Freedom Cry (Hell's Rebels Recruitment)


Recruitment

51 to 100 of 105 << first < prev | 1 | 2 | 3 | next > last >>

I was thinking it might be cool if Argentina became an Evangelist of Milani with the deific obedience feat, and then see at the end of the player's guide is where the stats come from, ha! Not so much of a coincidence.


Dot


This is Ouachitonian. I'm submitting Liam, a Tiefling slayer and devoted Milanite. I'm planning to build eventually for Sentinel of Milani, which is why I went Slayer and not Ranger. I know that sounds backward, let me explain: Leaving Ranger after 5 levels means my companion would be basically worthless, and I'd get all of 2 1st-level spells/day. There's also no good combat style for Morningstar (and I'd only get the 2nd-level feat anyway). The slayer's great customization, and ability to pick up some sneakier parts, fits this concept and game better, I think. It also seems like a more natural progression if I decided to go Rose Warden instead.

At any rate, Liam is a Tiefling who escaped slavery with the help of a Milanite sect, which he joined and now tries to help free others. When the Rose of Kintargo went dark shortly after a Thrune arrived in Kintargo, his sect's priest feared the worst, and dispatched him to check it out.

Liberty's Edge

I posted on your other thread as well but I'd like to throw that character back in the ring for this as well. I had already flushed him out and was prepped up to start a home brew before the group fell apart. I was going to do a samurai character using swashbuckler, paladin, and bloodrager as my classes. I have a full write up of his backstory and such that I can send upon request


Nearly finished. Trying to write-up a good backstory for Tilorean Vashnarstill, a Noble Scion rogue with no trap or lock skills at all.

He was born with a platinum spoon in his mouth . . ..

But I've got to be up in 6 hours to spend 11 hours working with Boy Scouts (with near constant rain in the forecast) for a fundraising activity. Guess I'll get to look at it again late Saturday.


For your perusal, Luna von Einsbern, a submission by one FedoraFerret.


Hmm. I've got two ideas for fighters for Hell's Rebels that are within the build parameters of this recruitment: a strix archer and a human blue dragonheir scion. Leaning towards the latter, but he's unbuilt and the strix has background and everything done (albeit on a 15 pt buy chassis)...will have to think about it.


I'm looking at a Fighter, possibly a Siege Breaker. He'd be a former dottari and an officer in training who handed in his resignation after the Night of Ashes. He'd also be a follower of Ragathiel and as such LG.

Just not sure whether I want him highborn (part of the Tenessen family) or lowborn (a Tiefling).

Grand Lodge

I have an inquisitor of Calistria done just need to save the PDF to put here, basically what his beef is that his family used to Follow Asmodeous but were sold out because there was a falling out with his Mother and her siblings, his family was sent off to Prison and now he is searching for them. The rally has given Galen an excuse to come and protest the government without being alone and maybe he will find some others who can help him with getting his parents back.

Silver Crusade

You're allowing variant ability Tiefling? Ok, now I HAVE to apply.

Variant Tiefling: 1d100 ⇒ 70
Variant Tiefling: 1d100 ⇒ 7

Ok, that ability "You are aware of and can choose the result of any attempt to detect your alignment." is one to build a character around.

Not sure what he is going to be mechanically but clearly the character is a spy, very very capable of fooling others into trusting them and getting into places by subtlety.


I submit Dhugal for your consideration.

Dark Archive

When does recruitment on this one close?


And here's my concept. I can tailor some without breaking the concept.

At the start of the campaign, Til would actually be protesting the government, though, obviously in disguise. He can't afford to have the family disown him!

Tilorean Vashnarstill
Description At just under 6', not many are taller than the young human trying not to look bored. His auburn hair glints of a deeper red as the light plays over the waves, which don't quite reach his shoulders. The active brown eyes move about nearly constantly, taking in everything in the area. Neither the slightly fat face nor hands show signs of difficult times or manual labor, though he does have a thicker wrist and the calluses of sword training. His clothing is new, clean, and in the current fashion, focused on the colors of blue and yellow, with black trim. A rapier and dagger both sit on his waist, combining with the thick wrist as an unspoken warning.

Background:
Growing up as a Chelaxian noble in a major city menas never truly wanting. Tilorean's first real experiences without family guard at hand was during his time at the Alabaster Academy. His scholastic performance demonstrated the combination of the best tutors and innate inteligence, but that wasn't enough for Til. This is when he truly got started learning and displaying rogueish skills and attitudes. While he didn't really need to earn any money, he started making some by writing papers for other students, in roughly their handwriting. By the time he finished school, he had gotten pretty good at forging someone else's work.

Til's formal education focused on things he would need to know to lead the family business, but not to work inside of it. To plead with his betters and manipulate his inferiors to create opportunities and take advantage of them. His informal education was guided by Ginnie Sarini. Ginnie was deaf, but she knew how to read lips and took agressive advatnage of learning many of the skills from within her family business. She led Til through many adventures amongst the common people, disguised as members of the working class.

That's how Ginnie died, actually. During one of their adventerous explorations they got caught up in a sweep the Order of the Rack had initiated within Redroof. A Hellknight struck her down for failing to follow his instructions, which he gave from behind her as she was trying to simply get out of their way. This took the seed of teenage rebellion that Ginnie had already been tending and gave it an amazing boost, as his concepts of the benefits of law and order were scattered across the paving stones with her blood.

Til has found a sudden devotion to Calistria, and he looks to her for assitance in taking out Lord-Mayor Barzillai Thrune, Paralictor Kyrre Ekodyre, and the Order of the Rack. The people he blames for Ginnie's meaningless death. As the young man's hot blood begins to cool over time, his perspective is likely to change.

Tilorean Vashnarstill is, tehcnically, in line to inherit the Baron title. There are two uncles, their progeny, and his own father, Doshtanyak, between him and the title, though.


Combat:
Init +3 (3 Dex)
Speed 30' normally (20' loaded down)
BAB+0; Strength+1; Dexterity+3; CMB+1 or +3

Hand Crossbow +3 for 1d4 @ 19+ (P, 30')
Rapier +4 for 1d6+1 @ 18+ (P)
Dagger, Alchemical Silver +4 for 1d4 @ 19+ (P or S)
Sap +3 for 1d6+1 @ x2 (B, Nonlethal)

Sneak Attack +1d6

AC 16, T13, FF16, CMD14 (3 Armor, 1 Str, 3 Dex, 0 BAB)

HP 9 (8 + [1 Con X1])

Fort +1 (+1 Con)
Ref +5 (+3 Dex)
Will +1 (+1 Wis)


