GM Ragnarok's Hell's Rebels

Game Master DM Ragnarok

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"But DM Ragnarok", you say, "You're running a recruitment for Strange Aeons! Two games at once? You're a MADMAN!"

Shaddup! I do what I want! You're not my supervisor!

Opening up recruitment for Hell's Rebels! Looking for 4-5 players. Recruitment remains open for 1 week.

Character Creation:
  • Races- Core, Tiefling, Aasimar, Aquatic Elves, Strix, Tengu.
  • Classes- All. Unchained optional.
  • Ability Scores- 25 Point Buy.
  • Wealth- Max by class.
  • Background Skills- Yup
  • VMC- If you want
  • HP- Max ever level
  • Traits- 2, one must be a Campaign Trait. No drawbacks.
  • No third party.

The more background you have, the better. Feel free to link backstories if you life. I'd also like sections detailing your character's appearance and some basic personality traits.

Let me know if I missed anything. Get crackin'!

Grand Lodge


Don't mind if I do.

Grand Lodge


Jorum Nalthee
Male half-elf bard (provocateur) 1 ( Pathfinder Campaign Setting: Inner Sea Intrigue 45)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +4; +2 trait bonus vs. charm and compulsion
Speed 30 ft.
Melee rapier +0 (1d6/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire
courage +1)
Bard (Provocateur) Spells Known (CL 1st; concentration +4)
1st (2/day)— blend with surroundings , hideous laughter (DC 14)
0 (at will)— daze (DC 13), detect magic , lullaby (DC 13), prestidigitation
Str 10, Dex 14, Con 13, Int 14, Wis 14, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Skill Focus (Perform [sing])
Traits natural born leader, strong willed
Skills Bluff +7, Diplomacy +7, Disguise +9, Knowledge (arcana) +6, Knowledge (history) +4, Knowledge
(local) +8, Knowledge (nobility) +6, Perception +8, Perform (sing) +10, Sense Motive +6, Spellcraft +6,
Stealth +4; Racial Modifiers +2 Knowledge (history), +2 Knowledge (local), +2 Perception
Languages Common, Elven, Halfling, Infernal
SQ elf blood, provocateur +1, sophisticate
Other Gear lamellar (leather) armor UC, arrows (20), rapier, shortbow, belt pouch, blanket APG, disguise kit,
flint and steel, hemp rope (50 ft.), ink, inkpen, journal UE, masterwork backpack APG, mirror, pot, soap, trail
rations (5), waterskin, 54 gp, 8 sp, 10 cp
Special Abilities
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Provocateur +1 (Ex) Add +1 to checks to reduce a target's influence or attitude toward creature or
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained


Jorum wears his hair long, a tight pony tail down his back, his coat is a dark purple in colouring, with a brown undercoat and black slacks with green boots. He sings at the local taverns earning his keep each night and then some. He sings songs of drinking and songs of humanity.

Jorums parents were actively involved in the court of Taldor, being from the great city of Oppara had many great opportunities. Jorum had an aptitude for singing and sneaking, his parents knew that the country had their own talented spies. The training was the hardest thing Jorum had ever done, but once he was done he was given a mission that had just come across his commander's desk.

Rumors of unrest in Kintargo, Jorum was sent there as a traveling minstrel to find out what he could and to make some contacts that the government of Taldor could use to exploit.

Not to be a keener but I have this character made up and had submitted him to other games but didn't get in. He is going Lion Blade and is basically a spy from Taldor in Cheliax to help his home nation become more powerful.

Cool. I dig the concept but would love to see the fluff expanded a bit more.

Dot. Definitely a Milanite*, probably a Tiefling. The rest, not sure yet.

*Well, unless I decide to go with an armiger of of the Order of the Torrent.

Dotting. I have a Bard (Archivist) that I played in two sessions of a Roll20 based HR game before the DM folded that I would really like to rework and try again. Basic premise is the washed-up historian of a mercenary company that was wiped out, and has been living in the city working as a scribe, forlorn and a drunk with his loss of direction and brother's in arms.

