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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I always have a hard time with recruitment, and this has been no different. Any of the submissions would've been acceptable, but I am going to go with Akukho.

Thank you all for your submissions, and I wish you all the best.


RE-RECRUITMENT OPEN

We are recruiting to replace some players who have dropped out along the way.
Currently we have three front line characters:
-Erodel Voralius, Male Human Urban Ranger L5
-Grumenio “Nio” Venaticus, Male Human Inquisitor (Sacred Huntsmaster) L5
-Stricia, Female Human Unchained Monk L5

We are recruiting for THREE more characters.
One skill monkey, one arcane caster, one divine caster, or some multirole thereof. One of those selected will be a healer of some kind.

Character Creation:
- Pathfinder 1 game char.
- 20 point buy, 5th level.
- Core Races are preferred in this AP, but almost any other race can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed, except Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign from the Hell’s Rebels Player's Guide. You can take another trait if you take a drawback as well.
- Max HP at first level, Average+1 on subsequent levels.
- Character Wealth=$10,500.00.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival. It's best if your character is truly invested in Kintargo somehow. Example, 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...
- Most of the AP will be very town based (But not all).
- No Evil alignments.
- No firearms.
- The Core and APG are a must, Ultimate Intrigue is handy.
- Background Skills rule is from Unchained is available if you can access it.

Table Rules:

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters/basic combat attacks.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
I aim to select in a week/10 days; so July 1 is my target.
Good luck!


Hi,

Looks like a human Galtese Urban Skald Lady, aiming to raise the downtrodden heavily opressed by the reactionary Chelish is right at home in this one! Vive la Revolucion!

Quick mechanic TLDR:
--Urban Skald so you can keep casting and doing your thing while accepting the rage
--Typically boosts Dex rather then STR or Con, because she will be a ranged combatant for the most part. Not a very good one, but a passable one.
--Once per day access to cleric and wizard spell list via spell kenning
--Does not fall over and die immidiatly if meleed by enemies
--Face/Skill monkey, not particularly stealthy, but has excellent lore skills.

Background:
--Probably spirit totem, given that she will be singing the International (Arise ye pris’ners of starvation
Arise ye wretched of the earth
For justice thunders condemnation
A better world’s in birth!) a lot it seems appropriate
--Refugee from Galt, perhaps associated with the Kintargo opera house (I know that this is a thing, but I dont know any more about it) who noticed her immense vocal range and took her in. Really invested in it in this case.
--Maybe an Atheist, formerly Callistrian but soured on it due to excessive vengeance demands
--Chaotic good
--Will take/attempt to convince or convert people before resorting to violence, was partly shell shocked by what the Galtese revolution turned into (fled as a child together with her not yet worked out parents), so, genuinely good and compassionate.
--I am good in terms of coming up with insults to use via infuriating mockery class ability, Some in character French Taunting is never wrong yes? :).

Ill get the actual character up over the weekend.


re-dot. I was interested on page one and I am again now. Will look for a suitable character


Sure I'll make one up.


Hi.

I am really interesting in playing this. I've played through book 1 several times with different characters but the groups never got onto book 2 and so would be super keen to play through more of the story.

At the moment I'm thinking about playing a Tengu Shaman with the Waves and Life Spirits. More than happy to play a support/healing character.

Sparkbeak has been a lucky mascot on many a boat throughout the inner sea. He started life in Absalom but to be honest, the sea is his real home. Although he has stopped off at many a port in his few years, Kintargo has always held a special place in his feathery heart. Not only because it has a bustling Tengu community, but because the famous Jackdaw is from Kintargo! It's fairly obvious to Sparkbeak that Jackdaw must be a Tengu, with silver feathers. Seems a little on the beak to him.