Skills:
8+2Int+1FC for 11 Adventuring skills and 2 Background skills per level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 3-Acrobatics 3+0+0
+ 2 Appraise 2+0+0
+ 6+Bluff 2+1+3(+2 send secret messages via gestures)
+ 1-Climb 1+0+0
+ 1 Craft 1+0+0
+ 6 Diplomacy 2+1+3
+ 6 Disguise 2+1+3(+2 Circumstance from Disguise Kit [10 uses])
+ 3-Escape Artist 3+0+0
+ 3-Fly 3+0+0
+ 1 Heal 1+0+0
+ 2 Intimidate 2+0+0
+ 8 Knowledge (History) (Background) 2+1+3+1 (Noble Scion)+1 Racial (Comprehensive Education)
+ 8 Knowledge (Local) 2+1+3+1 (Noble Scion)+1 Racial (Comprehensive Education)
+10 Knowledge (Nobility) (Background) 2+1+3+1 Trait (Child of Kintargo)+2 (Noble Scion)+1 Racial (Comprehensive Education)
+ 8 Knowledge (Religion) 2+1+3+1 (Noble Scion)+1 Racial (Comprehensive Education)
+ 6+Linguistics 2+1+3(+2 understand Gestures)(+2 Circumstance from Forger's Kit [10 uses] for creating forgeries)
+ 7 Perception 1+1+3+2 Alertness
+ 2 Perform 2+0+0
+ 3-Ride 3+0+0
+ 7 Sense Motive 1+1+3+2 Alertness
+ 7-Sleight of Hand 3+1+3
+ 7-Stealth 3+1+3
+ 1 Survival 1+0+0
+ 1-Swim 1+0+0
+ 6 Use Magic Device 2+1+3

Languages: Taldane, Infernal, Shadowtongue, Sign Language
DC 15 Linguistics to deliver messages to those who do NOT know sign language via gestures


Gear:
240 GP Budget + 1 item up to 200 GP (from trait)
TRAIT. Noble's Outfit 10#
TRAIT. Signet Ring
TRAIT. Kit, Forger's 6#
FREE.. Traveler's Outfit 5#
..2.00 Crossbow Bolt, hand (20) 2#
.20.00 Rapier 1d6/18+/2#/P
..1.00 Sap 1d6/x2/2#/B
.22.00 Dagger, Silver, Alchemical 1d4-1/19+/10'/1#/P or S
100.00 Crossbow, Hand 1d4/19+/30'/2#/P
.50.00 Kit, Disguise 8#
..9.00 Kit, Fighter's 29# (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
.25.00 Studded Leather +3/+5/-1/15%/30'/20#

229.00 Spent for 87# when carrying EVERYTHING - 63# is an adventuring load - ~36 is an in-city exploration/combat load

11 GP on hand

up to 43# Light
up to 86# Medium +3/-3/20'/x4
up to 130# Heavy +1/-6/20'/x3


Feats & Traits:
Feats Feat Tax rules in use.
1 Noble Scion (Vashnarstill) You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
H Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
R Weapon Focus (Blades, Light) You gain a +1 bonus on all attack rolls you make using the selected weapon group (modified by Feat Tax rules). Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, Drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Traits
Campaign: Child of Kintargo You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Social: Gesture Expertise You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.


Unchained Rogue (Agitator):
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Table: Rogue
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, reputation
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Ready for betrayal +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, enthralling agitation, uncanny dodge
5th +3 +1 +4 +1 Rogue’s edge, sneak attack +3d6
6th +4 +2 +5 +2 Ready for betrayal +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, revolutionary's cause
9th +6/+1 +3 +6 +3 Ready for betrayal +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue’s edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Ready for betrayal +4, leadership
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Ready for betrayal +5, rogue’s edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Ready for betrayal +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue’s edge
Class Features The following are the class features of the unchained rogue.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Reputation (Ex) This ability functions as the renown vigilante social talent. In addition to improving attitudes, it also improves the agitator’s starting influence and reputation with contacts in the area by one level or step.
For the purpose of vigilante social talents, the agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.
This ability replaces trapfinding.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Focus as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Ready for Betrayal (Ex) At 3rd level, an agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
This ability replaces trap sense.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex) At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Enthralling Agitation (Su) At 4th level, a agitator can captivate a crowd once per day, as per the spell enthrall (DC = 10 + 1/2 the agitator’s rogue level + her Charisma modifier).
During the spell’s effect, the agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the agitator are indifferent or worse, this check can improve their attitudes by 1 step. The agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.
This replaces the rogue talent gained at 4th level.
Rogue’s Edge (Ex) At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex) At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Revolutionary’s Cause (Su) At 8th level, the agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.
This ability replaces the rogue talent gained at 8th level.
Advanced Talents At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
A complete listing of rogue advanced talents can be found here: Rogue Advanced Talents
Leadership (Ex) At 12th level, a agitator gains Leadership as a bonus feat. If the agitator already has the Leadership feat, she doubles her Charisma modifier when calculating her base Leadership score.
This replaces the rogue talent gained at 12th level.
Master Strike (Ex) At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Rogue Talents: The following rogue talents complement the agitator archetype: canny observer, coax information, follow clues, hard to fool, and strong impression.
Advanced Rogue Talents: The following advanced rogue talents complement the agitator archetype: feat, thoughtful reexamining, and skill mastery.

Human (ARG):

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Attributes:
25 Point Buy
2 12 S 12 +1
7 15+2 D 17 +3
2 12 C 12 +1
5 14 I 14 +2
2 12 W 12 +1
7 15 H 15 +2


PaleDim wrote:
When does recruitment on this one close?
DM Ragnarok wrote:
Recruitment remains open for 1 week.

He posted that in the opening of the thread, on Wednesday @ 1956 Central US.


My background and crunch can be seen in my alias. Let me know if you'd like me to explain anything, change anything, whatever. :)

I’ve DMed and Played on these boards for a few years now and been in the D&D realm for a few decades. I’ve always been an active and supportive player in every game. Please feel free to peruse my aliases and campaigns for examples.

If selected, I can also help with treasure notes if you like. I have a useful spreadsheet that I use in campaigns I'm in to help track that sort of thing so you don’t have to. You should be able to see a version of it here (link).

Planned Build Question:
I’m planning to be a Brawler (Shield Champion). As I understand the rules at fifth level, with a throwing shield (+50gp), I can loose it from my shoulder (free action), throw it (standard action), but by RAW, I cannot re-shoulder it as the ricochet happens at the end of the round.

I humbly submit that this breaks the build intent and I ask you to rule instead that I can re-shoulder the shield at the end of the round as a free action so I can use it to protect myself (Shield to AC) on the opponents turn. That certainly seems intended - the whole trick of the Shield Champion is to throw and retrieve while being all cool looking. ;) Further, the archetype is by no means overpowered, and requires a number of feats to do well and additional cash, which detracts from other options I may have as a brawler.

