GM Advocate's Hell's Vengeance (Inactive)

Game Master Sir Longears

Longacre map | Current Map
Loot

Party Conditions:
Ahreni [7/17 - wounded (-2)]
Cael [20/21 - healthy]
Melani [13/14 - healthy]
Pava [18/20 - healthy]
Vicenzo [18/18 - healthy]

Party Exp: 3810/5000
Rebellion Points: 10


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GM Advocate:
How old are Marcellus and Isabella? Does you/she still have parents/siblings alive?
Marcellus is 49, and has no surviving family. He is the last of his name, and is convinced that he cannot father a child. Isabella is a few years younger and has aged well. She is 42 and still quite an attractive woman, which is why Marcellus fears that she may have a younger man as a lover. She was born in Longacre to a veteran father, so her parents are possibly still alive, but very elderly (in their mid 70s).

What about changing Erven Crosberg's name to Riley Kels? It will be far more rewarding!
Ooh, I like that idea very much. Consider it done.


Lots of stuff is killing my free time in real life, so I am going to bow out of the recruitment. Looks like a great pool of candidates anyway!


GM Advocate:
How old is Satin, Kol and Clariona? Normally a tiefling reaches adulthood at 60 but that would mean that her mother would be probably dead by now. My advice is to make her around 50 so her mother is 70-80 and Kol 30-40.

I’m happy to go along with that idea. How about a lateral idea for the mother though – one that you could keep to yourself? Maybe she could have died and been reincarnated into an adult dwarf or gnome at the same age of 70 to 80. Kol’s age of 38 and Satin’s 51 fit together. What do you think of that?

-There is also a huge problem with the reason she is in Longacre: There is no way for Tamard to have sent you and Sathursta after Kol for him to have helped with the fall of Longacre to Iomedae because it hasn't happened yet! The Chelish government and the Asmodean Church are yet unaware of the danger that the Glorious Reclamation could represent to Cheliax or Longacre... they just declared a martial law.
-There is an alternative if you allow me to give my opinion: Clariona is actually part of the Glorious Reclamation and during their many reconnaissance missions she recognized Kol. Since then, she 'left' the GR to take revenge on you by blackmailing him into revealing your location and then sending a letter to Tamard, tricking him to send you and Sathursta after Kol.

Your alternative works for me. The reincarnated Clariona joins the Glorious Reclamation as an insurgent. Kol as a one-time rogue is also involved since the thieves guild hope to profit from the ensuing chaos. That’s when Clariona spots Kol and blackmails him into writing the latest letter(s) probably by holding his past against him or kidnapping his family. But if Kol’s name is under a grey “terrorist” watch list as a rogue, something which Cheliax and her inquisitors are capable of, then that would alert Tamard to the love letter. Rather than spy on Kol, Tamard wants Satin to commit to evil (seeing love as a weakness) so sets her up against Sathursta with Kol’s murder as the prize.

-The reason of why you are in Longacre aside, there is another important question: Why would you join Cimri? She has nothing to do with the GR and is just trying to score some gold for herself...

I don’t want to tie Satin too strongly to your hook for the AP, especially when I know little about this adventure (except that it has a naff start). Perhaps Kol’s letter could mention Cimri as a friend and ne’er-do-well who knows where to find Kol. Also the letter states that Kol has had to go into hiding – when in fact Clariona has the entire family under wraps (or worse killed that’s your call) and Satin needs to befriend Cimri by helping her. Any good? If you agree then I could draft out a love letter.


I don't know enough about the setting to fix my submission very well, and I am a little stretched thin as it is.

I think it is best if I withdraw before selection happens...no half-orc for you!


Brakus Tyrdalin:
I think your changes might work pretty well. About reading the Longacre Gazetteer, you'd find a couple 'indirect spoilers'... for example it doesn't describe the buildings that were already described during the plot so by reading it you'd know where the action would happen... if you can keep Player/Character information appart, go ahead, but if you wish to play a 0 spoiler game, wait a bit!

Cuàn:
I see no red flags so far but I'd have to see the finished background to properly advise you.

Satinius Del Pierre:
Humm... not really a fan of the reincarnation idea but I'll think about something. She will be meaningful, not an old toothless crony!

I forgot to mention but there is not a thieves guild/gang in Longacre so Kol followed with a different life (perhaps he is a smuggler now or a drug dealer or even an honest worker...). Nevertheless, this isn't the point. So, Clariona forced Kol to send a love letter to trick her to come to see him. Tamard, with high hopes in Satin devotion, sees Kol as a 'weak spot' and sands her to kill him.

I got another idea to involve Sathursta... Thinking about it, Tamard really wants Satin to succeed so it makes little sense for him to put Sathursta as competition since it could backfire by her trying to protect Kol... instead, he sends Sathursta in secret with a different mission: spy on Satin and report her behavior; if she fails, he would kill Kol, hoping for her to at least forget about him, if she refuses to let him go, he should also kill her. Any thoughts?


DM Advocate:
Almost midnight here so I'll pick this up tomorrow. Some last thoughts that came to me were - Clariona could be a spirit or revenant or even part of an evil intelligent weapon out for revenge. No toothless crone is better - maybe she could be a sorcerer or wizard since then her physical abilities wouldn't need to be so high. The rest of that is pretty much where I am, in fact the thought of Kol going straight is cool. He would need to work in a profession where Clariona can spot him.
As for Sathursta the secret weapon, I would prefer him to not be such a secret. The sense of foreboding for Satin would be greater, the pressure would grow more slowly and in the end the pay off may be larger. Each time they meet - Satin could receive more threats from Sathursta- ramping up the tension like blackmail. At the moment I fully expect Satin to kill Kol. She is a fiendish vessel after all - but the baggage could be painful. I doubt Sathursta would survive.
I'll pick this up in the morning. Cheers


GM Advocate:

Thanks for pointing all that out! To answer;
Yes, Ostenso is what I intended. Korvus does have a mother and a sister (I thought I had that up there but think somehow my BG didn't edit right :s). Mother's name is Liara, sister is Taryn. Mother is a clothier, and Taryn is in training to be a Chelish diva.

The nodachi was the chosen weapon of Korvus's father. He had confiscated the weapon from a group of Tianese attempting to enter Cheliax illegally. His Captain had been so pleased, he'd gifted Korvus's father the exotic weapon. Korvus uses it now in honor of his father.

The changes you suggest all work just fine for me!


Alright, it's taken me longer than it should have, but I've finally got my character ready.

Here's his character sheet on Myth-Weavers.

10-minute Backstory:

Step 1
-Bazim prefers to be overlooked. Ideally, his enemies should ignore him entirely.
-While Bazim prefers not to fight, he's no coward. If his magic and his guile both fail, he won't hesitate to pull out his sword.
-Bazim is drawn to people he suspects are destined to achieve power.
-To keep up the image of being powerless, Bazim loads his backpack with far more than he can comfortably carry, and uses his sword cane as a walking stick.
-Bazim will most likely keep up the appearance of being a slave of one of his fellow party members.

