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


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I present Amalie Hirtzel, level 2 Life Oracle. I will flesh out her possessions (wouldn't be anything extravagant, by any stretch) and any additional details that would be required if she gets picked up. Additionally, her HP is a placeholder atm. That would be the number if she rolled max for her level 2 HP.

In short: Father was an Asmodean priest. She "betrayed" the family by having a desire to heal and help those in need, rather than torment them. She (unwisely) informed her family that she was not going to be worshipping Asmodeus any longer and that she was going to go to the Sarenite shrine (prior to its destruction) to learn healing magic. The beating her father gave her and her staunch refusal to succumb attracted the attention of something that allows her to heal allies (Life Mystery).

I haven't fleshed out possessions yet. She's definitely a healer, but isn't against killing or wounding when needed. :)

If a healer isn't what you're looking for, and you're looking for more of an offensively minded divine caster (or a subversive one, maybe), I wouldn't be against retooling her to be a Bones or Metal Oracle with a different background. :)


Is this still recruiting?


Arcane Caster for the current group here.

While I am a late addition to the game, I have to say the focus with this game is not on optimization as much as it is on good role-play. Make an interesting character that you will find fun to play in a rebellion and go with it. I'm having a blast, and the GM is easy to work with.

Good luck everyone.
=)


Damn. Just saw recruitment closed on the 13th. Bummer this is one AP I've been dying to play. As well. Next time.


Saving my GM the post: "Recruitment open until october the first."


Oh geez, I'm already playing a cleric in another game. Let me see if I can come up with something cool and divine-y.


If you don't need a healer specifically I actually can make a really fun Shaman or oracle that I'd be keen to try.

Shadow Lodge

Raltus wrote:

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

Any role, as long as your character is interesting it will be considered. Being able to heal is certainly a boon but you don't need to focus on that overmuch.


Okay I'm gonna try with Maddox Thorneholt.

Maddox was, not so long ago, a nobleman. Young, wealthy, good looking. And like he young and the wealthy, he had vices. He used to frequent the Opera House often, and normally those around him couldn't enjoy the performances since he was loud and didn't care much for the performance really. He was just there for show and to hobnob with the celebrities. He loved women and drink and gambling. Thinking himself untouchable till one day he made one bet too many with the wrong kind of people and came home to find his entire home burned to the ground! Whatever money he had had already been lost by that point.
His home gone, his fortune lost to the tables and with no one his friend, he truly became a man with nothing left to lose.
Wandering the streets of Kintargo. He was at the lowest he could go. He couldn't live like this. Starving and dirty, barely even the shadow of himself, he decided it was time to end it. He was hated and had nothing and no one.
He climbed to the top of the Operahouse ready to throw himself from it. Oh the irony he though.
Then he saw it, the city. It was magnificent from up there and... it spoke to him. As the wind went through the alleys and over the rooftops, he could almost feel the city breathe like it had a life of it's own. And... it comforted him. He felt alive. Not alive like when he was at parties, but pure. He smiled and turned and walked to the entrance of the roof, and when he walked throuh the door he found himself walk into an alleyway almost immediately, appearing in front of some children beating on a poor halfling. His appearance scared them off quickly. The halfling offered him some bread and they sad sharing it in silence for a time.
Then the halfling spoke and what he said would forever change Maddox's life.

"The city is your friend now too."

Time has passed since then, Maddox has changed. The streets speak to him now and he listens. He helps the weak where he can and believes in something more than himself. He's a myth among the people. The city takes care of it's own and his is it's instrument. A ghost who walks the streets of Kintago, punishing the wicked and helping the poor. One day hoping to make amends for the life he wasted.

Dressed little more than rags and a patchwork cloak, this scraggly haired, somewhat dirty man is someone easily missed in a crowd, but if you catch his eye, he has a presence that can be comforting and kind, but turn volatile in the blink of an eye.

Maddox is a Shaman with the Slums spirit.

Hope that's alright. :)


Name: Valrani
Class: Druid (world walker)
Campaign Trait: Ex-Asmodean.

Valrani's family was a well off middle class Cheliax family. Valrani never thought much of this, training to be a lawyer as her father was. However as part of her training she was assigned as a defence lawyer to a "separatist rebel". The more Valrani examined the charges against her client, the less convinced she was of the mans guilt.

