GM RePete: Hell's Rebels - Citizen's Unite! (Inactive)

Game Master RePete


Rebellion Maintenance:

XP:

6,000

In Game Days: 16 Game Time: 1100

Loot Log (Thanks Philacris)


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“Enough is enough! This city...Hell, this nation has been oppressed for too long! It is time to take back what is ours. We must stand up and show the government their days are numbered. We were once a proud city and now we’re reduced to….what? Spineless subjects? I won’t have it. Citizens of Kintargo! WHO’S WITH ME!”

I’ve never run a PbP before, but have experience running games in society and with friends. I’ve played a few PbP games as well. With the decision to toss my hat into the ring of PbP DMs, I’m going to run Hell’s Rebels.

We’ll be starting at level 1 in the first book. A link to the player’s guide is in the character creation section. I like the rebellion advancement items and intend to use it. I plan to take 5-6 players and will leave recruitment open until 01/16/17.

My posting expectations are 1/day on weekdays and at least once over the weekend.

Character Creation:

Ability Scores: Pathfinder 20pt buy or 4d6 and drop the lowest. Edit: You can reroll 1 set of 4d6.
HP: At level 1 you get full. Additional levels will be ½+1
Traits: 2 traits one of which must be from the Player’s guide. Found here.
Races: No Aasimar or Goblin. All other Paizo races are allowed.
Class Restrictions: No Paladin No 3rd Party. No Variant Multiclass. Any summoners must be unchained. 150 starting gold
Alignment: No restrictions, although it may be difficult for a lawful or evil character. If you are lawful or evil, your backstory will need a good reason for you to join the rebels.

You get 2 additional background skills

**Don’t forget to have a reason to protest**


rolls:

4d6 - 2 ⇒ (4, 3, 5, 2) - 2 = 12
4d6 - 2 ⇒ (3, 3, 2, 5) - 2 = 11
4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14
4d6 - 2 ⇒ (2, 5, 5, 6) - 2 = 16
4d6 - 1 ⇒ (4, 1, 5, 6) - 1 = 15
4d6 - 1 ⇒ (1, 2, 4, 1) - 1 = 7


Ooh! Let's see what my rolls are like...

4d6 ⇒ (3, 1, 5, 1) = 10 9
4d6 ⇒ (5, 4, 4, 4) = 17 13
4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (1, 4, 4, 4) = 13 12
4d6 ⇒ (2, 6, 1, 5) = 14 13
4d6 ⇒ (6, 3, 3, 5) = 17 14

Are we allowed to reroll if we're not satisfied with our rolls? Or do we default to 20-point buy if we don't like our rolls? Because it looks like I'm going to be using 20-point buy.


4d6 - 1 ⇒ (6, 3, 2, 1) - 1 = 11
4d6 - 1 ⇒ (1, 6, 3, 3) - 1 = 12
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 3 ⇒ (5, 6, 6, 3) - 3 = 17
4d6 - 1 ⇒ (4, 5, 4, 1) - 1 = 13
4d6 - 2 ⇒ (5, 2, 3, 3) - 2 = 11

Gonna be interesting to see what I can make with these.


Dragoncat wrote:

Ooh! Let's see what my rolls are like...

4d6 9
4d6 13
4d6 11
4d6 12
4d6 13
4d6 14

Are we allowed to reroll if we're not satisfied with our rolls? Or do we default to 20-point buy if we don't like our rolls? Because it looks like I'm going to be using 20-point buy.

You can reroll one 4d6. Can always default to 20pt buy if the dice generator hates you.


We can reroll one 4d6? Then I'm going to drop my last 11 and try my luck:

4d6 ⇒ (6, 4, 6, 6) = 22

22 - 4 = 18, leaving me with:

11
12
14
17
13
18

Not bad.


stats: 4d6 ⇒ (4, 6, 4, 6) = 20=16
stats: 4d6 ⇒ (6, 4, 2, 6) = 18=16
stats: 4d6 ⇒ (5, 6, 4, 3) = 18=15
stats: 4d6 ⇒ (1, 6, 5, 4) = 16=15
stats: 4d6 ⇒ (5, 2, 5, 5) = 17=15
stats: 4d6 ⇒ (6, 1, 1, 2) = 10=9

... Wow, I'm pretty impressed. I'll probably keep those.

EDIT: Oh, we can reroll one of them?
Let's reroll that last one.
stats: 4d6 ⇒ (4, 6, 4, 2) = 16=14

So... two sixteens, three fifteens, and a fourteen? I'll take it.