Step 2
-To gain powerful allies he will be able to manipulate
-To place his existing allies in positions of power

Step 3
-Only Bazim and his closest allies are privy to his powers of manipulation.
-Bazim himself is unaware that since leaving his master's service, his master has caught on to his ruse, and would like nothing more than to have Bazim's head.

Step 4
Ally: Lissum Roth, abolitionist. After leaving his master's service, Bazim took advantage of this woman's sympathies, and allowed her to smuggle him to Longacre.
Ally: Belick Tanner, former slave. Came from the same "batch" of slaves being smuggled as Bazim, and now works at the tannery.
Enemy: Dazimus Kretch, Bazim's former master. While not an especially powerful man, Kretch certainly has the resources to hunt down his deceptive slave.

Step 5
-Bazim typically stands hunched over on his walking stick (sword cane), making him look more pitiful.
-Bazim affects a stutter whenever he finds himself in a "stressful" situation.
-Bazim is prone to overestimating his powers of manipulation. Even if someone proves resistant to them, he's likely to keep pressing his luck.

Backstory:

Bazim, like many halflings in Cheliax, was born into slavery. As soon as he was old enough to work, he was sold to a man named Dazimus Kretch, in Westcrown. While Kretch's father was a self-made man, he himself was content to rest on his laurels and squander his family fortune on frivilous pursuits. Life as a domestic servant was comfortable, but Bazim was destined for more.

His powers manifested subtly, at first. He had always had a mind for the best thing to say in any given situation, but in time, he discovered his true ability to bolster his words with magic. And who better to test his newfound hypnotic powers on then his master?

For well over a year, Bazim practiced his magic on his poor Master Kretch, keeping the fool under his sway all along. Eventually, though, he felt that he had nothing more to learn as a slave, and began to seed his master's mind with thoughts of setting him free.

Once Kretch took the bait, and set his deceptive slip free, Bazim sought out a woman named Lissum Roth, a lesser noblewoman with abolitionist leanings, who was rumored to smuggle escaped slaves out of the country. Those rumors were quickly confirmed, and along with a small party of other halflings, Bazim was soon on his way.

Being an easily contented folk, most of the halflings tired of the journey and settled down along the way, which suited Bazim just fine. Unfortunately, they never quite made it out of Cheliax. After learning of an increase in border patrols, the group decided to lay low in the small town of Longacre rather than risk being found. Lissum Roth's agent suggested, before they left, that they choose a new profession, and make a surname of it. Thus, Bellick became Tanner, and Bazim became Porter.

I'll be happy to answer any questions you have!

Silver Crusade

GM Advocate:
I updated Alexander Malicdor with a bit ore tidbits in the backstory.

Made sure to note that the business is a lumber one, and looks to expand into different things.

Also written down that the reason he decides to listen to Cimri's plan is that running low on money, he doesn't want to return back to his mother to see about more funds.

Also, the thing about his sisters, is that they are currently out of the country of Cheliax. After all, they are both Pathfinders now. They might visit their mother, but with seeing Alexander so enthralled to Thrune, they might keep their distance. Anyway, there could be other family members show up later on though if you wish. Would be interesting to hear about a cousin, or maybe a half-sibling.

What do you think?


My character, Caela can be found here, the background that I'm working on.

Her crunch isn't done yet but that's in part because I'm not sure if I should make separate profiles for her two identities.


Updated Satin's background.

Cheers
FW

Dark Archive

GM Advocate:
Was the tie-in with Cimri okay with you?

In any case, I've made a slight change in the crunch, picking Azlanti instead of Draconic as his bonus language from his 1st rank in Linguistics. I've been reading the campaign setting on Cheliax today, and one excerpt caught my eye:"Modern Chelish opera is a vulgar form of Chelish High Opera, a form dating back millenia, written and performed in the language of the Azlanti. While public operas are performed in the common tongue, Infernal has now replaced Azlanti as the language of opera for House Thrune and members of the aristocracy who hope to maintain the queen's favor." (p.8)

Hence, the languages picked for Anarxos follow that reasoning:
- Common: His mother tongue.
- Infernal: He learned it with Calixarr, sees it as an absolute must-speak to fit in in Cheliax's nobility. Also, used for modern Chelish opera.
- Celestial: Learnt in his training as a Historian, to be able to root out heresies written in that language.
- Halfling: Anarxos will never lower himself to speak Halfling, but understands it perfectly. He learnt that language in order to understand the halfling slaves talking with one another, possibly learning secrets he couldn't have known otherwise. He is also aware that the Bellflower Network is an anathema to the state, and must know their language to thwart their plans, should he ever encounter them.
- Azlanti: See the reasoning above: Azlanti is the language for the ancient (mostly lost) art of Chelish High Opera. As a purist for the only form of art he cares about, and with his access to secret archives (thus possibly copies of such ancient high opera pieces), Anarxos learnt Azlanti to have access to untainted opus.


GM Advocate:

As you pointed out, the fact that tieflings are long lived didn't quite match my fluff for my tiefling witch so I withdraw that application (Sarvin, tiefling witch) and submit this PC (Vicenzo, human witch).

Please let me know if you have any questions.

Thanks for hosting!


GM:

Please consider Corbin Nicodemus for inclusion in your game.

Stats, 10-minute background, and fluff are in his alias.

Please let me know if you have any questions.

Thanks for hosting!


Hey there GM Advocate! Thanks for your feedback. Here's my adjustments to Boaz's story in response.

Boaz:
1) Boaz was born in Longacre, which explains why it is one of the few written words he can easily read. Let's say his parents paid for a voyage to Egorian when they fell ill, and he was supposed to live with a relative, but that person either never showed up to pick him up, or that person was dead for some reason when he arrived in the city. This lead to him living on the streets and falling in with the wrong crowd, etc. His parents died when he was pretty young, so he doesn't know his exact age, but he's roughly in his early 20s.

2) I like your suggestion that he and Cimri knew each other as kids, but Boaz isn't much into friendship, so maybe hers is just a familiar name from his early childhood in Longacre.What he would find more interesting about getting word of her plan is the opportunity to take some lives. Ultimately, Boaz will view Cimri as a means to an end, namely, as a way to make a name for himself and potentially earn his way back into the good graces of House Thrune.

3) That leads into the final point. I really like your idea that he was serving a Thrune agent and did something to displease him. Let's say that's why the other gang members attacked him. He had failed this noble in some way, so the noble hired the gang to take out Boaz. Boaz was able to kill the group that attacked him and made his escape to Longacre, following up on the tip he heard about Cimri and looking for a new way to establish himself as a Thrune agent.

Hopefully that's a bit more reasonable in terms of his position in relation to House Thrune and for his goal for the start of the AP. Let me know if you have any further concerns!


Caela should be done for now. If I get in I'll make the second profile for her Vigilante side.

