DM Bloodgargler's Hell's Rebels

Game Master Camris

“The Lucky Bones was, to the public, a gambling hall and opium den.
In truth, the building was a front for a guild of thieves and abductors known as the Gray Spiders.
The full might of the Order of the Torrent came down on them, and when they were done, the Gray Spiders were no more.
But then Lictor Yehl, made the curious choice to seal the Lucky Bones. It was discovered that Yehl planned to return to the complex to loot it.
Yehl and the others were expelled, but no one ever followed up with the Lucky Bones.
Lictor Arcamo was ashamed of the entire episode and forbade any of the rest from investigating it, and in time, it all mercifully slipped from memory.
But those chambers still exist below the ruined gambling hall—chambers that were never mapped or officially reported. For all intents and purposes, they do not exist.
Sounds to me to be the perfect place for a rebellion to set up shop... provided someone first scouts the place out to ensure nothing unwanted has moved in!”

OVERVIEW COMBAT MAP


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Looking for one....

3rd level
20 pt buy
Wealth: 2000gp

Traits: three traits (one of which may be a campaign trait)
I'll also accept (your choice of skill) a class skill, and +1 to that skill. Just add fluff.

Background skills will be used.
Race + Class: pretty much any paizo source.
Hit points: max 1st level, half +1 every subsequent level.

It's best if your character is truly invested in Kintargo somehow.
Possible springboard...
What do you care for immensely/love or what is your goal/dream?
and how does House of Thrune martial law over Kintargo endanger/stand in the way of/etc...

The group is about 90% done with the first book.

Current group..
Human Urban Ranger
Half-elf Oracle
Gnome Investigator
Human Mesmerist


Hey! Definitely count me as interested, I love a good rebellion plot, so Hell's Rebels seems right up my alley. I've also got a couple character concepts I'd be interested in playing, but I want to ask what kind of character you particularly need or would like to see? Looking at what you have currently, I'm thinking a tanky melee frontliner would be useful, but if there's something else you guys would prefer, I can definitely pull something else together.


Hey guys.

I am interested in this. This monk character of mine is Stricia and she was in a Hells Rebels game that petered out at Level 2. So she's very close in the alias and here I've adjusted her to level 3 (dropped the point buy to 20 as well).

She's built as a front liner bodyguard type and her hook is that she was sent to help out the Order of Archivists as a guard. She arrived after the troubles started in Kintargo though and so she doesn't know what happened to them when she reaches the oppressed city. Her goal/dream is to find and protect the Archivists and whatever the heck Thrune is doing seems to be a threat to the Archivists.

I don't think I made any mistakes in upgrading her. Let me know any thoughts/comments.

I've put in a free rank in Kn:Religion as, though she isn't a high int character, she did grow up in a tradition that venerates scholarship.

Thanks for the consideration!

Female Human (Vudran) Monk Unchained 23 Age
LG Medium (Humanoid)

Init +6 (+1 dex +4 feat +1 competence ioun stone); Senses Normal; Perception +9 (+3 wis +3 rank +3 class)

Favored Class: Monk Unchained

Racial Modifiers: +2 STR, +2 WIS (Dual Talent)

Advancement Choices:

1st: Monk Unchained HP FCB
2nd: Monk Unchained HP FCB
3rd: Monk Unchained HP FCB

STATISTICS:

Str 18, Dex 13, Con 12, Int 10, Wis 17, Cha 8
Base Atk +3; CMB +7 (+3 BAB +4 STR) CMD 21 (10 + 3 BAB +4 STR +1 DEX +3 WIS)
Conditional:
Grapple CMB 9, CMD 23

DEFENSE:

AC 15, touch 15, flat-footed 10 (+ 1 dex, + 1 dodge + 3 wis)
HP 28 (1d10(10)+1d10(5+1)+1d10(5+1) + 1x3 con + 1x3 class bonus)
CMD: 21
Conditional:
Grapple CMD 23

Fort +5 (+3 base +1 con +1 cloak)
Ref +5 (+3 base +1 dex +1 cloak)
Will +5 (+1 base +3 wis +1 cloak)
Conditional
+1 Will against illusions (Trait)

OFFENSE:

Speed 40 ft.
Melee Unarmed 1d20+7 1d6+4 (+3 BAB +4 STR) (1d6 monk +4 str/x2)
Temple sword (masterwork) 1d20+8 1d8+4 (+3 BAB +4 STR +1 masterwork) (1d8 weapon +4 str 19-20/x2)
Stunning Fist DC 14

Ranged

Shuriken 1d20+4 1d2+4 (+3 BAB +1 DEX) (1d2 weapon +4 str /x2) (10 feet)

Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

Race:
Dual Talent get another +2 to attribute. Replaces Extra Feat and Bonus skill point
Class:
AC BONUS: Add wisdom bonus to AC

Flurry of Blows: When making a flurry the monk can make one additional attack at highest BAB

Bonus First Level Feat Stunning Fist: As feat but can attempt once per day per monk Level (2) Fort DC 15 (10 + 4 wis bonus +1 1/2 level)

Bonus First Level Feat Improved Unarmed Strike 1d6

Evasion: no damage on reflex save instead of 1/2

Fast Movement: +10 feet

Ki Pool: 1/2 monk level + wis modifier +1 trait. Additional full round attack

Ki Strike: Unarmed attacks magic for DR

TRACKED RESOURCES:

Ki Pool: 5/5
Stunning Fist: 3/3

Traits:

Pattern Seeker - +1 bonus on Per. Per is class skill. gain +1 trait bonus on saving throws against illusions
Open Palm Of Irori +1 trait bonus on Acrobatics and Kn:Religion. Once per day get +2 trait bonus on one damage roll when have ki pool
Honored Fist of the Society +1 ki pool

Feats:

Class: Improved Unarmed Strike
Class: Stunning Fist
First Level: Improved Initiative +4 on initiative checks
Monk Bonus First: Dodge +1 dodge bonus to AC
Monk Bonus Second: Improved Grapple No AOO on grapple attempts, +2 to CMB and CMD on grapple
Third Level: Crane Style, combat feat. Fighting defensively only -2 to attack, additional +1 to ac when fighting defensively.

