DM Elanmorin's Hell' Rebels

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


101 to 150 of 258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Shadow Lodge

Martial characters
-Pylos Thrune - Male human Swashbuckler(Mysterious Avenger)
-Adney de Montchele - Male halfling bloodrager (destined) - Spent 27 ability points at creation needs to lower them to a 20 point buy
-Grendel Hawthorne - Male human (versatile) brawler (mutagenic mauler/steel-breaker)
-Darrien Kennelmaster - Male halfling Cavalier (Huntmaster)
-Isabella Calligaris - Female human Hunter
-Talin Moonscar - Male human Ranger (sable company marine, urban ranger)
-Rutilus Rathgan - Male human Slayer (Vanguard)
-Gwyndolyn - Female human Paladin (hospitaler)
-Erik the Redeemer - Male half-orc - Fighter (Lore Warden) - Unfortunately a MW weapon costs 300gp plus the cost of the original weapon, so a MW whip costs 301 gp so unless there's something I'm not factoring you can't start with that equipment because child of Kintargo allows you to start with a "free" item costing up to 200gp max, sorry

Support characters
-Meliandri Chastain- Aulamaxa - Female half-elf Bard
-Beorn the divine - Male half-orc Bard
-Juvenal Orff - Male gnome Bard(prankster)

Skilled characters
-Edgar Vashnarstill - Male human Rogue (unchained)
-Nininox Ambershale - Male gnome Alchemist (Saboteur)
-Pharrel La'Jal - Male half-elf (elf-raised) Alchemist (bramble brewer/grenadier)
-Jules Corvid - Male halfling Rogue (unchained)
-Ghiv Masdara - Male human Rogue(Kintargo Rebel/unchained) - It's too early to tell, but personally I find the Leadership feat diffcult to handle in game
-Lazur Anil - Male human Investigator

Divine casters
-Marros Shipsail - Male human Cleric of Pharasma - Spent only 11 ponts in abilities
-Eallos Farn - Male human cleric of Milani
-Yulia Mullberry - Female halfling Warpriest
-Ursion - Male human Oracle

Arcane casters
-Genevieva Ree - Female human Sorcerer
-Abigail Garrett - Female human Shadow Sorcerer (Umbral)
-Ari Boomhandle - Male gnome Arcanist (Occultist)
-Grunyar Feyblooded - Male elf - Wizard (Spellslinger)

Occult characters
-Victor Laurent - Male human Psychic - Needs to be almost entirely fleshed out
-Dalun Whispersong - Male halfling Spiritualist (Fractured Mind)
-Vasel Rusalkov - Male human Kinetecist (hydrokineticist)

Motteditor:
Looking for your idol certainly works for him (let's say the idol is Kintargo itself in his case).
As for crafting, it's allowed but I don't know how much downtime you'll get. Investing feats in it is probably a risky proposition, but either way, your choice.


Presenting Veccio Mezinas, Daring Champion Cavalier of the Flame! Dashing hero, risk-taker, thrill-seeker... and twitterpated fool!

Crunch:

Veccio Mezinas
Male human (Chelaxian) cavalier (daring champion) 1 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32)
CG Medium humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +3, Ref +4, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6+4/18-20)
Special Attacks challenge 1/day (+1 damage, ), tactician 1/day (Precise Strike, 3 rds)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15 (15 vs. disarm)
Feats Fencing Grace, Precise Strike[APG], Weapon Focus (rapier)
Traits ex-asmodean, reckless
Skills Acrobatics +6, Bluff +7, Climb +1, Diplomacy +7, Intimidate +7 (+8 when at or above maximum hp)
Languages Common
SQ champion's finesse, flame's skills, glorious challenge, order of the flame
Other Gear chain shirt, buckler, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Ex-Asmodean +1 trait bonus vs. House Thrune and worshipers of Asmodeus
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Flame's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, can issue glorious challenge.
Flame's Skills +1 +1 bonus to intimidate when at or above maximum hp.
Glorious Challenge If drop challenged foe, free challenge vs. new foe in 15 ft with stacking -2 AC & +2 dam.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Backstory:

While not having the status of, for example, Aulamaxa or Tanessan, House Mezinas has enjoyed some position of power within Kintargo. While based primarily in Westcrown, Marsilio Mezinas, himself the youngest of four children, moved to Kintargo with his wife, Julia, in 4690 to establish a house presence. Six children of his own came soon after.

His four sons and two daughters each grew up enjoying the comforts of nobility, having the advantage of money without being too heavily embroiled in the political mire – after all, House Mezinas were never the most influential house in Westcrown. In particular, the youngest child, Veccio, enjoyed his upbringing.

He latched on easily to the teachings of Asmodeus, eagerly following the prominent faith. It was easy to see merit in the words of the priests, after all – he was in a position of power, which was convenient, and it sure would be nice if things were run better, right? But even as he proclaimed how wonderful the Prince of Hell was, he sought his own freedoms – in food, clothing, and company.

When he was sixteen, one of the noble girls – a half-elven daughter of House Aulamaxa, who enchanted him as easily as any sorceress – chose him as an escort to the opera. While the performance was superb, it was she that caught his attention – her profile in the dim light, the curves of her smile, the smell of her perfume as she shifted in her seat next to him. She was as enrapturing as a celestial being, and he fell for her that night – hopelessly and foolishly. When she allowed him to kiss her on the hand as they parted, he felt as though he could fly.