Rerolling the 9...

4d6 ⇒ (3, 3, 2, 3) = 11 9

...20-point buy it is then.

Sovereign Court

Pathfinder Starfinder Society Subscriber

4d6 ⇒ (4, 6, 1, 4) = 15 = 14
4d6 ⇒ (6, 5, 2, 5) = 18 = 16
4d6 ⇒ (3, 5, 3, 4) = 15 = 12
4d6 ⇒ (4, 5, 5, 1) = 15 = 14
4d6 ⇒ (5, 3, 3, 5) = 16 = 13
4d6 ⇒ (5, 2, 6, 4) = 17 = 15

4d6 ⇒ (1, 4, 6, 5) = 16 = 15

Hmmm, so, that would be: 16, 15, 15, 14, 14, 13.

I can work with that!


Thinking of submitting a Chelish Diva bard for your perusal, GM.


4d6 ⇒ (6, 1, 1, 4) = 12 11
4d6 ⇒ (6, 3, 5, 1) = 15 14
4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (1, 1, 6, 2) = 10 9
4d6 ⇒ (6, 3, 5, 5) = 1916
4d6 ⇒ (2, 4, 2, 3) = 119

Hmmm reroll that 10

4d6 ⇒ (3, 2, 2, 6) = 1311

That's a 21 point buy. Interesting.


Reroll:

4d6 - 3 ⇒ (5, 6, 3, 3) - 3 = 14


Yaaaasssss!

4d6 ⇒ (4, 3, 3, 4) = 14 11
4d6 ⇒ (4, 6, 6, 1) = 17 16
4d6 ⇒ (6, 3, 6, 5) = 20 17
4d6 ⇒ (6, 3, 5, 1) = 15 14
4d6 ⇒ (4, 5, 3, 6) = 18 15
4d6 ⇒ (2, 3, 5, 2) = 12 10

reroll if necessary: 4d6 ⇒ (1, 5, 4, 6) = 16 15

Well dang! I could really pull off a multiple ability dependent character with stats like these...


I PRESENT BEORN THE DIVINE! DEVOTED MEMBER OF THE NOW DEFUNCT OPERA!

Crunch:

Full Name : Beorn the Divine

Race: Half-Orc

Classes/Levels Bard

Gender M

Size M

Age 18

Special Abilities : Darkvison 60 feet

Alignment: CG

Deity : Shelyn

Location :Kintargo

Languages :Common,Orc,Infernal

Occupation : BARD!

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 14 (+2)
Height: 6'2" Weight: Hair: Black Eyes: Grey
Favored Class: Bard(HP)
EXP:
Hit Points: 11
Spd: 30
Init: +0
AC: 15(+3armor +2 Dex shield)/Touch 12/FF 13)
BAB: +0
CMB: +3
CMD: 13
Saves: Fort+2 Ref +4 Will +2

Weapons:
Longsword +3 1d8+3 19-20/x2 +1 for Arcane strike
Longsword 2-handed +3 1d8+4 19-20/x2 +1 For Arcane Strike
Sling +0 1d4+3 50 feet

Skills: 6/level
Diplomacy (1+2 Stat +3 Class) 6
Sense Motive (1 +3 Class) 4
Intimidate (1+2 stat +3 Class +2 Race) 8
Perception (1 +3 Class +1 Trait) 5
Linguistics (1+3 Class)4 Infernal
Know-Local (1+3 Class) 4

Background Skills 2/ Level
Perform(Sing) (1+2 Stat+3 Class+1 Trait)7
Perform(Act) (1+2 Stat+3 Class) 6

Feats:Arcane strike (Swift action +1 damage and treated as magic)
Traits:Diva in Training(+1 sing,+1 DC of language dependant spells by 1),Looking for Work( +1 trait bonus to Perception)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Famous +1 Bluff/Intimidate in stellements/areas of less than 1000 people.Replaces Bardic Knowledge
Bardic Performance 6 Rounds Standard action
Countersong
Distraction DC 13
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm

spells per day Unlimited/2////
Known
(12)0.Daze,Dancing Lights,Prestidigitation,Message
(13)1. Saving Finale,Hideous Laughter
2
3
4

Equipment
Longsword (15 gp)
Studded Leather (25)
Sling
20 Sling stones (2)
Bard's Kit (41)
backpack,
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin.

22 gp

Description: Beorn is a strapping young man with a thick head of black hair and,(to his dismay) a still sparse mustache and beard. His
orc heritage is displayed by somewhat pointed ears and teeth and ruddy complexion. He attempts to dress well but quite often has to
be satisfied with common clothing.

