GM Fez' Hell's Vengeance! (Inactive)

Game Master Nutcase Entertainment


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This barely seems to be played here.

rules subject to discussions.

I would suggest the GM get an assistant GM of sort.

Edit: to clarify, a PbP game here.


I'm interested. When you looking to start?


Valeron De Stinzite wrote:
I'm interested. When you looking to start?

Not sure, waiting for more interest and people.


Either way I can have a character ready.


I am also looking for a GM.


I might be up to play; don't have the schedule for GMing.

Dot for interest.


Interested in playing


What system?


Filios wrote:
What system?

Pathfinder.


I can GM. Let me grab my standard requirements for AP PbPs.

*EDIT*

Recruiting for three players (+ Guy St-Amant) in a Hell's Vengeance PbP game. Recruitment will be open until November 4th, 2016, 11:59 PM EST. The game will start shortly after the recruitment, though I reserve the right to wait until after the holidays considering how many people will be spending time with friends and family near the end of the year.

Character Creation:
15 point buy
Standard Races as well as Aasimar, Dhampir, Ifrits, Oreads, Sylphs, Tieflings, and Undines allowed
Average gold for classes
Background Skills per Pathfinder Unchained are in use
2 traits, one campaign (see below), one other
Drawbacks are allowed, giving you access to one more trait

I really enjoyed GM Nightmare Knight’s format for backgrounds. I’ve seen others say it really helps them with the mindset of the character, and it did for me as well. OOC remarks are my own, requirements as follows are otherwise verbatim:
1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Not sure about the third secret just yet, but I like the idea

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

Finally, some rules of my own.

Posting expectations: I do enjoy quicker games, but I realize that with different time zones it may be tricky to pull off (Ex: I have family in an 8 hour time zone away. Between work and sleep it is difficult to catch up with them). So I ask that you post once per day Mon-Thurs minimum, and once per Fri, Sat, Sun period, even if it’s something entirely ooc. I also understand real life happens and I am more than willing to accommodate, just drop me a line about what’s up. All of that being said, my posting schedule will revolve around yours, meaning: I will post more when you guys post more. Some campaigns run smoothly at 1 post a day, others run fast where I post 3 or more times per day.

Houserule: Instant Death: This is something I have developed over time and while it comes up rarely I feel it adds to dramatic tension when it does show. If you roll a 20 on your attack, and follow with a 20 on your critical confirmation you get one more attack roll at the same bonuses. If this attack roll meets or exceeds AC the creature being attacked is instantly killed, regardless of any effect that may prevent such a thing from happening.

I use this both for and against PCs, and in the many years I’ve run using this rule (or had it adapted by my players who wanted a turn GMing) I have seen exactly 1 PC die because of it, where I have seen probably 2 dozen or so NPCs die. 8 of them were in one campaign from a Praying Mantis AC (which was later Awakened and gained Monk levels to become Mantis-Bro)

Houserule: Sometimes you're just faster: A natural 20 on the initiative check will put you as the first person to act in the round, regardless of bonuses or negatives normally applied. I like the thought that heroes (and occasionally villains) have that little extra 'oomph' to get the first shot in as everything around them devolves to chaos and mayhem.

If you guys don't want these house-rules to be invoked let me know and we won't use it.

TL;DR
Hell's Vengeance
Recruitment will be open until November 4th, 2016, 11:59 PM EST.
Character creation above
Background above
Houserules: 2


GM Fez wrote:

I can GM. Let me grab my standard requirements for AP PbPs.

*EDIT*

Recruiting for three players (+ Guy St-Amant) in a Hell's Vengeance PbP game. Recruitment will be open until November 4th, 2016, 11:59 PM EST. The game will start shortly after the recruitment, though I reserve the right to wait until after the holidays considering how many people will be spending time with friends and family near the end of the year.