Everything is in the linked profile but I'll post background and 10 min background here for ease of access:

Background:
She was more a toy than a slave, given to a girl a few years younger than her to function as a living doll. The girl was cruel and sadistic, any my character suffered all kinds of abuse.
The other side though was that she was the only one the little mistress could always count on as her parents were often absent or otherwise occupied and, being the youngest by almost a decade, her older brothers had little time for her. As such my character's influence over her young mistress grew swiftly over time.
It was my character who introduced her mistress to the handsome son of the master of the stables. It also was her that encouraged them to start dating and to keep things secret. It was her that consoled the girl after the girl's mother forbade her to ever see the boy again after she found out, as my character intended. She then used this slight to widen the gap between mother and daughter, advising the girl that the best way to hurt her mother was slander their family reputation. It didn't take the girl long to earn the nickname 'Harlot of Corentyn'. When the girl finally realised she hadn't just ruined her family but most of all ruined herself she took her own life, after some encouragement from my character.
After that it was a simple thing to convince the mother to tear up the ownership papers for my character. She had done her thing, their daughter was dead and she had many scars from their daughters abuse. Besides, she knew all the details of what her daughter had done and how she did it and there was no need to further blemish her daughter's name. It all made sense to the mother at the time and by the time she came to my character was gone.

In fact she was reborn. For the first time she had a name, a real name and not 'doll', 'dolly' 'slip' or 'slave'. That name was Caela.

Initially Caela simply laid low, hiding in the old, abandoned buildings that dotted the poorer parts of Corentyn. Every day she had to move again as it appeared many of these buildings were not abandoned at all and those that were unsafe due to risk of collapse. She got by by taking food from markets and stealing purses from drunken bar patrons. She always had to be very careful as while she was no longer a slave she also wasn't a registered citizen and being caught could mean being sold back into slavery.

It were these thieving habits that brought her into contact with Corentyn's one official, halfling run thieving guild, the Tin Wisps. They made here a simply offer: join or be handed over to the officials with all associated consequences. As an initiate within the guild without much experience beyond talk and picking pockets Caela was often sent along as watcher, making sure the others could do their work undisturbed and warning them should danger approach. In return they arranged the paperwork to turn her into a proper, free Chelish citizen.

It was from her fellow guild members that she heard of this one old building that was in good condition but still empty. Supposedly it was haunted, sending people's own shadows after them to kill them. Deciding it was nonsense Caela made her way to the building. Inside she quickly set her eye on an odd room. There were no beds there, but she had her own sleeping bag, and there was hardly any other furniture. On some places the lacquer on the wooden floorboards had worn away and all these places were inside some circle that seemed to be scorched into the wood. It was strange, slightly scary but also strangely exciting. She decided to sleep inside the circle, in the very centre. There she did what she often did when she was alone and stressed out in order to relieve some tension, closing her eyes as she did. When she opened her eyes again she found that she was surrounded by shadowy apparitions all watching her from just outside the circle and she passed out.

When Caela came to several seconds later the shadows had made room for a clearly feminine figure. She was almost like a succubus but, like those around her, made of shadows. Unlike the others she didn't just stare, she talked. She told Caela how her actions just now had pleased the mistress, how it had been decades since anyone dedicated themselves to her at this shrine. Most of all though she offered Caela power and knowledge for continued dedication. Initially Caela was scared, saying she did nothing and didn't dedicate herself to anyone only to be pointed to the symbol that had started to gently glow on the mantelpiece in front of her. It glowed a pleasant pink.
Before Caela could object any further the female shadow demon rolled out caela's options; either she'd live her life in misery and then be sent to the realm of the demon named Sifkesh after she died due to her previous actions and have her soul consumed. Or she would continue down the road she stepped on now and serve Our Lady in Shadow and, if she did right, be rewarded in the hereafter after leading a fulfilling life. It took Caela mere seconds to pledge her life to Nocticula.

The weeks after went by in a blur. Caela spend her time either working for the guild or studying with her demonic tutor with little time for sleep in between. Once her teacher was content with what Caela could do she told the halfling to gather all her belongings. Soon she'd depart for another part of Cheliax for the Mistress had sensed an opportunity to further her own agenda and Caela was to be her agent.

It was only a few hours later that Caela found herself on the road to the town of Longacre. Apparently the guild needed a contact in that area and Caela was to be that contact. She knew better though. The guild would never contact her there, this was the work of her Lady.

10 minute background:

1 - Caela's social identity is a gentle but cheeky person. It showcases all her soft sides and how she envisions herself had she led a better life. Sometimes parts of her vigilante identity do shine through.
- Her vigilante identity is harsh, manipulative and mean though not cruel or merciless.
- She abhors slavery and would rather die than be a slave again.
- To her Nocticula is more a mentor she doesn't want to disappoint than a mistress she needs to obey
- Caela dislikes humans, especially the Chelish, but realises she has to deal with them for the rest of her life. Result is she's less likely to show mercy to humans than to those of other races or species.
2 - Caela wants to find a way so she no longer has to hide who she is. She wants to be proud and show it.
- I'd like to see her get torn between her two identities, between who she is(vigilante) and who she secretly wishes she was (social). This could perhaps include having her vigilante identity shift to Chaotic Evil.
3 - Her secret is that she orchestrated her own freedom and the death of her mistress, as written in her background.
- What she doesn't know is that Nocticula has greater plans for Caela than she could ever fathom. She seeks to, via Caela, increase her influence among the Chelish population and perhaps broker a deal with the Hells.
4 - Alena Ciucci, the mother of Caela's old mistress and part of a lesser noble family. Now assumes Caela is somehow involved in her daughter's fall and subsequent death but isn't sure and wants answers. Doesn't know anything about Caela after the moment the owenrship papers were torn.
- Horpin Burnicle, halfling member of the Thin Wisps. Has a crush on Caela and is the one who brought her to Longacre. Still looking for an opportunity and a reason to go to her again.
- Yunti Pumpernickle, Gnomish herbalist from Longacre's outskirts and Caela's main supplier of all kinds of herbs. Friend with occasional benefits. Secretly worships the Green Mother, one of the Eldest.
5 - Tends to play with one of her knives while idle. In her social identity knives are replaced by hairpins.
- Has a tremendous sweet tooth and finds it hard to resist cakes and similar baked goods.
- Talks to cats, dogs and other household pets


Thank you everyone for the compromise in creating awesome PCs to my game. I feel honored since I really know how much time it takes to properly make an incredible PC. You all made my life really difficult for I wished I was able to take everyone.

That being said, I also decided to change the number of players from 4 to 5. The selected are:

Ahreni, Fallen Angel
Anarxos Voralius
Marcellus Vossler
Satinius Del Pierre
Vicenzo, human witch

I also said that I'd select four more players in case I need a replacement... for those who already checked my other game, I indeed do this instead of creating a new recruitment thread: Alexnder Malicdor, Brakus Tyrdalin, Caela Thandivax, and Pava Arioch.

Now I ask that the 5 selected players to move to the discussion thread and dot/delete in the gameplay thread.