I’m fine with whatever your ruling. Just let me know so I can plan, and thank you for your consideration.
- - -


Sorted by class listed, this is my best guess at what's been offered up to date:

Luna von Einsbern F Half-Elf Arcanist - FedoraFerret
Beorn the Divine M Half-Orc Bard - Andrea1
Jorum Nalthee M Half-Elf Bard (Provocateur) - Raltus - Changing to Inquisitor of Callistria?
Faolan Baran M Human (Ulfen) Brawler (Shield Champion) - Euan
Raynor Black M Human Fighter - revengealpha (Doesn't match description provided, but no other link available)
Nephmir Gracchus M Tiefling Inquisitor (Infiltrator) of Iomedae - PaleDim (No Crunch - 1 of 2)
Hana Moldovaciu F Human Invesigator (Slueth) - PaleDim (No Crunch - 1 of 2)
Sebastian Sarini M Human Oracle of Streets - The Pale King
Tilorean Vashnarstill M Human Unchained Rogue (Agitator) - hustonj
Argentina A. Z. Tucco F Aasimar (Azata-Touched) Unchained Rogue (Guerrilla) - joerice
Liam the Wanderer M Tiefling Slayer - Ouachitonian
Arius Tucco M Aasimar (Azata-Touched) Summoner - Lekkric18
Black Dhugal (Vencint St. Charls) M Human Vigilante - wehrpig
Ove Dyrendal M Human (Varisian) Warpriest of Callistria - Minas Dyrendal
Hryvnas Raszamy M Aasimar (Plumekith) Warpriest (Cult Leader) of Desna - Peet
Farrina the Fabulous F Human Wizard (Illusionist) - Itzi

16 listed. 4 or 5 spots advertised.

Liberty's Edge

Welp, I kept saying I'm in too many games, but I can't help it. I'll dot. I'm thinking Gun Chemist Alchemist, if firearms are alright with the campaign theme (I hope so). Otherwise, I have a stealthy Elf Eldritch Archer/Kensai that would do great with a crossbow. I'll try to build tomorrow.


Guns are kosher iirc.


Firearms are okay.

Recruitment will close on Wednesday the 20th. I’ll make selections by Friday.

Been busy with work, so I will respond to individual questions on Monday


Sapiens here.

I'm going with this Tiefling Tinkerer Alchemist, who can be a spy by proxy and a firebomber. Molotov cocktails to feed the flames of revolution!
Variant abilities: 1d100 ⇒ 74
Variant abilities: 1d100 ⇒ 74
Animate object, the dice really wants me to take this. And it fits the theme.

Variant features: 1d100 ⇒ 37
Variant features: 1d100 ⇒ 24
Animate hair or smoking eyes, think I'll go with the hair.

Dark Archive

hustonj wrote:
PaleDim wrote:
When does recruitment on this one close?
DM Ragnarok wrote:
Recruitment remains open for 1 week.
He posted that in the opening of the thread, on Wednesday @ 1956 Central US.

Yup, don't know how I missed that.


Here's a rough draft of my submission. He was submitted for another Hell's Rebel game and wasn't selected. I need to make some changes to the crunch for this game, but his background should be good.

Question: For the trait Shield Trained, According to Archive of Nethys, it requires you to be a follower of Gorum. Can that requirement be waived as it is a more martial trait?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Iacobus Sarini has been something of a disappointment to his family for at least the last five years of his seventeen-year-old life. Five years ago he turned his back on centuries (decades at most, really) of filial tradition, leaving behind a promising opportunity as apprentice to a well regarded Egorian Diabolist to join the Church of Iomedae as a lay-squire.
Only national pride (and the potential of a family member with access to the Churches stores of knowledge) kept him from being disowned then & there. As the years passed, Iacobus' reputation within the family steadily declined even as his standing within Iomedae's church continued as little more than one amongst many. His constant drive to prove himself to his peers & faith served merely sufficient, not exemplary. He found refuge in his faith however & looked forward to the day he would stand equal in the ranks. The day he might set forth with his brethren against the evil encroaching against the world. Curiously, both church and family supported him in his espoused goal, either joining the Mendevian Crusade, or the forces at Lastwall.
Sadly, such was not to be. On the eve of his departure, mere days after his investiture, word reached the academy that a force of Iomedaen crusaders had shattered the defenses of Citadel Dinyar & proclaimed themselves a 'Glorious Reclamation' with overthrow of House Thrune their ultimate goal. Though his opinions & values had deviated sharply from his family's over the years, Iacobus still acknowledged Thrune as the lawful (though obviously not just) sovereign of Cheliax. That followers of his goddess would not only attack a military order under such flimsy pretext, but then compound this perfidy with an assault against that pillar of Law proved an indefensible blow to both his faith & his ambition.
Worldview shattered, Iacobus returned to the city of his youth, hung up his armor & armament, and vowed to live out his life as naught but an itinerant scholar. Eschewing contact with his family, Iacobus told himself he was content to end his days as merely 'Iacobus', no longer 'sir' nor 'Sarini.
This lasted less than a week, for less than a week later came the 'Night of Ashes' and with it, came Barzillai Thrune. With Thrune came...
Everything.
All Iacobus' doubts, self-recriminations, unanswered questions. All the hopes he denied & fears he ignored. Presented with undeniable evidence of the utter injustice of the Thrune regime, Iacobus found himself adrift.

Seeking answers, Iacobus found himself one amongst many in the square fronting the Kintargo Opera house.

Iacobus Sarini:

Male Human (Chelish)
ex-Paladin 1
Diety: none (Agnostic due to crisis of faith)

CG Medium humanoid
Initiative: +1 ; Senses: Perception +0

Abilities
STR 17 (3) DEX 13 (1) CON 13 (1) INT 13 (1) WIS 9 (-1) CHA 16 (3)

DEFENSE
AC 15, touch 11, flat-footed 14 (10 +4 Armor +1 Dex)
CMD 14 (10 +1 BAB +2 Str)
Hit Points 11 (10 +1 Con)
Fortitude +3 (2 Base +1 Con)
Reflex +1 (0 Base +1 Dex)
Will +1 (2 Base -1 Wis)

OFFENSE
Speed 30 ft
Melee Greatsword +3/2d6 +7S 19+/x2 crit. (1 BAB +3 Str -1 Power Attack)
Melee Heavy Mace (2 handed) +3/1d8 +7b 19+/x2 crit. (1 BAB +3 Str -1 Power Attack)
Ranged Longbow +2/1d8P 20/x3 crit. 100 ft. range inc. (1 BAB +1 Dex)
CMB 4 (1 BAB +3 Str)

Traits:
Affable (Social, Champions of Purity pg 13): +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Child of Kintargo (Campaign, Hell'sRebels): +1 trait bonus on Knowledge (nobility) checks.

Skills (2 +2 Background +Int +Human +Favored class)
Artistry (Prose): 5 (1 Skill Point +3 Class +1 Int)
Bluff: 4 (1 Skill point +3 Cha)
Diplomacy: 7/9 (1 Skill point +3 Class +3 Cha/+2 Trait to gather information)
Disguise: 4 (1 Skill point +3 Cha)
Intimidate: 3 (+3 Cha)
Knowledge (local): 6 (1 Skill point +3 Class +1 Int)
Knowledge (nobility): 9 (1 Skill point +3 Class +1 Int +1 trait +2 Feat)
Knowledge (planes): 6/7 (1 Skill point +3 Class +1 Int/ +1 trait)
Languages: Infernal, Taldane (Common)

Feats:
Power Attack
Noble Scion (Sarini): +2 bonus on all Knowledge (nobility) checks, +1 trait bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always a class skill for you.