Character Creation:
15 point buy
Standard Races as well as Aasimar, Dhampir, Ifrits, Oreads, Sylphs, Tieflings, and Undines allowed
Average gold for classes
Background Skills per Pathfinder Unchained are in use
2 traits, one campaign (see below), one other
Drawbacks are allowed, giving you access to one more trait

I really enjoyed GM Nightmare Knight’s format for backgrounds. I’ve seen others say it really helps them with the mindset of the character, and it did for me as well. OOC remarks are my own, requirements as follows are otherwise verbatim:
...

Er, did you mean November 24th or December 4th?

also, allowed classes?


December. I messed up. I'm fine with all Paizo classes, third party I'll have to look at and will need a web source to do so.


Here is Trevor(Magical?) a halfling healer who seeks freedom for his kin in an unfortunate manner

Crunch and fluff:
Full Name : Trevor Culexes

Race: Halfling

Classes/Levels Oracle(Bones) 1

Gender : M

Size : S

Age 20

Special Abilities :

Alignment: LE

Deity : Groteus

Location : Cheliax

Languages :Common,Halfling,Infernal

Occupation : 'Healer'

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 16 (+3)
Height: 3' Weight: Average Hair: Brown Eyes: Brown
Favored Class: Oracle(Skill)
EXP: 0
Hit Points: 10
Healthy: 10
Grazed(-1):7
Wounded(-2): 5
Critical(-3) 2
Disabled: -2
Spd: 20
Init: +2
AC: 16 (+2 armor shield +3 Dex +1 Size)/Touch 14/FF 13)
BAB: +0
CMB: -2
CMD: 12
Saves: Fort +3 Ref +4 Will +3 +2 vs. Fear

Weapons:
Dagger +0 1d3-1 19-20/x2
Sling +4 1d3-1 50 feet

Skills: 5/level
Heal (1+3 FCB ) 4
Bluff (1+3 Ability +3 FCB +1 Trait)8
Stealth( 1 +3 Ability +3 FCB +4 Size) 11
Diplomacy (1 +3 Ability +3 FCB) 7
Perception (1 +2 Racial) 3

Background skills 2/Level
Craft(Carpentry) (1+3 FCB) 4
Craft(Alchemy) (1+3 FCB) 4

Feats: Point Blank Shot(+1 Hit/Damage to targets within 30 feet)
Traits:Good Slip +1 Bluff. Bluff is class skill 1/day when next to a human of Chelish descent, reroll will save.Well Informed+1 Diplomacy to gather info.Diplomacy is class skill
Special Abilities:SmallHalflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks,FearlessHalflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.[b]Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Oracle Curse Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
RevalationsArmor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
spells per day Unlimited/4////
Known DC 13+Level
0. Stabilize,Detect Magic,Light.Guidance
1. (14)Cure Light Wounds(Mystery),Murderous Command,Sanctuary
2 (15)
3 (16)
4 (17)

Equipment
Healer's Kit (50 gp) 10 uses
Oracle's Kit (9 gp)
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Dagger (2 gp)
Sling
20 sling bullets (2 sp)
Leather armor (10 gp)
33 gp 8 SP

Description: Trevor keeps himself neat and unobtrustive as possible. His hair is kept short and free of any ddecorations and his shirt and pants are dull browns with a plain brown cloak. He
does have several tools he keeps for carpentry and enjoys whittling.

Background: Trevor was born to slaves and thus became a slave. Working in the kitchen day after day eventually bacame assisting in an infirmary and thus it seemed that Trevor would
become yet another one of the endless slips that were held in thrall to Thrune. Trevor however, had a very odd mission come to mind and a rather disturbing way of helping his fellow
halflings achieve freedom. Trevor was no grand rebel, ferrying his kin by hidden roads to Bellflower safehouses and to safety. Instead, his heart, as empty and resigned to his toil came
to understand the inevitable end of everything and sought to preach this to other halflings that could not rid themselves of their yoke; let themselves be the last generation of
their line live in slavery. Bear no children and if able to, end their pregnancies with one of his drinks for a somewhat uncomfortable but endurable termination. If they could escape, fine, start
your family but let not the chain or rope bind your line any further.
Trevor doesn't expect to have any great effect and expects his mission to be just a tiny speck of dust swallowed by the void, just as he expects Thrune to one day crumble to ash until all
is silent under the face of Groteus. He is thinking of a way to intoduce 'Mercy splinters' to his fellows. Sharpened shards of wood that are perfect for opening a vein if their lives
become unbearable. But again, he doesn't really expect it to catch on.
With humans, Trevor is quiet and softspoken, never speaking unless spoken to unless danger looms("My goodness, there seems to be a large bear objecting to our presance.") with halflings, he is
courteous and will lend an ear to listen to worries. He will slip in some tidbits of his philosephy to them and if any seem planning on starting a family, will become somewhat more
animated and caution against it.