When she approached her superior at Hamrold, Stewarts and Bycroft, she was told to pull in her head and that did she really think that a junior apprentice lawyer was going to be assigned a case of value. Still, she turned up to court and was promptly embarrassed by the prosecutors intelligence and well delivered arguments. Arguments that had little to do with the facts of the case, and less to do with the law.

The client found guilty, she appealed to the priesthood of Asmodeus. There she was instructed once again to not bother herself with the fate of rebels. This was the moment her eyes were opened. She looked around and saw for the first time was the pretext of laws of her nation was really delivering. Slavery to all citizens in one way or another.

Fed up, she pinned her resignation and disavowing of Asmodeus to the door of the courthouse and fled Westcrown. Her family she has never seen again, but she has heard that they were publicly tortured to death by minor devils that were summoned specifically for the purpose. With the death of her family she has (partially out of self defence) dropped her own family name.

Having left one big city, Valrani took to the wilderness, falling in with a travelling man and learning the way of nature from him. Learning that nature can be kind as well as cruel. Learning that the birds have more freedom without laws than mankind ever has with them. Learning that the power within her is far more suited to life outside of cities than it ever was to life within.

And then she heard about Kintargo. A place where freedom might gain an upper hand. Where she might use the skills she has learned to fight against the forces of evil that slew her family. A place that she might make a difference.

Grand Lodge

Fhingle:

Fhingle Nib
Male halfling oracle (possessed oracle) 2 ( Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG
Ultimate Magic 59)
LN Small humanoid (halfling)
Init +2; Senses Perception +9
—————
Defense
—————
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 14 (2d8+2)
Fort +1, Ref +2, Will +4 (+2 against enchantment spells or effects); +1 trait bonus vs. illusion effects, +2
vs. fear
—————
Offense
—————
Speed 20 ft. (15 ft. in armor)
Melee light mace +1 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks halfling jinx
Oracle (Possessed Oracle) Spells Known (CL 2nd; concentration +6)
1st (5/day)— abadar's truthtelling (DC 15), bless, cure light wounds , ventriloquism (DC 15)
0 (at will)— detect fiendish presence , detect magic , light, read magic , sparkAPG (DC 14)
Mystery Mystery (godclaw)
—————
Statistics
—————
Str 8, Dex 14, Con 13, Int 12, Wis 13, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats Extra Revelation APG
Traits pattern speaker, well-informed
Skills Acrobatics +1 (-7 to jump), Bluff +9, Climb -2, Diplomacy +8 (+9 to gather information), Heal +5,
Knowledge (local) +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Sense Motive +6,
Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Celestial, Common, Halfling
SQ oracle's curse (tongues), revelations (resiliency, two minds UM)
Other Gear lamellar (leather) armor UC, light mace, sling, 935 gp
—————
Special Abilities
—————
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by
halfling luck.
Halfling Jinx (30 ft, At will, DC 14) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will
neg).
Resiliency (1/day) (Ex) When brought below 0 hp but not killed, act as if disabled for 1 round.
Tongues (Celestial) You can only understand and speak one language in combat.
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th
level, you may reroll a failed Will save once per day as an immediate action. You must take the second
result, even if it is worse.

fluff:

Fhingle grew up in Cheliax as a slave, his master was a priest of Asmodeus. The master used to use him as a focus to commune with Devils and arch devils, Fhingle's mind was used as a body for those who couldn't come to the material plain. Eventually Fhingle's physical body started to deteriorate and his master saw no further use for him. Taking him and dropping him off in the gutter of Kintargo. Fhingle was kept alive by the other Halflings and the fact that all this trauma to his mind gave him visions and powers that none of the other halflings had.

Eventually he had a vision of Irori who took him and protected him, Irori gave him a vision of a Kintargo in flames, one that was given back to the people. Irori did what he could for the shattered mind of Fhingle, he gave him the power to use his fractured mind to his advantage.


Silvio Errico here, with the submission of a Living Grimoire Inquisitor. Silvio is a Kintargo tax official who is fed up with having his hard work undone by the likes of Barzillai Thrune. He carries around a large tome--the Kintargo tax code--and beats people over the head with it, figuratively and literally.

The Living Grimoire Inquisitor is a fairly unusual archetype, which turns the Inquisitor into an Intelligence-based caster with a divine spellbook, and also turns that spellbook into a melee weapon. I think it fits the character concept exceptionally well. More fluff and crunch found in the profile.