Interesting. Noble Scion (Vashnarstill) of Calistria, thinking Bard (Studious Librarian, maybe) or Unchained Rogue (potentially Agitator).

I like the Agitator idea a lot, but a Bard could serve both the knowledge-base and Face skill sets better.

Just thinking out loud. LONG WAY to go before I have a submission.

Dot. I'm trying for your other campaign too, so hopefully this doubles my chances at getting in at least one. :)

Looks like everyone's going bard lol. I'll go for something a little beefier. /flex

I have this character who hasn't gotten a chance to be in a Hell's Rebels game yet. I am thinking I may change him to be a different class, but his background is there.

Dark Archive

I had written up rough outlines of background for two character ideas over on the AP recruit thread when somebody had floated the idea of running Hell's Rebels. I can pick one and work up the rest of the details here soon.

Nephmir Gracchus, male tiefling inquisitor (infiltrator) of Iomedae, NG:

- An orphan from Westcrown.
- His foster parents were members of the church of asmodeus, his father was in particular an inquisitor.
- They had older natural children and treated him more or less like a servant
- As an act of rebellion he takes interest in the church of Iomedea.
- Soon after he leaves his foster home and the church becomes his new family.
- He quickly becomes a capable agent of the church, moving against her enemies.
- Being in a Chelaxian city of demonic influence, he learns to use his own abyssal blood to gain the trust of members of those faiths
- He collects information for Iomedea and attempts to weaken them from within
- By now he’s using a different name (this one) and sticking to churches and shrines that his foster father wouldn’t frequent.
- After a close call at losing his cover within the church of asmodeus, the leaders of his church decide to send him off to Kintargo where they’ve received word that the situation is heating up.
- There he is to meet up with a contact and get oriented about the infernal organizations in the city that he can attempt to infiltrate.
- Although he’s in a new city he does have to watch out for any Asmodean agents from Westcrown who know his foster father and might recognize him and blow his cover.

Reason(s) to protest Meeting a Contact

He would appear as a Thrune sympathizer but remain passively observing the crowd, looking for the contact with the Silver Ravens specified by his Iomdean church leaders.

-Others TBD

- When out in the city he becomes somewhat stoic and humorless as he maintains the air of an infernal church agent.
- He does not quickly trust people.
- He is sympathetic to the oppressed
- He can grow warmth with specific trusted people on an individual basis, within his framework of maintaining cover out in the open.

- “The agents of Asmodeus are always around us. Even one misstep undoes all of our work towards liberating Cheliax.”
- “Yes, your terrible jokes will throw the enemy off our trail in a city of well-read, articulate Chelaxians.”

Hana Moldovaciu, Female human investigator (sleuth), NG:

- Grew up without a mother, and a father who was a judge in Korvosa, Varisia.
- He was a virtuous judge, teaching her that justice for the under-represented was important but he held a dark secret.
- Early on he noticed how curious and smart she was and would let her hang out around the counsels and tribunals he oversaw.
- She became fascinated with the detail that went into determining criminals and protecting the wrongfully accused and other victims of local corruption.
- Without him knowing she sometimes goes investigating for those she believes cannot defend themselves.
- When she discovers her father’s dark secret she leaves home to start over, ends up in Kintargo.

Reason(s) to protest
- Tagging along
- Staying up on Current Events

- Fed-Up Citizen
- Pattern Seeker

- Driven to do the right thing for under-represented folk
- Fairly trusting of people (wants to see the good in them, what is worth defending from corruption or oppression)
- Very perceptive of details
- Can often judge character very quickly
- Fidgets with a top, and likes to spin it while thinking out loud about a problem or studying something. Sometimes it’s spin acts as a time-limit for her current thinking, as a means to let something lie and reconsider it later.

Hell's Rebels, more than most AP's, seems to scream for a Bard. Gotta have those public relations skills!