Skills:

The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Adventuring (4 ranks per level (4 class)):
Acrobatics +7 (2 rank, 1 dex, 3 class, 1 trait) Rank 2
Climb +8 (1 rank, 4 str, 3 class) Rank 1
Diplomacy +3 (1 free rank, -1 cha, 3 class)
Intimidate +3 (1 rank, -1 cha, 3 class) Rank 1
Know: Religion +5 (1 rank, 0 int, 3 class, 1 trait) Rank 1
Perception +10 (3 rank, 3 wis, 3 class, 1 trait) Rank 3
Sense Motive +9 (3 rank, 3 wis, 3 class) Rank 3
Stealth +5 (1 rank, 1 dex, 3 class) Rank 1

Bluff 0 ()
Disguise 0 ()
Escape Artist +1 (1 dex)
Fly +1 (1 dex)
Heal +3 (3 wis)
Ride +1 (1 dex)
Survival +3 (3 wis)
Swim +4 (4 str)

Disable Device UNTRAINED
Spellcraft UNTRAINED
Use Magic Device UNTRAINED

Background (2 ranks per level):
Know: History +5 (2 rank, 0 int, 3 class) Rank 2
Linguistics +1 (1 rank,) Rank 1
Profession: Bodyguard +9 (3 rank, 3 wis, 3 class) Rank 3

Appraise +0 ()
Handle Animal 0 ()
Sleight of Hand +1 (1 dex)

Language:

Common, Vudran, Infernal

GEAR/POSSESSIONS:

Location: On Person
Monk's outfit 2 lbs
MW Temple Sword 20 lbs (330 gp)
Shuriken X 10 1 lbs (2 gp)
Cloak of Resistance (1000 gp)
Ioun Torch (75 gp)
Cracked Dusty Rose Ioun Stone (500 gp)

Location: In Sack
Acid Flask x2 (20 gp)
Potion of CLW x1 (50 gp)
Monk's kit 22 lbs (8 gp)

Carrying Capacity:
Light 100 lbs. or less
Medium 101-200 lbs.
Heavy 200-300 lbs.

Money: 15 GP

Total Weight: 47 lbs.

Background:

I was found, they tell me, wailing at the door of a Vudrani temple before I was old enough to walk, or even roll over. For the monks of the order this was not an unusual event as many of its honoured members were similarly abandoned, and then adopted, orphans.

I learned to defend myself and grew tall and lithe and skilled and strong. I won the respect of my peers, at first grudging, but finally unreserved.

The monastery I was raised in is the home of the Temple of True History in Vudra and dedicated to Irori. Built on the idea that history is not what is written by the victorious but what actually and truly happened and dedicated to finding and preserving it in our records. For that is truth, and the truth is precious, for without it there is no justice and without justice there is no law.

After I completed my training I was summoned by the temple masters. A message had been received from one of the many hidden organizations toiling in the dangerous places of the world where history is not seen as a sacred trust but as something to be mutilated to serve the propaganda of the powerful. This one, the Sacred Order of Archivists in the Chelaxian city of Kintargo was requesting someone be sent who could act as a guardian and bodyguard to the Archivists. As one of the most accomplished of the new monks of the temple I was sent out on this most dangerous and worthy of tasks. It was an honour to accept the charge.

As a part of my preparation for my posting I was taught the langauge of the devils and also counselled on how to treat with people. It is not a skill that comes easy for me and in the end my tutelage in it was ended when I was deemed 'adequate'. My failure to excel in this rankles me still.

The travel from the temple to Kintargo was an adventure in and of itself and when I arrived I found a city much different from the one the masters described. The stink of oppression lies everywhere and the contact who was supposed to meet me is nowhere to be found.

Allow me to introduce myself. My name is Stricia.

Description:

Stricia is a tall human woman. Her short hair is pure white which contrasts deeply with her mocha coloured Vudrani skin.
There seems to be not an ounce of fat on her body and she seems lithe and incredibly athletic. She moves with a surprising grace and her movements suggest incredible strength and balance.

She is wearing simple yellow robes and has a Vudrani sword strapped to her back. She might stand out in most other parts of Cheliax

Ht: 5' 11"

Wt: 170 lbs

Age: 23

Hair: Short, close cropped white

Eyes: Hazel

Skin: Mocha


@Ollietwist - I'm not too concerned about what is needed, but either damage dealer or tanky melee would be fine.

@Stricia - Looks good


I am dotting but got a few questions

1- will you be doing the rebellion as written or hand waving that portion of the AP I know some people like it and some don’t.

2- how is your group playstyle seem in the rebellion chaotic or more lawful group?

3- do you care on previous playing the ap?


1) I'm doing it pretty close to as written, but trying to integrate it more with gameplay when I can. Also, I'm doing all the rolls and calculations. They make the decisions, but don't need to get involved with the system. That said, there is a good chance I will nix it completely in the not-to-distant future. So yeah.. not a fan, but giving it a chance.

2) Too early to really say... maybe leaning slightly chaotic.

3) Though I prefer my players to have not run APs previously, I've never turned anyone away for that reason.


Here is stats and fluff for Beorn the Divine

Beorn:

Full Name : Beorn the Divine

Race: 1/2 Orc

Classes/Levels Bard(Chelish Diva) 3

Gender: M

Size : M

Age 24

Special Abilities :

Alignment: CG

Deity : Sheylen

Location : Westcrown

Languages :Common,Infernal,Elvish

Occupation : BARD!

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 14 (+2)
Height: 6'2" Weight: A secret! Hair: Black Eyes: Grey
Favored Class: Bard (hp)
EXP:
Hit Points: 27
Spd: 30
Init: +2
AC: 17 (+5 armor shield +2 dex)/Touch 12/FF 15)
BAB: +2
CMB: +5
CMD: 17
Saves: Fort +3 Ref +5 Will +3 (+5 v. Fear)

Weapons:
MW Falchion +6 2d4+4 18-20/x2
MW Falchion Power attack +5 2d4+7 18-20/x2
Dagger +5 1d4+3 19-20/x2
Coposite Shortbow(+3) +4 1d6+3 x3 70 feet

Skills: 6/level
Intimidate (3+2+2+3)10
Perception (3+3) 6
Know-Local (3+3) 6
Diplomacy (3+2+3) 8
Bluff (3+2+3) 8

Background Skills 2/Level
Perform-Sing (3+2+3+1 Trait) 9
Perform-Act (3+2+3) 8
Linguistics(Spent from class skill) (2+2+3) 7 Infernal,Elvish
Handle Animal (1+2+1 Trait) 4

Feats:Arcane strike (Swift action +1 damage and treated as magic),Power attack (-1/+2)
Traits:Diva in Training(+1 Perform skills and +1 DC of language dependant spells),Couragous(+2 trait save vs. fear),Beast Bond(You gain a +1 bonus on Handle Animal checks and Ride checks.)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Darkvision 60 feet
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Famous +1 Bluff/Intimidate in settlements/areas of less than 1000 people.Replaces Bardic Knowledge
Bardic Performance 10 Rounds Standard action
Countersong
Distraction DC 13
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm
Prima Donna:At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.
Versitile Performance Act(Bluff,Disguise)
Devastating Aria (Su)At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object(1d4+3), or half this damage to a living creature.
spells per day Unlimited/4////
Known
0.Message,Dancing Lights,Mage Hand,Detect Magic,Prestidigitation,Open/Close
1. Cure Light Wounds,Liberating Command,Saving Finale,Vanish
2
3
4

Equipment
Masterwork falchion (375)
Dagger (2)
Composite Shortbow (3) (300)
20 Arrows (2)
+1 Chain Shirt (100)
Wand of CLW (50) (750)
Bard's Kit (41)
backpack
bedroll
belt pouch
common musical instrument
flint and steel
ink, an inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin
432 gp

Description: Beorn is a strapping young man with a thick head of black hair and,(to his dismay) a still sparse mustache and beard. His
orc heritage is displayed by somewhat pointed ears and teeth and ruddy complexion. He attempts to dress well but quite often has to
be satisfied with common clothing.