I would like to Submit Rasmuth Vashnarstill for your considerations... A loyal son of Kintargo and Oracle in service to Abadar.

background:
Rasmuth Vashnarstill grew up as someone who was used to being considered an elite in every sense of the word. His family was powerful and rich. He excelled in his studies learning much. People liked him and praised him for his cleverness and noble bearing. He was stronger and faster than other children. There was nothing about him that wasn't noble. Perhaps that is why the "accident" happened.

When he was 13 years old Rasmuth' family went to the capital to seek position with the queen and the Thrune family. Rasmuth was so excited by the prospects of going to the capital. Seeing the large buildings, all the Hell Knights, the Royal castle, the crowds... and maybe even a Devil or two.

While visiting the Royal Palace, a small group of Thrune Children took him on a tour of the grounds. He remembered being worried but the reassurances of his mother filled him with an assurance that everything would be okay. At first everything seemed amazing to Rasmuth. The other Noble children showed him around the grounds, they looked off the top of the battlements, played in the Royal Gardens, and then came the part of the tour where the other kids decided to show Rasmuth' the dungeons of the castle. He remembered the other kids opening the door... Rasmuth looking down the dark stairs leading under the castle, no lights at all. He even remembered the acrid smell of sulfur and the shrieking sounds of some sort of screams coming up from the dark. As Rasmuth turned one of the children pushed him, and he fell down the stairs into the dark. He landed at the bottom of the stairs in pain and started to get up when he heard the door at the top of the stairs close and lost all light. The next sensation he felt was pain as teeth and claws cut into him in the darkness there. He never found out what creature attacked him but the damage it did to the young noble was life changing.

A Priest of Asmodeus in service to the queen, was there and was able to heal much of the damage at the very least preserving Rasmuth' life. But the damage done to Rasmuth by whatever creature had been in the shadows was beyond the powers of the cleric. Rasmuth's family left the Capital and returned to Kintargo where they paid healer after healer to tend to the young mans wounds. It wasn't until a priest of Abadar came and looked at Rasmuth that things started to look up, He could tell that this boy had a calling from Abadar. He looked at Rasmuth and didn't offer to heal him... but instead offered to train him. To teach him the codices of Abadar to instruct him and help him find purpose.

Against his families wishes Rasmuth began his training. As he gained faith his body slowly healed. Bit by bit he got some of his movement back. Ten years later he still bears many of the scars from that incident. He doesn't move as quickly as he once did, and his vision is meaningless but his other senses have adjusted and he has developed a sixth sense that lets him avoid dangers others are unaware of.

Now as the Rebellion begins Rasmuth finds his loyalties divided. He has always wanted to defend the order and stability that comes from following the Laws of the Land, but he sees the way that the Thrune family abuse their responsibilities. He would never have considered open rebellion... But recently something changed. There was a speech given by the new representative of the queen in Kintargo. As Barzillai Thrune gave his speech a cold chill had run up the back of Rasmuth. He recognized that voice. He knew that man. He couldn't see the man as he gave his speech, he had been to far away, but he had recognized the voice and the face of a young boy came rushing into Rasmuth mind. Barzillai had been the ringleader... the child that had laughed as he pushed Rasmuth down the stairs and slammed the door shut so many years ago. Suddenly Rasmuth found his reservations about open rebellion begin to waiver...

Shadow Lodge

Please Valrani join the discussion thread.

It's not been an easy choice but in the end I went with Valrani as a druid might just bring the amount of versatility the party needs coupled with offensive power.

Everyone else, thanks for your applications (all were very good!) and I hope to be able to play with you all one day.

Shadow Lodge

1 person marked this as a favorite.

Recruitment for this game is open again.
We just lost an half elf bard but now the spot is open for any classes (with the exception of Summoners of any kind), just try to blend well with the other player characters.

Current team is made of Swashbuckler, Spiritualist, Witch and Druid.

Rules for character creation are as follows:

-Lvl 2 character (standard gold for lvl 2)
-Core races
-Any classes BUT summoners
-Fighters get Stamina as free feat
-Recruitment will stay open until 01-28


I've got a Tiefling Warpriest of Milani that recently missed out on a Hell's Rebels game, should be easy to retool, changing race will be the biggest thing. Coming in post-L1 do we still take a campaign trait?

