rival he managed to expel from the Egorain Academy. Alexander hopes he dies in a ditch. His father, may he rot forever more.
- Likes to keep his belongings organized. Will set things out to precisely how he wants them to be. He may hiss or make a 'tsk' noise when he is upset. Views others as beneath him if they are not Chelaxian. But may change his mind if they are 'useful'. Undead are always useful.

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Also made a profile for Alexander. Here is the link to the profile with the updated stats all ready to go. ^_^

The Pale King |

First, I want to say I am aiming for a character that falls to the dark side, not one who is inherently evil. I hope that's not a problem.
Background
Dartanian was raised in an orphanage of the Sisters of the Golden Erinyes. He never knew his parents and this was for good reason. His mother Anastasia did raise him, but secretly as she is one of the devil nuns herself. The only person alive aside from Anastasia that knows Dartanian is her son is Queen Abrogail. Anastasia was something of a favorite of the Queen, and when she found herself pregnant she threw herself at the Queen's feet and confessed of her dalliance with a Taldoran Paladin. The Queen allowed Anastasia to keep her son and her life as long as she 'retired' to an orphanage and let no one else know of what had transpired. Knowing the dark pleasure that one day she would have the son of a Paladin as one of her most loyal. Anastasia's estimation of her Queen's worth grew a hundredfold. Dartanian was raised with a constant subtle leaning to his teachings, that of the glory of House Thrune and the Queen herself above all. While he was taught Asmodean worship just as much as any of the other children, Anastasia made sure her son's loyalty would come to the Queen above all. Dartanian himself had a love for philosophy, law and ethics and spent much of his free time in the study of these subjects so as to one day better enforce the will of Thrune. He was sent from the Orphanage when he came of age, his first mission granted by his mother a simple one. To travel to the town of Longacre and prove his loyalty to Cheliax and the Queen.
Concept:
-Lawful Neutral at first.
-Absolute loyalty - Dartanian's loyalty is unshakeable and it is this loyalty that will lead him to the dark side.
-He does not believe himself evil - Dartanian does evil things because he thinks they are right and just, he is a student of mixed interests and has created a life code based on loyalty, sacrifice and 'the greater good'.
-His parents blessed him with good looks, he has the face of a hero, and so he can get away with things others may not.
-His worship of Asmodean is personal and perhaps not all to deep, his true loyalty is to Thrune and Cheliax.
Goals:
-One of Dartanian's only 'rebellions' in life is that he does want to find out about his father.
-Dartanian would love to one day be a personal warrior for Abrogail herself.
-I personally would like to explore his 'fall' to Lawful Evil and see where it leads. I could see either him becoming darkness impersonified, or going the other way and leaving the party. (Some GMs might not like this possibility as it may cause conflict with the players, but I am perfectly okay with my character being killed by the party if he ends up their enemy through developement. I just want him to be the character shaped by his actions and the actions of those around him).
Secrets:
-Dartanian does not speak of his 'lack of faith' in Asmodean.
-Dartanian does not know that his father was a Taldoran Paladin or that Anastasia is his mother.
Relations:
-His mother Anastasia is one of the closest people to him. He is devoted to her and she is to him.
-His childhood friend Porthos who he greatly enjoys to debate with, they often do so in secret as they will take sides that would not be popular with the Sisters.
-One of the Sisters of the orphanage: Nadine. She has always found something about the relationship between Dartanian and Anastasia as strange and has done her best to sabotage it.
Quirks and Mannerisms:
-He strokes his chin and paces while thinking. (Or just when he is stressed)
-He is overly tidy and easily bothered by messes.
-Is always early to any meeting.
You might be able to tell I haven't decided on a class yet. :P

GM Advocate |
1 person marked this as a favorite. |

@DavianGrallus: This AP takes place in 4715 AR. Let me know if you have any more doubts about the setting.
I also should ask you all to try to tie your PCs to the starting town of Longacre since it will be much more easier to put you together in the first scene. This is specially important since this AP has the worst (IMO) 'introduction' I've ever seen in AP history!
Of course I'll work with the selected to make it smoothly. Keep the nice work guys!