Male Tengu Shaman 5
CG Medium Humanoid (Tengu)

Init: +0
Low-light Vision
Perception: +7 (+5 wis, +2 racial)

Favoured Class: Shaman

Racial Modifiers: +2 Dex, -2 Con, +2 Wis

Statistics:

Str: 13, Dex: 10, Con: 10, Int: 10, Wis: 20 (+2 Headband), Cha: 16 (+1 lv 4)

BAB: +3, CMB: +4 (3 BAB, 1 Str), CMD: 14

Defence:

AC: 19, Touch: 10, Flat-Footed: 19
HP: 33 (1d8(8) + (1d8(4)+1) x 1x5 HP FCP)

Fort: +1
Refl: +1
Will: +9

Attack:

Speed: 20ft (Full-plate)

Melee: Bastard Sword, Attack: +4, Dmg: 1d10+1 (19-20/x2)

Ranged: Light Crossbow, Attack: +3, Dmg: 1d8 (19-20/x2)

Special Abilities:

Race: Gifted Linguist, Low-Light Vision, Swordtrained, Sneaky, Natural Weapon.

Class:
Familiar: Thrush (+3 Diplomacy).
Spirit Animal: Must commune with my familiar for one hour each day for spells.
Spirit: Waves, Current Wandering Spirit: Life

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Wandering Spirit: At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them.

Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes.

Spirit Ability: Wave Strike

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Spirit Ability: Channel +3d6
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Tracked Abilities:

Channel Energy: 4/4
Wave Strike: 6/6
Water Sight: 5/5

Prepared Spells:

0 level: Arcane Mark, Dancing Lights, Know Direction, Stabilize
1st Level: Bless x2, Ears of the City, Obscuring Mist, Protection from Evil. Spirit Spell: Hydraulic Push.
2nd Level: Cure Moderate Wounds x2, Reinvigorating Wind. Spirit Spell: Slipstream.
3rd Level: Call Lightning, Dispell Magic. Spirit Spell: Water Breathing

Hexes:

Water Sight: The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that’s at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Evil Eye: The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Traits:

Starstruck: Jackdaw (Intelligence) +1 Knw Local. Roll twice on a skill check that uses Int once per day and take the better roll.
Seafarer: +1 to Knw Nature and Knw Geography when on the ocean. +1 trait bonus on Swim chekcs, and Swim is always a class skill for you.

Feats:

Class: Armour Proficiency, Light
Class: Armour Proficiency, Medium
1st Level: Armour Proficiency, Heavy
3rd Level: Aquatic Comatant: +2 to swim checks and don't take penalities on melee attacks underwater. Slashing melee attacks and unarmed blugeoning attacks deal full damage underwater.
5th Level: Selective Channeling

Skills:

The Shaman's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Points at each Level: 4 + Int modifier.

Diplomacy: +14 (+5 ranks, +3 Cha, +3 familiar, +3 class)
Handle Animal: +11 (+5 ranks, +3 Cha, +3 class)
Heal: +13 (+5 ranks, +5 Wis, +3 class)
Perception: +7 (+5 wis, +2 racial)
Swim: +8 (+5 ranks, +1 str, +1 trait, +3 class, +2 feat, +2 item, -6 armour)

Languages:

Common, Tengu

Gear/Possessions:

Headband of Inspired Wisdom +2 (4000gp) 1lb
Seafarer's Waders (3350gp) 1lb
Pearl of Power, 1st Level (1000gp) -lb
Full plate (1500gp) 50lbs
Bastard Sword (35gp) 6lbs
Light Crossbow (35gp) 4lbs
20 Bolts (2gp) 2lb

Total weight: 64 lbs
Spare cash: 578gp

Carrying Capacity:
Light 50 lbs. or less
Medium 51-100 lbs.
Heavy 101-150 lbs.

Seafarer's Waders: When they are worn, the boots grant their wearer a +2 competence bonus on Acrobatics, Climb, and Swim checks. In addition, once per day, the wearer can say a command word to gain the effects of spider climb for up to 30 minutes. This effect can be dismissed as a free action.


Please consider Darien here! A local barrister and advocate for the poor and downtrodden of the city of Kintargo. He's a hidden priest of Sarenrae 5. Background included in the profile. Thanks!