Shadow Lodge

Ouachitonian wrote:
I've got a Tiefling Warpriest of Milani that recently missed out on a Hell's Rebels game, should be easy to retool, changing race will be the biggest thing. Coming in post-L1 do we still take a campaign trait?

Mmmh... no. Go for 2 traits no need for campaign trait this late (different categories though)

Grand Lodge

background skills?


May I present Morricona d´Aulamaxa, son of the prestigious house of Aulamaxa, actor extraordinaire.
Is it the horned husband, bent on revenge, is it the master of devils, or the strong soldier, defending the motherland against all would be conquerers, he will make you cry, make you laugh, will make your guts go fiery in national pride.
But Morricone has one light secret. He is a devout follower of Shelyn, a fact known just to his mother, who hides it in shame that her beloved youngest son ... is secretly a rebell.

Still needs some minor works.

Shadow Lodge

Raltus wrote:
background skills?

Ok for BG skills.


DM Elan Morin: This is Eric Swanson. I just had a quick question for you. Were you recruiting for one or two players here?

If you are recruiting for two players then both Lady Ladile and myself would like to re-submit our characters. Here are the submissions:

Lady Ladile: 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.

Joint-applicant (Me): Geoffrey Piersym human fighter (tactician).

Grand Lodge

Nalreen Illen

All you want to know is in the Gdrive Link


VMC?


I have a halfling mesmerist that would do well in a social-strong PBP. He's the kind of person who could convince you that the sun actually rose in the north. He'd be sort of a good-hearted conman, with that smooth and fast-talking salesman appeal.

Grand Lodge

From what I read the Halflings in Cheliax are all slaves, he would have to have a good reason to be not enslaved to a house.

Although I am not the GM just my two coppers


Raltus wrote:

From what I read the Halflings in Cheliax are all slaves, he would have to have a good reason to be not enslaved to a house.

Although I am not the GM just my two coppers

Most are, yes. But not all of them. There are a few free ones. If nothing else, I could have recently escaped.


1 person marked this as a favorite.

I'm one of the player's here. We already have a halfling in the group and he's NOT a slave...so...halflings are OFTEN slaves and servants, but not always.

=)


So, I'd forgotten that the Warpriest I had was built on rolled stars, and as MAD as that class (and, more specifically, that character was). So I'm looking at other possibilities. Looks like y'all might could use some help on the front line?


Here is Samael the priest of Nethys for your consideration. Crunch is done, still working on the fluff. :)


Ouachitonian wrote:
So I'm looking at other possibilities. Looks like y'all might could use some help on the front line?

The GM is out for a day or so, and it's not my place to speak for him, but it looks like our big melee guy has backed out of the game too.

So yes, a good front liner would be appreciated. It is up to the GM really however in the end.


Presenting Osyphins, halfling con artist extraordinaire. Still working on the backstory, but his stats should be nearly complete.


I'd like to join this game. I love Hell's Rebels but so far the games perished.

My idea for my character is a Halfling or Human devotee of Kurgess who made the city his playground. He used to do parkour there with a small group of friends but recently all but him have been arrested for disturbing the peace.

ideally I'd go Swashbuckler using the Courser archetype and then go for the Darechaser PrC as soon as I can. If you'd rather not have a Swashbuckler next to the existing Daring Blade Cavalier I'd probably go through Unchained Rogue instead.

In combat he'd be a skirmisher, weaving in and out of melee. He'd be very mobile, both in and out of combat.

Sovereign Court

Well, since there is need for a front liner, I have an oddball character I'll toss into the ring. This will probably get excluded for not fitting the DM's parameters, but what the heck, if you don't try you'll never know, right?

The character in question is T'chazzar, a drow paladin. He is a devotee of Kelinahat, the (lawful good) empyreal lord of infiltration and intelligence-gathering in a good context.

T'chazzar is an expatriate, of course, because he doesn't fit into his society's value system. As a servant of Kelinahat he works to oppose the evil machinations of devils and demons through spycraft and subterfuge, in preparation for setting up confrontations that can be won with direct action. Naturally, while he is commanding and a strong leader, he is also an outsider and keenly aware that his heritage makes him suspect, even among the devil-worshippers of Kintargo. He uses his skills to pretend to be part of one side or another, relying on people's natural uncertainty about drow.