Background:Beorn(he insists on adding THE DIVINE as his stage name.) was an abandoned child who was fathered by an orcish mercenary on a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education. Taking a liking to the arts, Beorn took every chance he could to learn singing and became a talented amateur who longed for the chance to stand on a grand stage. However, with the occupation by Thrune forces and the closing of the opera, Beorn found his hopes dashed and his resentment at the ridiculous laws by the new order grew until he found himself
actually thinking of commiting treasonous acts.

Personality, people he knows and loves.

1.Beorn loves to sing and shout, he often practices for relaxation and wants to start a school for youngsters. Beorn focuses on the little things, the laws against tea and dogs need to be targeted because every little thing counts. Beorn is not humble and will loudly proclaim his goals unless someone interrupts. Beorn will not engage in any mass destruction of property, broken doors and windows are no doubt expected but burning a place down will have him arguing against it.
2. Beorn will strive to get around the laws restricting tea and dogs by starting 'underground tea railroads' and homes for dogs. He is considering trying to train pigs to carry tea.
3. Lady Elizabeth Du'Arequette(mentor) a grand dame of Kintargo's social scene who sponsered Beorn's education by being the head of her social group. Has a liking for mini-pigs that she dresses in fancy frocks. Cullen D'Amberville(Mentor) Beorn's teacher in singing and acting, a rather stuffy and nervous man
who seems to be ashamed of his far off family and really doesn't want to be involved with them anymore. Gil Wulfenbach(rival) part class member of Beorn's a less talented but wealthier student who resents Beorn advancing past him and has sworn revenge!(They will all pay!)
4. OPERA! Beorn's first time standing on the stage of the grand opera reinforced his love of the art and he has pledged to restore it.SADNESS!
Beorn wept when Thrune's lack took over the opera and enacted his ridiculous laws, he fears for Kintargo's future. JUSTICE! Beorn will restore Kintargo to greatness and trample his foes under a stampede of pigs!
5. Beorn fears failing during his first live performance and keeps a bag of lemon drops with him at all times to make sure his throat stays primed. To fail and be forced to flee during his debut? MADNESS!!!


Okay! This is OllieTwist's character concept (only on the right alias this time), I'm still very much working on writing out her backstory, so that should be added in to the profile tomorrow, but I've at least got her settled stats-wise.

Currently, she's going to mostly be useful as a melee fighter, but if she's accepted she should be able to go into some tanking via Combat Patrol area denial at later levels, on top of the Arcane bloodline spellbreaking abilities.


Varia's backstory's been added, she's finished and ready to go!


All three applicants are more than acceptable, therefore I will close recruitment in 24 hours. If someone is working on an idea please let me know.. I'll give you some time beyond that to finish if needed.


Thanks for the consideration. Good luck to all!


Msyterion is not quite ready I thought I would have more time to finish, if your interested in this character let me know I plan on finishing him. I can hurry if you are in need for him to "show up" to save the day.


I'm going to pull out because its not ready, plus I decided mesmerist Or investigator would be the best class for him and you already have both


Okey doke. Sent you a now irrelevant PM... guess I should've refreshed this page first.
Like the concept.. good luck to you.


Alrighty. We are going to go with Stricia.
Thank you all for your interest, and best of luck to you and your characters.


Could use another... someone with at least some healing.

We are currently 4th level, and starting Book 2
Starting wealth: 3000gp

The rest of relevant info is on the top of the page here.

Current group..
Human Urban Ranger
Gnome Investigator
Human Mesmerist
Human Monk

Silver Crusade

I have a paladin of Shelyn I made for this AP, would that be acceptable?

background:

Picture/imae for Aria

Aria was found on the outskirts of town near the hinterlands when she was but a young child hardly able to walk. By a cleric of Shelyn who had been wandering the countryside for inspiration. When she was found, she amazingly wasn't malnourished, and already had raven black hair to her shoulders. Her piercing red eyes were seen for the wonder they were. The cleric sought about her family, but found none, and so decided to take her in at the church. What other reason would he have found her for, for surely the child was blessed by Shelyn due to such beauty at a young age. The cleric, by name of Daren, would care for her like a father would his own child. Teaching her the values of Shelyn, and, against the will of some of the clergy, taught her the art of combat, particularly that of the glaive, his deity's favored weapon. As of now, Aria still believes herself to be a human, completely unaware yet of her divine heritage

As the years past, it became obvious that the child had indeed been blessed by Shelyn, for when she was a teenager, her beauty was unmatched by any within the church, and possibly within the city (though this was quite debatable depending on who did the talking). Not only was she beautiful however, but she had been blessed with a wondrous singing voice and she grew into a very humble attitude that has been tempered lately by a growing pride.

She loves all art, and is a prominent promoter of the idea that anything can be made an art, even the dreadful business of war and battle. And that should times demand such horrible actions, to do them as elegantly as possible. Though, her personal taste is favored more towards that of music and practical art. She finds the greatest joy in both hearing, and making music. To her, music is the most powerful form of art, able to evoke a plethora of emotions in people, even ones they try to hide or do away with, and even can affect some animals. She also sees music as the truest, if perhaps, simplest form of expression of ones soul. At least, when ones creates music that is influenced by their feelings at the moment. Even bad music can move a persons heart, as she has seen with many couples. Her second preferred art is making the mundane and practical beautiful. Such as embroidery on armor and weapons. It does not lessen the quality of the item, but gives it even more value for beauty it adds to it. Though, she does understand the beauty of simplicity as well.

She also goes to great lengths to master combat, treating it as both an art, and a way to defend the ideals and beautiful things shes holds dear in the world. Her favored weapon is the glaive, though she easily make use of a sword and shield as well. Every morning she spends time practicing with her glaive in a ritualistic way, more to ingrain the movements in her muscles, and to help her clear her head for the day, than anything else. Much how a monk may meditate while practicing their movements.

While Aria was deemed blessed by Shelyn, she is still young and even by her admission has much to learn in some respects. She holds some sway in the decisions of the church of Shelyn in Kintargo, particularly those involving her adoptive father Daren, but holds no real place power as of yet within its clergy.

Recently, her few feats have been that of deflating a dangerous situation involving two hellknights and a civilian, managing to convince the knights to spare the man death and torture. She also created a painting of minor renown within the art community depicting a beautiful rose that bled blood, symbolizing the beautiful city of Kintargo that is being drained of its life and beauty by the oppressive rule of Thrune. She has also, away from prying eyes, urged the church of Shelyn to consider doing something, making points that, at the present state hardly any true art could be created, and even less could seek to create. She even made the outrageous claim that the rule of this Barzillia was suspect, if not outright unjust in so doing. The clergy of Shelyn were not even allowed to express themselves with their clothes due to all fine clothing being outlawed for any save a select few, or those that pay exorbitant sums of gold. The clergy, particularly Daren, have warned her to keep such thoughts to herself and close members of the clergy. However she is finding it ever harder to do so, not only in respect for the arts, but for the people of the town. She feels a rebellion may be close, their is a stiffness to the air and a hanging sense of dread. The thought of so many lives lost troubles her, she hopes a peaceful solution can be found before that happens that both keeps blood from being shed, and brings life and beauty back into the city. Though, if there is nothing that can be done to stop bloodshed, Aria has already made up her mind which side of that battle she would stand on.