Hi GM and my fellow players, I'd like to apply here with Evelyn. She's a Human Investigator and hopefully can be quite useful to the group :) Thanks for the opportunity to apply.


DOT


I'm going to submit Isabelle d'Sarini for consideration.

She's a daughter of the Sarini family who was ostracized for considering the family help "people" and was sent to the Egorian Academy in the hopes that the discipline needed to summon devils would some how temper her wild ideas...it didn't.

I originally submitted her for another campaign which didn't get very far into book 1 before falling apart and I will work on getting her updated for this over the weekend.

As an aside to DM-Camris, I "purchased" Valarithyx as part of the benefit from the Noble Scion feat. The goal is to take the Familiar exploit as my 7th level exploit as well as taking the Improved Familiar feat at 7th level and converting Valarithyx into my familiar, if she lives that long. Until then she is just a family pet who will be a non-entity more often than not.


Possibly too late but I’ll put in Sasha, a bartender very hooked into the zeitgeist. (Either a streets oracle or alley witch, kicking around some mechanics) My Hell’s Rebels submissions all seem to be based on minor Casablanca characters, who had a decent insurgency group going by the end.


here's a link to my submission. Half-elf Vigilante that is half batman and half baker (think Amelie)

Some gear not finished, but 95% done


Submitting Miezul, or Brightest Midnight. He is eager to help free Kintargo from the corruption of House Thrune.

Bright is a half-drow blossoming light cleric of Desna. He has returned to Kintargo, where he spent a year or two as an orphan and heard the legends of the Silver Ravens. Having grown up with a Varisian clan blessed by Desna under the stars, when he heard of the troubles in his first home he decided to see if the rumors of rebellion he has heard are turn. Perhaps he can live out his dream of fighting alongside the Silver Ravens and freeing Kintargo once and for all.

I still need to finish buying gear, though I do know I will have a magical starknife, bracers of armor, and a headband. Mostly focused on healing and channels, but a little bit on ranged combat. I have sacrificed the Agile Feet domain power to gain access to the Divine Fight Technique, Desna Shooting Stars (using Charisma for attack and damage with a Starknife).

I also need to fully write up a backstory, but the main elements are given above. Thanks for the opportunity here. I've been interested in the AP for a while. Thanks.

Grand Lodge

I would like to offer up Sumak, the non-judgemental inquisitor. I would need to level him up from 4 to 5, but I am on vacation so I am just providing the 4th level version for review and when I get back it will be easy to add the one level.


Mightypions work in progress here:
Quick questions:
--Does the group a) have a crafter and does it b) want one?
--If I have craft wondrous items, can I craft for myself during character creation? I think I have a reasonable way of justifying crafting skills in character, as she was also doing requisite props for the Opera.
--It seems the frontliners are actually shooting mostly, at least from the builds, so an reasonably high AC Skald who doesnt actually do much damage with her weapon but acts as a roadblock, trashtalking enemies into focusing on her and not on the actually dangerous party member, seems good?

Actually, I had a lot of fun writing some background/slice of life things, and she definitly has crafting.

As the opera house has seen better days, Lucy is part scriptwriter, part singer, part prop maker.


Lucy is ready!

TLDR
--Urban Skald, buffing the entire party with extra slam attacks dealing negative energy damage, entire party also gets extra dexterity
--Buff centric spell selection with some save or suck thrown in
--Can craft wondrous items
--Pretty good AC, but unless she expertly trashtalks the foe, intelligent enemies will ignore her and focus on actual threats.
--Could alter spell list to heal a bit, but Skalds arent great at it.
--Could probably fit a wand of CLW and use it without rolls
--Reasonable face
--Partial access, once per day, to wizard and cleric spell lists

Background wise:
--Opera member
--Vain, Irrepressible, the center of most booze related parties

Weaknesses:
--Damage output pretty much nonexistent
--Will struggle to effect things that are completely immune to mind affecting
--Does next nothing to swarms (actually, if she has spell kenning up she can use the wizard spell list)


Lucretia de Valois wrote:


--Does the group a) have a crafter and does it b) want one?