Mechanically, T'chazzar is a bit of an oddball (obviously). His damage output is marginal but his armor class is adequate for a low-level tank. As a tempered champion, he will never gain spells but his weapon skills will improve substantially over time. Perhaps more importantly, as a gray paladin he loses several paladin abilities but he does not have an aura of good (so he is not easily detected with simple detect good powers) and some flexibility regarding his code of conduct.

About me: I'm a regular poster here, I run five games currently and won't be going away any time soon! I favor role-playing opportunities but also try to make sure that I build characters that are useful to the group's goals. I occasionally go on weekend camping trips that take me away from the internet but I give advance notice when I'm going to do so.

Cheers! Good luck everyone!


This is Ouachitonian, presenting Liam, an alchemist whose family secretly descends from nobility who opposed the Thrunes decades ago. He has never forgotten the past, an hopes to one day do his part to take the Thrunes down. Mechanically, he's a Vivisectionist Alchemist, and I plan to take him into Master Chymist eventually. With a strength-enhancing mutagen, homemade potions of enlarge person, and the like, he'll be quite capable of melee combat on the frontline. He'll also be able to provide support in the form of potions. In fact I spent a lot of my starting gold on crafting potions, I hope that's ok GM.


My goal is to submit a brawler/slayer type to help the party with all of its needs by the deadline!!

Silver Crusade

Here is my submission - Lubella Heathertoes: a Halfling Dawnflower Dervish Bard.

Note that while is says "Bard" on her character sheet, she is not a support character. She is a melee frontliner with some emergency healing, as well as good stealth and social skills. She is most definitely Not Fragile.

Stats:
Lubella Heathertoes

Female halfling bard (dawnflower dervish) 1 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 22 (2d8+9)
Fort +4, Ref +8, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron scimitar +7 (1d4+4/18-20)
mwk cold iron scimitar with battle dance +9 (1d4+6/18-20)
dagger +1 (1d3-1/19-20)
Ranged light crossbow +6 (1d6/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1), battle dance: inspire courage
Spells Known (CL 1st; concentration +4)
1st (3/day)—cure light wounds, expeditious retreat, feather fall
0 (at will)—detect magic, light, mage hand, message, read magic
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +1; CMB -1; CMD 13
Feats Dervish Dance[ISWG], Toughness
Traits ease of faith, resilient
Skills Acrobatics +2, Diplomacy +9, Disguise +7, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +5, Perception +6, Perform (dance) +7, Perform (sing) +8, Profession (merchant) +3, Stealth +10; +2 Perception
Languages Common, Halfling, Kelish, Varisian
SQ Battle Dance, versatile performance (sing)
Other Gear chain shirt, crossbow bolts (10), dagger, light crossbow, mwk cold iron scimitar, bedroll, blanket[APG], flint and steel, masterwork backpack[APG], silver holy symbol of Sarenrae, soap, trade goods (textiles) (worth 20 gp, 10 lb), trail rations (4), trail rations, waterskin, 451 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect her.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.


Description:
Age: 31
Hair: Blonde
Eyes: Blue
Skin: Tanned
Height: 3'0"
Weight: 30 lbs
Other Notes: Speaks with a Kelish accent

Background:
Lubella was born into a lower class Halfling family in Katapesh. Her father died of plague when she was 14, and the remaining family was plunged into poverty. Lubella was sent to serve on an estate of the Church of Sarenrae, where her talent was quickly recognized, and she was groomed to enter the Cult of the Dawnflower. Lubella disliked the rules and structure of her training, and began getting into trouble.

After a series of infractions, such as curfew violations, public intoxication and various pranks, a transfer was arranged to the Temple of Sarenrae in Korvosa (sending the problem to someone else). As a junior member of the staff, Lubella became the designated errand-runner and odd job person.

After a year in Korvosa, Lubella was bored with her mundane duties, so she volunteered for a dangerous undercover mission. She is tasked with finding out what happened to Shensen, a leader of the Sarenrite community in Kintargo who went missing during the Night of Ashes. She is also instructed to assess the political situation and aid the faithful of Sarenrae as best she can. During her training for the mission, a rebellion broke out in Kintargo.

Lubella is posing as a Katapeshi merchant establishing trade contacts in Kintargo, and entered the city using forged papers identifying her as a free halfling registered with the Cheliax Government.

Note: Her skill rank in Profession (merchant) represents knowledge from her mission training.

Personality:
-Lubella is outgoing and friendly, but is initially guarded about confiding in others.

-She has matured since her days of youthful indiscretions and is trying to be more responsible. She still likes her wine and can get a bit rowdy when she has over-indulged.