Personality: Aria is contemplative most of the time, however this doesn't stop her bubbly nature from overflowing often. She is kind and caring to most everyone, always trying to bring cheer to folk. She has a tendency to easily get lost in thought, even at very inappropriate times. She can come off cold at first due to this and her piercing red eyes, however, any conversation with her quickly removes any thoughts of that sort as her friendly nature comes out quickly. She always looks for the best in people, sometimes to her own detriment (often times overlooking obvious flaws, particularly in those that seek her affections). Though, she does sometimes indulge in a bit of fun due to the cool demeanor that many seem to get from her. Acting the part of a cold, if almost abrasive, woman. Over time, this too, has turned into a sort of Art for her.

Appearance: Aria is of athletic build, and much more muscled and toned than an average woman. She isn't particularly tall, but she is mildly taller than the average human female. She has pitch black hair, a soft, pale complexion, and the only thing that would even hint at an angelic ancestry would be her red eyes, and sheer beauty.

additional-
1. She lives within the temple of Shelyn. It was they who took her in after she was discovered as a child on the outskirts of town.

2. She guards and helps with the temple of Shelyn, aids in their gatherings and proceedings, and frequently sings when possible. She also paints when she finds the time, however due to the martial law and utter oppression she has been unable to do either for awhile. She also has tried her hand at smiting, or, more aptly, etching and embroidering of armor.

3. She is closely tied to the church of Shelyn, and is well acquainted with many folk of the Opera and enjoyed their shows, or did. Until Barzillia all but closed it down and so was known within the Opera society.

4. Aria often can become lost in her thoughts, even walking around town, many times she has wandered past her destination due to becoming so lost in her own thoughts that she all but stops paying attention to things. While she isn't always lost in "sentimental" thoughts, I felt it was the best option to take to represent this. If you have a better fitting one, I'd be happy to look over it though!

5. No family, at least not blood family. She considers many in the church close to her, and while she loves the idea of love, she has never truly taken with a suitor, be it male or female. Though she often will at least accept and spend time with those that pursue her. She hasn't yet found one she feels "right" for her.

6. Well, they would gain closer ties to the church of Shelyn for one. Aria also has a level-headed mind, usually, has proven to be a natural leader of others, and is well respected by many of the cultured folk in town. She is a great mediator and diplomat, as proven when she managed to convince a couple of hellknights to not torture, or possibly kill, a poor man in the streets. She brings a kind perspective to things, and is defiantly no slouch with her Glaive or blade.


Certainly acceptable. Good stuff. Past my bedtime now, but I'll have comments tomorrow.

Scarab Sages

So is this a play by post or do you use virtual tabletop...

I have several ideas I'd try out...

A Paladin/Monk/Champion or Irori
An Arcanist who specializes in Force magic..A magic Missile/battering blast type
And a Masked Maiden Vigilante.

A caveat...I have been playing PF for 10 yers and gaming various systems since 1980...I have never participated in an online game...I don't think I'd be interested in play by post...I'm more interested in a skype, virtual tabletop game...

My email is Patman21967@comcast.net


Oh I’m very interested. I’ll put together something shortly, likely a Halfling Cleric of Cayden Cailean that works with the Bellflower network.


There's a pattern in the re-recruitments. More often than not groups are searching for a healer-type.
I'll think about a fire-themed Ifrit Healer...

Silver Crusade

Ellioti wrote:

There's a pattern in the re-recruitments. More often than not groups are searching for a healer-type.

I'll think about a fire-themed Ifrit Healer...

Check out the pheonix bloodline for sorcerers. You can heal with your fire spells! Hahaha.


rorek55 wrote:
Ellioti wrote:

There's a pattern in the re-recruitments. More often than not groups are searching for a healer-type.

I'll think about a fire-themed Ifrit Healer...
Check out the pheonix bloodline for sorcerers. You can heal with your fire spells! Hahaha.

that is actually awesome. Especially crossblooded with Elemental (Fire) and the Ifrit trait Fire Affinity...


Patman- Sorry, but this is a play by post game.


I've got a tiefling Shaman of the Slums that I like to put forward. Need to level him up and add it in since I used this alias for some PF2 playtesting. Should have details up today.


When are you closing recruitment?


Hmmm. Phoenix sorceror... but I'd feel bad if you want to go that way Elliot.


puh. You don't have to feel bad, but I definitely will :)


Quick question GM; I'm looking at the Devilbane Priest/Stoic Caregiver archetypes. They're mostly compatible, except both of them affect Domains, but in the same way; they only allow one Domain to be selected.

Does this disqualify them for being selected together? Or is that cool with you?


Ellioti wrote:
puh. You don't have to feel bad, but I definitely will :)

Well now I feel confused... is that better or worse?


PatheticWretch - I will leave it open for interest for at least a week, and give another week for tweaking and polish.

ElegantlyWasted - I would say they would not be usable together.. because they both seem to use the loss of a domain to balance added class features. However, if there is a strong character reason, we might be able to work something out.


Understood. I'll get working on a submission.


How do you feel about purchasing partially charged wands at a fractional price? Nothing game breaking, but things like bless or clw?


Vyrsketsky - I'm OK with that.


Nikolaus de'Shade wrote:
Ellioti wrote:
puh. You don't have to feel bad, but I definitely will :)
Well now I feel confused... is that better or worse?

I'm dropping out of the race


This game looks very interesting. I will be submitting a unicorn-bloodline sorcerer for your consideration.


Here is the submission for Rattlebones.

Adrian Vost
CG Human Male
Sorcerer (Unicorn) 4

Background:

Adrian Vost's story begins before he was born, when the Vost family lived in the Chelaxian capital of Egorian. A merchant family of middling success, Vost Shipping plied rivercraft down the length of the Adivian River from Lake Sorrow to Westcrown on the shores of the Inner Sea. His family were faithful Asmodeans -- initially for practicality in the infernal politics of the capital, but later as true believers. They were generally loving and nurturing, but their faith gave them a hard edge in their dealings with those outside the family. Adrian was to be the second son and fourth child in the family, destined to inherit the family business with his brother.
Things took a dramatic turn for the worse, however, when a high-ranking cleric of Asmodeus decided that Vost Shipping was too strong of a competitor with the shipping company he secretly controlled. The Vost family were accused of heresy, their property and money seized, and sentenced to slavery in a kangaroo court. Adrian's mother had been visiting a local physicker for her pregnancy, and was not home when the inquistor's arrived. She was able to escape the city with little more than the clothes on her back.

Fleeing the capital, she journed by foot northwest until she came to the Barrowood. She wandered for days through the trackless forest until she collapsed from exhaustion. She awoke to find herself transported to a secluded glen, with food and water nearby and all of her wounds healed. To her amazement, her rescuer was unicorn, a guardian of the forest who took pity on the woman great with child. The unicorn allowed her to stay until she was ready to continue her journey, and blessed her with strength and swiftness. Adrian's mother was able to travel through the Barrowood, through a pass in the Menador Mountains, and finally found the Yolubilis River that took her to Kintargo.