After that day, he took every opportunity he could to see Meliandri again. The two grew close, although whenever he attempted to profess his love, something would always come up. She’d have to powder her nose, or she heard a friend calling her (she had superb hearing; he never heard the voices of these friends, no matter how he tried – it must be an Elven thing). And she seemed to consort with other boys frequently, which was disappointing – but it just meant he had to try harder.

During one heated conversation (she asked how he could so blatantly follow Asmodeus like a sheep [though with stronger words involving doing obscene things to various bodily parts], to which he’d responded that it was right and that Asmodeus looked after his followers), something new happened – he was proven wrong. Through a walk around the poorer parts of Kintargo, followed by an in-depth (yet passionate) breakdown of how these people followed Asmodeus, so why wasn’t he looking after them, his faith was shaken. Though he latched on to one word Meliandri let slip in the discussion – ‘Desna’.

“Desna? What’s that?” he asked curiously. It mustn’t have been a good question; it was met by furious shushing and the subsequent dragging by his arm into an alleyway. (Which he didn’t mind; the way the shadows played upon her face was captivating.) There, in hushed tones, she explained that Desna was her goddess, the goddess of the sky and stars, of freedom and travel, of pursuing your own paths and dreams, no matter what others tried to tell you.

“But you can’t tell anyone,” she pleaded, before her desperate expression shifted, smoothly as a hand sweeping over a sheet, into her flirtatious smile. “It’ll be our little secret,” she added, and he nodded eagerly in response.

And so passed the next two years. The friendship solidified, and Meliandri seemed to always have a favour to ask – which, of course, he was always happy to provide. Some of them got him into a spot of trouble, yes, but surely that was just his own rotten luck? Perhaps he hadn’t pleased Desna enough.

When House Thrune rooted their presence in Kintargo, including the establishment of martial law, things began to change quickly. First, Veccio found himself breaking curfew in one of his outings, but managed to escape the patrols by tearing across the rooftops (nearly breaking his neck in the process). Then, Meliandri met him fuming, announcing that Barizillai Thrune had moved into the opera house, effectively closing it for the foreseeable future. Her distress filled Veccio with rage; the opera house had been their first outing, after all, and to have it occupied as a private residence was a disgrace!

Barzillai’s fourth proclamation came shortly after, and Veccio found himself being fined for wearing fine clothes – the same clothes he’d always worn, now limited to agents of Thrune or Asmodean clergy. After paying the fine (and subsequently being forced to keep to back alleys after being stripped of said clothes while he made his way home), he was careful not to make that mistake again. His anger at Thrune simmered below the surface, waiting for one more nudge.

He saw it when a gang of street urchins spooked a horse, which panicked and tipped its wagon. Half a dozen sacks of grain spilled into the street. Time seemed to move in slow motion for Veccio as the farmer desperately tried to gather as much of the grain as he could, trying to avoid the consequences of the new fifth proclamation. Veccio tried to help, using his wool cloak to hold more of the product, but there was too much of it, and the street was too busy.

The Dottari were on him within the hour. The farmer was charged with breaking the fifth proclamation. Veccio attempted to protest, citing the sheer quantity of the grain, but the law held firm. Unable to pay the fine, the man’s farm was forfeit.

“This town needs heroes,” he later announced to Meliandri, pacing back and forth before her, visibly seething with rage. “These laws aren’t keeping people safe; they’re oppressive and plain unfair! We could escape,” he added suddenly, hope in his eyes. “We could go somewhere else, get away from all of this!”

Or,” Meliandri responded (as calm and observant as ever), “There’s a protest next week against the Thrune takeover – the largest yet. I’ll be going, and, well,” she smiled coyly, “I could use someone big and strong to look out for me.”

The magic words worked as surely as any spell. They always would.

Appearance and personality:

Veccio Mezinas is a tall Chelaxian man of nineteen years, six feet tall and a hundred and ninety pounds. He keeps his black hair short and combed with a wave on the left. His slender jaw tapers to a thin goatee, and an equally thin moustache frames his rosy lips. Long lashes surround his dark brown eyes, which are usually open in a state of near-perpetual alertness and frequent confusion. His figure is lean and toned, a result of athletic pursuits and fencing rather than brute strength and weapon drills, and his hands are on the long side, with smooth, almost feminine knuckles.

Since the fourth proclamation, he’s found himself unable to wear embroidered clothing. As such, his red jacket, white shirt, and brown trousers have no fine trim, which he despises. He wears long leather gloves and tall boots, sturdy and well-worn with use. For the day of the protest, he’s picked up a chain shirt which he hasn’t learned to move properly in, finding it all rather stiff, and wears his cup-hilt rapier on his belt.

Veccio is an honest young man, genuine and friendly, though possessed of a fiery temper when angered. He’s open to new people and ideas, though perhaps too trusting of the former and not critical enough of the latter. To his friends, he is a staunch ally; to his enemies, a furious nuisance.

In his attempts to win Mel’s affections, he is prone to taking great risks and dares, challenging any who would seek to harm her, regardless of whether Mel actually wants him to or not. He follows her like a puppy, irrevocably smitten and determined to protect her, convinced that he simply needs to be better for her so that she’ll recognize the depths of his love.

Veccio is also foolish, not always understanding the intent of one’s words or picking up on sarcasm, leaping into action over a perceived slight or suggested plan. Yet despite his shortcomings, he’s determined to see this city put right, once and for all.

Any questions or comments, GM?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Ghiv Masdara wrote:
@Motteditor I'd be willing to have Ghiv be a friend or acquaintance to Vasel. Ghiv is a young man and native Kintargan that likes a good time also. Perhaps that might be why Vasel attends the protest, he's just tagging along.