-She is highly altruistic; she will devote considerable energy to helping people she doesn't know. Wealth is unimportant for it's own sake - it only matters as a mean to helping others.

-She will associate with evil creatures if the greater good is served, or if she feels that they could be redeemed.

-Violence is a last resort; diplomacy is her preferred option.

-Lubella aspires to live by the paladin code of Sarenrae. She often falls short, although she comes closer than she would give herself credit for - she is filled with doubts that she doesn't live up to the high standards of behavior that she sets for herself.


Code of Conduct:
Lubella aspires to live by the Paladin Code of Sarenrae, although she sometime fall short:

· I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.

· I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.

· I am fair to others. I expect nothing for myself but that which I need to survive.

· The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.

· I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.

· I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

· I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.

· Each day is another step toward perfection. I will not turn back into the dark.


Party Role:
Main Skill Competencies: Bluff, Diplomacy, Sense Motive, Stealth

Combat Role: Melee frontliner (moderate damage, strong defenses). Lubella seeks to fight the most dangerous opponent, despite her diminutive stature. She has minor healing abilities (cure light wounds).

Combat Stats with Battle Dance:

AC: 19
HP: 22
Attack: +9
Damage: 1d4+6

Note: Her (double) bardic Inspire Courage bonuses only apply to herself.


Build Plan:
No Multiclassing, no PRCs: Dawnflower Dervish all the way.

Feats
1-Toughness
3-Dodge
5-Arcane Strike
7-Improved Initiative
9-Combat Expertise
11-Great Fortitude
13-Mobility

Versatile Performances: Based on description of Sarenrite religious services.
First: Sing
Second: Dance
Third: Percussion


Sounds like you might need two new players. I'd like to be one. I'm going to submit Talon Bishop aka The Hound of Kintargo. Please let me know if anything needs to be adjusted to be a better fit for the group/level. Many thanks.

Hound of Kintargo:

Talon Bishop aka The Hound of Kintargo
Male human vigilante (gunmaster) 2 (Pathfinder RPG Ultimate Intrigue 9, 57)
CG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 15 (2d8+2)
Fort +0, Ref +7, Will +4; +2 trait bonus against fear while you have a firearm drawn
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20)
Ranged pistol +5 (1d8/×4)
Special Attacks deeds (quick clear), grit (1), gunmaster
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Amateur Gunslinger[UC], Blind-fight, Gunsmithing[UC], Point-Blank Shot
Traits armed grit, masked
Skills Acrobatics +6 (+2 to jump), Bluff +7, Disguise +7 (+27 to appear as part of polite society while in your social identity), Escape Artist +5, Knowledge (local) +5, Knowledge (nobility) +4, Perception +6, Sense Motive +5, Stealth +6, Swim +2
Languages Common
SQ dual identity, gunsmith, social talent (safe house), vigilante talent (strike the unseen)
Other Gear leather armor, dagger, dragon's breath cartridge[UC], entangling shot cartridge[UC], pistol[UC], backpack, belt pouch, blanket[APG], gunsmith's kit[UC], torch (10), trail rations (5), waterskin, 35 gp
--------------------
Tracked Resources
--------------------
Alchemical cartridge (dragon's breath) - 0/1
Alchemical cartridge (entangling shot) - 0/1
Dagger - 0/1
Grit Pool (1/day) - 0/1
Masked (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Blind-Fight Re-roll misses because of concealment, other benefits.
Deeds
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunmaster (Ex) Gain gunsmithing, and add listed bonus to damage with firearms.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Safe House (8,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Strike the Unseen (Ex) Can do hidden strike damage to foes with total concealment.
--------------------
Talon Bishop, to anyone who knows him pictures a Noble named who owns companies in Absalom and other places outside of Kintargo.
The truth is far different. He's a vengeful vigilante who the people have nicknamed 'The Hound' for his tenacity at hunting down those who would harm the innocent.
He currently lives in a safe house in Old Kintago away from prying eyes. Currently he's investigating the origins of the famed Kintargo serial killer Professor Mangvhune.