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber



...I actually Lol'd when I saw Beorn's occupation. Great stuff.

I'm going to go with summoner. I assume I have to use the unchained summoner?

An azata-blooded aasimar who summons an azata eidolon would fit nicely I think. The eidolon is an ally, not a servant. They saw the restrictive and evil regime here and pledged to free the people of the city.

If I can use the non-unchained I will, but it'll still be azata-flavoured.

I am thinking of writing up a Vigilante for this. I've never built one before but it seems like it would fit really well here. I need to delve more into what exactly they are, because I don't want it to feel too much like a superhero.

Oh heck yes!

Sovereign Court

Dotting for interest.

Gonna go with an Unchained Rogue (Guerrilla). That and Agitator both seem perfect for this game, but Agitator mostly duplicates bard abilities, and it seems we'll have no shortage of those. Next to more finely define this character.

Dot for interest. I'd like to play an Arcane Trickster Tiefling. I'll be at home tomorrow and will roll up some stats.

@Lekkric - going with Azata-blooded too ...perhaps siblings?

Digger Chandler wrote:
@Lekkric - going with Azata-blooded too ...perhaps siblings?

Sure, that works for me. I don't really have anything nailed down for background other than being extremely anti-devil/demon/daemon etc. Perhaps a traveling crusader type who hunts down evil outsiders alongside his Azata eidolon. He's in town because he heard the local head honcho is friendly with them.

What did you have in mind?

Dotting just in case Mira doesn't get in where I've tossed her now.

Unchained Rogues are something I wanna mess with.

Grand Lodge

I might change to something else since there are so many bards. I did have a swash buckler that would be kinda fun in this as well.

I was thinking similarly, though I'd pictured her as a native of the town. She's a scion of humanity, so she's less obvious-looking than most Aasimars. She's a sneaky/bluffy type, down for sabotaging or destroying deviltry that enslaves sapients.

Here's her stat block, working on some background stuff now. Lekkric, they could also be cousins or not even related ...whatever works best.

Female Azata-Touched Scion of Humanity Aasimar Rogue (Guerrilla) 1
CG Humanoid (Human)/Outsider (Native)
Init +3; Perception + 7
AC 17 (13 touch, 14 ff)
hp 10
Fort +1, Ref +5, Will + 1
acid resistance 5, cold resistance 5, and electricity resistance 5
BAB: +0
Speed 30 ft.
Melee: Rapier +3 (1d6)18-19 p
Melee: Dagger +3 (1d4)19/20 s,p
Melee: Morningstar +0 (1d8) b,p
Ranged: Dagger +0 (1d4)19/20
Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats: Alertness
Traits: Fast Talker, Historian of the Rebellion
Acrobatics 7 (3+1+3)
Bluff 10 (4+1+3+1+1)
Diplomacy 8 (4+1+3)
Disable Device 7 (3+1+3)
Disguise 8 (4+1+3)
Intimidate 8 (4+1+3)
Knowledge Local 6 (2+1+3)
Perception 7 (1+1+3+2)
Sense Motive 9 (1+1+3+2+2)
Stealth 8 (3+1+3+1)

Background Skills:
Linguistics 8 (2+1+3+2)
Sleight of Hand 7 (3+1+3)

Languages: Common, Elvish, Draconic, Celestial, Infernal

Racial Features:
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
Spell-Like Ability (Sp): Azata-Touched Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Class Abilities:
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Skilled Liar (Ex)
Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.

chain shirt
alch silver dag
cold iron dag
rogue's kit
2xspringloaded wrist sheaths
grooming kit
scrivener's kit
21 gp

That actually works pretty well. It's pretty common for siblings to go their own way when they grow up, after all. Let's say my character went off on his own to "see the world and vanquish evil". As stereotypically goody two shoes as that sounds, it does seem a little more likely path for an aasimar, especially azata-blooded, than most other races. Having a sister who still lives in town would be a good reason why he was called back to help out.

Ah, that's perfect! Nice. Perhaps she had to stay because she's younger and the parents need her to work ...