The Flying Chicken |

Backround
Ragnar Gamorav is a cold man with a cold past. He was born in a port town and the son of two not very powerful but still accomplished merchants, an arms dealer who specialized longswords, and an alchemist who specialized in lethal concoctions, a deadly dynamic duo. He learned to fight mostly though, diplomacy wasn't his style and he is not a people person, so ultimately he couldn't really inherit the family business. Who cares right? His parents.
I said before he is not a people person, this is shown in that he would pick fights with anyone, particularly wealthy children and nobility. One day he intentionally spilled red wine on the son of the city's lord, who so outraged and embarrassed, immediately challenged him to a duel. Ragnar, seeing this as a chance to show off his skills in combat, showed no remorse and gave no quarter. After he bested the lord's son he slit his throat and beheaded him carrying around the head like a trophy, he's not very bright.
The lord had Ragnar's entire family abducted and brought into the dungeons where the city lord had personally impaled Ragnar's father with Ragnar's own steel and melted the skin from his mother with her own concoctions. At this Raganar wept for exactly 7 seconds and his face hardened. He looked with fury in his eyes at the lord. The lord then drew his blade and removed Ragnar's bindings. He said It is easier to to live pain than to die with none. Ragnar replied I agree. He disarmed the lord and took back his father's blade, easily cutting down all the lord's guards and turning to him. An eye for an eye. Ragnar used his mother's concocted blight the skin of the lords arms and legs, he cut out his tongue and eyes and left him there to bawl and whimper till the town guard found him. By this time he sheathed his father's blade and left with his horse never to return again.
He shows no emotion but fury and a savage grin as he drains his foes of lifeforce, or thinks about draining his foes of his lifeforce.
Goals
Ragnar's goal is to slay 100 warriors and bring their hearts to a shaman to revive his parents.
He also wants his strength and brutality to be known throughout the land and people to fear his powerful being.
I wish to see him descend into madness and see him raze villages with maniacal laughter.
Secrets
He was sweet on girl from his home town but after the way he acted at his duel she was disgusted by and afraid of him so it has become a touchy subject that he never speaks of.
He doesn't know this but his mother lives and is currently searching for him.
Relations
Sven, his old friend and sparring partner is now searching for Ragnar, feeling that he(Sven) was betrayed after Ragnar plunged the city into chaos by killing the lord and the lord's son. Old friends sure make bitter rivals. HOSTILE
Jora, a bastard son to the lord who took the throne after his death sometime after Ragnar left. An unknown to Ragnar however he himself feels indebted to Ragnar for killing his father and half-brother so he could become lord. Friendly
Mala, the hermetic shaman to which he pledged to bring 100 hearts. Friendly
Quirks/Mannerisms
Ragnar grins and licks his lips when he sees a worthy opponent.
He cleans his longsword every day so it shines and wipes it with a cloth till it is dry after every combat before he sheathes it.
Ragnar never lets his father's sword out his reach and is extremely protective of it.

GM Advocate |

@Radavel: Unfortunately the only source which contains stuff about Longacre is the first AP... I'm not sure if I'm allowed to post full content of it here but feel free to ask me about anything and I'll do my best to help you!
@Spencer Ramirez: It could work for someone but not as a general rule... Don't worry I'll think about something, even if I have to make an introduction for each PC.
@Flying Chicken: Are you still making a 1st level PC? The background you posted are a 'bit' exaggerated by what a 1st level PC would be able to do LOL! About the mw longsword, you can only have what you are able to pay for or receive from some feat/trait/class feature.
@ElegantlyWasted: Yes, you can take a Variant Heritage for both races but keep that in mind in your background... for example, devils are quite common around Cheliax, demons not so much.
@The Pale King: He looks good so far but like I said before, I'm avoiding to talk about my impressions unless I see something wrong.
To everyone: avoid posting big posts without spoilers!