Thanks again guys, you are awesome!


Great news, I read most of the backgrounds and they were pretty impressive. Good luck with everyone's future recruitments.

Cheers
FW

Dark Archive

Fantastic news, I'm very grateful to have been selected!

As Satinius pointed out, the general level of application was very high on this one - I hope there will be another HV game soon to make use of all the wonderful applications.


Excellent news!

Thanks for the vote of confidence.

Now to learn how to properly play a witch. :)


With the mind-bogglingly high quality of applicants for this game, I am honored to have been picked. Thank you very much.


I'm a bit disappointed to not even be an understudy, especially with a good friend of mine having been picked, but that's okay. Congratulations to those who were picked!


Thanks very much GM Advocate - looking forward to the game!

Best of luck to everyone - great stories all round. Any future HV gm should stop here first!


"Ah drat! Foiled before I even began..." Alexander then looks back down at the book he is reading.

Good job on everyone that got chosen to play. And I am still excited that there may be a chance to play later! ^_^ I do hope everyone has fun though, or else I might reanimate them and have them do a little jig! :P


Congrats and enjoy the game guys.


Grateful to have been considered, and happy to be an alternate. I loved this character creation process; I'm excited to play Pava sometime!

Enjoy the game, everyone, I'm sure this will be a good one.


Hello guys!

Unfortunately I've lost a player and now I'm looking for a replacement. We are currently between 1/2 and 2/3 of the first book but I'll refrain to explain a lot about what have happened in respect to those that see this post but do not eventually gets picked. I'll address such doubts after the selection.

The party is the following:

Ahreni, Fallen Angel - an evil aasimar unchained rogue (knife master)
Melani Starsmite - a tiefling cleric of Asmodeus (fiendish vessel)
Pava Arioch - a human cavalier (beast rider/emissary) [possibly retraining to fighter]
Vicenzo, Human Witch - a human witch surprisingly enough!

Character Creation:
Starting Level: 2nd level.
Abilities: We'll be using a 15 point buy. I know many DMs use higher points, but I prefer lower points to make it more challenging. No ability may be lower than 8 before racial modifiers and even so, only ONE ability might be lower than 10 before racial modifiers.
Classes: Anything from Paizo is allowed, with a couple restrictions:
-Barbarians, Rogues and Summoners use the unchained version. Monks may use unchained or not.
Races: Anything from Paizo with 11 race points or less is allowed, although core races are much preferred. The only exception of the 11 point races rule are Tieflings and Aasimars. To balance things, both Tieflings and Aasimars do not get their spell-like abilities.
Alignment: No good. We are the bad guys this time! Also, Lawful will have a preference against Chaotic. This doesn't mean that Chaotic is banned, but in a party of four, I'll pick no more than one Chaotic PC.
Traits: Two traits, one being a Campaign trait. You can take a drawback for an additional trait but I'll have the final word if it is a fair trade or not.
3PP material: Will not be allowed. Please do not insist.
Hit Points: Max at first level. Subsequent levels will be rolled, each PC receiving a free re-roll for each Constitution modifier. (Ex.: A fighter with Con 15, you'd roll 3d10 and take the higher)
Starting Gold: 1,000gp.
GOLDEN RULE: I think I took precautions to not allow any insanely overpowered build but if I think you are min/maxing, your chances for being selected are smaller.
Here is a quick link for the Hell's Vengeance Player's Guide. Please, PLEASE, read all of it for you to be more familiar with the setting.

Additional Rules:
Background Skills: 2 additional skill points to be spent in Background Skills. Craft (alchemy) and Perform (any) are not considered background skills for Alchemists and Bards/Skalds respectively.
Wound Threshold: Wound Threshold will be used to once more trying to make it more challenging. If during gameplay I sense it is causing more trouble than help, this could be removed. Both PCs and enemies will be subjected to this system.
Critical Hit and Fumble Decks: The Crit deck rules will only be applied to the PCs, since it is no fun to be beheaded by accident. Fumble deck will be applied to everyone.
Variant Multiclassing: Allowed for anyone interested.
Stamina and Combat Tricks: Fighters receive Combat Stamina as a bonus feat at 1st level. Other classes might select this feat as normal.

How to Submit a PC:
Crunch: Complete crunch, including equipment, spells and stats for any companions.
Background: I'm far more interested in your PC's fluff than crunch so a nice Background is a must since it will also serve as a sample of you writing skills and creativity.
10 minute Background: This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

I'm looking for a committed player able to post at least 1/day during weekdays and around 1/weekend. I know that sometimes life happens, but vanishing players will not be tolerated. If you have any doubts, please let me know and I'll do my best to help you.

I run four games in these boards, so far with a pretty good pace, with the oldest one almost reaching its one-year mark. You are of course free to check them, just to make sure my GM-style suits you.

This WILL NOT be a first-come-first-serve recruitment. I plan to keep this recruitment open for at least a week, but I might end it a bit soon if I found an interesting enough PC. In this case, I'll let you know with an antecedence of 24 hours. On the other hand, I might extend this recruitment for a couple more days if I'm not able to find anyone of my liking.


Anything specific you are looking for with regards to party role?


How about another Inquisitor based on Edmund Blackadder? So far down the chain in his family he decided to get a comfortable job somewhere where he could stay out of danger and coast to a comfy pension and a small estate.

Just his luck to be deemed disposable. Is determined to stay out of melee with his Repeating Crossbow his bestest friend ever.


@lazulin: I believe we have all aspects already covered pretty nicely taking in consideration we have good melee combat, healing, skills, and arcane magic. That said, you are completely free to submit whatever PC you'd like to play.

@MannyGoblin: An inquisitor could certainly work, I'm just not sure if the tone of a Blackadder based PC would be appropriate for this game. I'm trying to create a more Evil-Evil game, and not a Satire-Evil or Funny-Evil game.


Perhaps the banality of evil? Rather than bumble about he signs away people's lives with the swish of a pen, families of halflings sent to life long service without a twitch. No torture? Why you have only yourself to blame for allying with these malcontents. Your children? Sent to a good orphanage and perhaps they will learn to behave. Yes, a good military academy for that one, clergy for that one.

Still determined to keep the blades from his skin.

My other idea is a Dark Tapestry Oracle who is based on the Seekers of the Name from Fallen London. He seeks Mr.Eaten.

He joins to hone his skills and can provide buffs and summoning and is an expert chef. Why the party will have seconds and thirds!

....He has shark-steaks plucked from the sea. Thin slices of cavern-tuna, translucent and delicate as paper. Little crimson cakes flavoured with cinnamon and coated with poppy-seeds. Tomatoes, impossibly ripe and sweet so far from home. Gorge yourself. Leave with the juices dripping from your chin.....


GM Advocate wrote:
@lazulin: I believe we have all aspects already covered pretty nicely taking in consideration we have good melee combat, healing, skills, and arcane magic. That said, you are completely free to submit whatever PC you'd like to play.