Thanks. I'm certainly amenable to that if DM Elan Morin picks both characters.


Phew. Was able to make some time to flesh out Aerodus Aulorian, Renegade Cleric of Asmodeus :=)

Description:
Aerodus is a man in his twenties, lean and slightly pale with pitchblack hair well-kept and cut at shoulder-length. While not quite handsome, he does have a memorable face - thick eyebrows sit upon eyes the color of sea foam, topped of with a hooked nose. This gives him a very distinct profile that makes hime easily noticeable in a crowd.
He is arrogant and tends to look coldly upon those he feels inferior, but also shows a warmer side to people he does respect or feel the need impress or charm with honeyed words.

While he grew up a noble, nowadays he keeps to simpler clothes more befitting the son of a merchant, trying to mostly blend into the background while still retaining his dignity. He proudly wears a silver holy symbol of Asmodeus on a chain around his neck but does so in secret. Walking the lower crowds, one can easily make enemies with to open devotion and he know this.

Backstory:
Aerodus Aulorian was not born in poverty. He was scion to one of the most influencial noble clans in the great city of Kintargo. The youngest of three siblings, he was not to become heir to the family's trading business upon his father's death. He was also not content with becoming his idiotic brother's and sister's servant in matters of finance and barter, even though they would have very much prefered this. His remaining choices were succumbing to decadence, pursuing a career in the arcane arts or joining the church of Asmodeus as an Acolyte.

A first attempt to attend university and delve into tomes most ancient was adequate, but he felt lacking. While not a dim light, he was vastly outperformed by several of the other students, some of them destined to truly bend reality to their whims. He was unable to stomach this disgrace, as he was brought up to know himself superior to those of lower standing - and many of his so called friends hailed from mere merchant families or worse.

Therefore he sought his luck in the clutches of hell and saw in Asmodeus might a patron worthy of worship. Aerodus had a much better grasp on the divine mysteries and felt his connection to the father below grow stronger by the month, slowly raising in rank and status.
He was however not content with how his master's word and intent was spread by those in power. Asmodeus wanted order and stability, and hell was a system of perfection, but also vastly different from Golarion.
In Aerodus eyes it was impossible to try and emulate what may never be truly grasped by mortal minds, as they were unable to succumb fully and accept enlightment through pain and fire. While some truly wise individuals could fathom such a feat, the lower masses were fated to resist, and any order imposed upon them by might alone would not brave the test of time and succumb to inevitable rebellion.

He made the grave mistake of discussing his thoughts upon the subject with the priest tasked with his education.

It was an event truly memorable to Aerodus, one he commited fully to his memory, learning much from his error - The right thought spoken in the wrong place could be fatal.
To name his dismissal as ignoble would be truly an understatement. He was flogged and his holy regalia ripped away. His rank was abolished and his name purged from the church's registry, and the worst of all - he was officially shamed before the assembled clergy, destroying any semblance of respect he might have earned, devoting many hours to his very public image.

But even though the church had forsaken him, choosing devotion to institution over divine inspiration, his lord has not. Aerodus was still blessed by Asmodeus unholy presence, and his true father graced him with insight and promised power. He saw this as a proof that he was right and that Asmodeus has chosen him to reshape this pitiful institution that called itself church. He saw a vision of harmony and bliss for its citizens, keeping many privileges for those in power, but teaching them to employ it in ways much more subtle and fitting for those truly suitable to rule.

The masses very easily controlled if their life was good and peace was kept with few personal restraints.
They did not need to fear their salvation. Asmodeus would embrace them warmly and justly, bringing order to the lowest peasant in exchange for simple fealty.
That his family stood behind the chuch did not surprise Aerodus, and he did not care. They feared to loose profit if they sided with one of their own against this travesty, and they were right. He felt no regret to forsake his old life, that of a blind sheep walking willingly to his doom, following idiots and imbeciles.
He would find his own path, and Asmodeus would help him forge a new order that would lead Golarion into bliss.

Rebellion!:
Barzillai Thrune is an idiot and lunatic. Another hound of this misguided church, filthy offspring of those who see themselves as true prophets of Asmodeus' will.
Aerodus did never like the man, as he represented what he most hated in the current regime of Cheliax - and did so right before his nose. But once the man got the opportunity, he grabbed power without so much as a thought.

Asmodeus does not suffer fools, and this specific fool abused his position without any consideration. Martial law in a city on the verge of rebellion, ludicrous laws that pushed the man's insignificant personal preferences in matters most trivial upon the citizens, bans and raids on churches on a whim. It was too much, and he would have to be stopped.

Aerodus could understand the martial law - even if it was not the wisest course of action. The Iomedian terrorists that were the cause of this were blind fools out of touch with reality and had to be stopped surely, but this was not the way.
To speak about his more lunatic proclamations would give the man more regard than he deserved.
But more than detestable was what he did to some of the religious minorities. Burning down a gathering place of Sarenrae would do much to invoke the wrath of gods. Even though she may be misguided in her approach, Sarenrae had good intentions. And more than that, she deserves credit and respect for her deeds - without her, Rovagug may well have devoured all that exists.

Also, Aerodus quite enjoys his mint tea at midnight. It does wonders, should sleep not come.

More to come, hopefully before the deadline.


dropping out. I want to concentrate on another adventure i'm in.