Short background
1.Neatness. Trevor is very neat and orderly but not obessively though, he often busys himself makign sure all of his equipment is clean. Remembers the moon as part of
his epiphany, likes to stargaze and would like to purchsae a telescope. Deep interest in medicine, despite his nihlistic views, enjoys disgnosing, researching and treating maladies
and keeps a diary on any people he meets that has challenging problems.

2. Goals. Establish a cult amongst halflings that promotes Trevor's view of letting themselves be the final generation in bondage and/or providing painless death to
those who wish to die. Right now, being unoticed is his/my main goal. Aim to have Trevor being the silent support, no beams of darkness from his fingertips or creatures
pulled from the ether.

3.Secret he knows. He has been whittling the 'mercy splinters' and slipping them into the slave pens where halflings are kept and several have taken up the offer. Secret he doesn't
know. Someone is aware of the dead halflings but hasn't made any connection yet to the splinters and Trevor being in the area whenever deaths happen.

4.Relations. Parents. Bother are alive and still at their labors, is respectful but somewhat distant as he wishes to keep knowledge of his new ways from them. Enemy, Frell Sweettooth.
Bellflower agent who knows someone encouraged halflings to take their lives and is enraged at such an act.

5. Mannerisms. Likes to whittle during his rest times and has crafted several nice items that he gives out as gifts. Is very spartan in his lifestyle except for his
hobbies and equipment, some woudl say he would sleep under the bed to save even more room if he had less. Is quiet even by respectful slip standards, one can never know he
is there unless pointed out.


GM Fez wrote:
December. I messed up. I'm fine with all Paizo classes, third party I'll have to look at and will need a web source to do so.

Ok, thanks.

And, your thoughts on Prestige Classes?

Grand Lodge

Seebast:

Seebast Fanagle
Human (Chelaxian) swashbuckler (inspired blade) 1 ( Pathfinder RPG Advanced Class Guide 56, 125)
LN Medium humanoid (human)
Init +3; Senses Perception +4
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0
—————
Offense
—————
Speed 30 ft.
Melee rapier +5 (1d6+3/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
—————
Statistics
—————
Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits honey-tongued, natural born leader
Skills Acrobatics +5, Bluff +2 (+3 when dealing with agents of the law), Climb +2, Diplomacy +6 (+7
when dealing with agents of the law), Knowledge (local) +5, Knowledge (nobility) +5, Perception +4,
Sense Motive +4, Sleight of Hand +5
Languages Common, Halfling
SQ inspired panache
Other Gear lamellar (leather) armor UC, rapier, belt pouch, flint and steel, 67 gp, 17 sp, 1 cp
—————
Special Abilities
—————
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing
blow.

The Fluff:

1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.

Confident, collected, Humble, quick to action, leadership material

2) Two goals that you'd like the character to accomplish in-game.

Understand why the halflings don’t rise up or sneak off. To help with stopping the devil worship in Cheliax.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

He has always had a soft spot for the slave halflings of the nation, never truly understanding why they are enslaved. He is the bastard son of a prominent member of the City Council, he has been kept busy and off learning to keep him from truly understanding who he really is.

4) 4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

My mother lives in Kintargo still, she works at a bakery. My fellow students from a distant fencing school, some of whom are Kintargo locals. My benefactor the Abadarian priest who paid for my formal education. Hymla who was a fellow student at the Fencing academy but she was kicked out for hurting other students on purpose. The local watch captain who I fought to a standstill in a duel.