DavianGrallus |
Ivey Edict 116 (born 4599 AR, 40 at start of Civil War, 70 when retired)
Half-Elf Roof Runner Hunter 1
LE Medium humanoid (elf)
Initiative +0, Sense Perception +5, low-light vision
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STATISTICS
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STR 10 DEX 10 CON 10 INT 15 WIS 13 CHA 15
Base Attack +0, CMB +0, CMD 10
Feats: Skill Focus (Handle Animal), Weapon Focus (Axe, Throwing)
Traits
Campaign Trait Thrune Informant
Secondary Trait Truth’s Agent
Planned Feats
Skill Focus (Diplomacy)
Point Blank Shot -> Precise Shot -> Rapid Shot -> Focused Shot
Dodge -> Weapon Focus (Axe, Throwing) -> Close Quarters Thrower
Persuasive -> Quick Draw -> Betrayer
Skills: Acrobatics +4, Diplomacy +9, Escape Artist +4, Handle Animal +6, Knowledge (Local) +8, Perception +7, Sense Motive +5, Sleight of Hand +4, Stealth +4
Background Skills: Profession (Soldier) +5, Perform(Sing) +3
Languages: Common, Elven, Infernal, Abyssal
Gear: (140 GP) Armored Coat (50 GP), Shortbow (30 GP), 5 Axe (Throwing) (40 GP), 40 Incendiary Arrows (20 GP)
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DEFENSE
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AC 14, touch 10, flat-footed 14
HP 8 (1d8+0)
Fort +2, Reflex +2, Will +0
Defensive Abilities: Elven Immunities (Immune to sleep effects, +2 to saving throws against enchantment spells and effects)
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OFFENSE
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Speed 30 ft.
Melee Axe, Throwing +1 (1d6+1/x2)
Ranged Shortbow +0 (1d6/x3)
Spells
1st / 2 per day: Monkey Fish, Whispering Lore
0th: Guidance, Mending, Spark, Stabilize
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ANIMAL COMPANION / BARON
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“Baron”, Owl, 1
Small Bird
STR 10 DEX 15 CON 12 INT 2 WIS 14 CHA 6
Speed 10 ft., fly 80 ft. (average)
Initiative , Senses Perception +6, low-light vision
HP 18 (2d8+2)
AC 14, touch 12, flat-footed 12
BAB +1, CMB +1, CMD 11
Bite +1 1d4, 2 Talons +1 1d4
Skills: Fly +3, Perception +6
Feats: Skill Focus (Perception)
Tricks: Exclusive
Special: Link, share spells
Background
In 4599 AR Ivey Edict was born on a knowledge and charm filled night of Norgorber- to most known as “Ascendence Night.” Raised by an ethnic Chelaxian mother named Clarissa Bell and an Elven and touring father named Lexorus Edict, Ivey was well educated at home about both Asmodeous and the orders of Hell as well as Norgorber and the importance of neutrality, as well as using charm and knowledge for one to accomplish their goals instead of brute violence.
She was born in Longacre, and remained there until she had grown into an adult Half-Elf of 40 the same year that the 30 Year Civil War of Cheliax had began. Her mother had become a collateral damage murder in Longacre by a group of extremists of a Noble House looking to rise to the Emperor title. Her father fled back to the Mwangi Expanse hoping to hide behind the rivalry of Cheliax and the Shackles to not be pursued. Ivey, caught in the middle of two sides she had previously ignored, chose House Thrune and Cheliax. Her first ever paid report was that of reporting the murder of her mother by the radicals, and the second was telling them that they should put a bounty out on her fleeing father so that he does not spill any secrets to future enemies of a possible ruling house.
Ivey was easily enlisted as a squire to several Inquisitors of Cheliax- with her Owl, Baron, they both hunted traitors, radicals, and rival houses to Thrune day and night. She was eventually moved all over the Heartlands of Cheliax in the name of knowledge and power, until finally, on her 70th year, Cheliax was united once more.
Since then Ivey has sat in Longacre as a comfortable and distant spy to Archbaron Darallus Fex in service to the Archduchy of the Heartlands of Cheliax. A few dissenters and gossipers were nothing compared to the fleeing conspirators of 4630’s all those years ago, and she was happy to collect a few easy pieces of gold to feed her and her “Baron” well.
Then a new group of radicals rose up- the Glorious Reclamation. While not nearly as threatening to the House of Thrune, they had stolen the Heart’s Edge- something that Ivey firmly believed belonged in the hands of Hell and its Divine Order. Hearing the news as she quietly sipped a warm brew while cooing in a sing-song voice to her lovely and deep black owl, she grinned in the reflection of its yellow tinted eyes as it hooted back at her blankly, “Been awhile since we’ve put on a show, hasn’t it, Baron?” With that, she strapped her throwing axes all around her armored coat, shortbow slung on her back with incendiary arrows ready, and as soon as the Sun fell she went to work on doing what she did best, and had done for over 30 years - bring honor and glory back to Cheliax, and keep it there for all of Hell to gloat over.
Sorry, but I had so much fun with this character that it is STILL definitely a little long <3
10 Minute Background
1-