Sertaki here :)

The character should be ready now, I did also include all the crunch in the profile.
He turned out quite devote to Asmodeus, but I think his specific take on the religion is very much doable in the campaign's scope barring unexpected events.
Even if the rebels choose to abolish worship of Asmodeus, he will hold fast to his belief: make the people happy, they will do as you say eventually.

PS: his reason to attend the protest is "to protest the government"


Good luck all!

Shadow Lodge

Aaaaaannnndddd... CLOSED! These are the characters I will review in the next few hours. I will pick 5 of them, but I already know I have some difficult choices in front of me.

Martial characters
-Pylos Thrune - Male human Swashbuckler(Mysterious Avenger)
-Adney de Montchele - Male halfling bloodrager (destined) - Spent 27 ability points at creation needs to lower them to a 20 point buy
-Grendel Hawthorne - Male human (versatile) brawler (mutagenic mauler/steel-breaker)
-Darrien Kennelmaster - Male halfling Cavalier (Huntmaster)
-Isabella Calligaris - Female human Hunter
-Talin Moonscar - Male human Ranger (sable company marine, urban ranger)
-Rutilus Rathgan - Male human Slayer (Vanguard)
-Erik the Redeemer - Male half-orc - Fighter (Lore Warden) - Unfortunately a MW weapon costs 300gp plus the cost of the original weapon, so a MW whip costs 301 gp so unless there's something I'm not factoring you can't start with that equipment because child of Kintargo allows you to start with a "free" item costing up to 200gp max, sorry
-Veccio Mezinas - MAle human Cavalier (daring champion)

Support characters
-Meliandri Chastain- Aulamaxa - Female half-elf Bard
-Beorn the divine - Male half-orc Bard
-Juvenal Orff - Male gnome Bard(prankster)

Skilled characters
-Edgar Vashnarstill - Male human Rogue (unchained)
-Nininox Ambershale - Male gnome Alchemist (Saboteur)
-Pharrel La'Jal - Male half-elf (elf-raised) Alchemist (bramble brewer/grenadier)
-Jules Corvid - Male halfling Rogue (unchained)
-Ghiv Masdara - Male human Rogue(Kintargo Rebel/unchained) - It's too early to tell, but personally I find the Leadership feat diffcult to handle in game
-Lazur Anil - Male human Investigator

Divine casters
-Marros Shipsail - Male human Cleric of Pharasma - Spent only 11 ponts in abilities
-Eallos Farn - Male human cleric of Milani
-Yulia Mullberry - Female halfling Warpriest
-Ursion - Male human Oracle
-Aerodus Aulorian - Male human cleric (separatist)

Arcane casters
-Genevieva Ree - Female human Sorcerer
-Abigail Garrett - Female human Shadow Sorcerer (Umbral)
-Ari Boomhandle - Male gnome Arcanist (Occultist)
-Grunyar Feyblooded - Male elf - Wizard (Spellslinger)

Occult characters
-Victor Laurent - Male human Psychic - Needs to be almost entirely fleshed out
-Dalun Whispersong - Male halfling Spiritualist (Fractured Mind)
-Vasel Rusalkov - Male human Kinetecist (hydrokineticist)


Hope I make it, haven't been selected in the last few games I applied to. But! I shall not lose hope and will continue applying for as long as I can!


Awwwwwwwful lot of competition in the melee category. (Also, a crazy amount of male PCs across the board... huh.)

Shadow Lodge

After much internal debate, these are the characters picked for the game:

-Isabella Calligaris
-Veccio Mezinas
-Meliandri Chastain Aulamaxa
-Abigail Garrett
-Aerodus Aulorian

Please dot in the discussion thread and feel free to present yourselves to each other in the gameplay thread.

For all the others: I'm truly sorry I'm unable to start a second table, there were several great characters there and I truly had an hard time deciding who to choose.
Yet do not despair, such good characters are certain to be picked in one of the games that will get started soon!


Happy gaming to those who were picked!


Whew, didn't expect to get in with such a difficult character!
This will be fun :D

@DM: I feel for you, sucks to do the choosing. I didn't get as many great apps for my own games yet, but it was not a nice part of the game nevertheless.

@all others: here is a thread where you can park your characters until an AP gets going should you choose to


Gratz guys! Have fun


Congrats!! Have fun. Down with Thrune.


To those that didn't get picked, we still need one more for Kingmaker. It's not a PbP but anyone is welcome as long as they can Skype and join the game with Roll20. Any character will do, but the party could use a bard, skald or similar skill/support character.

PM me for details.

Happy gaming to those that got picked!! Good luck serving those Thrune bastards a slice of humble pie!


Darn, that's another on the list. Ah well, there's always the next game to try for. Have fun all those who made it, and take down that right bastard!

@Arizani: I wish I could join, but unfortunately since I steal internet from a neighbor (with permission), the signal isn't strong enough for Skype, otherwise I'd be Skype-ing with my old home group :(

Shadow Lodge

1 person marked this as a favorite.

Due to a series of complications this game is currently in need of 2 new players, better if one is an arcane caster.
Current players are a cleric, a swashbuckler and a bard, if you want to apply try to not step in their roles too much so we can all have fun.

Characters need to be level 2 at this point, so you get to start with a 1000 gp (and an outfit worth no more than 10 gp).

Grand Lodge

Are you doing background skills?


Dotting. I'll see what I can come up with.

Is the cleric a battle cleric, or spell based? And is the bard melee or ranged? Just so I can work best to fill a slot.


How long will you be accepting submissions?