I was considering Brew Potion but nothing beyond that for Bright. I do feel crafting feats would be a great idea.


I do have Master Craftsman and will get Craft Magic Arms and Armor at 7.


Isabelle has Craft Wondrous Item and Scribe Scroll already and will probably take Craft Wand at some point.


Updated my gear section.
I added a masterwork tool for Profession (Baker). I was thinking it could be my special old sourdough :)


GM wrote:
2 Traits, including one Campaign from the Hell’s Rebels Player's Guide. You can take another trait if you take a drawback as well.

Does this mean one of the two is a campaign trait, or 2 chosen traits, plus 1 campaign trait?

I'll be adjusting an oracle for this.


@Chyrone it's standard Pathfinder: you have two traits, one of such must be a campaign trait from the Hell's Rebels Player's Guide. You have the option of getting a third trait in exchange for a drawback. As usual, all traits must come from different types (magic, faith, social, regional, etc.)


Yep, what Lapyd said.


I figured i'd ask, as the first recruitment details mentioned 3 traits, no mention of the drawback. No issue.


Ellioti wrote:

Updated my gear section.

I added a masterwork tool for Profession (Baker). I was thinking it could be my special old sourdough :)

Have a masterwork club reskinned as a rolling pin. 'Cooking up JUSTICE!"


I see there's a ton of interest already, but looking to submit an Argent Voice bard, to fill the skill monkey and arcane support roles! Will follow up soon.


Miezul's introduction has been added to the profile, but can be found below as well.

Introduction:
”From out here it looks like nothing had changed.” The ashen half-elf stared across the water from the deck of the ship as it approached Kintargo, the Silver City. He speaks to another passenger, a Varisian elder who smiled knowingly. ”It’s hard to believe that it’s been 25 years since I sailed north and joined the clan in Sandpoint. I never thought I’d see this place again.”

The Varisian woman adjusted the scarf around her head and looked sweetly at her companion. ”Young Bright,” she spoke softly. ”Your heart has lived in two worlds and two times. The one, here but in the past, and on the road in the present. Here or there, your heart will guide you to your future.”

Bright turned away from the rail and stared at the old woman. ”Did your cards tell you that, Aunt Alinae?”, he said with a tone full of sarcasm. ”Or did Tomas read it to you from one of his Lung Wa ‘Books of Wisdom’” His smile hints at the loving bond between the two.

[b]”I don’t know young one,” Alinae said with a chuckle. ”But it sounded wise, didn’t it?

Bright adjusted his hood to better hide his silver hair, a somber expression taking over him. ”I heard talk by the crew of the new decrees this Lord Thrune has been making. They say he has demanded that all public buildings, private businesses and government buildings alike, must display a portrait of him as a sign of loyalty to his rule. This lord seems even more corrupt than that horrible Queen Ileosa that rose and fell in Korvosa.”

Alinae remained silent, lost in her own thoughts, but Bright continued. ”And I hear he has banned tea and mint. This is the type of corruption that Selinot taught me the Lantern Bearer’s must fight against. I know he meant my ancestors and their demonic patrons, but isn’t corruption of all kinds worth fighting. That fight is why I feel I had to return.”

Bright looked over at Alinae and smiled. ”You are so easy to talk to, you know that?” He sat down against the rail. ”I will miss traveling with you and the clans. After those years at the orphanage here, it was a kindness that the clans took me in, but for a time I feared Selinot had put faith in the wrong friend when he left me here. The orphans here had little hope though, and I guess it kind of infected me for a time.”

”You dwell in the past too much.” Alinae interrupted. [b[“Maybe the rumors we heard of these new rebels may be the hope the city needs again. Perhaps they will bring back those bird heroes you revered so much.”[/b]

”The Silver Ravens, Alinae.” Bright said with a hint of annoyance.