Ivey Edict is obsessed with her Owl, Baron, but even more so is obsessed with light manipulation. While she isn’t a fan of lying (mostly because she’d rather have someone else do it for her) she loves using her looks, wit, and intelligence to move around a vast majority of obstacles- enemy or not. The soldier in her also shines, though without the discipline required of her in the military- putting on her armored coat and weapons is a theatrical performance that often will lead to her singing as she does so, or even dancing playfully with Baron in her hands. Ivey has deep green eyes, red hair, and lightly bronzed skin. She wears a gentle red lipstick and light green eye shadow, and normally begins a sentence with a pout. She stands at just 5’3, and is neither overly lean nor muscular despite being well developed- allowing her to hide throughout crowds all the more.
2-
Goal 1: Ivey wants to steal the Heart’s Edge back for herself and Cheliax- she will steal it back to keep Cheliax’s claim of power strong and true. She will steal it back for herself to argue that it should be kept under her watch, for the rest of her days, in Longacre to strengthen the nationalism and unity of the county. This would, of course, come with giving her the title of Parabaron of Longacre as well, if not Archduchey of the Heartlands itself.
Goal 2: I have yet to play an all mental character. I’m thinking of even changing out her point blank shot feat tree listed for something that is more general feat based just to see the true joy of playing an almost all flavor character. I love that she is older and has history under her belt while still just being over middle age for a half-elf, and plan on roleplaying her as that as strongly and originally as possible.
3-
A Secret Ivey Keeps: Ivey does not tell many lies, but has told 1- when people ask her why her Owl is named “Baron”, she normally replies safely with a “I like the name, it just has a good ring to it.” Which *is* true, however, Baron has had that name truly because she has aimed for the Baron seat of Longacre since she was 15 (which is when she got Baron in the first place)
A Secret I Keep from Ivey: Ivey, upon meeting a certain thief listed in the pdf, will feel a new rush of need for rivalry that she has not felt since 4638-39. Instead of it being a physical based challenge, however, Ivey will turn it into a competition of playful wits between the two.
4-
Hellknight Gurthax has always been Ivey’s go-to Hellknight for the scoop on the locals when she returned from a venture in the 30 Year Civil War, and his son after him as well. While there may be a playful bribe for information here or there, no matter the circumstance, the Gurthax family was the one she claimed as her own after her old one had died and deserted.
Another local friend of Longacre was the now very much retired Inquisitor Raquel. Raquel was Ivey’s inspiration to join the cause of House Thrune, and without her early influences on the perks of being a squire to an Inquisitor Ivey may have had just as much chance to be a deserter as her father or, worse, have sided with the wrong house.
In all of Longacre there is only one rival that Ivey has, and that is Yukas Burbanx. Yukas Burbanx also served for Cheliax during the Civil War, and his family came over with her father’s when they toured it before the war had happened. Unlike her family, however, Yukas not only survived the Civil War and kept his family, but has been competing with her for the position of Paraduke since she could remember. Burbanx became hostile when she began to try to uncover information on his own brute of a family, as she had a multitude of evidence that he had actually sided with a rival house of Thrune and switched after their defeat. They now can not even occupy the same bar for more than a few drinks before one leaves, giving the other a darting look of violence.
5
1) Ivey sings softly and quietly when she is in a good mood, and loudly and sillily as she continues to get more excited no matter the subject or context (even in battle), normally to the beat of whatever it is she is doing.
2) Ivey and Baron have known each other for a long time, as she has constantly bought from the same breeder of Owls in Cheliax (for their trademark of creating wonderfully deep black feathered owls). She feels as if Baron, and its predecessors, are the only true friend she has had that will live as long as she will, and as such, treats him as family, normally leading to hilarious outbursts when alone with him as if she were talking to a younger brother or child instead of an animal with 2 intelligence.
3) When extremely bored and out of things to sing about, once again even during combat, Ivey will begin to try to juggle as many of her throwing axes as she can- though since she isn’t as young as she used to be she cannot do it as much as she once could. In her current age, challenging a new found friend to a distance challenge or trying to see just how many axes she can juggle, and for how long, is saved for the most boring of scenarios.
I hope you enjoy the read! I provided feat tree plans all the way to level 20, though I'm not entirely sure about the point blank shot yet. Luckily I don't have to worry about that for a level or 2! Ha ha!