About the only thing we don't have is a trap-finder. I've traded out all the trap-finding parts of the rogue since they didn't fit my background so someone that could disable a trap if it came to it might be useful. Besides I'm currently 2HP from death so party rogue might be an open slot shortly... :D

This is just the 2 cents of a current player, please don't let my suggestion influence anyone any particular way.


Dotting this for interest, will have a character up post-haste.


Dotting! I think I'd started making a Catfolk rogue the first time you did recruitment, but life kind of got in the way and I wasn't able to finish it. Maybe I'll try digging him up and I'll actually submit him this time, if you don't mind having two rogues in the party.


alexgndl wrote:
Dotting! I think I'd started making a Catfolk rogue the first time you did recruitment, but life kind of got in the way and I wasn't able to finish it. Maybe I'll try digging him up and I'll actually submit him this time, if you don't mind having two rogues in the party.

I'm aiming to go down the Master Spy route, so very much about the social skills (despite Knife master). Our knowledge monkey is the character who left so there's plenty of room for another rogue. :)

*Rogue One reporting.*

**Rogue Two, standing by**


Hiya! Here's my submission. This character should have a serious, Sith/Dark Side-like feel to him. He's... well, he doesn't fill any particular niche. I currently have him at max at 1st level+half, but if selected I can roll no problem.

Solomon Darklight the 4th:

Solomon Darklight IV
Male vetala-born dhampir (ajibachana) chaokineticist 2 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Horror Adventures 56, Pathfinder RPG Occult Adventures 10)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +0 (+2 vs. hot or cold environments and to resist damage from suffocation (does not stack with Endurance)), Ref +2, Will +3 (+1 vs. emotion effects, +2 trait bonus vs. mind-affecting effects from outsiders with the good subtype); +2 vs. disease and mind-affecting effects, +2 trait bonus vs. spells and effects which reduce Int or cause memory loss
Defensive Abilities fortification 5%, negative energy affinity; Resist negative energy 2, undead resistance
Weaknesses weakness to consecrate
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4/19-20) or
. . dagger +1 (1d4/19-20) or
. . unarmed strike +1 (1d3 nonlethal)
Special Attacks kinetic blast
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—comprehend languages
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—extended range
. . Blasts—negative blast (1d6+2 negative energy)
. . Utility—basic chaokinesis, void healer
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 11, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Point-Blank Shot
Traits born in the light, iron mind (cheliax), scion of the nine circles
Skills Acrobatics +4, Artistry (criticism) +9, Escape Artist +2, Heal +4, Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +8, Lore (The Void) +9, Perception +5, Stealth +5, Swim -2 (+0 to resist nonlethal damage from exhaustion (does not stack with Endurance)), Use Magic Device +6; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Celestial, Common, Draconic, Infernal, Orc, Sylvan
SQ basic chaokinesis, burn (1 point/round, max 3), emptiness, gather power, resist level drain, soul power, umbral unmasking
Combat Gear wand of inflict light wounds (50 charges); Other Gear chain shirt, cestus[APG], dagger (5), backpack, battle mask[ARG], belt pouch, blanket[APG], hat[UE], trail rations (5), waterskin, 76 gp, 9 sp
--------------------
Special Abilities
--------------------
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (2 nonlethal/burn, 3/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative energy (2) You have the specified Energy Resistance against Negative Energy attacks.
Extended Range Kinetic blast has range of 120ft.
Fortification 5% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Blast (Sp) Level 1; Burn 0
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Soul Power (4/day) full rnd: rack the soul of a creature that died within 1m with CR >= level to reduce burn by 1
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Void Healer (Sp) Functions as kinetic healer, except it heals undead (and others healed by negative energy).
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.
--------------------
Solomon IV was born from the house of Darklight, where his great-great-grandfather Solomon's obsession with ancient relics led to him funding an expedition into the tomb of a thought-to-be-dead vampire. His information was wrong, however. The vampire was quite active, and only his ancestor returned from the expedition, though changed by his new master.

His children had continued to live their lives normally, and with each generation he would select one of them to join him in vampiric immortality. The last generation was his mother, who had been pregnant at the time. Solomon the 1st didn't care that she was, and turned her when he decided it was time. Having survived this, Solomon IV found his natural touch with the negative plane was stronger than even most full vampires.

Studying, he learned the ways of the soul and how it interacts with negative energy, and has learned to draw on this titanic power to serve his own ends. He believes that in enough time, he will become rich and powerful enough to either get turned by his ancestor, or have the resources and strength to dispose of him and take his place as the head of the family.

----------------------------------------------------------------------
5 Concepts
----------------------------------------------------------------------
1. Half-Vampire from a secret lineage within Kenabres
2. Solomon is the name of the firstborn male of each generation of his family, so that the elders can continue to operate under their name.
3. Solomon is a void kineticist: a negative energy channeling blaster
4. Whip-thin: Solomon looks so lean it's almost painful to watch.
5. Battle-Mask: Solomon wears a bronze snarling vampire lower-face mask with fangs when he fights.
----------------------------------------------------------------------
2 Goals
----------------------------------------------------------------------
1. Gain great wealth and political power.
2. Destroy his great-great grandfather and take ownership of the family.
----------------------------------------------------------------------
2 Secrets
----------------------------------------------------------------------
1. Solomon's plans to destroy his progenitor. For now he plays the part of a law-abiding member of the family.
2. Solomon I knows all about Solomon IV's plans, and welcomes the attempts, as regular family assassination plots alleviate the boredom.
----------------------------------------------------------------------
3 Ties
----------------------------------------------------------------------
1. (enemy) Zach Ephram, an inquisitor of Asmodeus whom dislikes him greatly for believing in Diabolism instead of Asmodeus himself.
2. (friendly) Satine Darklight, Solomon's adopted sister. He's fond of her for many reasons, most of them intellectual in nature.
3. (frenemy) Solomon (the progenitor), whose machinations and motivations are so many layers above him that his very presence infuriates Solomon IV.
----------------------------------------------------------------------
3 Mannerisms
----------------------------------------------------------------------
1. Solomon wears the battle mask not just because it's intimidating, but because he hates the way his face looks when he's fighting (A rictus snarl that looks partially terrified)
2. Solomon likes working at night or wears a broad-brimmed hat while working during the day. He has a hat he got from a vampire hunter he'd been sent to kill and he's worn it ever since.
3. Solomon perpetually smells of freshly-turned earth, which is a naturally-produced scent.


@MannyGoblin: Hum. If you can fit either idea in the theme and find a reason for they to want to work for the Thrune, go ahead!

@Old Guy GM: Thanks for the interest!

@alexgndl: No problem at all with two rogues, just take care not to step in Ahreni's toes!

@rungok: Unless I'm wrong, it appears Solomon was built with a 20 point buy, but we are using only 15 points.

Also, here are some thoughts about your background:
First of all, Salomon's background actually talks too little about him and second, I don't see how a 2nd level PC has some 'titanic power'.