Any thoughts on ethnicity/surname stuff?

Certainly dotting. Never got to play Hell's Rebels before. I'm thinking a cavalier (constable, just to forsake the mount) with the order to the hammer to have an unarmed strike based character that uses cha. For the whole "might makes right" ideology that comes with the order, he would argue that it is also the duty of the strong to protect the rights of those weaker than them, leading to his opposition to House Thrune.

I'll write the character up, and see what else comes to me as I do so.

Digger Chandler wrote:

Ah, that's perfect! Nice. Perhaps she had to stay because she's younger and the parents need her to work ...

Any thoughts on ethnicity/surname stuff?

That would be great. Playing the protective older brother should be fun, and something I can relate to from real life. :)

I haven't given any thought to name or ethnicity, and till I get home today I won't be able to look at what is common in the area. Feel free to come up with something you like, and if I don't think it'll work for my character I'll just say I've been going by another name since I left home or something like that.

I won't really be able to do anything till tonight because I'm at work, but thinking up character ideas helps pass the day. :)

The only hint at mechanics I have so far is that because of the likely presence of at least one buffer (ie, bard type) I'll probably play a more melee oriented summoner than just a buff-and-watch-the-pet-fight caster.

I got "Tucco" as a surname from this:

Here's Digger's submission! Backstory and such will get typed up tomorrow.

A question: Would you allow the Variant Abilities chart for Aasimar and Tieflings? If so, how to handle it?

In addition: Are you ok with Combat Stamina? If so, who you use the free for fighters option or does it have to be picked normally?

This is a character that I played in a PBeM game a number of years ago and has been begging to be played again. I think Hell's Rebels would be a perfect stage for her.

Presented for your convenience ... Farrina the Fabulous.


Farrina is a gregarious, outgoing, stage performer. Her normal audience is small theaters, taverns, and other intimate venues where she can involve the viewers. Her show consists of comedy, slight-of-hand non-magical magic, ventriloquism, and off-color songs . All accompanied by her normal ribald commentary. She loves working the crowd. Audience approval is her very lifeblood.

Farrina the Fabulous also doesn't exist. Sort of.

Farrina is the stage persona of one Francis Drudge.

As a young man, Francis wanted to learn magic more than anything. He approached a performing stage magician that he admired, Boccabar the Brilliant, to propose becoming his apprentice and assistant. Francis was crushed when the man dismissed him out of hand, stating that the only thing people wanted to see on stage with him as an assistant was a pair of beautiful legs. He had always been skilled with needle and thread, and with the help of an aging thespian friend who was a master of stage makeup, Francis created Farrina. In the guise of the attractive and outgoing woman, he again attempted to gain a position with his idol. Farrina was accepted immediately.

Francis spent two years playing the colorful character as counterpoint to Boccobar's dour but skilled stage presence. He learned what he could about illusory magic. More fulfilling, though, he learned how to work an audience. Boccabar didn't think it was so wonderful. More and more, Farrina began stealing the laughter and applause. As with many stage pairings, this eventually lead to the breakup of the duo. Realizing that he didn't need Boccabar any more, Francis left the aging magician as well as his Farrina persona behind and struck out on his own. He flopped. While gifted in the arts of magic and slight-of-hand, Francis lacked the energy and charisma needed to hold an audience.

Desperate for funds and stubbornly refusing to return to his successful stage creation, Francis turned to a small group of rogues who could use his illusory talents to stage petty robberies. This also failed, but in a more catastrophic fashion. At the end all that remained was Francis, a torched inn, three dead rogues, and two dead Hellknights.

Francis knew that to show his face now would result in a death sentence, so he returned to the protecting guise of Farrina. Unfortunately, he has now been hiding behind her for over six months non-stop. The resulting stress has not been kind to Francis' already fragile mind and he is starting to see her as a separate person entirely.

A human Wizard (illusionist) geared towards social skills. Heavy emphasis on Bluff, Disguise, Sleight-Of-Hand, and Perform.