Do you allow Skinwalkers?

Hmmm...I could rework Lirotha the Witch (Cartomancer) into a Human or a Half-Elf if you don't like Skinwalkers.

Grand Lodge

Cranan:

Cranan
Half-elf ranger (urban ranger) 2 ( Pathfinder RPG Advanced Player's Guide 129)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +8
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 21 (2d10+6)
Fort +5, Ref +4, Will +1; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
dagger +5 (1d4+3/19-20) or
handaxe +3 (1d6+1/×3) or
mwk battleaxe +4 (1d8+3/×3) or
sap +5 (1d6+3 nonlethal)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2)
—————
Statistics
—————
Str 17, Dex 12, Con 14, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Black Market Sleuth, Skill Focus (Knowledge [local]), Two-weapon Fighting
Traits honey-tongued, urban sleuth (Professor Mangvhune; Knowledge [Local, Planes])
Skills Acrobatics +0 (-4 to jump), Bluff +1 (+2 when dealing with agents of the law), Climb +5, Diplomacy
+5 (+6 when dealing with agents of the law), Disable Device +3, Escape Artist +0, Heal +5, Knowledge
(local) +10, Perception +8, Sense Motive +5, Spellcraft +5, Survival +6 (+7 to navigate in the wilderness in
Kintargo); Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, track +1, wild empathy
Combat Gear oil of magic weapon , potion of cure light wounds (2), potion of shield of faith +2 , caltrops;
Other Gear armored coatAPG, dagger, dagger, handaxe, mwk battleaxe, sap, area map UE, bandolier UE,
belt pouch, chain (10 ft.), glass cutter UE, grappling hook, hip flask UE, ink, inkpen, journal UE, magnet APG,
manacles, marbles APG, masterwork backpack APG, roperunner ACG, silk rope (50 ft.), string or twine APG,
thieves' tools, 177 gp, 7 sp, 9 cp
—————
Special Abilities
—————
Black Market Sleuth Roll 2x (take high) to access black market/contacts. Use diplomacy to find targets
hiding in city.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I will have fluff up later tomorrow

Shadow Lodge

-Submissions deadline: till the end of this week end.

-Races: core

-Classes: no summoners of any kind, otherwise all Paizo classes will be acceptable

-No background skills

-Cleric is mainly a healer AFAIK

Grand Lodge

Cranan Fluff:

Living in a city of Devil worshipers is hard on the best of days, it is harder still when you are not "evil" enough for the higher powers of the city. More so when your a "Halfie" who is "doing good." Cranan takes a lot of flak each day he reports to work, looking for the "bad guy" in this city is hard on your moral code. At least the city is mostly lawful and the citizens will help out when needed.

Cranan grew up in Kintargo, his mother a human and father an elf. He never really had many friends and his parents didn't push him to make them in the city. He never grew up poor but he never grew up rich. Family taught him all they could and the city taught him the rest, Cranan took up being a special investigator at the young age of 45. He always found it interesting that a lot of crimes and other things didn't get investigate and people didn't get closure on their lives.

Cran never goes against the Hell Knights as that is just a fight he isn't prepared to fight. He has always done what he could for the citizens and will continue to help them as they in turn help him.

Cranan respects the law and understands that at times it needs to bend slightly to get justice, with the stir of rebellion in the air and the unrest of the citizens Cran expects to be a busy man.


Hi, I'm the bard.

I'd just like to stop in and say that it's been a fun game so far. We've just hit two, cleared out the [REDACTED], and now we're tying up loose ends with a former party member.

I'd much prefer a strong role-player over an optimized character, since we've had some cool interactions going on in the party, but that's just me personally.


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Okay, a friend and I would like to submit paired characters if you'd be willing to entertain the idea. I'll let him introduce himself when he has a chance but it's an idea we had some time back; I would be submitting an arcanist from one of the noble houses and he would be submitting a fighter as her bodyguard. Hope this would be acceptable :)


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This is Eric Swanson, Lady Ladile's friend, who is submitting the other paired character Geoffrey Piersym for this game. Anyway I am currently working on him but I do have the bare bones all statted out.

HERE is his profile. I should have him finished by the end of the recruitment period.

Thank you for considering us!

Liberty's Edge

Starfinder Superscriber

What's the character of the party? Idealistic revolutionaries, cynical resistance fighters doing the best they can in a mess, opportunistic sell-swords, something else? If like to create a submission that would fit in character wise as well as mechanically.


I would like to throw my hat into the round with an Elfen Arcanist(Twilight sage).

Shadow Lodge

rknop wrote:
What's the character of the party? Idealistic revolutionaries, cynical resistance fighters doing the best they can in a mess, opportunistic sell-swords, something else? If like to create a submission that would fit in character wise as well as mechanically.

Would be revolutionaries doing their best despite a distinct lack of experience


Here's my entry. Investigator, negotiator, skill monkey, and all around great guy who is also happy to smash people in the face with a sword cane when necessary.

Background:
Graffin has spent his life in the pursuit of hidden knowledge. In doing so he's discovered that persuasion can be just as important as deductive reasoning, so he has developed the ability to use flawless logical deductions to convince recalcitrant customs agents and government officials. Graffin has traveled to distant Tian Xia, explored the savage Mwangi Wastes, and studied at the Alabaster Academy, but something always pulls him back to Kintargo.

It's not just that Kintargo is his home, though that is part of it. Kintargo is also the location of several fascinating mysteries. Unfortunately such mysteries have proven as impossible for Graffin to crack as they have for everybody else.