Class Abilities:
Weapon and Armor Proficiency: Iacobus is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
No Aura: (Ex) Iacobus does not radiate an alignment aura. This alters the paladin’s aura class feature.
Locate Ally (Sp): Once per day, Iacobus can cast locate creature as a spell-like ability with a caster level equal to his paladin level, but he can do so only to target an ally whom he has spent at least 24 hours in close proximity to within the last week. This replaces detect evil.
Vindictive Smite (Ex): Iacobus is particularly ruthless against those who have harmed him or his allies. Once per day as a swift action, he can smite one target within sight who has dealt hit point damage to him or an ally. He adds his Charisma modifier to his attack rolls and adds his paladin level to damage rolls against the target of his smite. In addition, while vindictive smite is in effect, Iacobus gains a deflection bonus equal to his Charisma bonus (if any) to his AC against attacks by the target of the smite. If the target of vindictive smite has rendered an ally of Iacobus unconscious or dead within the last 24 hours, the bonus on damage rolls on the first attack that hits increases by 2 for every paladin level he has.
The vindictive smite effect remains until the target of the smite is dead or the next time Iacobus rests and regains his uses of this ability. At 4th level and every 3 levels thereafter, Iacobus can invoke his vindictive smite one additional time per day, to a maximum of seven times per day at 19th level. This replaces smite evil.

Gear
Explorer's Outfit
Noble's Outfit (Child of Kintargo)
signet ring (Child of Kintargo)
Backpack
belt pouch
Bedroll
Chain Shirt
Greatsword
Alchemically silvered heavy mace (Child of Kintargo)
dagger
Longbow w 20 arrows
Artisan's (Scribner's) kit


Money:
Gold 13
Silver 9

Personality:
Once upon a time, Iacobus was happy. His family thought little of him & his peers not much more, but he knew his goal was just & his efforts would lead to a better world than the one he knew.
'That naive fool is dead'
The man before you wants to believe. He still has a vision in his mind of a better place. Unfortunately, everything he thought he knew of how to achieve that world has been upended. His moods swing between bitter resentment against those willing to do anything to retain their power & a hollow shadow of his former affability. He comes closest to true peace when losing himself in research. Particularly when his research succeeds in warning another of hidden dangers.

Appearance:
At first glance, Iacobus features are pure patrician Chelaxian; pale complexion, widow]s peak hairline, imposing nose. When engrossed in a novel query or other cogitation, he frequently forgets to smile, lending him the semblance of a stern, even disproving visage. When he does smile, his face is transformed. Iacobus has a soldier's build, tall & broadshouldered.


For your approval:

Dayne Garrion:

LG Medium Humanoid (human0
Paladin 1 (Sacred Shield)
Init +2; Senses ; Perception +0
DEFENSE
AC 20, Touch 12, flat footed 18 ( Chainmail, Shield, heavy steel)
(+2 Dex, +6 armour, +2 shield)
hp 13 (1d10+2+1);
Fort +4, Ref +2, Will +2
OFFENSE
Speed 20
Melee
Single Attack Warhammer +3 (1d8+2 X3)
or Javelin +3 (1d6+2)
Full Attack
Warhammer +3 (1d8+2 X3)
or Javelin +3 (1d6+2) range 30
Space 5ft.; Reach 5

STATISTICS
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Attack 1 CMB 3 ; CMD 15

Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Bodyguard: When an adjacent ally is attacked, may use an attack of opportunity to attempt the aid another action to improve your allys AC.,
Combat Reflexes: DEX mod additional attacks of opportunity,

Skills Diplomacy 8, Handle Animal 4, Heal 0, Know Nobility 0, Know Religion 0, Perception 0, Profession Smith 4, Ride 2, Sense Motive 4,

Traits
Protective Faith
Source Inner Sea Gods
Category Religion
Requirement(s) Torag
When you use the aid another action to grant your ally a bonus to AC, you grant a +3 bonus to AC instead of the normal +2.

Fed-Up Citizen
Source Hell's Rebels Player's Guide pg. 10
Category Campaign
Requirement(s) Hell’s Rebels
You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard-aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won’t radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you’re on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects.

Languages Common

SPECIAL ABILITIES
Aura of Good Radiated good (supressed)
Detect Evil: At will
Bastion of Good (Su):
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.

Backstory:

Dayne Garrion was the son of a smith in Kintargo. He would help his father around the forge when they received large orders, typically for travelling Hellknights.

One night a few years ago, Dayne was asked to inspect a set of Hellknight fullplate that was to be sold the next morning, noting any flaws. As it was late in the evening, Dayne inspected it quickly, cutting a few corners and not looking as hard as he normally would. Unfortunately, he failed to notice a small chink in the armor and it was sold the all the same.

A week later, the disgruntled Hellknight arrived at their forge in a rage. The armor he had purchased failed due to the small chink that Dayne had missed, and the Hellknight had sustained some minor injuries because of it. He was furious at Dayne father, the smith.

Dayne had tried to take all the blame but his father wouldn't allow it. They had offered the Hellknight a replacement set of armor or full refund and then some. it just wasn't enough for him.

The hellknight had his minions hold down Daynes father and splay his hands over his own anvil. Grabbing a hammer from the forge and lifting it high. Dayne could only watch helplessly as the Hellknight brutally crushed the hands of his father as recompense.

Daynes father lost the use of his hands that day. he was never able to hold a hammer again and needed help to even feed and dress himself. Dayne managed to keep the smith going for a few more years earning just enough to get by. Recently Daynes father left Kintargo to live with his sister in Egorian.

Now, fed up with the way these Infernal autocrats think they can do whatever they want, Dayne Garrion will make sure they don't hurt anyone else every again.


Submissions are slowing down, 2 a day for the past 2 days.

I see the following submissions:

Volco Sissorba M Tiefling Alchemist (Tinkerer) - Sapiens
Luna von Einsbern F Half-Elf Arcanist - FedoraFerret
Beorn the Divine M Half-Orc Bard - Andrea1
Jorum Nalthee M Half-Elf Bard (Provocateur) - Raltus - Changing to Inquisitor of Callistria?
Faolan Baran M Human (Ulfen) Brawler (Shield Champion) - Euan
Raynor Black M Human Fighter - revengealpha (Doesn't match description provided, but no other link available)
Nephmir Gracchus M Tiefling Inquisitor (Infiltrator) of Iomedae - PaleDim (No Crunch - 1 of 2)
Hana Moldovaciu F Human Invesigator (Slueth) - PaleDim (No Crunch - 1 of 2)
Sebastian Sarini M Human Oracle of Streets - The Pale King
Dayne Garrion M Human Paladin - SkaTalon
Iacobus Sarini M Human (Chelish) (Ex-)Paladin - Irnk, Dead-Eye's Prodigal
Tilorean Vashnarstill M Human Unchained Rogue (Agitator) - hustonj
Argentina A. Z. Tucco F Aasimar (Azata-Touched) Unchained Rogue (Guerrilla) - joerice
Rutilus Rathgan M Half-Elf (Ancestral Arms) Slayer - Slayde77
Liam the Wanderer M Tiefling Slayer - Ouachitonian
Arius Tucco M Aasimar (Azata-Touched) Summoner - Lekkric18
Black Dhugal (Vencint St. Charls) M Human Vigilante - wehrpig
Ove Dyrendal M Human (Varisian) Warpriest of Callistria - Minas Dyrendal
Hryvnas Raszamy M Aasimar (Plumekith) Warpriest (Cult Leader) of Desna - Peet
Farrina the Fabulous F Human Wizard (Illusionist) - Itzi

20 submissions for 4 or 5 entries. That's 4 or 5 applications per slot.