Concepts: Why Kenabres, the city with more paladins per square mile in whole Golarion? Doesn't seem a place for a vampire family to hang out. Why not Ustalav where they can have some sort of free reign? If Solomon is the first born, doesn't he has responsibilities back in home? How was he able to leave? Would his ancestors let him leave if this would result in bad business and the loss of their heir/face? Why use a vampire mask if by simply seeing it any paladin would aim their wrath at you?

Goals: If your goals are to gain wealth and political power, should not he had to stay home? Why political power in Cheliax would be relevant for him? If he values so much his family, why leave to a godforsaken town far away?

Secrets: This whole thing is to make secrets that will be relevant to the game. Both your secret known and unknown are useless to this game, since the focus is Cheliax and not Kenabres.

Ties: So, Salomon is a diabolist, even when the vetala-born usually dislikes religion... who did that happen and why diabolism? Who is this Zach and how you met him? Your other ties, much like your secrets, are useless to this game.

And finally, why has he come to Longacre? This is the most important question that I need you to answer. I value background much more than crunch, and yours is lacking a lot...

Grand Lodge

I am working on a summoner, My Edilon can do locks.


GM Advocate wrote:


@rungok: Unless I'm wrong, it appears Solomon was built with a 20 point buy, but we are using only 15 points.

You're right. I do appear to be missing things. Just... count me out then. I guess I don't have anything I can think up that'd work for the group or the GM. Sorry to waste your time. :)


Okay, Here is Jerome Caulflower, Noble Inquisitor who longs for the comforts of a warm office.

Crunch and fluff:
Full Name : Jerome Caulflower

Race: Human

Classes/Levels Inquisitor 2

Gender : M

Size : M

Age 20

Special Abilities :

Alignment: LE

Deity : Asmodeus

Location : Cheliax

Languages : Common

Occupation : Would be beurcrat

Strength 10
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 10
Height: 5'8" Weight: Average Hair: Black Eyes: Brown
Favored Class: Inquisitor(HP)
EXP: 0
Hit Points: 11
Healthy:
Grazed(-1):
Wounded(-2):
Critical(-3)
Disabled:
Spd: 30
Init: +3
AC: ( armor shield Dex Size)/Touch /FF )
BAB: +1
CMB: +1
CMD: 12
Saves: Fort +5 Ref +1 Will +5

Weapons:
MW Repeating Crossbow +3 1d8 19-20/x2
Mw Repeating Crossbow PBS +4 1d8+1 19-20
Morning Star +1 1d8

Skills: 9/level
Perception (2+2+3) 7
Bluff (2+2+3) 7
Diplomacy (2+3) 5
Sense Motive (2+2+3) 7
Know-Planes (2+2+3) 7 +2 To determine weaknesses
Know-Religion (2+2+3) 7
Ride (2+1+3) 6
Spellcraft (2+2+3) 7
Stealth (2+1+3) 7

Background skills 2/Level
Profession-Clerk (2+2+3) 7
Profession-Barrister (2+2+3) 7

Feats: Point Blank Shot(+1 Hit/Damage within 30 feet), Precise Shot(May fire into melee) Clever Wordplay(Bluff) Use Int modifier instead of Cha modifier
Traits: Chelish Noble(+1 Know-Nobility/Nobility is class skill, +1 diplomacy vs. other chelish nobles,Noble's Outfit,Signet Ring,Nonmagic item not more than 200 gp)
Domain:Trickery (Copy Cat 2 Round 5/Day)
Judegments

Spoiler:
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern GazeInquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). +1
Cunning InitiativeAt 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment At second level,at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
TrackAt 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
spells per day Unlimited/3/

0. Light,Detect Magic,Stabilize,Read Magic,Acid Splash
1. (13) Cause Fear,Cure Light Wounds,Longshot
2
3
4

Equipment
MW Repeating Crossbow (550)
20 Repeating Crossbow bolts (4)
Morning Star (8)
Chain Shirt (100) (+4 Ac +4 Dex -2 ACP)
Noble Outfit
Signet Ring
Light Horse (75)
Inquisitor's Kit (30)
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
manacles
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
4 Potions CLW (200)
232 gp

Description: Jerome is a rather fit young man of Chelish descent who at the current moment, has neatly trimmed black hair and a mustache and beard that he rally hopes makes him
look dashing or even sinister but falls too much into the 'read too many swashbuckler stories' category. His clothes, armor and weapons are well maintained but a keen eye
would see that they have seen little use except for his repeating crossbow which Jerome oils and checks as one would a treasured pet.
Background: Jerome is one of the many sons of the Caulflower household, a minor noble house who has firmly embraced the ideal of Quantity over Quality and has spread throughout Cheliax
marrying into and positioning themselves in any station that might gain them an advantage. As the last child born from his mother, Jerome was well off but had no real chance
to become head of his household and so knowing this, decided to become one of the idle rich. His love of rules(especially in his favor) and low cunning made him the bane of the
servants of his house and knowing he would eventually need to get some kind of station, took up learning law, bureaucracy and even became an acolyte of Asmodeus so he could parlay it
into a stable job as a government functionary and hopefully build a fat pension so he could retire early and spend his days hunting.
Unfortunately for him, his father hated the unambitious(Jerome suspects that his cousin, who wanted Jerome's position blabbed) and so demanded that Jerome show his
devotion to Thrune and after searching for opportunities, shipped Jerome off to Longacre to work with an associate. Jerome's travel on the road has made him realize that he really doesn't like nature all that much.

Short background
1. Fiddly and nervous. Jerome is rather paranoid about getting ambushed and often rechecks his weapons , locks, doors and windows. Someone falling asleep on watch is
sure to gain his ire. His love of rules ensures that things stay as quiet and non-violent as possible. Hates anarchists, tax evaders, slave-rescuers and those who would
aggravate things that would lead to his endangerment. Not a coward, although he can be mistaken for one due to his preference for long range combat, tends to start frothing a bit if someone tries to melee him.

2. Goals. Survive most of all. He didn't come all this way to die in a ditch and so he aims to have maximum effect with minimum chance of harm coming to his body, hence his rigorous training with the Repeating Crossbow. Secret to develop. Get actual political power despite his lackluster people skills and show up his cousin and get petty revenge on him somehow.

3.Secrets. Known:He knows his cousin blabbed but can't prove it..yet. He wants to find something embarrassing about him for payback. Unknown:His father is keeping tabs on him to
gauge how well Jerome does.

4.Relations. Father, Jediah Caulflower. Not really friendly but a commanding presence who doesn't like slackers and thus booted Jerome out until he makes a name for himself. Instructor Eversor. Weapon trainer for family who taught Jerome about the crossbow, hard man but sees potential in Jerome. Enemy-Cousin Icabhod. Jerome is convinced this brownnoser is behind Jerome's current state.