”An odd name. Ravens are black, not silver. But, yes, them. Perhaps these new rebels can be the new Silver Ravens, and maybe with your help they can rid the city of the corruption. Much like the paths the caravans follow, everything in life comes in a circle. You held onto the legends of the Silver Ravens, and those legends partly inspired you to follow Desna’s light, a silver light no less, and that light led you back to Selinot and the Lantern Bearers. And last, the Lantern Bearers inspired you to return to fight the corruption in the memory of those legendary birds. Fill circle.”

”Now listen to this wise woman,” Alinae said with the same loving sarcasm that Bright used earlier. ”and make sure your kapenia is stashed out of sight. This new Lord Thrune has also declared that bright and flashy clothes are only fit for the privileged and Song of the Sphere knows what the punishment may be for such transgression.”

”Yes, Aunt Alinae.” Bright said as he stood up at the rail again. ”Your words are wise. This time.”


Tazo here--please find my submission for Elise Emeria, diva in training, child of Songbird Hall, and Argent Voice Bard!


Earlier wrote:
@Chyrone it's standard Pathfinder: you have two traits, one of such must be a campaign trait from the Hell's Rebels Player's Guide. You have the option of getting a third trait in exchange for a drawback. As usual, all traits must come from different types (magic, faith, social, regional, etc.)

After being on the board for almost 9 years, trait mechanics are fairly common knowledge. :P

The active participants have three positive traits and no drawbacks, from what i can see.

I'll get my sub up tonight.


So it might be a bit late, but if not I may submit a healer.
I have a question, though: I played the first book in PFS mode and it was not satisfactorily explained.

If this is a city basically under martial law, is it permissible for PCs to walk about openly armed and armored? Or should we have Improved Unarmed Strike or Catch Off-Guard?

The Players' Guide doesn't really address that, but it seems hard to believe we could walk around like regular adventurers. Or, maybe that is just a case for willing suspension of disbelief.

In any event, I am thinking of a Caydenite cleric who would go into Brewkeeper, and he would mostly bash people with a tankard if the rapier wasn't allowed.


Some of us here may recognize our old friend Alphonso the wizard who I updated for this game and am applying with.

Thanks much


Crunch:

Waelow

Gathlain Oracle 4 [Whimsey Mystery/Elemental Imbalance Curse] / Fey blooded sorcerer 1
Small sized fey

HP: 35/35 (4d8+1d6+5 Con +3 FCB)

Ability scores:
Str 8 Dex 16 Con 12 Int 12 Wis 10 Cha 20 (18 +2 lvl 4 +1)
Languages: Common, Dwarven, Elven, Halfling, Infernal, Sylvan
Initiative +5

Movement speed:
Land 20ft
Fly 40ft (average maneuverability)
------------------------------
Defense:
AC 15/15/12 (10 +3 dex, +1 size, +1 Natural)
Fort +2, Ref +4, Will +6

Offense:
BaB +3, CMB 2, CMD 15

Melee: +4 (3 BaB, 3 Dex, +1 size)
Club +4 (1d4-1 / 20 x2)
Dagger +4 (1d3-1 / 19-20 x2)

Ranged: +7 (3 BaB, 3 Dex, +1 size)
Mwk Light crossbow +8 (1d6 / 20 x3)

Skill ranks: 23 (Oracle 5 ranks per level / Sorcerer 3 ranks per level)

Diplomacy +13 [5 rank, 4 Cha, 3 class, 1 trait]
Disguise +12 [5 rank, 4 Cha, 3 class]
Fly +13 [5 rank, 3 Dex, 3 class, 2 size]
Knowledge Planes +9 [5 rank, 1 Int, 3 class]
Knowledge Religion +5 [1 rank, 1 int, 3 class]
Perception +6 [2 rank, 3 class, 1 trait]

Background skills (10 ranks)
Craft (Painting) +5 [1 rank, 1 int, 3 class]
Linguistics +4 [3 rank, 1 int]
Perform (Comedy) +12 [5 rank, 4 Cha, 3 class] Can substitute for Bluff and Intimidate, as per versatile performance.
Profession (Painter) +5 [1 rank, 3 class, 1 int]