My best guess at how many could qualify in the various categories. Many classes qualify in more than one category.

Arcanish 6
Combatish 12
Divinish 6
Skillish 10


Submitting Silvio for this. He's an Underground Chemist/Scout URogue, possibly VMC with Alchemist.

Background:

Silvio and Lars were born in Kintargo to a fishmonger’s family. Their father, Hunley Slate, was a fishmonger on Yolubilis Harbor, but he didn’t want that life for his sons. He paid a hefty fee to get Lars an apprenticeship with a local Alchemist. Silvio helped his father with the business, instead becoming good with merchant figures and selling to the locals. After he was old enough, he worked for several merchants on Bleakbridge, hawking wares and making sales. He was sharp with figures and could have been a scribe, but the bulk of the family funds went to help Lars with his apprenticeship.

Lars and Silvio were close even through Lars’ apprenticeship. Once Lars completed his training and was ready to become a journeyman, Silvio convinced him to stay in Kintargo instead and try to open his own business. Silvio was working at the Tooth and Nail at the time, helping to keep the books and serve food. He convinced their father to pool his funds with his own earnings at that point to help Lars buy a small shop in the Harbor District where Silvio and Lars could work together.

Opening day at the Bottled Sage was a great day for the brothers. They finally had something to call their own and they were convinced that with Lars’ skill and Silvio’s business, they could buy the whole city in a matter of years. While they struggled like any business, soon the Sage was popular and Lars’ concoctions were well-known. Lars married a girl named Demara and soon had a son, Emil. Silvio continued to keep the business running, even learning how to help his older brother create some of the alchemical items.

When martial law was declared in Kintargo, Silvio and Lars faced a rush at the shop to purchase items. People were worried shops would be shut down next and wanted to get their good in a hurry. In particular, Lars seemed to take the new of the Thrune crackdown especially hard. He began to leave without explanation and Silvio didn’t seem him for several days. One morning, Demara was banging on Silvio’s door yelling that Lars hadn’t come home the last night. They searched for any sign of him at the taverns, the jails, and the shop. But it was no use. No one had seen him or knew where he was. A couple of days later, Silvio awoke a second time to loud banging on his door. This time it was a friend who told him the Bottled Sage was burning. By the time he got there, the fire brigade had put out the flames, but the shop was ruined. All of the inventory was destroyed and the half of the shop was a burnt husk. A couple of witnesses claimed to have seen three armored men inside overturning items before the fire broke out. They thought the men were Hellknights, but weren’t sure. Faced with a missing brother and the loss of their business, Silvo nearly broke down. It was only the arrival of Demara and Emil which snapped him back to reality. He had to help care for them until Lars was found.

Later that night, Silvio was going through papers in Lars’ home trying to see if there were any clues to his whereabouts. In a drawer with bills, he found an odd locked box. Demara didn’t know anything about it. Using some old tool of his, Silvio managed to pick the lock, but as soon as he opened it, a trap was sprung. A vial of acid broke in the box and began dissolving the papers inside. Silvio quickly dumped out the box, noting the acid was their signature red color. Unfortunately, most of the papers were destroyed, but Silvio managed to salvage a few scraps. Among them were there words ‘Silver’ and ‘Ravens’. Silvio realized that the timing of Lars’ disappearance could match the rumored attacks against the Silver Ravens. If he was going to find out what happened to his brother, Silvio needed to contact the Silver Ravens and see what they knew.

Appearance:

Silvio is a slightly heavyset man who clearly has enjoyed his success in recent years. He wears good quality cloth with well-dyed colors, trying to give off the impression of a well off merchant. In his younger years, Silvio was a quick rascal. The success with his business has slowed and fattened him a bit, but he still remembers how to move when he needs to. He wears his hair longer in the back with a sleek and trimmed beard. He often carries a dagger and a couple of vials of acid from the shop to defend himself with if necessary. Recently he’s purchased a rapier and armor as martial law was declared.


Wow. Lot of good stuff, here, guys.

@Uhtraed- I missed this question earlier, my apologies. It doesn't seem as though that Vigilante ability interacts with the feat tax rules in any relevant manner. I am, however, quite tired right now; would you be so kind as to point out the perceived discrepancy? I would be more than happy to clarify.

Dark Archive

DM Ragnarok wrote:

Wow. Lot of good stuff, here, guys.

@Uhtraed- I missed this question earlier, my apologies. It doesn't seem as though that Vigilante ability interacts with the feat tax rules in any relevant manner. I am, however, quite tired right now; would you be so kind as to point out the perceived discrepancy? I would be more than happy to clarify.

Of my two ideas I decided to go with the Investigator. Crunch and final details coming tomorrow (US/Pacific). That should be just in under the deadline.


After some more thought I'm changing my character to a swordsman and ex-dottari. His work there consisted mostly of patrolling the poorer parts of town and teaching other dottari which end of their weapons to hold. In addition he'd moonlight as a fencing teacher for whomever could afford him.

This does come with a question though as I'm looking at the updated Lorewarden archetype (found here). How would you deal with the 2nd level ability?
The feat taxes make that one almost completely useless. The 2nd and 6th level function don't do anything as Combat Expertise is gone as a feat, leaving only the 10th level function of being slightly better at Combat Expertise.
Would you be ok with completely scrapping the entire feature due to being (almost) wholly obsolete? Losing the 10th level part doesn't really matter.


Mira Longustus:
Female Human Unchained Rogue (1) (Scout)
CN Medium Humanoid (Human)
Init +5; Perception +7

Defense
AC 18; Touch 16; Flat-Footed 12; (+2 armor, +5 dex, +1 dodge)
+3 more vs AoOs related to movement

HP 9 (1d8+1)

Fort +1 (0 base+1 con)
Ref +7 (2 base+5 dex)
Will +0 (0 base+0 wis)

Offense
Speed 30 ft

Space 5ft; Reach 5ft

Melee
Sap +5 (d6 nonlethal), crit x2, B
Dagger +6 (d4), melee, crit 19-20/x2, P or S
Rapier +6 (d6), melee, crit 18-20/x2, P

Ranged
Shortbow +5 (d6), range 60ft, crit x3, P
Dagger +6 (d4), range 10ft, crit 19-20/x2, P or S

Special Attacks
Sneak Attack +1d6

Skills
11/level+2 background
Appraise +7 (1 rank+3 trained+3 int)
Acrobatics +9 (1 rank+3 trained+5 dex)
Disable Device +9 (1 rank+3 trained+5 dex)
Escape Artist +9 (1 rank+3 trained+5 dex)
Perception +7 (1 rank+3 trained+3 focus)
Sense Motive +4 (1 rank+3 trained)
Stealth +11 (1 rank+3 trained+5 dex+2 racial)
Climb +4 (1 rank+3 trained)
Knowledge (Dungeoneering) +7 (1 rank+3 trained+3 int)
Survival +5 (1 rank+3 trained+1 trait)
Knowledge (Local) +7 (1 rank+3 trained +3 int)
Background:
Sleight of Hand +12 (2 rank+3 trained+5 dex+2 racial)
Linguistics +7 (2 rank+3 trained+2 int)
+1 Perception/Disable Device vs traps
+4 survival in an urban or underground environment

Statistics
Str 10 0
Dex 20 +5
Con 12 +1
Int 16 +3
Wis 10 0
Cha 7 -2

Base Atk +0; CMB +5; CMD 15

Feats
1 Dodge
FS Skill Focus (Perception)
B Weapon Focus (Light Blades)

Traits
Orphaned (+1 Survival, Survival is a class skill)
Natural-Born Leader (14 cha for rebellion)

Racial Modifiers
Focused Study (1st, 8th, 16th)
Heart of the Slums (+2 Stealth/Sleight of Hand, +4 on Survival checks in urban and underground settings. In addition, roll twice when saving against disease, taking the better roll.)