MannyGoblin |

Okay, here we go
Race: Halfling
Classes/Levels Oracle(Bones) 1
Gender : M
Size : S
Age 20
Special Abilities :
Alignment: LE
Deity : Groteus
Location : Cheliax
Languages :Common,Halfling,Infernal
Occupation : 'Healer'
Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 16 (+3)
Height: 3' Weight: Average Hair: Brown Eyes: Brown
Favored Class: Oracle(Skill)
EXP: 0
Hit Points: 10
Healthy: 10
Grazed(-1):7
Wounded(-2): 5
Critical(-3) 2
Disabled: -2
Spd: 20
Init: +2
AC: 16 (+2 armor shield +3 Dex +1 Size)/Touch 14/FF 13)
BAB: +0
CMB: -2
CMD: 12
Saves: Fort +3 Ref +4 Will +3 +2 vs. Fear
Weapons:
Dagger +0 1d3-1 19-20/x2
Sling +4 1d3-1 50 feet
Skills: 5/level
Heal (1+3 FCB ) 4
Bluff (1+3 Ability +3 FCB +1 Trait)8
Stealth( 1 +3 Ability +3 FCB +4 Size) 11
Diplomacy (1 +3 Ability +3 FCB) 7
Perception (1 +2 Racial) 3
Background skills 2/Level
Craft(Carpentry) (1+3 FCB) 4
Craft(Alchemy) (1+3 FCB) 4
Feats: Point Blank Shot(+1 Hit/Damage to targets within 30 feet)
Traits:Good Slip +1 Bluff. Bluff is class skill 1/day when next to a human of Chelish descent, reroll will save.Well Informed+1 Diplomacy to gather info.Diplomacy is class skill
Special Abilities:SmallHalflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks,FearlessHalflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Oracle Curse Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
RevelationsArmor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
spells per day Unlimited/4////
Known DC 13+Level
0. Stabilize,Detect Magic,Light.Guidance
1. (14)Cure Light Wounds(Bonus),Murderous Command,Sanctuary
2 (15)
3 (16)
4 (17)
Equipment
Healer's Kit (50 gp) 10 uses
Oracle's Kit (9 gp)
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Dagger (2 gp)
Sling
20 sling bullets (2 sp)
Leather armor (10 gp)
33 gp 8 SP
Description: Trevor keeps himself neat and unobtrusive as possible. His hair is kept short and free of any decorations and his shirt and pants are dull browns with a plain brown cloak. He
does have several tools he keeps for carpentry and enjoys whittling.
Background: Trevor was born to slaves and thus became a slave. Working in the kitchen day after day eventually became assisting in an infirmary and thus it seemed that Trevor would
become yet another one of the endless slips that were held in thrall to Thrune. Trevor however, had a very odd mission come to mind and a rather disturbing way of helping his fellow
halflings achieve freedom. Trevor was no grand rebel, ferrying his kin by hidden roads to Bellflower safehouses and to safety. Instead, his heart, as empty and resigned to his toil came
to understand the inevitable end of everything and sought to preach this to other halflings that could not rid themselves of their yoke; let themselves be the last generation of
their line live in slavery. Bear no children and if able to, end their pregnancies with one of his drinks for a somewhat uncomfortable but endurable termination. If they could escape, fine, start
your family but let not the chain or rope bind your line any further.
Trevor doesn't expect to have any great effect and expects his mission to be just a tiny speck of dust swallowed by the void, just as he expects Thrune to one day crumble to ash until all
is silent under the face of Groteus. He is thinking of a way to introduce 'Mercy splinters' to his fellows. Sharpened shards of wood that are perfect for opening a vein if their lives
become unbearable. But again, he doesn't really expect it to catch on.