Traits:
- Reactionary (Combat) (+2 to initiative)
- Trustworthy (Social) +1 bonus to Bluff to fool/deceive and Diplomacy.
- Pattern Seeker (Campaign) +1 to perception. Perception is a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
Drawback: Vain, Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Feats:
Lvl 1 : Extra Revelation
Lvl 3 : Spell focus [Enchantment]
Lvl 5 : Greater Spell focus [Enchantment]

Oracle features:

Revelations:
Lvl 1: Assumed Form (Sp) You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
Lvl 1: Versatile Comedy (Ex) The powers of whimsy infuse your comedy with the ability to awe and befuddle. You can use your total Perform (comedy) bonus in place of your Bluff and Intimidate bonuses.
Lvl 4: Flicker (Sp) You can flicker from sight for a short time, allowing you to escape or set up a prank. As a swift action, you can disappear for 1 round per oracle level. This ability functions as invisibility. You can use this revelation a number of times per day equal to half your oracle level (minimum 1).

Oracle Curse [Elemental Imbalance, element of choice: Earth]
You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain vulnerability to acid, cannot benefit from any acid resistance or immunity, and cannot cast spells with the acid or earth descriptors. If you select earth, you gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors. If you select fire, you gain vulnerability to cold, cannot benefit from any cold resistance or immunity, and cannot cast spells with the cold or water descriptors. If you select water, you gain vulnerability to fire, cannot benefit from any fire resistance or immunity, and cannot cast spells with the fire descriptor.
At 1st level, add burning hands (fire), grease (earth), hydraulic push (water), or shocking grasp (air) to your spells known.
At 5th level, add frigid touch (water), glitterdust (earth), levitate (air), or scorching ray (fire) to your spells known. At 10th level, add ball lightning (air), calcific touch (earth), ice storm (water), or wall of fire (fire) to your spells known.
At 15th level, add chain lightning (air), contagious flame (fire), flesh to stone (earth), or freezing sphere (water) to your spells known.

Spells: Favorite class bonus for Gathlain oracles: choose a spell from the wizard/sorcerer list from the enchantment school, to add to your spells known. This must be of level below your highest oracle spell level. The chosen spell takes up a slot higher to cast, than its original spell level.

Lvl 0 known x6. Infinite per day
Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Light, Resistance

Lvl 1 known x6. (3 class, * cure, + curse, / Mystery spell) 7 per day
Command (DC 19), * Cure Light Wounds, / Faerie Fire, + Grease (DC 16), Murderous Command (DC 19), Protection from [Alignment]

Lvl 2 known x4 (1 class, * cure, / Mystery Spell, - FCB) 4 per day
- Charm Person (DC 20), * Cure Moderate Wounds, / Hideous Laughter (DC 20), Hold Person (DC 20)

Sorcerer features:

Bloodline: Fey
Bloodline arcana: +2 to the DC of compulsion spells.

Spells:

Lvl 0 known x4, infinite per day
Acid splash, Mage Hand, Message, Prestidigitation

Lvl 1 known x2, 4 per day
Grease (DC 16), Shield

Racial features:
Low-Light Vision: Gathlains can see twice as far as humans in dim light.
Natural Armor: Gathlains have a +1 natural armor bonus.
Symbiotic Imbalance: Occasionally the conditions for a gathlain seed’s growth heavily favor the plant portion of its body, causing more nutrients to go to the building of its vine wings and fewer to developing the gathlain’s legs. These gathlains have larger wings than normal. They have a base speed of 20 feet and a fly speed of 40 feet (average). This racial trait alters the gathlain’s speeds. This replaces the normal movement speed.
Whimsical Outlook: Some gathlains can use their unusual mentality as a defense against efforts to control their minds. Once per day when a gathlain with this trait attempts a Will saving throw, he can roll the saving throw twice and use the better result. He must decide to use this ability before attempting the saving throw. This replaces the spell-like abilities racial trait.
Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.