Adrian was born in Kintargo and raised in the Redroof district. He never met the rest of his family, and it pained his mother to speak of them. His mother supported them as a seamstress, and he was able to secure an apprenticeship with a local physicker who recognized his natural affinity for healing. After several years, Adrian was able to rent a small office and move his mother to an apartment upstairs. He was happy and content, but recent political turmoil has made him angry and frustrated with the government. He is currently looking for ways to do something, anything, that would help the downtrodden citizens of Kintargo.

Healing:

1. The unicorn bloodline is centered on healing and restoration.

Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.

Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).

2. I plan on taking max ranks in Heal, producing alchemical creations for healing, and investing in magic items for healing.

Please let me know if you have any questions. Thank you!


Here is Beorn again!

Beorn:

Full Name : Beorn the Divine
Race: 1/2 Orc

Classes/Levels Bard(Chelish Diva) 4

Gender: M

Size : M

Age 24

Special Abilities :

Alignment: CG

Deity : Sheylen

Location : Westcrown

Languages :Common,Infernal,Elvish

Occupation : BARD!

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 15 (+2)
Height: 6'2" Weight: A secret! Hair: Black Eyes: Grey
Favored Class: Bard (hp)
EXP:
Hit Points: 34
Spd: 30
Init: +2
AC: 17 (+5 armor shield +2 dex)/Touch 12/FF 15)
BAB: +3
CMB: +6
CMD: 18
Saves: Fort +3 Ref +6 Will +4 (+6 v. Fear)

Weapons:
MW Falchion +7 2d4+4 18-20/x2
MW Falchion Power attack +6 2d4+7 18-20/x2
Dagger +6 1d4+3 19-20/x2
Coposite Shortbow(+3) +5 1d6+3 x3 70 feet

Skills: 6/level
Intimidate (4+2+2+3)11
Perception (4+3) 7
Know-Local (4+3) 7
Diplomacy (4+2+3) 9
Bluff (4+2+3) 9
Sense Motive (4+3) 7

Background Skills 2/Level
Perform-Sing (4+2+3+1 Trait) 10
Perform-Act (3+2+3) 8
Linguistics(Spent from class skill) (2+2+3) 7 Infernal,Elvish
Handle Animal (2+2+1 Trait) 5

Feats:Arcane strike (Swift action +1 damage and treated as magic),Power attack (-1/+2)
Traits:Diva in Training(+1 Perform skills and +1 DC of language dependant spells),Couragous(+2 trait save vs. fear),Beast Bond(You gain a +1 bonus on Handle Animal checks and Ride checks.)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Darkvision 60 feet
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Famous +1 Bluff/Intimidate in settlements/areas of less than 1000 people.Replaces Bardic Knowledge
Bardic Performance 12 Rounds Standard action
Countersong
Distraction DC 13
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm
Prima Donna:At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.
Versitile Performance Act(Bluff,Disguise)
Devastating Aria (Su)At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object(1d4+3), or half this damage to a living creature.
spells per day Unlimited/4/2///
Known
0.Message,Dancing Lights,Mage Hand,Detect Magic,Prestidigitation,Open/Close
1. Cure Light Wounds,Liberating Command,Saving Finale,Vanish
2
3
4

Equipment
Masterwork falchion (375)
Dagger (2)
Composite Shortbow (3) (300)
20 Arrows (2)
+1 Chain Shirt (100)
Wand of CLW (50) (750)
Bard's Kit (41)
backpack
bedroll
belt pouch
common musical instrument
flint and steel
ink, an inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin
432 gp

Description: Beorn is a strapping young man with a thick head of black hair and,(to his dismay) a still sparse mustache and beard. His
orc heritage is displayed by somewhat pointed ears and teeth and ruddy complexion. He attempts to dress well but quite often has to
be satisfied with common clothing.

Background:Beorn(he insists on adding THE DIVINE as his stage name.) was an abandoned child who was fathered by an orcish mercenary on a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education. Taking a liking to the arts, Beorn took every chance he could to learn singing and became a talented amateur who longed for the chance to stand on a grand stage. However, with the occupation by Thrune forces and the closing of the opera, Beorn found his hopes dashed and his resentment at the ridiculous laws by the new order grew until he found himself
actually thinking of commiting treasonous acts.

Personality, people he knows and loves.

1.Beorn loves to sing and shout, he often practices for relaxation and wants to start a school for youngsters. Beorn focuses on the little things, the laws against tea and dogs need to be targeted because every little thing counts. Beorn is not humble and will loudly proclaim his goals unless someone interrupts. Beorn will not engage in any mass destruction of property, broken doors and windows are no doubt expected but burning a place down will have him arguing against it.
2. Beorn will strive to get around the laws restricting tea and dogs by starting 'underground tea railroads' and homes for dogs. He is considering trying to train pigs to carry tea.
3. Lady Elizabeth Du'Arequette(mentor) a grand dame of Kintargo's social scene who sponsered Beorn's education by being the head of her social group. Has a liking for mini-pigs that she dresses in fancy frocks. Cullen D'Amberville(Mentor) Beorn's teacher in singing and acting, a rather stuffy and nervous man
who seems to be ashamed of his far off family and really doesn't want to be involved with them anymore. Gil Wulfenbach(rival) part class member of Beorn's a less talented but wealthier student who resents Beorn advancing past him and has sworn revenge!(They will all pay!)
4. OPERA! Beorn's first time standing on the stage of the grand opera reinforced his love of the art and he has pledged to restore it.SADNESS!
Beorn wept when Thrune's lack took over the opera and enacted his ridiculous laws, he fears for Kintargo's future. JUSTICE! Beorn will restore Kintargo to greatness and trample his foes under a stampede of pigs!
5. Beorn fears failing during his first live performance and keeps a bag of lemon drops with him at all times to make sure his throat stays primed. To fail and be forced to flee during his debut? MADNESS!!!

Silver Crusade

Here is the character sheet for Aria.


Vyrsketsky: Shaman of the Slums

Vyrsketsky’s backstory:

Vyrsketsky (Veer-SKET-skee) isn’t sure at what age he learned to sneak into the opera house to hear performances. Or when he realized he could move through Kintargo more easily than most. Or when his friend, the rat Gratnik, began speaking to him. Kintargo sings to him, telling a story of the city it could be. This connection to the city hasn’t gotten unnoticed by his neighbors, and Vyrsketsky is something of a leader in his part of the tiefling slum known as Devil’s Nursery. Fellow tieflings come to him for advice, and he’s been known to solve problems and use his fledgling magic to help. He bounces among different menial jobs, enjoying the experience of visiting different parts of the city for each, although he does have a special knack for herbs and healing.