Languages: Common, Infernal, Elven, Celestial, Strix

Class abilities:
(1/6 bonus rogue talent)
Sneak Attack +1d6
Finesse Training (Weapon focus (Light Blades))
Trapfinding +1

Gear
Combat Gear: Caltrops, Dagger (4), Arrows (10), Silver-Blanched Arrows (10), Smokestick (2), Spring-loaded Wrist Sheath (2, each holding a dagger)
Other Gear: Silver Weapon Blanch (5), Shortbow, Sap, Rapier, Leather Armor, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, iron pot, mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), waterskin, 40 gp

10 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: She's tall, (5'11"), lithe and snarky. The snark is basically her standard way of dealing with people, but she's actually far more sensitive than she lets on.
2: Her dad tried to bring her into the family murder business at an early age, but she was more CN than CE so she wound up getting the hell out of dodge. She's an orphan by choice, rather than by her family being properly dead.
3: She crashes in various locations, but one of her more frequent hangouts was a certain bar which burned down during Thrune's takeover. She's bitter about that.
4: The idea of killing someone herself makes her feel a bit queasy inside. She's not sure she has what it takes to end a life.
5: She's insecure to the point of being a little neurotic about it. She talks herself up constantly and reminds everyone of how awesome she totally is, but she does it because she thinks she's a waste of space. Give her a chance to prove how 'totally competent' she is or else otherwise make someone think she's skilled and smart, and she'll take it 10 times in 10.

Step 2: List at least two goals for the character.
1: Her primary goal is 'become successful,' since she lacks a lot of self-worth and really has a thirst to prove her life isn't some dead-end mistake.
2: My primary goal for her character arc is to get her to trust people and work as a team with them. She's selfish to a fault and needs to grow beyond that.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet.
1: A closet romantic. She is super into the classical knight and princess thing, only she wants to be the knight.
2: One time she accidentally committed treason by helping a seditious person out by showing her a good place to hide while she was on the run. She still has no clue exactly what was going on at the time, she just wanted to help.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1: Nora Dorso - Local curio shop owner. Mira sells her various odds and ends that she happens to find when she's picking pockets or breaking into homes. Mira appreciates her warm and friendly demeanor, but mostly just appreciates that she doesn't ask too many questions.
2: Angello Felix - Owner of that tavern what got burned down. She maintains that his ale is better-tasting than anyone else's in town.
3: Drus Longustus - Mira's father and a freelance murderer. He specializes in breaking and entry, stealing, and quietly dispatching of people who someone doesn't like. He thinks she's an abject failure, she thinks he's a total bastard--needless to say, they don't talk much. She hasn't seen him since she was six.

Step 5: Describe three memories, mannerisms, or quirks that your character has.
1: When she's feeling insecure or unsure, she starts ending her sentences with 'right?' This is because she's trying to subtly make people agree with her so that she feels her opinion is validated.
2: She enjoys sitting in high places and looking up at the sky, and says it helps her think.
3: Believes that heavy rain always means someone somewhere is having the worst day of her life. When it happens, she's always thankful it isn't her that the rain is 'for.'

Further Backgroundy Writing Stuff:
Mira is the poster child of the phrase 'beauty in vain.' If she wasn't a street rat, and she wasn't prone to instantly opening her mouth and saying the most insensitive thing possible 9 times in 10 to convince everyone she doesn't care, and she actually could find places to bathe that weren't the river every once in a while... she might actually be somewhat cute. As it stands, she really doesn't have time to care about things like looks or 'being nice.' Getting on the wrong side of a magical fire trap as a child wound up damaging some of her hair, and as a result there's a portion of her hair that's had the color bleached out of it due to having damaged follicles. She's rarely seen without a cocksure grin, and while she lies whenever it benefits her, none of the lies are particularly good. Anyone who's spoken with her for more than five minutes can tell with some accuracy when she's lying to them.

There's not much to say about her background: her father tried getting her to kill someone as a child in order to get used to the world of contract killing, she balked, and from the time she was 6 onward she lived on the streets as an urchin. She gained experience, and largely self-taught her way into reading, writing, and breaking and entering (The B&E came first, and then she stole textbooks after that. It turned out she was actually quite clever). Being used to living alone in a world where you have next to nothing, her sap has seen work more than once in order to protect her supplies and belongings. She's cultivated a small reputation among hobos in one corner of Temple Hill as being someone to avoid unless you want to wake up with a severe headache some four hours later. While she carries a rapier (a memento from when she ran away from home, it was her dad's training weapon), she's never used it against anything more sentient than a dire rat. Despite her bluster, she lacks the resolve to end someone's life and always defaults to her nonlethal option. While she helps rarely and trusts almost never, there's a part of her that wishes that she actually had a friend buried somewhere underneath all that sass and opportunism. If she ever did wind up with loyalty to a cause other than herself, she's the sort to obsess over it and think about every little thing she can in order to make the cause advance as far as she could. That attention to detail and tendency to obsess over it when something's important enough is a feature that makes her a better leader than her people skills would lead one to believe--something that a smaller subset of those same hobos in one corner of Temple Hill put to work for them by offering to give her a cut of any heist she planned that they were involved in, even if she didn't actually go herself.

She's terrible with money, though. The only reason she has the gold on her that she does is because the bar she was planning to spend it at burned down, and she hasn't bothered to find a new place to drink yet. She's also got a problem with Tieflings, being a bit of a bigot towards them--more behind their backs than to their faces, if she can get away with it.

To sum it up, Mira is not really a good person. She's flighty, capricious, and largely invested in her own interests. However, she has the capacity to become a good person and would really like to do so if only to shove it in her dad's face and say HAH SEE I'M BETTER THAN YOU. Unfortunately, she's cynical and convinced that the world simply doesn't work that way.

Build notes:
I intend to get Kitsune Style at 3rd after getting the Rogue Talent at 2nd that makes blinding really cool. Then, I plan on getting Kitsune Tricks at 5th, to hand out all sorts of debilitating statuses up close. With Scout at 8th she can also fire off debuffs via arrow, and Precise Shot will come online at 7th to allow for this. I also plan on using Rogue Talents to get Detect Magic at will and then later True Strike, which I plan to grab Quicken Spell-Like Ability at 11th to let her use it 3/day as a swift action to make sure that an opponent gets hit by her dirty tricks. She's very much a support build, but one that can actually Do Things in combat rather than just uselessly poke things. If we wind up getting someone with a x4 critical weapon, I'm also okay with using a talent to grab Butterfly's Sting as a combat feat to pass criticals over as well.