Reason for Protesting: Staying up on Current Events
Campaign Trait: Diva in Training

Crunch to come later.

@Lekkic- vanilla Summoners are okay with me.

@Cuan- You may roll twice. If you don't get something you like, just take the normal SLA.

In my IRL game that I ran for Hell's Rebels, I have the Fighters Combat Stamina for free, so go for it.

I forgot to put this up in both of my recruitments; Feat Tax rules are in effect.

Grok them here.

1d100 ⇒ 35
1d100 ⇒ 12

Hmm, neither of those do anything for me.

Ooh, feat taxes!

Pathfinder Companion Subscriber

I submitted this gentleman to another game of Hell's Rebels but since they only need one person I figured I would try it here. I really fell in love with the concept and he's different from a lot of the characters I usually play.

Ove Dyrendal was born into slavery, he was the son of one of the prostitutes in the Hospice section of the Varisian city of Kaer Maga. His mother was influential in her trade and managed to secure him an apprenticeship at the Strapping Lad an all-male bordello in the city. While working at one of the better known and run establishments in the city would have been a boon by itself, what few knew was that Elias Sayer—owner of the Strapping Lad—is the leader of a powerful group of brokers within the city. From an early age Ove was groomed to become one of the Tallow Boys. Although not necessarily conventional Ove’s life wasn’t a bad one. Among the wealthier men and women who frequented the establishment he made a name for himself as a skilled companion. They often didn’t know that anything they told Ove while lounging around in post-coital bliss was quickly passed on to Elias and kept hidden away until it might prove useful to someone.

Ove’s mother also led him to what would become his truest calling. She had been a worshiper of Calistria and when she was killed during a dispute at her brothel Ove took comfort in seeking and plotting revenge. The Lady in the Room was no stranger to any prostitute in the Hospice but in her aspect as the Savored Sting of vengeance would truly ignite his passion for the goddess. He officially became a member of her faithful when he prayed to her after strangling the man who had been responsible for his mother’s death. Kaer Maga was always a city of chaos and anarchy and besides the Tallow Boys looked after their own, but following that Ove felt that he needed a change. He talked to Elias and was surprised at how willingly the man freed him from his contract with the Strapping Lad. Their only agreement was that if occasionally send some gossip along from wherever he ended up.

He wandered south, staying for several months in Korvosa before hearing of a church once belonging to Calistra which was in Kintargo. He decided that the city of artists and rebels sounded intriguing and set out once again for new horizons. He spent around two and a half years in Kintargo before the incident known as the Night of Ashes. In that time, he had rather fallen for the city. It truly was a fascinating place to live. Back in Kaer Maga all the prostitutes learned some performance art, an instrument, dance or singing. You had to be able to entertain your guests with something other than your body. Although he had not practiced much in the months before that setting foot in the Kintargo Opera House rekindled his love for performing and he had begun to receive enough notice to appear in something big when it was shut down. He had also been dipping into the underworld of the city a bit, finding work as a courtesan where he could and an information broker when possible. After a great deal of work he had even begun finding some information on the fractured and hidden worshipers of Calistria within the city. His own faith was strong, but he knew better than the flaunt his holy symbol around Kintargo. Still despite all of the intrigue and maneuvering nothing could ready him what happened on the Night of Ashes and afterwards. Although at the time he had nothing to tie it to Thrune, given some of the people he knew in the Kintargo underground it all seemed very convenient. When he heard of the Aria Park protest, he knew that he had to go for a chance to see if any of his contacts were safe.