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He's been working in Kintargo in Secret for some time. Even after the protest he went off and was subverting and opposing the Thrune militia at every turn but he's come to realise that he can't do it alone and has now actively started seeing out the rebellion and the PC's to ask for/offer his help in freeing Kintargo.


dotting

Shadow Lodge

Daedalus the Dungeon Builder wrote:
I have a halfling mesmerist that would do well in a social-strong PBP. He's the kind of person who could convince you that the sun actually rose in the north. He'd be sort of a good-hearted conman, with that smooth and fast-talking salesman appeal.

As Lirotha pointed out not every halfling in Kintargo is a slave. A lot are but not all.

Shadow Lodge

Ok, I can confirm we also need a martial type character. Same rules as before, so:

Current team is made of Spiritualist, Witch and Druid.

Rules for character creation are as follows:

-Lvl 2 character (standard gold for lvl 2)
-Core races
-Any classes BUT summoners AND a martial character
-Fighters get Stamina for free
-Recruitment will stay open until 01-28
-Background skills: yes

Thanks to everyone who submitted characters thus far btw, this is going to be a difficult choice again!


Well, a hard choice is better in some ways, right? It means you have a good selection from which to draw from.


Hia! I had a guard-turned-rebel built up for this campaign that never got in and that I could see about digging up.
He was a tower shield specialist who wore the guards emblem proudly on the front of his shield but would have to cover it up with a cloth once he was in hiding.
Human fighter. Lots of feats. Big arse shield. Verh patriotic.

Sovereign Court

DM Elan Morin wrote:

Ok, I can confirm we also need a martial type character. Same rules as before, so:

Current team is made of Spiritualist, Witch and Druid.

Rules for character creation are as follows:

-Lvl 2 character (standard gold for lvl 2)
-Core races
-Any classes BUT summoners AND a martial character
-Fighters get Stamina for free
-Recruitment will stay open until 01-28
-Background skills: yes

Thanks to everyone who submitted characters thus far btw, this is going to be a difficult choice again!

I'll update the drow paladin to level 2 and continue to pitch, though my expectations are not high. ;)


Here are the stats for Gerald's brawler in the spoiler. I'll get the backstory and all of that together in the next couple of days.

DM, if selected, could I play with the town a bit and say that Oren worked in some sort of alchemist's shop? I see her as Tian born that travelled with her merchant family to the general area. She stayed for some reason and uses her knowledge of ancient traditions (herbalism) to help soothe injuries, cure minor maladies, etc. No one knows of her prior monastic training and her knowledge of using the same herbs to enhance her own abilities (Mutagenic Mauler). She's seen the spark of revolution and wants to throw her hand in to assist. That's the basics.

I'll get a more detailed history up by the deadline.

Thanks.


I have a few ideas, a warlock vigilante or an Aldori Swordlord fighter, should have something up soon.


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Oren Mitabu wrote:

Here are the stats for Gerald's brawler in the spoiler. I'll get the backstory and all of that together in the next couple of days.

DM, if selected, could I play with the town a bit and say that Oren worked in some sort of alchemist's shop? I see her as Tian born that travelled with her merchant family to the general area. She stayed for some reason and uses her knowledge of ancient traditions (herbalism) to help soothe injuries, cure minor maladies, etc. No one knows of her prior monastic training and her knowledge of using the same herbs to enhance her own abilities (Mutagenic Mauler). She's seen the spark of revolution and wants to throw her hand in to assist. That's the basics.

I'll get a more detailed history up by the deadline.

Thanks.

Liam is a local alchemist. They might know each other. If they're both picked, which of course isn't terribly likely.


DM

Spoiler:
I think I'm done with the sheet, including backstory now. If you have any questions, or suggestions, please let me know. I'd be happy to make changes as requested. I see Oren as a front line mobile striker. She will do plenty of damage, although her AC will lag due to no heavy armor. I plan on her staying brawler the whole way, with maybe a fighter level here, or there, but probably just a brawler. She will blend well with most parties, and I think she could be very helpful here. If you check my posting history, I'm a very active participant in my games. Thank you for the consideration for your game.

The Exchange

Greetings, I have a martial submission. Human Titan Mauler Barbarian- Cleric of Gorum- Martial Artist Monk

He won't be "off the ground and running" yet at level 2 but 3 is where the fun begins. Not an optimized build at all, just a guy who flurry's a with a Large Greatsword. I'll post back with an alias tomorrow but count me in.


Dotting .
vigilante a zealot of calistra or a serial killer, hmm...


Submitting Arcos Vadreis, also known as the Blue Warlock, vigilante, freedom fighter, and amateur magician!