For most of his life Graffin has done his best to stay out of politics. But when the oppression of the government threatens to interfere with his studies, he's not the sort who can just stand by. He won't give up his city without a fight.

Crunch:
Graffin Spyre
Human (Taldan) investigator (empiricist) 2
LN Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+4)
Fort +1, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron sword cane +4 (1d6+2)
Ranged composite shortbow +3 (1d6+2/×3)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds, heightened awareness[ACG]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Elongated Cranium[OA], Power Attack
Traits natural born leader, student of philosophy
Skills Acrobatics +4, Appraise +10, Bluff +4 (+13 to lie), Diplomacy +4 (+13 to gather information, +13 to persuade others), Disable Device +12, Disguise -3, Escape Artist +4, Heal +4, Intimidate -3, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (religion) +10, Perception +11, Sense Motive +11, Sleight of Hand +4, Spellcraft +10, Stealth +4, Survival +0; Racial Modifiers ceaseless observation
Languages Common, Elven, Kelish, Tien, Undercommon
SQ alchemy (alchemy crafting +2), inspiration (5/day), silver tongued, trapfinding +1
Combat Gear weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear chain shirt, arrows (40), composite shortbow (+2 Str), mwk cold iron sword cane[APG], investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, 8 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Here is Lirotha, Varisian half-elf Witch (Cartomancer).

Let me know if you have any questions or problems with her.
She's brash and outspoken, but has good intentions behind her bluster.


Mia Rose:
Female human Oracle 2
CG Medium Humanoid (Human)
Age: 17
FCB: +2 spells
Init +2; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC:18(19), touch 12, flat-footed 16(17)(+6 armor, +2 dex, +2 shield,+0 NA,+0 Magic)
hp: 17 {+2d8,+2Con}
Fort: +2, {+0Base,+2Con}
Ref: +2, {+0Base,+2Dex}
Will: +3,{+3Base,+0Wis}
CMD: 13
------------------------------
OFFENSE
------------------------------
Speed: 20ft.
CMB +0
Base Atk: +1
Melee:+1{+1Base,+0Str}
Ranged:+3{+1Base,+2Dex}

--Melee:

--Ranged:

------------------------------
STATISTICS
------------------------------
Str: 08, Dex: 14, Con: 14, Int: 13, Wis: 10, Cha: 18

------------------------
---------------
Traits: Ex-Asmodean, Magical Lineage
Drawbacks:
----------------
Alternate Race Traits:
------------------

-------------

Feats:
1- spell focus (evocation), spell specialization (burning hands)
----------------

--------------
Skills (6 points; 4 class, 1 INT +1 race)
-----------
Acrobatics: 1
Sense Motive: 1
Know. Religion: 1
Know. Planes: 2
Diplomacy: 1
Sense Motive: 2
Spellcraft: 1
Heal: 1
Linguistics: 1
Climb: 1

ACP -3

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish, Infernal, Celestial,

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Mystery: Flame
Revelations:
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Curse: Tongues: (Abyssal)

Spells:

Mystery: Flame burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).

0th level:
Read Magic
Detect Magic
Create water
Purify Food and Water
Light
Mending
Resistance

1st Level: 6/day DC 15
Burning Hands (DC16)
Cure Light Wounds
Protection from Evil/Chaos


Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MwK Breastplate(agile), Light quickdraw Steel shield, Morning Star

Misc Gear: Backpack, Bedroll, 250ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Consumables: 1 potions of CLW, Scroll of Endure Elements (2), Scroll of Blessing of the Watch (2), Scroll of Ant Haul (4), Scroll of Detect Demon (2), Scroll of Comprehend languages (2),

Carrying Capacity
Light 0-22lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Background::

Mia was born to one of the noble families of Cheliax. One of the particularly fervent ones in their worship of Asmodeus. As such, She was offered to the god when she was conceived. The family rejoiced when, upon her birth, they saw the brand of Asmodeus. A symbol that he had accepted her as a worthy offering. As she grew, she manifested powers over fire, a gift from Asmodeus it seemed as he had taken her as a vessel of his work. She would be a herald for him to enforce his laws. However, things did not go as planned, perhaps some other divine entity was watching, or, perhaps something greater still either way the girl grew up kind. The issue was solved by binding powerful magic to a tiara that, when placed upon Mia's head acted as the dominate person spell to be used until a time she accepted her place and fate.

It was on her first "mission" to capture or otherwise remove "rebels" in a small town near the capital. It went well, at first. The Chelaxian party got the drop on the rebels and many of the newer members surrender. It was when they got the main HQ for the rebels where stiff resistance was seen. Hellknights and freedom fighters fought fiercely, Mia's magic scorched and seared several fighters. Eventually, she and her leader came across a small room with several children and two women. Down the hall, two armored men charged at them and the Cheliax leader shouted for them to stand down, or the children would burn. After several seconds the two men threw down their weapons, at which point they were subdued by a hellknight. They were drug to the door, where the leader said coldly, and simply. Mia, burn the children. Let this be a lesson for those that stand against our Great Lord. She held up her hand and fire erupted from. The screams forever imprinted in her mind. It was when they were wrapping up and taking care of anything affiliated with the "traitors" that a band that had been out scouting or doing some other thing returned. In effect the situations had been reversed. Soon, Mia, the leader, and a small few remaining hellknights were corned in a building. After a small scuffle They were captured. It was a cleric that first saw the Tiara and understood what it was. He went to take it off but his hand was repelled by a blast of energy. The Leader of the cheliax group laughed as he explained that item could not be removed by anyone save the one who placed it. The other man glared at him and said simply, We will see and after breathing a small prayer managed to force his hand around the Tiara and in a burst of Radiant energy yanked it off. Not moments after it shattered in the mans hand and Mia slumped to the ground. She was taken to a small room to be nursed.