Background:Beorn(he insists on adding THE DIVINE as his stage name.) Was originally from Cheliax and was an abandoned child who was fathered by an orcish mercenary on
a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education by the generosity of Lady Emeralda, who was rather notorious for her love of keeping small pigs
in frocks as pets. As he grew older he discovered he has a great passion for the arts and longed to stand on the grand stages of Cheliax. The recent troubles have lured him out so he can once again find an audience to sway.


Rolls:

4d6 ⇒ (3, 5, 2, 6) = 16;14
4d6 ⇒ (3, 5, 5, 4) = 17;14
4d6 ⇒ (3, 5, 2, 4) = 14;12
4d6 ⇒ (3, 2, 6, 6) = 17;15
4d6 ⇒ (3, 6, 2, 4) = 15;13
4d6 ⇒ (3, 1, 4, 2) = 10;9

Reroll (if needed): 4d6 ⇒ (4, 3, 4, 5) = 16;13


This is a tentative dot and roll. Depends on how my current recruitments go.

4d6 ⇒ (1, 6, 2, 6) = 15;14
4d6 ⇒ (3, 3, 2, 4) = 12;10
4d6 ⇒ (3, 5, 3, 1) = 12;11
4d6 ⇒ (3, 6, 3, 6) = 18;15
4d6 ⇒ (6, 6, 5, 3) = 20;17
4d6 ⇒ (2, 5, 4, 4) = 15;13
4d6 ⇒ (4, 3, 1, 4) = 12;11

Not bad at all. I will definitely check it out depending on how things go with my current stuff. May the rolls be with you folks!


Let's roll! I'll think of a crunch and fluff later.

4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (3, 5, 6, 2) = 16=>14
4d6 ⇒ (5, 2, 4, 3) = 14=>12
4d6 ⇒ (2, 1, 6, 6) = 15=>14
4d6 ⇒ (3, 6, 6, 1) = 16=>15
4d6 ⇒ (6, 6, 4, 4) = 20=>16

Reroll the first one:
4d6 ⇒ (4, 4, 3, 1) = 12=>11

11
12
14
14
15
16

Not bad.


I've decided to play as a psychic. I read the players guide and it sounds like the ability to read minds and unparalleled ability to influence/control them will be fantastic for this AP. I'm getting excited for this!


4d6 ⇒ (1, 3, 4, 4) = 12
4d6 ⇒ (1, 6, 1, 3) = 11
4d6 ⇒ (2, 2, 4, 1) = 9
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (4, 4, 5, 5) = 18
4d6 ⇒ (3, 1, 6, 6) = 16

Re-roll 4d6 ⇒ (3, 2, 2, 6) = 13

I'll take it! Really excited for this AP. Please take a look at my submission. :)

Crunch:

Name Mordreth Kinbroken
Race Pit Born Tiefling
Class: Primalist Urban Bloodrager
Bloodline Infernal
Alignment Chaotic Good
Languages Common, Infernal, Abyssal
Str (20) Dex (17) Con (16) Int (10) Wis (11) Cha (15) Fort (+4) Dex (+2) Will (+1) Init (+2)

AC: 17
Touch: 13
Flat Footed: 14

Racial
* Darkvision (60ft)
* Fiendish Resistance (DR 5 Cold/Electricity/Fire)
* Soul Seer (constant deathwatch)
* Skilled (+2 Perception and Disable Device)

Traits
* Ex-Asmodean (+1 hit and damage against followers of Asmodeus, members of House and most Devils)
* Auspicious Tattoo (+1 will save)

Equipment
* Chain Shirt
* Earthbreaker
* Fighter's Kit
* 1 gold

Feats
* Power Attack

Controlled Bloodrage
* 6 rounds per day, +4 Str, Dex or Con. Fatigued for 2x rounds

Hellfire Strike
At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as flaming burst.

Skills
* Diplomacy: +6
* Intimidate: +6
* Perception: +6
* Spellcraft: +4
* BS: Linguistics: +4
* BS: Profession Soldier: +4

Background:
Born on the streets of Kintargo, Mordreth and his older brother rose from nothing. They never knew their father and their mother died young. But, despite their poverty, both believed themselves blessed and destined due to their obvious heritage. When they came of age, Mordreth eagerly followed him into the service of House Thrune.