Finally, she would be going to Look For Trouble. Getting directly involved is never a good thing, but there's rarely anything wrong with lightening the pockets of a few Thrune supporters so that she can make sure to pay for her next meal.

Grand Lodge

Neel:

Neel Binler
Male half-elf inquisitor (urban infiltrator) of Calistria 1 ( Pathfinder Player Companion: Magic Tactics
Toolbox 18, Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9 (+11 vs. Human)
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
scorpion whip +4 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip)
Special Attacks judgment 1/day
Inquisitor (Urban Infiltrator) Spells Known (CL 1st; concentration +4)
1st (2/day)— compel hostility UC, litany of sloth UC (DC 14)
0 (at will)— brand (DC 13), detect magic , guidance, light
Domain Vengeance inquisitionUM
—————
Statistics
—————
Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +4; CMD 13
Feats Agile Maneuvers, Dedicated Adversary, Skill Focus (Intimidate), Weapon Finesse
Traits ex-asmodean, sacred avenger
Skills Bluff +9 (+11 vs. Human), Diplomacy +2 (+5 when gathering information), Disable Device +5,
Disguise +5, Intimidate +10, Knowledge (history) +5 (+7 vs. Human), Knowledge (local) +5 (+7 vs.
Human), Knowledge (nobility) +5 (+7 vs. Human), Knowledge (religion) +5 (+7 vs. Human), Perception +9
(+11 vs. Human), Sense Motive +8 (+10 vs. Human), Spellcraft +5, Survival +3 (+5 vs. Human); Racial
Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ divine retribution, elf blood, gifted detective, stern gaze +1
Other Gear lamellar (leather) armor UC, dagger, scorpion whip UC, bedroll, belt pouch, candle (10), flint and
steel, holy text (Calistria) UE, manacles, masterwork backpack APG, mess kit UE, pot, silk rope (50 ft.), soap,
spell component pouch, thieves' tools, trail rations (5), waterskin, wooden holy symbol of Calistria, 56 gp, 1 sp
—————
Special Abilities
—————
Agile Maneuvers Use DEX instead of STR for CMB

Dedicated Adversary (Human) +2 to Attack and Damage vs. creature chosen, and some skills.

Divine Retribution (1d6+1, 6/day, DC 13) (Sp) Standard, foe in 30 ft takes damage from non magical accident (Ref half).

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.

Inquisitor (Urban Infiltrator) Domain (Vengeance Inquisition)
Granted Powers: Vengeance is justice naked of pretense. On your oath, you will deliver justice so unbounded.

Judgment (1/day) (Su) Variable bonuses increase as the combat continues.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.


Also I made an error, this was a redo of the stats of a level 2 character from a game that closed... as a result, I missed the 2 ranks into sleight of hand, that should be 1 rank and have a +11. Linguistics should also be 1 rank, and have a +3 int, for a total of +7 still.

Sovereign Court

Submitting Jego Erwis. Cleric (Hidden Priest/Theologian) of Hembad with the chaos domain.

I'll have a more detailed backstory soon but the gist is this: Ex-Asmodean (campaign trait) that converted to worshipping Hembad after finding love. He and his wife ran a small wedding chapel until she was killed by people wearing Asmodean garb (one of sanctified rings is broken) and has since gone gone full into the Chaos part of Hembad's teachings. H believes that he can bring others together (matchmaking) in an effort to overthrow the government. His reason to be at the protest is to Protest the Government.

Jego Erwis

Jego Erwis:
Jego Erwis
Male Human Cleric of Hembad (Hidden Priest/Theologian)
CG Medium Humanoid (Human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 10 (1d8+2
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 20 ft. (30 ft.)
Melee Spiked Chain +4 (2d4+1/x2) | Channel Smite +4 (2d4+1/X2 +1d6) | Light mace +1 (1d6+1/x2)
Ranged light crossbow +1 (1d8/x2)
Special Attacks Channel Energy +1d6 ; Touch of Chaos
[Class] Spells Known/Prepared (CL 1th; concentration +5)
. . 1st (3/day) - barbed chains, bless, burning disarm, domain: protection from law
. . 0th (at will) - create water, bless, virtue
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 9, Wis 18, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats channel smite, guided hand
SkillsHeal +8; Knowledge (Religion) +3; Perform (Oratory) +3; Profession (Officiant)+8
Traits Faith: Beacon of faith; Campaign: Ex-Asmodean
Languages common, infernal
SQ Aura of Good, Fals Arcanist (Bard), Skilled
Favored Class Bonus Add +1 on caster level checks made to overcome the spell resistance of outsiders.
Combat Gear alchemist fire (1), bolts (10)
Other Gear light crossbow, light mace, spiked chain, chainmail, cleric's vestments, cleric's kit, dice, reversible cloak, sanctified rings (one of each ring finger, left ring is cracked), tea, teapot,


I've updated this character to meet your requirements. if you have any questions or concerns, please let me know.

The only question I have concerns the Shield-Trained trait. Does the character have to be a follower of Gorum? If so, I'll change the character to use a different trait.

Thanks for running this


Cuàn wrote:

This does come with a question though as I'm looking at the updated Lorewarden archetype (found here). How would you deal with the 2nd level ability?

The feat taxes make that one almost completely useless. The 2nd and 6th level function don't do anything as Combat Expertise is gone as a feat, leaving only the 10th level function of being slightly better at Combat Expertise.
Would you be ok with completely scrapping the entire feature due to being (almost) wholly obsolete? Losing the 10th level part doesn't really matter.

Well, I ain't the judge for this shindig, but I think I would adapt the feature by (for the 2nd and 6th level features) replacing all instances of "Combat Expertise" with "Deft Maneuvers".

I know Deft Maneuvers is significantly more useful than Combat Expertise, but "virtually" having it to qualify for other feats means NOT having the prevents AoOs aspect of the feat itself, or the CMB bonuses. I think that's a pretty hefty trade-off. One which will probably lead to you taking it earlier than Level 6, anyway.

BUT . . .. Since the purpose of the Class Feature is to let you start taking the feats folded into Deft Maneuvers, the above might well miss the mark for the intended feature completely. Maybe it should just be you get Deft Maneuvers at Level 2? You could even keep the advantageous Combat Expertise conversion ratio at level 10. And what reads like ti is a second bonus feat at Level 6, as the write up says it grants one without explicitly replacing that bonus feat . . ..


@Rutilus; It is a Religion trait, and so you must follow Gorum.

@Cuan- At level 2, you gain Deft Maneuvers as a Bonus Feat. This replaces Bravery. You still get the bonus feat for being a second level Fighter.


Those religious traits... Always so tempting.

There was one I considered for Mira that made her survival bonus +2 instead of +1, but it required following Gozreh and that just wouldn't work with the character.

Dark Archive

PaleDim's submission here. You mentioned this AP screaming for a bard. If it's related to skills, particularly social ones, I think this Sleuth might fit nicely.