Gear:

Adventuring
Beltpouch (1gp), Backpack [Common] (2gp), Cloak of Resistance +1 (1000gp), Headband of Alluring CHarisma +2 (4000gp), Ring of Protection +1 (2000gp), Wand of Mage Armor CL 1 (750 gp), Wand of CLW CL 1 (750 gp), Waterskin (1gp)

Combat:
Club (0 gp), Dagger (2gp), Mwk Light crossbow (300gp)

Money spent: 8.804

Waellow, pronounced Weh-low, is a gathlain, a fey from the Fangwood near Phaendar. Many years ago, they were sent to the settlement to follow events outside of the forest, as well as making friendly connections with its people. Waellow found a home in the residence of a Shelynite painter and hobbyist of planar studies, by the name of Norah Jones, from whom she developed an interest in artistic pursuits. Living nearly a decade among the humanoids, most of the time away from her own people, Waellow started having visions in her sleep. Dreams of playing tricks, fey humor, and mischievous schemes.

They did not know which one, but it was likely one of the Eldest wanted to use them for some unknown future purpose. A fey in a humanoid settlement was unusual, and to blend in more, Waellow trained herself in social skills and disguises. An innate talent to disguise herself with magic certainly helped. The easiest and first disguise she tried on, was based on a picture that Norah painted of her daughter, Alice, who was a student at Kintargo's opera. To Waellow, they were family.

Some years ago, Waellow accompanied Norah on a trip to Kintargo. Much had they heard of the cultural and artistic sights, and they were fascinated by everything the city could show them. It struck Waellow, to make a beautiful painting of this city some day.

Skip to more recent times....
The news of the violent imposed martial law, and destruction of many of the sights they had visited, had reached her and Norah. Norah was shaken, was her daughter safe? There had been no letters for some time.

Waellow set a goal for themselves, to find Alice in Kintargo, get Norah happy again.

Personality:
Waellow loves practical jokes, be it via mundane means or through magic.
They like painting and having fun, sometimes frustrating the unsuspecting. Hence CN. Inquisitive and curious, traveling and exploration is a thrill for them, but not at (too much) the expense of any she is friendly with. As with most gathlain, Waellow feels no particular inclination to identify as male or female, though their shape is more the latter than the former. Yet, having spent most disguised time in the guise of Norah's daughter, 'she/her' is what Waellow is most accustomed to. But they'd be comfortable wearing any sort of disguised form.

As far as skills go;

Waellow's focus lies with disguises, social skills, and compulsion magic.
Spells will have healing, a few buffs, and mind meddling spells. They can utilize both arcane and divine spell items.


Keeping a close eye here! Some curious applications, some good ones, it will be a tough choice :)


If I make someone chuckle I have fullfilled my minimum goals :).


I have a lot of clerics who had only a brief chance to play. While my to-be-Brewkeeper of Cayden Cailean was one, here is another I think I would like to play again.

Zelligar the Mystic started in a Red Hand of Doom campaign, but had to transition to NPC when I had to take over as GM. He's versatile and fairly resilient but not super optimized.

He will focus on healing, defensive magic, and divinations (such as Arcane Eye and Clairvoyance). Probably going into the Evangelist prestige class, to maintain progression in domain abilities and channeling as well as get far more skill points for the AP's various needs. Nethys has very nice Evangelist boons.


are you still looking @DM-Camris?


Indeed, still looking?

Dark Archive

One of the existing players here.

We haven't heard from DM-Camris in a while either. I've sent him a PM hoping to get an answer for all of you who are waiting.


Ok. Thank you.


Erodel Voralius wrote:

One of the existing players here.

We haven't heard from DM-Camris in a while either. I've sent him a PM hoping to get an answer for all of you who are waiting.

Selection stress is a powerfull curse!

Dark Archive

Erodel Voralius wrote:

One of the existing players here.

We haven't heard from DM-Camris in a while either. I've sent him a PM hoping to get an answer for all of you who are waiting.

No response on the PM I sent, nor in our discussion thread. I'm quickly becoming of the opinion that this one isn't going anywhere further.


Sad!


A pity. Thanks for giving the heads up.

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