Kintargo is his home, despite not being universally accepted by all due to his heritage. That’s why he looks up to Strea Vestori, and hopes for a day when tieflings can come out of the slums. While the arrival of Barzilai Thrune has changed the song of the city, with Gratnik’s encouragement, Vyrsktsky does not despair. He sees this clumsy despot as a catalyst for change, and believes with Milani’s guidance Kintargo can be the city it’s meant to be. He planned to approach the Rose of Kintargo, but not before Thrune arrived and now the organization has gone silent. He’s eager to find others to work with for the goal of a free Kintargo.

Vyrsketsky’s stat block:

Vyrsketsky
Male demodand-spawn tiefling shaman 4
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 18 (4d8+7)
Fort +5, Ref +5, Will +9
Defensive Abilities share will; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +3 (1d8)
Ranged sling +5 (1d4)
Special Attacks:
channel positive energy 3/day (DC 14, 2d6), hexes (chant, evil eye, fortune)

Spell-Like Abilities (CL 4th; concentration +6)
1/day—bear's endurance
Shaman Spells Prepared (CL 4th; concentration +8) [S] = spirit spells
2nd—barkskin, hold person (DC 16), warp wood (DC 16); lesser restoration[S] or summon swarm[S]
1st—burning hands (DC 15), cure light wounds, heightened awareness, summon nature's ally I; charm person[S] (DC 15) or detect undead[S]
0 (at will)—daze (DC 14), detect magic, mending, stabilize
Spirit: Slums
Wandering Spirit: Life
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Extra Hex, Improved Initiative
Traits dangerously curious, deft dodger, star struck
Skills:
Bluff +2 (+6 to tell a lie)
Diplomacy +6
Handle Animal +8
Heal +8
Knowledge (local) +2
Knowledge (nature) +4
Knowledge (planes) +4
Knowledge (religion) +4
Linguistics +2
Perception +8
Profession (herbalist) +10
Spellcraft +6
Survival +8
Use Magic Device +9

Languages Common, Elven, Infernal, Tengu

SQ beguiling liar, doors to everywhere, prehensile tail, spirit animal (rat named Gratnik)

Combat Gear: potion of cure light wounds, scroll of comprehend languages, scroll of entangle, scroll of magic stone, scroll of monkey fish, scroll of obscuring mist, wand of bless (10 charges), wand of cure light wounds (20 charges), acid, alchemist's fire, vermin repellent;
Other Gear +1 studded leather, morningstar, sling, cloak of resistance +1, chalk, sack, scroll case, twine (50')[APG], waterskin, wooden holy symbol of Milani, 153 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Beguiling Liar +4 to Bluff to tell a lie.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (7 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Shaman Channel Positive Energy 2d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spirit Animal (spirit animal (rat named Gratnik)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

One possible tweak:

GM: If you were to select Vyrsketsky, I’d like to talk with you about perhaps getting rid of his familiar in exchange for something more like the Speaker of the Past archetype, where the shaman communes with ancestors. In this case, it would be with the city itself. Not sure what the trade-off would be, but looking at cartomancer witch and zeitgeist binder spiritualist for ideas. Maybe a set of Kintargo-themed spells that replace the normal slums spirit? If chosen and you amenable I could come up with a proposal for you approval.


I going to avoid the phoenix so I don't get too close to the already submitted sorceror. Looking at doing a Kinetic Chirugeon instead, mixing healing and blasting in equal measure :)

@DM: would Water Affinity have any effect on elemental focus water, either wild talents or con score, in the same way it works for sorcerors etc?


Adrian Vost - I really like that background... character seems interesting as well.

Beorn - Hello again. Character looks like it would be fun to play and play with.

Rorek55 - Aria looks good, and very good tie-ins to the campaign.

Vyrsketsky - looks good... I will look into your tweak options.

All - I will dig deeper this week - will do a light character audit, hopefully get a little input from current players, and look at your submissions' effectiveness in the coming book(s) and with party dynamics in mind.

Nikolaus de'Shade - I would say so... not sure exactly how, but I'll look into it.


Akukho is ready - a kinetic Chirurgeon, so a slightly different take on being a healer. Within the next couple of levels he'll get ability damage curing though and he has paladin mercies so there's a fair amount that he can do.

Background is based on the Rivers of London series by Ben Aaronovitch, the idea that rivers have their own 'gods'. Akukho is a minor 'god' of a tributary of the Yolubilis River which flows through Kintargo. Thrune's cutting off the cities trade and putting tolls on the bridge is worrying the river gods so Akukho has volunteered to go into the city proper and try to help restore the old order.

Everything should be in the profile. Let me know if there are any questions!


Akukho - interesting... have you seen this >Kinetic Invocation< (Be sure to read the Special at the bottom of the text.)


Shiny! Would you permit this? It would be a nice bit of extra versatility when I actually get to the level to use those spells! :D


I'm interested in applying with a tweaked version of this character.

A couple of questions off the top of my head: Are you using the Silver Ravens Organization Rebellion Rules from the HR Player's Guide and, if so, should our characters be built with the boons likely already achieved from that system (+1 skill point, bonus feat, 300-gp potion/gift)?


We are currently using the rebellion rules though I'm not certain if and for how long we will. I would say to not include the boons... we can work that in after the selection has been made.

Akukho - Yes... I'd allow the use of that.


Here's the tweaked version of Jessibel I promised. For healing, she's got both cure light wounds and cure moderate wounds in her spell repertoire. Depending on how her character wealth turns out, maybe she could own a wand of cure light wounds as well (or instead of CMW). For easy inclusion into the game, I gave her connections to Setrona Sabinus and the Jhaltero noble family.

The biggest quirk in her build is that she's a member of the Kintargo Opera House Society from Inner Sea Magic. I included a spoiler near the bottom of her sheet with those rules included. In previous games, she'd managed to earn two low-level boons from this membership: eclectic training and the Idolized award. The entrance fee and semester fees may cut into her character wealth (although she's got the Noble Stipend feat). This might require some math if she's selected as-is...or we could drop the whole KOHS angle if you'd prefer.

Jessibel Aulamaxa Character Sheet/Background:

Jessibel Lily Aulamaxa
_____________________________________________
Race Human
Gender Female
Age 18
Class Bard (Silver Balladeer) Level 3
Class Rogue (Charlatan) Level 1
Init +3; Senses Perception +7
AL Neutral Good
DoB 10/1/4697
_____________________________________________
DEFENSE
_____________________________________________
AC 18, touch 13, flat-footed 14
(+4 armor, +3 Dex, +1 shield)
hp 30
Fort +2, Ref +8, Will +3; +4 bonus on saving throws against curses, hexes, and charm effects
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee mithral rapier +7 (1d6 piercing/18-20) or dagger +5 (1d4 piercing, slashing/19-20)
Ranged shortbow +5 (1d6 piercing/x3)