A few days later she awoke screaming, visions of the children she had burned alive dancing through her head. She was told she had no control over her actions during that time. Mia however continued to blame herself. After a few more days of recuperating They directed her to the city of Kintargo. A place where she may be able to go unnoticed as long as she doesn't draw attention, and tries to keep the Brand on her forehead hidden. They also gave her a contact of a contact to a branch of their movement in the city should she wish to help.

Asmodeus simply waits, knowing that she will return to him in time.

Personality: Quiet but friendly, Mia can come off a bit timid but is rather friendly, kind and fairly respectful. She has vowed to herself to never commit such an act as she did to those children again even if she looses control of herself. She is unsure of a faith to follow, and is unsure of where her powers come from.(Thinking about going Sarenrea, as she is the deity of redemption and fire hopefully if selected I can RP that encounter :3 )

Here is my submission. Flame Oracle, ties to Asmodeus but not voluntarily. She is making use of the 3PP Branded if you would allow it, otherwise she will go with Tongues(Infernal). She would work mechanically as a "blaster"/secondary front line body (although no melee really) and secondary healer/support.

Branded:

Branded [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Effect

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 10th level, you gain fire resistance 5.

At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Any thoughts, feedback, or things that need to be changed?


Hey there! I'd love to put forward my Halfling Spiritualist, Rocco Hardweather. He's a Milanite who attended the protest at the beginning of the campaign just to keep up with the happenings in the city. He was there with his "big brother," a half-orc by the name of Kurglunn. When things went south at the protest, Kurglunn was killed, but he soon came back as Rocco's phantom. They've been working their way around the city since then, trying to forge connections with any of the anti-Thrune groups in the city so they can strike back at the ones who caused so much tragedy in their lives.

That's the basics of the background. I still need to finish touching up the crunch to level 2 and spend that 1000gp, but you can take a look at this alias to get an idea of what he'll do for the party. Rocco himself will mainly be doing some debuff casting and sneaky rogue kinda shenanigans, while Kurglunn will provide some additional martial support and attempt to intimidate those he can't hit right away. If selected, I'd also create a separate alias for Kurglunn, just for ease of use in combat situations and that sort of thing.

Thanks for your consideration!


Here's everything for Rocc and Kurglunn. Everything should be all updated, including full background, level 2 stats, and all equipment.

Liberty's Edge

Starfinder Superscriber

I submit Lythia, a halfling wizard who grew up under the care of a cleric of Milani who runs an orphanage in Kintargo. She was passed on to study with a local elven wizard, and is now chafing under the rule of the new mayor.

As a player, I'm fond of roleplaying and intrigue-heavy games. Hell's Rebels appeals to me because it's a strong story-based game (or so I'm led to understand -- I haven't read the actual adventure or played it before) centered around a single city, where the characters stay in the city the whole time and as such can make meaningful connections there. I'm also fond of games with good PC/PC interaction.

I will create a forum alias if accepted into the game.

Full Character Sheet Here

Stat Block:

======================================================================
Lythia, Halfling Illusionist of Kintargo
======================================================================
CG Humanoid (Halfling)
Init: +1; Senses: Perception +7

----------------------------------------
Defense
----------------------------------------
AC: 12, touch: 12,flat: 11 (Dex +1, Size +1)
HP: 12 (2d6+2)
Fort: +2, Ref: +2, Will: +4

-------------------------------------------------
Offense
----------------------------------------
Speed: 20ft
Melee: quaterstaff +1 (1d4-1) or dagger +1 (1d3-1/19-20)
Space: 5ft; Reach: 5ft
Special Attacks: Blinding Ray (6/day)
Wizard Spells Prepared (CL 2, Concentration +5):
1st - Color Spray, Mage Armor, Protection from Law, Simple Image
0th - Daze, Detect Magic, Ghost Sound, Read Magic
Arcane School: Illusion (Opposition: Necromancy, Evocation)

----------------------------------------
Statistics
----------------------------------------
St 8 (-2), Dx 12 (+1), Cn 12 (+1), In 16 (+3), Wi 10 (+0), Ch 16 (+3)
BAB: +1; CMB: -1; CMD: 10

Traits: Pattern Seeker (Campaign), Fast Talker (Social)

Feats: Scribe Scroll, Spell Focus (Illusion)

Skills: Bluff +9, Knowledge (Arcana +8, History +7, Local +7,
Nobility +7, Religion +7), Lingustics +7, Perception +7,
Spellcraft +8,

Languages: Common, Dwarven, Elven, Halfling, Infernal, Varisian

SQ: Extended Illusions (1 round), Bonded Object

Combat Gear: Quarterstaff, Dagger, Silver Dagger, Wizard Scrolls
(Alarm, Mage Armor, Protection from Law, Comprehend Languages,
Disguise Self, Simple Image), 4 Potions of Cure Light Wounds

Other Gear: Scholar's Outfit, Spellbook, Platinum & Ruby Ring (Bonded
Object), Spell Component Pouch, Ioun Torch, Masterwork Backpack,
Candlestick, 9 Candles, Ink, Inkpen, 10 Paper, Disguise Kit,
5 Chalk, Flint & Steel, Mirror, 2 Scroll Cases, 360gp, 7sp, 5cp

----------------------------------------------------------------------
Spellbook:
----------------------------------------------------------------------
0: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic,
Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close,
Arcane Mark, Prestidigitation

1: Alarm, Charm Person, Color Spray, Comprehend Languages, Detect Charm,
Disguise Self, Expeditious Retreat, Feather Fall, Grease,
Liberating Command, Mage Armor, Obscuring Mist, Protection from Law,
Shield, Simple Image, Vanish

(I wish there was something like a "Code" tag on this forum, because I used some plan text formatting; ah, well, it's still readable.)