Stats:

Arcos Vadreis
Human (Chelaxian) vigilante (warlock) 2 (Pathfinder RPG Ultimate Intrigue 9, 60)
LN Medium humanoid (human)
Init +3; Senses darkvision 90 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (2d8+4)
Fort +3, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee mystic bolt (electricity) +3 (1d6 electricity) or
. . tonfa +2 (1d6+1) or dagger +2 (1d4+1)
Ranged shortbow +3 (1d6/×3) or mystic bolt (electricity) +4 (1d6 electricity)
Vigilante (Warlock) Spells Prepared (CL 2nd; concentration +6)
. . 1st—magic missile, shield, summon monster I
. . 0 (at will)—dancing lights, detect magic, mage hand, message
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 16, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Great Fortitude, Weapon Focus (mystic bolt)
Traits arcane temper, ex-asmodean
Skills Bluff +7, Climb +5, Diplomacy +6, Disguise +7 (+27 to appear as part of polite society while in your social identity), Escape Artist +6, Knowledge (arcana) +7, Knowledge (nobility) +7, Perception +2, Profession (scribe) +5, Sense Motive +5, Sleight of Hand +6, Spellcraft +8, Swim +5, Use Magic Device +6
Languages Celestial, Common, Draconic, Infernal
SQ dual identity, mystic bolt (mystic bolt [electricity]), mystic bolts, social talent (obscurity), vigilante talent (shadow's sight)
Combat Gear silence dust (2), smoke bomb (2); Other Gear mwk studded leather, shortbow, tonfa[UC], sleeves of many garments[UE], silk rope (50 ft.), warlock starting spellbook, 263 gp, 1 sp
--------------------
Special Abilities
--------------------
Darkvision (90 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Bolt (Electricity) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Obscurity (Kintargo) (Ex) Your social identity is not famous, but obscure.

Background:

Born the 8th child of 10 in the city of Kintargo, Arcos did not have an exceptional childhood. His father, a priest of Asmodeus, believed that arcane magic was an affront to the power of the divine. His mother, an Asmodean as well, ran the house in a manner similar to a prison camp, with rigid rules and favors towards the older children. As the 8th child, he got none of the doting attention of the youngest ones, the respect of the eldest ones, or the passive attention towards the middle ones. In short, he was mostly forgotten. However, he found solace in an old wizard by the name of Markys. Markys took an interest in Arcos, seeing a keen intellect and a thirst for knowledge. Arcos gladly obliged, being secretly trained in the arcane arts. He developed an alter ego for the magically inclined side of himself, calling it the Blue Warlock after a talent for manipulating electricity. Markys also introduced him to the worship of Nethys, and he was entranced. However, he had to keep his dealings secret from his family, as his father would’ve harshly punished him for practicing the arcane, and likely had Markys arrested for “heresy.” And so Arcos practiced his craft in secret, an obedient asmodeus-worshipper by day, and a lightning-slinging Nethysian by night. All good things however, must come to an end. One of his brother got suspicions of his nightly excursions, and followed him to Markys’ shop. The brother saw all of it, the magical practice and worship of Nethys, and reported the two the Arcos’ father. Markys was arrested for “disturbance and heresy” on mostly fabricated evidence, and Arcos was essentially placed on house arrest. Infuriated by the harsh treatment of him and his mentor, Arcos ran away to Kintargo to join the revolution.

Personality and Appearance:

Arcos, in his non-vigilante form, is not a terribly interesting person. He is a bookish scribe, more interested in books and reading than social interaction. Behind closed doors however, he takes on an entirely different personality. He is witty and social, with a great love of magic and a hatred of the Thrunes and Asmodeus. He wishes for everyone to be free of tyranny, and not suffer the fate he did. He wishes to become a father someday, and not to make the mistakes that his father did. He often works to find the whereabouts of his mentor Markys.

In his social identity, Arcos wears a simple scribe’s outfit, with an inkpen behind his ear, often obscured by mousy brown hair. His eyes have a spark of fierce intelligence, and constantly scrutinize his surroundings. He also carries a simple dagger at his waist. His vigilante outfit however, is a thing to behold. Angular, deep blue robes are accented by golden lightning bolt decorations. Electricity crackles at his fingertips, and his face is obscured by a blue eye mask, covered in the same golden lightning bolts. His eyes take on a deep blue color, able to see through darkness as if it were daylight.

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