5. Mannerisms. Tends to spend quite a bit of time grooming himself and cleaning his weapons after any expedition to the outdoors, not a dirtaphobe but very much prefers to be indoors.
Tends to get very sour faced when getting into hostile situations, like biting a lemon. Really prefers nice quite libraries and offices. Loves thumbing through history books and law books
and eagerly talks about becoming a barrister on day.


Interested. Will have to do some reading and brainstorming.


I don't have Sebastian's crunch finished yet, as I am re-purposing the alias. Seeing as though background was rated as both important and a sample of writing/creativity, I figured I'd start with that.

Sebastian Callen:
They say torture breaks more than the body. Men who have survived the rack have healed the wounds of the flesh, but have never been the same in their spirit. But a special hell has been reserved for those men who have survived the sadistic and twisted attentions of the ogre-kin clans in the wilds of Golarion.

Sebastian was such a man. It wasn't that long ago really, when he was a member of the Black Arrows, a hard-bitten group of men and women who guarded the Hook Mountain region from ogres and the like. A remote post, Hook Mountain was as far as you could get from Magnimar and still be considered inside its holdings. As such, the Black Arrows took in the criminal, the downtrodden, and the desperate. Hard living and hard discipline made you, or broke you. Men who 'broke on the Hook' as they said, didn't live long. It was really a grim joke among the Arrows, for the 'Hook' was also a play on the name of the favored weapon of the ogre clans.

The bitter war between the clans and the Arrows came to a bloody end in a night of red ruin. Forces had conspired to deprive the Black Arrows of their leadership and open the gates to the fort one stormy night. Sebastian was part of a patrol that had gone out that day under the command of the Arrow's lieutenant, Jakardros Sovark. It was long, and arduous, and...well...they all were. They returned to find the fort on fire, with ogres killing and burning at will within the walls. Jakardros had ordered the patrol to attack, but it was far too late to save those who had been left. The Order of the Black Arrows died in fire and blood.

Sebastian, Jakardros, and a half dozen others crawled away from the fort that night, easy prey for the predators that prowled the woods of the region. They were captured by the Grauls, a half-bred family of ogre-kin, and there the nightmare began. Beaten, mutilated, forced to watch as his comrades were eaten alive - or worse, Sebastian was driven to near madness. They were saved, four of them, by a group of adventurers. His physical wounds were healed, but the damage to his spirit could not be undone.

Sebastian left his comrades, despite their intent to revive the order, searching for something to fill the hole inside him. They were dead to him, all of them. He found he could not care for anything, or anyone, without the memories and the nightmares returning. He wandered aimlessly, taking odd jobs to feed himself, always moving on when some act of violence would wear out his welcome. He traveled to Cheliax, somehow hoping that he could find a place there among the devil-worshippers of that country. Sebastian soon found that the rule of law was, if anything, even more strict and harsh there. It wasn't long before he ended up in a small town called Longacre, home of other outcasts and people who were better off forgotten.

Secret 1:
Sebastian cares very little for anyone other than himself. At least he can't stare into his own eyes while someone gnaws his fingers off, and that makes it safer. If you don't care you can't be hurt.

Secret 2:
Sebastian is plagued by nightmares of those days in captivity. Stark, vivid nightmares that force him to relive the horror over and over again.

Goal 1:
Sebastian seeks some type of control over his situation. The power to make changes for himself (or at least the illusion of the power) and not have fate dictate his path.

Goal 2:
Even if he won't admit it to himself, he needs something to drive him. A cause, an organization, something to give him that power (See Goal 1) he seeks.

Mannerisms:
1: Sebastian has a habit of staring, unfocused, as memories overtake him. 2: He always wears a dark cloak, patched and worn, with single badge on it. The badge is a red diamond with black-shafted arrow embroidered on it. This generally leads to...3: Sebastian can be lost in memories, and when he is, he fingers the badge on his cloak. This usually leads to him breaking out of his reverie with a snarl and some act of violence.


So I'll be submitting this guy for the campaign, I just wrote him up in detail. It was an idea I was tossing around before for a Way of the Wicked campaign but I like it even better for Hell's Vengeance. I've always really liked the idea of the Diabolist Prestige Class. I rarely see prestige classes get used at all, but in this case I can see why for Diabolist. I mean frankly being Lawful Neutral or one of two types of Evil would be enough to make some groups shy away from it. Consorting with devils on top of that makes it all the more likely to turn that neutral into evil over time. But for a campaign in Cheliax, where there is literally a school training people to call on the Names of Hell and bind them to their will? It seems perfect. Crunch and Background are on this profile. Extra fluff below. I tried to keep things the way you wanted, hopefully I didn't mess anything up too much.

Core Concepts:
#1 - Half-Elf in Cheliax
So from what I've read Half-Elves are not especially common in Cheliax. I read a bit of background info that stated most of them work either in theater troupes or as a courtesan to the powerful noble houses. Half-Elves who aspire to other professions are often scoffed at. This is definitely something that affects Faus, as a silver haired, easily recognizable half-elf. He's intelligent, he knows his own skills and abilities fairly well, along with his shortcomings. So being looked down on or underestimated simply because of his race is a good way to get under his skin. Not that he doesn't do his best to hide that annoyance behind his normally charming smile. Still, if you throw around the phrase "knife ear" within his hearing then its likely you've made yourself an enemy of Faus.

#2 - My Word is My Bond
Faus respects Cheliax for being a lawful nation, for allowing the strong not just to rise in power but to be able to maintain that power once it is attained. Because of this Faus is unlikely to disobey the letter of the law. He will be deceptive and hide his intentions at time, or violate the spirit of an order, but Faus prefers not to outright lie or go against regulations. This is also a safe practice as a devil binder, as their legalistic and deceptive nature makes any agreement with them likely to be full of loopholes and traps. Faus has studied such contracts intensely for years and its rare that he makes a flat, bold face statement, but when it does it can be accepted as true.

#3 - Courtesy Costs Nothing
Although Faus believes strongly in the Asmodean belief that the strong are meant to rule the weak, and the weak in turn should strive to serve their betters. Because of this though he sees no reason to actively put others down or insult them. Courtesy costs you absolutely nothing after all and flattery in the right circumstances could mean the difference in life and death. He would rather charm than intimidate or insult.

#4 - The Finer Things
Not especially wealthy, Faus nonetheless has grown to enjoy some of the finer things in life. Inside the Egorian Academy this wasn't much of a problem. In some ways its expected in the capital of Cheliax, a certain amount of grandstanding and showmanship is expected among those trying to expand their power and influence. But it might be somewhat inconvenient when Faus breaks out his tea service at the end of a day trekking through the woods. Then again, perhaps if they've been companionable Faus would be willing to prepare a few extra cups.

#5 - Nice Is Not Good
One very important thing to keep in mind is that people who are good at heart may not be nice and that people who are nice might not be good. Faus will easily offer a kind word to those around him. And he would just as easily stab someone in the back with a smile on his face if he thought that it would be advantageous to do so. Acting without reason is insane to Faus but he does believe that there is a perfectly appropriate time to murder, torture, enslave or break a person's will. Long silver hair and a shining smile do not make Faus a good person, his charming words dont either, he's a polite and lawful citizen of a nation but at his heart he is also evil and self-interested first and foremost.