Ove Dyrendal
Human (Varisian) warpriest of Calistria 1 (Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (human)
Init +4; Senses Perception +2
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +4
Speed 30 ft.
Melee whip +5 (1d6+4 nonlethal)
Ranged longbow +4 (1d8-1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with whip)
Special Attacks blessings 3/day (Luck: lucky presence, Trickery: double), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor, infernal healing[ISWG]
. . 0 (at will)—detect magic, enhanced diplomacy, light
Str 8, Dex 18, Con 12, Int 14, Wis 14, Cha 14
Base Atk +0.75; CMB -1; CMD 13
Feats Combat Reflexes, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip)
Traits diva in training, unpredictable
Skills Bluff +7, Diplomacy +6, Intimidate +6, Knowledge (religion) +6, Perform (sing) +7, Profession (courtesan) +6, Sense Motive +6, Spellcraft +6
Languages Common, Elven, Halfling, Varisian
Other Gear studded leather, longbow, whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Book of Joy)[UE], mess kit[UE], pocketed scarf[UE], pot, soap, spell component pouch, tome of epics[ACG], torch (10), trail rations (5), waterskin, wooden holy symbol of Calistria, 125 gp
Special Abilities
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.

I love the Feat Tax rule but I was wondering how it would work with the Vigilante's Shield of Fury talent. I am planning on taking it at 6th level.

Shield of Fury:
The vigilante gains Improved Shield Bash as a bonus feat. If he already has the Improved Shield Bash feat, he can immediately swap it for another feat for which he qualified at the level he chose Improved Shield Bash. In addition, if he is at least 6th level, he is treated as if he has the Two-Weapon Fighting feat as long as one of the weapons used is a shield. This allows him to take feats that require Two-Weapon Fighting as a prerequisite without meeting the Two-Weapon Fighting or Dexterity prerequisites, but these feats only apply while he is wielding a shield as one of his weapons (unless he takes Two-Weapon Fighting as normal, in which case this restriction is lifted).

Side note I am loving learning about the Vigilante. I am thinking he's going to be a merchant who sells his wears for sacks of gold and gives discounts for rumors.

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Sweet, feat taxes and the un-unchained Summoner! Don't worry, I'll be responsible with all this power you've given me. I promise I won't make a synthesist with 7 str, 7 dex, and 7 con. :)

@Digger: Tucco is a fine surname, and I will bear it with honour!

@ Everyone else: I'll likely be getting Teamwork feats for me and my eidolon, so if anyone wants to join in on this feel free to give suggestions and/or requests.

Farrina's Crunch


Farrina the Fabulous
Male human (Chelaxian) illusionist 1
NG Medium humanoid (human)
Init +2; Senses Perception -1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +1
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +5)
. . 1st—disguise self, sleep (DC 15), vanish[APG] (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light
. . Opposition Schools Conjuration, Necromancy
Str 9, Dex 15, Con 10, Int 18, Wis 9, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Scribe Scroll, Spell Focus (illusion), Spell Mastery
Traits diva in training, self-taught scholar
Skills Bluff +4, Craft (clothing) +8, Diplomacy +4, Disguise +4, Knowledge (arcana) +8, Knowledge (local) +8, Linguistics +8 (+9 to decipher unfamiliar language), Perform (sing) +8, Sleight of Hand +3, Spellcraft +8 (+9 to decipher scrolls)
Languages Abyssal, Celestial, Common, Infernal, Tien, Varisian
SQ arcane bond (amulet), extended illusions (1 round)
Other Gear arcane bond amulet, backpack, ball (2 in.)[UE] (6), belt pouch, candle (10), cards[UE], cards[UE], cards[UE], colored handkerchiefs (0.5 lb), entertainer props, simple (0.5 lb), entertainer's outfit, flint and steel, ink, juggling balls (0.5 lb), makeup (0.5 lb), marked cards[APG], perfume, common[ISWG], sack, scarf[UE] (10), tailoring tools, waterproof bag[UE], wizard starting spellbook, 97 gp, 2 cp
Special Abilities
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Mastery (Disg. Self, Un. Servant, Vanish, Ventriloquism) You can prepare the chosen spells without a spellbook.

Dotting, thinking of rolling up an ex-asmodean infernal bloodrager

How do feat tax rules apply to unchained rogues and finesse training?

Instead of Weapon Finesse you may take Weapon Focus.