5) Three key memories that define your character as the person they are at the time of submission.

Growing up with the Halflings all over the city, help to take some of the older bread to feed them. As a young teen fighting the Watch Captain to a standstill, him being so furious that he almost killed me had it not been for Father Lestial. 3 years spend with a Rapier in my hand and learning how to properly defend myself….. and others.


Pathfinder Adventure Path Subscriber

Mh intriguing. Dotting for interest.


Oh I just can't help myself. Penance here for your viewing pleasure and consideration.


How evil does Hell's Vengeance expect you to be? Do you end up as mustache twirling villains or psychopaths if you stick to the story? Honestly I like the idea of playing a Lawful Neutral character who descends into Lawful Evil but still has his moral codes and is still a human being.


The Pale King wrote:
How evil does Hell's Vengeance expect you to be? Do you end up as mustache twirling villains or psychopaths if you stick to the story? Honestly I like the idea of playing a Lawful Neutral character who descends into Lawful Evil but still has his moral codes and is still a human being.

There isn't upper limit on how Evil it can get, it depends on the players' and GM's zone of confort and style.

Grand Lodge

I thought it was hells rebels, sorry I will redo my entry


List of questions:

* Your thoughts on Prestige Classes Archives of Nethys / D20PFSRD in general?
** Noble Scion AoN / d20pfsrd in particular?

* D&D 3.5 Unearthed Arcana's Generic Classes?
** Gestalted with an NPC Class or another Generic Class?

* Starting Age?
** Ability Scores adjustment for different age categories?

* Templates?

Dark Archive

Guy St-Amant, how much of the AP have you read?


Nebten wrote:
Guy St-Amant, how much of the AP have you read?

Skimmed it, have fuzzy memories of it.


As Guy said, depending on how everyone wants it played it can be horribly cheesy mustache-twirling, girl on railroad tracks villainy or it can be terrifyingly gritty "It feels good to be bad" villainy.

Example of Gritty Villainy:
There is a portion in the second volume where you fight a tattooed monk. You can take her skin and use it for magical banners, items, or armors.

  • I'm fine with prestige classes
  • I'd prefer to avoid generic classes simply because the amount of classes and archetypes Paizo has should be able to cover most anything one would want to do. That being said, if someone has a good reason for wanting it I keep an open mind.
  • Starting age can be whatever you want, different age category will adjust ability score as appropriate.
  • What about templates?


  • I have a idea for an Human Egorian Academy Infernal Binder archetype Wizard coming to mind that could be interesting to play after I flesh him out a bid. Will get something put together for your review GM Fez.


    GM Fez wrote:
    • I'm fine with prestige classes
    • I'd prefer to avoid generic classes simply because the amount of classes and archetypes Paizo has should be able to cover most anything one would want to do. That being said, if someone has a good reason for wanting it I keep an open mind.
    • Starting age can be whatever you want, different age category will adjust ability score as appropriate.
    • What about templates?
    • I asked because Noble Scion has, hmm, unusual features.
    • Can't find a good Rogue Archetype without Sneak Attack, and something else...
    • So, no Young Characters?
    • Templates, are they allowed? guessing; NO!


    DM Fez, about the Generic class thing:
    The basic idea is:

    UA Expert:
    Hit Die D8 (to go with pathfinder rules)
    Saves: good Fort and Ref.
    "Bonus Feats": 1st Bonus Feat, 2nd Evasion, 4th Uncanny Dodge, 8th Improved Uncanny Dodge, 12th Improved Evasion, 16th ?

    on its own it is kinda weak, hence why I mentioned Gestalt:

    Adept: add a 3rd good save, minor spellcasting (something that might be a bit broken), some class skills, but kinda make it a MaD build.

    Aristocrat: add a third good save, a lot of Weapon and Armor proficiencies (I don't really care about Heavy Armors and Tower Shield), and a crapload of class skills.

    Commoner doesn't really add anything.

    NPC Expert: add a third good save and some class skills.