Special Attacks
bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire courage +1, inspire competence +2), sneak attack +1d6
Bard Spells Known (CL 4th; concentration +7):
0—detect magic, light, mending, message, prestidigitation, read magic
1st (4/day)--charm person (Will DC 14/15^), coin shot, cure light wounds, undetectable alignment
2nd (2/day)—cure light wounds, heroism
_____________________________________________
STATISTICS
_____________________________________________
Str 10, Dex 16, Con 13, Int 13, Wis 10, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Noble Scion, Noble Stipend, Weapon Finesse (B), Lingering Performance
Traits Charming (social), Possessed (magic), Child of Kintargo (campaign)
____________________________________________
SKILLS (class Skills in Bold) Boons: (n/a; was Disguise)
____________________________________________
Acrobatics +9 (+4 ranks, +3 class, +3 Dex, -1 ACP)
*Appraise +
Bluff +12/+13^ (+4 ranks, +3 class, +1^ trait, +2 Idolized, +3 Cha)
Climb +
*Craft +
Diplomacy +12/+13^ (+4 ranks, +3 class, +1^ trait, +2 Idolized, +3 Cha)
Disable Device +7 (+2 ranks, +3 class, +3 Dex, -1 ACP)
Disguise +7 (+1 rank, +3 class, +3 Cha)
Escape Artist +
Intimidate +
Knowledge (local) +9 (+4 ranks, +3 class, +1 BK, +1 Int)
*Knowledge (nobility) +12 (+4 ranks, +3 class, +2 feat, +1 trait, +1 BK, +1 Int)
Knowledge (all others) +2 (+1 BK, +1 Int)
*Linguistics +
Perception +7 (+4 ranks, +3 class)
*Perform (act) +10 (+3 ranks, +3 class, +1 feat, +3 Cha)
*Perform (dance) +8 (+1 rank, +3 class, +1 feat, +3 Cha)
*Perform (sing) +11 (+4 ranks, +3 class, +1 feat +3 Cha)
*Profession +
Sense Motive +4 (+1 rank, +3 class)
*Sleight of Hand +
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth +9 (+4 ranks, +3 class, +3 Dex, -1 ACP)
Swim +3 (+1 rank, +3 class, -1 ACP)
Use Magic Device +
* Background Skill
^ Includes +1 trait bonus on a character who is or could be sexually attracted to Jessibel.

Kintargo Opera House Society Education Skill Checks: Bluff, Diplomacy, Linguistics, Knowledge (nobility), Perform (any)
FAME: 6
PRESTIGE POINTS: 1

Languages Common, Infernal
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ bardic knowledge +1, pure heart, silver mastery, eclectic training, idolized, natural born liar
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear mithral rapier (1020/1), dagger (2/1), mithral shirt (1100/12.5), mwk buckler (155/5), signet ring*, explorer's outfit* (), noble’s outfit* (75/10), masterwork studded leather* (175/20), masterwork backpack (50/4), spell component pouch (5/2), belt pouch (1/.5), 3 entertainer’s outfits (9/12), reversible black-and-red winter cloak (4/3), water/wineskin (2/4), Kintargo blue book (5/1), 20 doses night tea (1/-), silver unholy symbol of Asmodeus
* Free with Child of Kintargo feat, character creation; Key = (price/weight)
Gold 19 gp (last update: Aria Park performance)
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 115 lbs.
Eye Color Blue
Hair Color Black
Region of Origin Kintargo, Cheliax
Parents Regions of Origin Father - Cheliax / Mother - Cheliax
Deities Abadar, Cayden Cailean

Appearance
Jessibel is a darkly-attractive young lady with the graceful arms and muscular legs of a dancer. Although she enjoys expensive clothes she’s not above dressing down for a fun night of ‘slumming.’
Personality
Jessibel is a confident, fun-loving, at times bratty child of privilege. She can be a maddening mix of actions and emotions, carefree and reckless one moment and deeply caring and responsible the next, selfish and self-centered followed by acts of pure selflessness. She needs and has grown accustomed to her creature comforts but feels for those who have little or nothing. She’s also a budding actress/dancer/singer/entertainer extraordinaire, certain that she’s destined to be Kintargo’s next big celebrity. Since Thrune’s ascension to power, Jessibel’s become a more responsible person…at least by her standards.

Backstory:
At first, the new lord-mayor’s Proclamations seemed but an inconvenience and annoyance to young Jessibel Aulamaxa, favorite granddaughter of Archbaroness Eldonna. The fact that Barzillai Thrune had claimed the world-famous Kintargo Opera House for his headquarters and shut down the iconic institution cost Jessibel a small role in the production of the infamous Huntress of Heroes. While that was hardly devastating to the young bard, when she was invited to join the now displaced Kintargo Opera House Society and actually had to help its members convert an abandoned warehouse into its new headquarters…well that got the young bard positively miffed! Also, the city's new curfew has curtailed opportunities for all the city's entertainers to perform, costing her coin and delaying her dreams of becoming a star.

To make matters worse, Archbaroness Eldonna Aulamaxa, frustrated with the alarmingly diminished role of the Court of Coin, is worried about the noble house's finances going forward in Lord-Mayor Thrune's new Kintargo. As a result, she cut back stipends to non-essential personnel, and Jessi’s mother suspended Jessi’s allowance indefinitely! Terrible timing, as it turned out, for Jessibel had just sunk much of her savings into a masterwork set of studded leather armor with a matching backpack. Forced to sing for her supper (and all the goodies a young noblewoman has a right to expect!), Jessibel decided to perform at the fateful Aria Park Protest to earn some coin by entertaining the crowd. Although the protest ended in a riot, Jessibel made some friends by helping an overwhelmed group of student protesters beat back the attack of a gang of rowdy Chelish Citizens’ Group thugs with her inspirational battle songs and blade of her rapier.

Her efforts that day changed her fortunes considerably. In addition to making a tidy profit, the budding performer came to the attention of Giveni Henge, a bard himself and the proprietor of the Three-Legged Devil dance hall in Old Kintargo. Something of a revolutionary at heart, Henge not only hired the pretty young lady to work the crowd in his establishment as a “front-room girl” (as opposed to the lasses-for-hire who work its back rooms and upstairs), he put in a good word with her with the remnants of the Kintargo Opera House Society. When that (once) prestigious institution sent Jessibel an invitation to join, Lady Eldonna gifted her granddaughter with a generous stipend (100 gp per week, as per the Noble Stipend feat) and lent her the hefty admission fee. Under the alias of Amanda Juliarc, a visiting student from Corentyn, Jessibel has been instrumental in fomenting anti-Thrune sentiment in both the Society and wider city: She contributed the song “We Be Thrunies” to the successful socio-political play “Night of Asses,” distributed cartoonish literature meant to mock both Lord-Mayor Thrune and his Proclamation the Second, and is spreading the word among Kintargo’s student population on a new use of the prestidigitation spell she calls the Silver Bird: a silver circle drawn on a public surface with a middle finger raised at an angle (to make it look a little bit like a soaring avian) to show Thrune what they think of his short reign thus far.

In her spare time, Jessibel also adventured with some of the folks she’d helped battle the Chelish Citizens Group during the Aria Park Protest. The party’s leader, a dwarf approaching middle age named Turl, had been a young adult during the tumultuous years of the Chelish Civil War. He’d had interactions with members of the original Silver Ravens organization, and one of these lesser Ravens, a half-elf bard who went by the stage name of Silverbelle, caught Jessibel’s interest. Silverbelle had been a specialist bard known as a silver balladeer, with powers that augmented items made from steel and its marvelous cousin mithral.