Description:

Description: An average-height halfling woman with somewhat shaggy red hair, brown eyes, and a ready smile. She is usually dressed in a set of blue and brown scholar's robes that have seen some wear. She wears an ornate plantinum ring with a small red inset ruby on her left hand, and has several rings piercing both of her ears.

Personality:

Personality: Curious and mischievous. She resists authority, and rankles under the thumb of restrictions on her abilty to speak or move. She's a dedicated follower of Milani, but is also fascinated by how things fit together, always looking for the deeper patterns in nature, artifice, and society. She's outgoing and friendly, and while she will be kind and open to people, she is slow to trust.

Background:

Background: All Lythia knows about her background is that she was left as a baby on the doorstep of an orphange in Kintargo that was (and is) run by a human woman by the name of Silvia Pran, a low-level cleric of Milani with connections to the other followers of Milani in Kintargo. Unknown to her, her parents had been slaves to a noble family based in Egoran, who would sometimes visit a vacation mansion in Kintargo. Her mother was pregnant, and when the child was due did not want it to be raised a slave. She and Lythia's father took advantage of the visit to Kintargo to contact agents of the Bellflower network to escape. Unfortunately, it went wrong, and both parents and two Bellflower agents were caught and killed. However, a third Belflower agent escaped with the newborn baby; this agent, another halfling who has not made an apperance since, kept the baby Lythia alive for a few weeks before leaving her at the oprhange with no information other than her first name.

Lythia proved to be a headstrong child with a tendency to be outspoken and to get into trouble. While tihs warmed the heart of Silvia (clerics of Milani can't help but have a fondness for rebellious children), she also was afraid that a headstrong halfling in Cheliax would end up in serious trouble. Seeing Lythia's bright mind and her fascination with magic (and illusion magic in particular), she apprenticed Lythia to Riliant, an elven illusionist in Kintargo. This not only taught Lythia magic, but it also taught her tact and discipline. One thing in particular she learned from Riliant was that illusions were not just about fooling the senses, but also about patterns. He showed her many of the patterns present in the world, and introduced her to the mysteries of deeper and unknown patterns present throughout the world. Lythia remains itnerested in patterns of all sorts to this day.

Most recently, Lythia has hooked up with a small secondary theater troupe in Kintargo, providing them with staging and special effect support through her illusions. She's gotten quite good at sound effects, in particular. However, she's completely horrified by the new regime of Barzialli Thrune, and her lifelong faith in Milani is leading her to look for an outlet for her desires for outright rebellion.


Submitting Morvena Sarini, human arcanist. Everything relevant should be on her profile, but please let me know if I've forgotten something or if there are any questions. The details of her connection with joint-applicant Geoffrey Piersym may change slightly before the submission period closes but her individual background is more or less set.


Ok I think I have Geoffrey done here. I just need to finish buying equipment for him and also roll for his HPs. Everything else should be good to go!

Let me know if you have any questions, and again thanks for considering Morvena and myself!

Shadow Lodge

Thus far we have:

Cranan - Half elf ranger (urban ranger)
Graffin Spyre - Human investigator (empiricist)
Lirotha Karsani - Witch (Cartomancer)
Mia Rose - Human Oracle
Rocco Hardweather - Halfling Spiritualist
Lythia - Halfling Wizard (Illusionist)
Morvena Sarini - Human Arcanist
Geoffrey Piersym - Human Fighter (Tactician)

Also I forgot to mention we aim for at least 1 post/day from anyone barring unusual circumstances. I hope everyone can keep up with this requirement.


DM Elan Morin wrote:


Also I forgot to mention we aim for at least 1 post/day from anyone barring unusual circumstances. I hope everyone can keep up with this requirement.

That is usually not a problem for me. I can usually post multiple times a day depending on circumstances.

You are welcome to check out some of my other on-going campaign posts.

Shadow Lodge

Rocco Hardweather and Lirotha Karsani, please post in discussion.

To everyone else: sorry, it wasn't easy to choose but all things considered I believe this was the best possible selection. Thanks for applaying and good gaming!


Thanks for the consideration and congrats to the selected! Have a great game :)


Like Lady Ladile says, thank you for considering us and congrats to the lucky winners!

Shadow Lodge

Opening recruitment again for a divine caster. Everyone interessed is welcome to submit his (or her) character for recruitment.

Recruitment open until october the first.
Core races only.
2nd lvl characters with appropriate gold for their lvl (normal advancement track).
No background skills.


Dotting! I tried to join the first time, but no luck. I'll try again :)

Liberty's Edge

Dotting. I'll be drawing up a concept today. :)


Actually, I will unfortunately remove my dot and step out. I couldn't get my head around the idea of a divine caster (maybe druid, but that's about it). Good luck guys, have fun!

Grand Lodge

Divine caster in what role? Do yo uneed a healer, leader, wisdom?

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