    NPC Warrior: Might add a third good save (if I select Ref and Will for UA Expert), add a lot of Weapon and Armor proficiencies (I don't really care about Heavy Armors and Tower Shield), Hit Die change to D10 and get Full BaB, and add some class skills

    - - - - -
    UA Expert + UA Warrior:
    Hit Die D10
    Full BaB
    3 good saves
    quite a few class skills
    6 + Int mod Skill points
    Weapon and Armor Proficiency: All simple and martial weapons; light and medium armor; shields (but not tower shields).
    "Bonus Feats": 1st Bonus Feat, 2nd Evasion, 4th Uncanny Dodge, 8th Improved Uncanny Dodge, 12th Improved Evasion, The rest would probably be feats like Iron Will, Dodge, Endurence, etc...

    p.s. I understand if you say no. :)

    There


  • Noble Scion actually fits very well into the campaign considering how close to House Thrune you will eventually become.
  • I'll say no at this point
  • You can be a young character, but the penalties and lack of respect from the adults and devils around you would make life just a tad more than difficult
  • No to templates. Templates gained during play may become a thing.


  • Don't you have enough on your plate, Fez? :P

    That being said, I have wanted for some time to play an Arcanist.


    Would this be a yes or an Hell No?

    Also, Soulknife?


    How do you want to handle the variant aasimar abilities? Roll once, take it or leave it? Roll three times, pick one? Pick three, let the GM (you) decide the winner? Or just pick one and be done with it?


    Yes to Nightblade, no to Soulknife.

    Scorched: I can't say no to cries for help! And honestly with my work load and home situation juggling this stuff is fairly non-intensive.

    Odentin: Roll 3, pick one.


    GM Fez wrote:
    Yes to Nightblade, ***

    Feel free to use other things from that book if need be. >:)

    Also, HP after first level?


    Okay. Similar question, only with regards to Tiefling: Variant Abilities same way? Do we have to take the feat for variant heritages, or is it just fiat? (I like the idea of a tiefling arcanist burninating the countryside.)

    Grand Lodge

    I have done up a Slayer Bounty Hunter, is from Cheliax and figured now would be a good time to work for the Throne since they will be paying handsomely for captured dissidents.


    HP after first level will be rolled or half plus one, whichever is better.

    Tiefling Variants same way.

    Reminder to everyone: Remember to take a look at the Players Guide for all the relevant information. I will say the first thing you do in the AP is plan a heist on a local tannery after having been gotten together by Cimri Staelish. Might be useful to describe how Cimri came to contact you for the job.


    Rolls for the greater good evil.

    Rolls:
    3d100 ⇒ (93, 65, 47) = 205

    The ability to ask the dead questions... ooh that does sound fun and delightfully evil! Remember, you can't spell necromancer without romance. ;)


    For (in)justice!:
    1d100 ⇒ 25 - Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
    1d100 ⇒ 92 - You gain a +1 racial bonus on Fortitude saves.
    1d100 ⇒ 8 - You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath.

    Hmmmm. Decisions, decisions.

    Also, need to decide whether my antipaladin is going to be rocking a greatsword, greataxe, or earthbreaker...


    ScorchedOne here. I changed my mind and went Exploiter Wizard, aiming for Hellknight later. Hoping to get there with as few levels missed as possible.

    Grand Lodge

    what are people rolling for?


    Raltus wrote:
    what are people rolling for?

    Variant racial abilities for aasimars/tieflings.

    Grand Lodge

    Ohh I got ya, I am going with a human.


    Odentin here. This alias is just a shell, for now. Will be filled soon.

    Is the Rich Parents trait available? Otherwise, I'm not getting very good armor...


    You don't need good armor. You can take it off the idiot soldier that we run into.


    I'm guessing that's a spoiler from the game itself?