Will probably polish up the background some more tomorrow, but not sure if that will be before the deadline or not.


ALL BARD PARTY!


DM Ragnarok wrote:

@Rutilus; It is a Religion trait, and so you must follow Gorum.

I updated the character to remove the Shield-Trained trait and replaced it with Vagabond Child. I also modified the gear to compensate for the trait change.

Also in case it isn't clear from my background, Rutilus would be at the protest in search of a contact.

Thanks again for running this.


I'll be submitting Sagar Faraux, a Half-Elven Lore Warden Fighter. The crunch in the profile still needs some work.

Background:
Sagar is born and raised in Kintargo. He grew up in a large house just outside the walls that separate the Greens from the rest of the city with his father, his mother and his younger sister.

His father is a tall, Elven man who came to Kintargo chasing rumours of his sister's death at the end of the Chelish Civil War. While looking for more information on his sister he worked as a tutor and a fencing trainer to the youths of Kintargo's noble houses. This was how he came to know Sagar's mother. She was the daughter of a lord of House Tanessen and he trained her younger brothers. They soon fell in love but when her father discovered he kicked him out of his house. When Sagar's mother was found to be pregnant she quickly followed.

Not willing to fully abandon his daughter and future grandchild but also unable to acknowledge them lord Tanessen disowned his daughter but at the same time bought he a house close by and made sure she'd never have to worry about money.

Soon after Sagar was born, with his sister Mereil following a few years later. From a very young age they were taught how to wield a blade. As they were older other things followed, ranging from proper etiquette to mathematics. When not training, learning or playing in the streets their father told them stories about the wider world and about their aunt, who apparently once fought for Kintargo's freedom and in the end paid for it with her life.

When his skill with a blade was considered to be good enough Sagar's father started taking him along when he gave fencing lessons. Eventually Sagar started teaching himself. Initially just the smallest children but eventually he taught all students. Looking for a more steady source of income and unwilling to compete with his father Sagar eventually branched out and started teaching dottari as well, much to his father's dismay.

Six years ago disaster struck the Faraux family as Sagar's mother fell gravely ill, passing away only six months later. Another six months later his father left Kintargo, unable to stay in the city that continuously reminded him of the deaths of his sister and his beloved wife and confronted with the idea that'd he'd probably have to eventually bury his children as well.

With both their parents gone times were tough for both Sagar and Mereil. While his sister had already secured a place as an apprentice silversmith Sagar had no such luck. With his father gone many clients sought teachers elsewhere. To them Sagar was still to young and unproven. Sagar then joined the dottari simply because he needed the money.

He worked as a dottari for several years and though it wasn't his dream job it was fine and it paid the bills. That all changed when Barzillai Thrune took over. The dottari changed. Some of the more aggressive and less tolerant members who until then were content to just mumble behind his back suddenly had the confidence to openly deride Sagar and other non-human members of the guard. The events of the Night of Ashes were the last push he needed to hand in his resignation.

Personality:
Sagar is a disciplined young man who lives his life by strict personal rules. He takes his work very seriously, whatever it is, and has trouble dealing with those that don't.

He has a healthy respect for the Law but is convinced that the laws of the land should serve the people and not the other way around. He very strongly believes in protecting those that can not protect themselves and would ideally see a system in place that organises such an effort.

Appearance:
He has shoulder length, silver blond hair, pale green eyes and a fair complexion. Standing at 6'7" and with a slender frame his build is more akin to that of an elf than that of a human. His somewhat rounder features and smaller ears still clearly mark him as half blooded.

He prefers greys and blacks in his clothing. Sometimes he combines those with a garish red scarf, the last present he got from his mother.

He never goes out without a blade, be it the long blade his father gave him or one of the shorter ones that his sister made him.


Completed submission from Chapel here.
I'll probably end up making everything link to the pfsrd or Archives of Nethys but, for all intents and purposes Jergo is complete.


Good luck choosing, GM Ragnarok!

Grand Lodge

Am I too late to apply with my cleric of Milani?


Sagar's crunch is now fully done.

Silver Crusade

Entering this guy quickly before the close. Designed for another campaign, all relevant background and stuff can be found in the alias. Linking the crunch here as well

Statistics:

Morvious Krupt
Male Human Slayer (Guerrilla) 1
CN Medium Humanoid (Human)
Init +6; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex, +0 shield)
hp 12 (1d10+2)
Fort +4 +1 vs Drugs or poisons, Ref +4, Will +1 +1 vs Mind affecting
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee Longsword +4 (1d8+3,19-20/X2)
With Power AttackLongsword +3 (1d8+5 19-20/X2)
Ranged Shortbow +3 (1d6 X3)
With Deadly AimShortbow +2 (1d6+2 X3)

Special Modifiers9
+1 attack and damage against agents of House Thrune or worshippers of Asmodeus
+1 attack and damage against studied target
------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 14, Int 14, Wis 13, Cha 12
Base Atk +1; CMB 4; CMD 16
Traits Ex-Asmodean, Secret Revolutionary,
Feats Quick Draw (Human Bonus), Improved Initiative,
Skills Adventure *Acrobatics +6, *Climb +7, Disguise +5, Intimidate +5, Knowledge (local) +6, Perception +5, *Stealth +6, Survival +5. Background Craft (Traps) +6, Profession (Trapper) +4
ACP -4

*ACP applies to these skills
Non-Standard Skill Bonuses +1 Stealth while motionless,
+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against studied Target

Languages Common, Infernal, Chelaxian

------------------------------
SPECIAL ABILITIES
------------------------------
Alternate Human Slayer Favoured Class Bonus: Gain 1/6 of a new slayer talent.
Strike First, Strike Last (Ex): A guerrilla adds half his level on Stealth checks when remaining motionless and reduces the penalty on Stealth checks when sniping by an equal amount. He also gains this bonus on his initiative checks in surprise rounds whenever he is aware of the surprise round and at least one enemy is unaware. This replaces track and swift tracker
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Equipment Lamellar(Horn) Armour, Longsword, Shortbow, Potion of Cure Light Wounds (2), Arrows (40)
Non Combat Equipment Travellers Outfit, Artisans Tools, Backpack, Bedroll, Belt pouch, Flint and steel, Iron pot, Manacles, Mess kit, Rope, Torches (10), Trail rations (5 days), Waterskin, Scarf (Worth 1 gold) .
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 89 lb.

Money 25 GP 0 SP 0 CP

Reason to protest is most likely going to be to protest the government, although he'll happily engage in violent protest just as easily as non violent


And the wait. Too many good options and too much expressed opinion in this thread for me to feel good about the chances.

Dark Archive

This one was particularly fun because I've never built such a skill-intensive character. I haven't actually played Starfinder yet, but I'm imagining the sleuth partially inspired the Envoy class.


Okay. Recruitment is officially closed. I'll have selections as soon as possible.


1 person marked this as a favorite.

I'll be holding down a drumroll until then.

...Everyone else you may wanna clear the area, my character's got a 7 charisma and I didn't take Perform.

51 to 100 of 105 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Freedom Cry (Hell's Rebels Recruitment) All Messageboards

Want to post a reply? Sign in.