Goals & Secrets:
#1 Goal - The Names of Hell
Among the conjurers of devils within Cheliax and abroad, it is a well known fact that one of the most valuable treasures you can find is the name of an infernal being. In truth the name of any outsider is a powerful force. Their names are contained in symbols that shift and change to reflect the chances in the essence of the outsider itself. But if you are able to learn the true name to an outsider it gives you a measure of power over it, making it both easier to call and more likely to agree to your terms in bargaining with it. It can take months or years of research to uncover a single name and Faus has not been able to do so at the Academy. He hopes to find some clue to give him an edge outside of Cheliax's capital and the Academy itself.

#2 Goal/#1 Secret - Might Makes Right
Within Cheliax if you have power then you rule those without and the more power you have the more influence you have over the world around you. Faus harbors a hidden desire to be named as one of Cheliax's nobility. Although it is not exactly common it has happened in the not so distant past. Various loyal citizens can be given honorary or even in some cases hereditary titles and lands, allowing them to be counted among the elite of Chelaxian society.

#2 Secret - Accepted Under Duress
Something that Faus doesn't actually know is that he was accepted to the Academy thanks to the intervention of his sister, or rather the noble that his sister was acting as consort to at the time. She manipulated the man by implying she could leave her current lover for him if he pulled strings to get Faus accepted. She has never mentioned her involvement to him because she knows that he likes to think of himself as protective of her and the more responsible of the two siblings.

Ties & Mannerisms:
Ties: His two closest ties would be to his sister Lissana and his mentor Malik Shiar. he has a rocky relationship with his sister who is a courtessan to various wealthy and influential nobles in Cheliax. She lives a lavish life and seems happy but a part of Faus feels she wasted her natural intelligence and potential as a user of arcane power by choosing to only wield her looks as a weapon. That said it would likely affect him deeply to hear of her coming to harm. His mentor is the professor at the Academy who gave him the name Cimri Staelish and encouraged him to go to Longacre, take a break from his book studies and gain some outside perspective of Cheliax as a nation. He has a deep respect for the man's power and influence at the Academy. Although he prefers not to talk about it much, there is something of a tense rivalry between Faus and a fellow Academy student named Isiah Braum. Isiah is, frankly speaking, a racist elitist son of Chelaxian nobility who isn't afraid to throw his weight around. He is also manipulative and intelligent and has competed with Faus on numerous research projects.

Mannerisms: As touched on earlier, Faus enjoys some things that others may see as a bit extravagant. When stressed he likes to be able to sit down with a pot of hot tea and read his books or scrolls. In preparation to make his trip away from the Academy he purchased a very nice nobleman's tea service with a carrying case, as well as well as an everburning torch so he can read in the dark. He also has a tendency to wear his long silver hair out, rather than braided or bound up. This means that he periodically has to readjust and push locks of hair back over his shoulder or behind his ears so it doesn't get in the way. Faus has excellent penmanship, his calligraphy is a practiced art and he carries supplies so that he can draft contracts or paperwork with him at all times. Because of Asmodeus and other devils loving all manner of written pacts it is something he practices often. When lost in thought he'll often start penning out written notes to help work things out.


Sorry I won't be able to make it...


I don't know if I'm too late, but if I can, I would like to repurpose my Aerokineticist for this. I could most likely be done in 24 to 48 hrs. This is the guy

I've been following this game for too long to not try and get in!


There, I hate to do two posts back to back, but there he is. I think I got everything right. Just one thing that worry me. After reading the player guide, they mention that there are some ennemies that are immune to electricity. The question is how much will that impact me before I hit level 7 when I can get my second element?


I am working on a character; I hope to have them finished later today, I hope that is soon enough


Just to let you know, I'm keeping this opened for a little longer.

@MannyGoblin: Does Jerome's family name (Caulflower) was purposely similar to the word 'cauliflower' or it just happened? Saying this because I could see both the PCs and NPCs making such jokes, which could add some fun moments, but also add too much 'comic relief' for the atmosphere. Also, what were your thoughts about his class selection? Do you wish for him to be a full inquisitor, or simply picked the class because it is a 'cleric with skills'? Saying this because Jerome's personality is quite incompatible with what one should expect of an Inquisitor of Asmodeus.

Old Guy GM: Glad to have you here. You have some pretty good stuff here. What about to finish it? Also, so far Sebastian looks more Neutral than Evil... was that intended? If so, what are your aspirations for his future? How would he 'fall' into the dark side?

Faus Nasica: You have some pretty good stuff here, but allow me some comments. First, you gave me almost nothing about Faus's background... this isn't really a problem, but you'd be giving me free reign of it, since it would be impractical for me to have to constantly consult you if 'something would fit'. Second, please change all instances of 'Cimri Staelish' for 'Archbaron Fex of Longacre' (I wont spoil it to the other players, but this change makes A LOT of sense, while the way you tied yourself to Cimri makes little if no sense). Third, I've noticed you have very little presence in these boards... could you give me some assurance that you'll stick around for the time this game will take (around 3 years)?

Cael Melum: A wonderful start, but there are a couple things that should be addressed. First, I must warn you that this AP is not tied to see and ships, so you must be aware that, alongside gameplay, you'd need to change Cael's goals, otherwise there would be little sense for him to stick around. Second, even if I liked your background, I must say that it doesn't match his age... traveling to many places by ship, working in different areas, and so on doesn't really match a 21 old man, even if he started his 'adult life' around 15. I'd put him at +30 at least IMO...


I've change his age, the fact of being older and still look like a late teen would still work.

Now for the goal. Cael is looking for a sponsor first and ship second. Since the career on the ocean didn't work, he would be willing for a river boat. If you think that's still not good for the path, then I will see what I can change it too.


Missed the editing delay so I get to double post... again :(

I've reread the guide again and modify his goals and background a bit.

Modification on background:
Days later, Cael washed ashore in Cheliax. Making his way along the coast, started doing small jobs here and there. He stayed away from major ports in case someone else got away and saw what he did. While on the road, Cael heard what he thought was just rumors. But then it got confirmed. There was an army of knights of Iomedae moving in on Cheliax. They wanted to remove the Thrice-Damned House of Thrune from power. That would also mean no more slavery! Cael couldn't let that happen, but what could one man do. So he kept on moving, and looking for an opportunity to hurt the knights, even if it was just in spreading the news. He eventually made his way up the Whisper river.

Goals:
Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
--- Goal 0.5: Prevent the Glorious Reclamation from toppling the Cheliax government. That would drastically damage the slave trade.
--- Goal 1: Find an important noble sponsor for financial support and trading partner. Then head back to the sea with a ship and money to restart the trade.
--- Goal 2: To develop and roleplay a believable villain without falling into the traditional cliche.

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