    Pathfinder Adventure Path Subscriber

    dot

    Grand Lodge

    Nathel:

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
    Nathel Ulna
    Male human slayer (bounty hunter) 1 ( Pathfinder RPG Advanced Class Guide 53, 118)
    N Medium humanoid (human)
    Init +4; Senses Perception +6
    —————

    Defense
    —————
    AC 14, touch 10, flat-footed 14 (+4 armor)
    hp 13 (1d10+3)
    Fort +4, Ref +2, Will +2
    —————

    Offense
    —————
    Speed 30 ft.

    Melee dagger +3 (1d4+2/19-20) or

    handaxe +3 (1d6+2/×3) or

    light flail +3 (1d8+2) or

    net +3 (entangle) or

    sap +3 (1d6+2 nonlethal)

    Ranged shortbow +1 (1d6/×3)

    Special Attacks studied target +1 (1st, move action)
    —————

    Statistics
    —————
    Str 14, Dex 11, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +1; CMB +3; CMD 13
    Feats Cut Your Losses, Improved Initiative
    Traits local tough, vigilant spycatcher
    Skills Acrobatics +2, Bluff +4, Climb +4, Heal +6, Intimidate +1, Knowledge (geography) +5, Knowledge
    (local) +5, Perception +6, Profession (trapper) +6, Sense Motive +6, Survival +6
    Languages Common, Halfling
    SQ track +1
    Combat Gear caltrops; Other Gear lamellar (leather) armor UC, arrows (20), dagger, handaxe, light flail,
    net, sap, shortbow, backpack, bedroll, belt pouch, flint and steel, manacles, mess kit UE, pot, silk rope (50
    ft.), torch (5), trail rations (5), waterskin, 1 gp, 1 sp
    —————

    Special Abilities
    —————
    Cut Your Losses When withdrawing, pick up ally or object of own size or less without AoO.
    Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam &
    some skills vs. them.
    Track +1 Add the listed bonus to survival checks made to track.

    Fluff:

    Nathel grew up in Longacre, he grew up on the streets, his mom died of the fever a year after he was born and his pa died when he was about 10 in an attempted up rising. He grew up always watching everyone in town, he knew that to eat he needed money and if he could sell out some of his fellow towns folks who weren't fully committed to the Crown.

    As he grew he learned how to track people, how to bring in those the guard and local magistrate were looking for. This proved very good for Nathel's pocket book. He took on with the biggest local bully Cimri Staelish, fattening his pocked book even further. Nathel got brought in on the biggest job that Cimri had, to rob a local tannery and bring back whatever they could.


    Do we have to worry about beds, sleeping bags, bedrolls, etc?

    Dark Archive

    Guy St-Amant wrote:
    GM Fez wrote:
    • I'm fine with prestige classes
    • I'd prefer to avoid generic classes simply because the amount of classes and archetypes Paizo has should be able to cover most anything one would want to do. That being said, if someone has a good reason for wanting it I keep an open mind.
    • Starting age can be whatever you want, different age category will adjust ability score as appropriate.
    • What about templates?
    • I asked because Noble Scion has, hmm, unusual features.
    • Can't find a good Rogue Archetype without Sneak Attack, and something else...
    • So, no Young Characters?
    • Templates, are they allowed? guessing; NO!

    Have you seen the Phantom Thief archetype? Coupled with the unchained rogue and possibly taking levels in the Noble Scion prestige class could lead to a pretty interesting character.


    Sir Longears wrote:
    Guy St-Amant wrote:
    GM Fez wrote:
    • I'm fine with prestige classes
    • I'd prefer to avoid generic classes simply because the amount of classes and archetypes Paizo has should be able to cover most anything one would want to do. That being said, if someone has a good reason for wanting it I keep an open mind.
    • Starting age can be whatever you want, different age category will adjust ability score as appropriate.
    • What about templates?
    • I asked because Noble Scion has, hmm, unusual features.
    • Can't find a good Rogue Archetype without Sneak Attack, and something else...
    • So, no Young Characters?
    • Templates, are they allowed? guessing; NO!
    Have you seen the Phantom Thief archetype? Coupled with the unchained rogue and possibly taking levels in the Noble Scion prestige class could lead to a pretty interesting character.

    I did, my reaction was "WTF is that?"

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