Though Jessibel became obsessed with learning about Silverbelle, silver balladeers, and the old Silver Ravens organization, she, Turl, and two other novice adventurers (a brother and sister from the Albaster Academy) spent most of their time and effort thwarting the plans of the Chelish Citizens Group in the city’s Redroof and Old Kintargo districts. Still, Jessi pressed Turl on his memories of Silverbelle and the Silver Ravens, and the dwarf’s recollections led the adventurers to the Fair Fortune Livery and the safe house beneath it. Though it had already been ransacked (by the new Silver Raven PCs), Turl was struck by a sudden epiphany. Suspecting that Silverbelle had perished shortly before the Silver Ravens disbanded, he wondered aloud where the rebels had buried their honored dead, commenting that there was a little-used cemetery called the Tears of Aroden located just a block north of the old livery. There the adventurers discovered a family crypt belonging to the Argent family. The crypt door’s lock was broken, so the heroes crept inside to investigate.

Sure enough, this was where the Silver Ravens had interred their fallen associates, and Silverbelle’s marked sarcophagus was indeed present. Unfortunately, the place had become the lair of a pack of ghouls, and the undead ambushed the intruders. Jessibel was paralyzed during the battle, but she regained her senses near its end, finding in herself the courage and skill to somehow put down the last two badly-wounded ghouls. It was a hollow victory, however: Turl and the male sibling had been slain, and her brother’s death caused his sister to quit the adventuring life for good, leaving Jessibel with only her Opera House Society friends.

Unknown to Jessibel, during her moments of paralysis at the claws of a ghoul, her body was possessed by the lingering spirit of Silverbelle. Silverbelle subtly guided her young host since, offering hinted insights in her dreams and leading the promising young noblewoman to her journal, secreted away in a secret cubbyhole in the Fair Fortune Livery’s safehouse. The weak but benevolent and helpful spirit still offers her knowledge when Jessibel needs it but is most powerful when Jessibel is asleep or unconscious. It is during such times that Silverbelle’s spirit can actually briefly take control over her host’s body.

Since that fateful day, Jessibel has been training herself as a silver balladeer, all the while working against the illegitimate rule of Lord-Mayor Thrune. In addition to seditious work with the Kintargo Opera House Society, she’s also undertaken side missions for her many allies and trainers: her grandmother; Giveni Henge; a boisterous acquaintance of Henge’s named Setrona Sabinus, who runs a tavern in Old Kintargo called the Tooth and Nail; and allied agents from Songbird Hall. Most recently, Archbaroness Eldonna has suggested a test alliance with Baron Canton Jhaltero, suggesting that together they mold Jessibel into someone capable of both gathering useful information (a Jhaltero specialty) and spinning that info to sway public opinion (an Aulamaxa trademark).

SILVER BALLADEER (ARCHETYPE)

Spoiler:

Alignment: Any Good
Pure Heart (Ex): At 2nd level, a silver balladeer gains a +4 bonus on saving throws against curses, hexes, and charm effects. This ability replaces well-versed.
Silver Mastery (Su): At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons. This ability replaces the 2nd-level versatile performance.
More stuff at 8th level….

CHARLATAN (ARCHETYPE)

Spoiler:

A charlatan is a master of lies and deception. Whether creating simple cons or elaborately woven hoaxes capable of swaying the masses and those in positions of power, a charlatan is often a purveyor of snake-oil, forgeries, and rumormongering.
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
Rogue Talents: The following rogue talents complement the charlatan archetype: black market connections*, coax information**, convincing lie*, honeyed words**, and underhanded*.
Advanced Talents: The following advanced rogue talents complement the charlatan archetype: hard to fool*, skill mastery, and unwitting ally*.

KINTARGO OPERA HOUSE SOCIETY INFORMATION/RULES

Spoiler:

Spellcaster Guild
Spellcaster guilds are superficially similar to academies in that their members work together and trade knowledge to better the group overall. Alchemists, bards, multiclassed spellcasters, and spellcasters who specialize in item creation are the primary members of guilds.
As guild students increase in fame, they gain the following rewards.
Eclectic training (5 Fame): Guilds often require members to master and train in different subjects. When your fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
Senior Guild Member (20 Fame): You have become a senior member of the guild. Select a category of magic item (such as magic armor, magic weapon, rod, or staff) that has an association with your guild (if no association seems appropriate, select wondrous item). Using guild contacts, you can gain a 10% bonus on the amount of money you make selling these items.
Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Guildmaster (50 Fame): You become one of the masters of your guild, and no longer need to pay tuition—every time you would normally pay tuition, you instead earn that amount of gold as your salary.

Kintargo Opera House
Growing swiftly and welcoming non-Chelish students, this Chelish opera house is building a dangerous reputation for fostering “free thinkers.”
Location: Kintargo, Cheliax
REQUIREMENTS
Entrance Fee: 500 gp
Entrance Exam: DC 17 Perform (sing) check
Tuition: 200 gp/6-month semester
EDUCATION
Education Check: Bluff, Diplomacy, Linguistics, Knowledge (nobility), Perform (any)
Semester: 6 months
Flunk: 3 consecutive failed Education checks
EXTRACURRICULAR TASKS
Troublemaker (+1 Fame): By taking a risky mission to gather blackmail information on a noble, learn a secret guarded by the government, or otherwise perform some minor act of resistance against either the House of Thrune or the church of Asmodeus, your Fame score increases by +1.
AWARDS
Idolized (5 PP): You’ve built your glamour, fashion, confidence, and sex appeal to a point where it’s not only unmistakable, it can almost be thought of as a weapon. You gain a +2 bonus on Bluff and Diplomacy checks. Treat your caster level as 1 higher for purposes of determining the duration of any enchantment spell you cast.
Projection (5 PP): You’ve learned how to project your voice with authority, which even strengthens certain spells that you cast. For any language-dependent or sonic spell that has a range greater than personal or touch, treat your caster level as 2 higher for the purposes of determining your maximum range.
Virtuoso (50 Fame, 10 PP): You have become a diva, idol, or star performer, or otherwise achieved a level of fame that even your fellow performers are jealous of. Your self-confidence gives you a permanent +2 morale bonus on all Will saving throws against mind-affecting effects.

Education Check: A skill check with a DC of 15 + the student’s current ranks in that skill.

About Semesters
Every school functions on what are known as “semesters.” You can make one Education check (using a skill chosen from your school’s Education check options) per semester. A semester’s actual in-game duration varies from school to school, and you shouldn’t hesitate to further adjust a school’s semester length to match the speed at which time passes in your campaign. As a general rule, a student should be able to attempt 4 to 6 Education checks per character level, so if in your games characters gain levels at a much accelerated or much slowed rate, you should adjust the length of a semester accordingly. One relatively simple way to hand-wave semesters is to simply treat each game session, no matter how much time passes during that session, as a “semester,” and allow characters in schools an Education check at the end of each game session. You can also simply time these checks to character level, and allow characters to make 5 Education checks all at once every time they level up.


Any idea of when decisions will be made? :)


I’ll say Tuesday.

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