With humans, Trevor is quiet and softspoken, never speaking unless spoken to unless danger looms("My goodness, there seems to be a large bear objecting to our presence.") with halflings, he is
courteous and will lend an ear to listen to worries. He will slip in some tidbits of his philosophy to them and if any seem planning on starting a family, will become somewhat more
animated and caution against it. Trevor is in Longacre as part of a slave caravan that was traveling through and acted as healer for the slaves so they would get the best price at market and will stay as long as the caravan does
Short background
1.Neatness. Trevor is very neat and orderly but not obsessively though, he often busies himself making sure all of his equipment is clean. Remembers the moon as part of
his epiphany, likes to stargaze and would like to purchase a telescope. Deep interest in medicine, despite his nihilistic views, enjoys diagnosing, researching and treating maladies and keeps a diary on any people he meets that has challenging problems.
2. Goals. Establish a cult amongst halflings that promotes Trevor's view of letting themselves be the final generation in bondage and/or providing painless death to those who wish to die. Right now, being unnoticed is his/my main goal. Aim to have Trevor being the silent support, no beams of darkness from his fingertips or creatures
pulled from the ether.
3.Secret he knows. He has been whittling the 'mercy splinters' and slipping them into the slave pens where halflings are kept and several have taken up the offer. Secret he doesn't
know. Someone is aware of the dead halflings but hasn't made any connection yet to the splinters and Trevor being in the area whenever deaths happen.
4.Relations. Parents. Bother are alive and still at their labors, is respectful but somewhat distant as he wishes to keep knowledge of his new ways from them. Enemy, Frell Sweettooth.
Bellflower agent who knows someone encouraged halflings to take their lives and is enraged at such an act.
5. Mannerisms. Likes to whittle during his rest times and has crafted several nice items that he gives out as gifts. Is very spartan in his lifestyle except for his
hobbies and equipment, some would say he would sleep under the bed to save even more room if he had less. Is quiet even by respectful slip standards, one can never know he
is there unless pointed out.
Theme Music Inside Out

GM Advocate |

Arcane
Spencer Ramirez: Alexander Malicdor - human wizard (necromancer) [complete]
Combatant
Mjolbeard89: Boaz the Breathless - human brawler (strangler) [complete]
Divine
MannyGoblin: Trevor Culexes - halfling oracle (bones) [complete]
Olaf the Holy: human cleric of Zon-Kuthon [missing backgrounds]
Skills
DavianGrallus Ivey Edict - half-elf hunter [complete]
Interest Only
alexgndl: catfolk unchained rogue
Azten: cryokineticist
Cuàn: changeling
ElegantlyWasted: human figher
Fabian Benavente: tiefling witch
Fallen_Mage: only dot
French Wolf: Satinius Del Pierre - only dot
Ouachitonian: skinwalker ranger (shapeshifter)
Oyzar: mesmerist or dhampir antipaladin or alchemist
Radavel: only dot
The Flying Chicken: Ragnar the Terrible - unsure [background finished?]
The Pale King: unsure [background finished]
TriShadow: tiefling cleric of Asmodeus
Will try to update this list once per day.
@The Flying Chicken/Ragnar the Terrible: Actually you can take ONE ability below 10. It is a good thing for you, since I'd never pick a PC with all the mental stats bumped for more melee power. Never.