This is Lekkric's entry. Only the crunch done so far, I'll get the backstory and everything else done tomorrow.

Ooh, and feat tax rules are in effect? Nice.

Hryvnas Raszamy was made for a Hell's rebels campaign but never quite made it into a game. Currently he is statted for level 2 but it's easy enough to bring the stats back to 1st.

Hryvnas is a Plumekith (Garuda-blooded) Aasimar, though he has the scion of humanity trait so he seems human. He is a warpriest of Desna with the cult leader archetype, which makes for a more "rogue-like" warpriest (they get sneak attack starting at 3rd level, for example). Eventually he will probably dual-wield a pair of starknives.

The Desnan church trained him as an agent provocateur since the Desnan faith is one of the persecuted religions in Cheliax.

I can adjust the stats according to your specs easily enough. Mainly I want to have the character stand based on his background, which does not need to change.

When is the Deadline for this recruitment?

DM Ragnarok wrote:
Instead of Weapon Finesse you may take Weapon Focus.

Awesome! Will update.

Lekkric ...working on some background stuff. Perhaps one other reason your guy left town was that he was more obviously Aasimar. Argentina has no outward signs.

Background, personality, and appearance:
It’s not known when the Tucco family first intermixed with some sort of celestial beings, but family legend has it that it was at least six generations ago, though, again, no one is quite sure. Argentina’s grandparents showed signs, but were relieved when none of their children did. Once the family legacy was a sort of embarrassing point of pride. After the Civil War, it became dangerous.

When she and her brother, [INSERT NAME], were born, both also seemed human. For a time, at least. Her elder brother started showing signs at an early age, much to the worry of his parents. But his story and why he journeyed are his own. Argentina, now fully 18, a recent graduate of a run-down finishing school no one with wealth would even dream of visiting, still has no outward signs of being an Aasimar. A rather exceptional young lady, yes, but surely human.

Her relationship with her parents is strained but kind. Her brother’s departure and what she sees as her parents over-protective nature both affect her more than she’d care to admit. But instead of lashing out at said parents, she’s pointed her rebellious disappointment at the jackbooted thugs running rampant over this city she loves.

The family outwardly practices Diabolism as is required, but Argentina maintains a small rose garden near the family’s home. She is interested in the Silver Ravens, though she is frustrated how quickly they seem to have dispersed. They were righteous but stupid in many ways. She has spent many a night staring at the ceiling, thinking about how SHE would do it differently. But so far her rebellions have been minor. Every day Thrune and his lackeys commit atrocities, and every day outrage seethes through the city, but the outrage lacks focus. The next day, a new outrage, the last forgotten.

It’s clear the city aches to be free again, but it also aches from the bruises and abuses House Thrune has inflicted. Something must be done. But what?

Argentina has practiced all her life to seem like less than she is. Though she never cared for the habit of some of her peers to feign a silly ignorance, she knew better than to show everything she was capable of. She feels different, but so far has no idea she is just as much of an Aasimar as her brother, that her lauded adroitness and wit have heavenly roots. She has taken to sarcasm and smartassery as a coping mechanism, pretending to be a cynic, or at least to be more of one. She earnestly wants to help the city and everyone in it, but is exhausted and frustrated further every day. Her humor runs to the gallows these days, off-putting some easily. She misses her brother, wishes he were here ...he believed in her when no one else did.

Argentina is tall and fit, and well-dressed for what she can afford, and without breaking any proclamations. Not fancy, but well-suited and well-fitted. She tends to hide her weaponry and armor as much as possible, save for a couple of mundane daggers anyone else in the city might carry. Her skin is tanned and smooth, her brown eyes large and expressive. In truth, she’s rather beautiful, and though she knows it, she doesn’t care except when she can use that to get things done. She keeps her hair long, styling it day-to-day according to her mood. When done up in a bun, it is advised to avoid upsetting her, as a few failed suitors could tell you.

Any input or ideas or questions very welcome.

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