Once a loyal servant of Asmodeus and House Thrune, Modreth was a 'soldier.' This, sadly, did not go well for he or his brother. Their commander was a priest of Asmodeus who thought lowly of the bravery and loyalty of men. As such he charmed his men and forced them to march into battle and to fight to victory or death. Mordreth's brother fell in battle and his corpse was left to rot, a fate shared by many of his comrades. His freedom only came when the enemy killed his commander. Freed, he fled the battlefield and deserted home to Kintargo. He feels nothing but bitter resentment now to the uncaring God who abandoned him and his brother, and to the House which gladly threw their lives away like pawns and who squandered his loyalty. He joins the protest, as he feels powerless to do anything else. For the moment, at least...


Torivor wrote:
I've decided to play as a psychic. I read the players guide and it sounds like the ability to read minds and unparalleled ability to influence/control them will be fantastic for this AP. I'm getting excited for this!

funny I was thinking along similar lines but went with a mesmerist because it is charisma based.


I have a gunslinger that I think might fit rather well in this campaign path from my understanding of it. I will build the numbers and traits tomorrow and put it up for consideration.


Alrighty, I am considering a vigilante if those are allowed because this campaign is basically made for them. I'm thinking of an Avenging Vigilante as well, so I'll totally be down with someone being a Stalking Vigilante and we can have a duo story of some kind.


Bah. Realized I made a mistake on the character and too late to edit. Here's the fixed version. Also warforgedman, I'm not married to this character per se. I'd gladly make a vigilante duo with you.

Fixed Crunch:

Raw Stats Rolled: 15/14/14/11/11/10 (19 point buy...will just use 20 point buy and bump the 11 to a 12 so still kinda using the roll)
Name Mordreth Kinbroken
Race Pit Born Tiefling
Class: Primalist Urban Bloodrager
Bloodline Infernal
Alignment Chaotic Good
Languages Common, Infernal
Str (17) Dex (14) Con (14) Int (10) Wis (10) Cha (13) Fort (+3) Ref (+2) Will (+1) Init (+2) HP (13)

AC: 16
Touch: 12
Flat Footed: 14

Racial
* Darkvision (60ft)
* Fiendish Resistance (DR 5 Cold/Electricity/Fire)
* Soul Seer (constant deathwatch)
* Skilled (+2 Perception and Disable Device)

Traits
* Ex-Asmodean (+1 hit and damage against followers of Asmodeus, members of House and most Devils)
* Auspicious Tattoo (+1 will save)

Equipment
* Chain Shirt
* Earthbreaker
* Fighter's Kit
* 1 gold

Feats
* Power Attack

Controlled Bloodrage
* 6 rounds per day, +4 Str, Dex or Con. Fatigued for 2x rounds

Hellfire Strike
At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as flaming burst.

Skills
* Diplomacy: +5
* Intimidate: +5
* Perception: +6
* Knowledge Planes: +4
* BS: Lore-Kintargo: +4
* BS: Profession Soldier: +4

Background:

Born on the streets of Kintargo, Mordreth and his older brother rose from nothing. They never knew their father and their mother died young. But, despite their poverty, both believed themselves blessed and destined due to their obvious heritage. When they came of age, Mordreth eagerly followed him into the service of House Thrune.
Once a loyal servant of Asmodeus and House Thrune, Modreth was a 'soldier.' This, sadly, did not go well for he or his brother. Their commander was a priest of Asmodeus who thought lowly of the bravery and loyalty of men. As such he charmed his men and forced them to march into battle and to fight to victory or death. Mordreth's brother fell in battle and his corpse was left to rot, a fate shared by many of his comrades. His freedom only came when the enemy killed his commander. Freed, he fled the battlefield and deserted home to Kintargo. He feels nothing but bitter resentment now to the uncaring God who abandoned him and his brother, and to the House which gladly threw their lives away like pawns and who squandered his loyalty. He joins the protest, as he feels powerless to do anything else. For the moment, at least...


Grand Marshal

My idea is to aim for above mentioned PrC. Thinking in the lines of an Officer that deems the current way of life as "going too far" and wants to help restore order again by disposing of the corrupt ruler


I think I have submitted a character to each and every Hell's Rebels recruitment that has appeared since I joined the forums... so this time won't be different!

Lo and behold, as I am about to roll!

Statty Stat where you at: 4d6 - 1 ⇒ (1, 3, 5, 5) - 1 = 13
Statty Stat where you at: 4d6 - 1 ⇒ (3, 1, 2, 2) - 1 = 7
Statty Stat where you at: 4d6 - 1 ⇒ (3, 6, 1, 5) - 1 = 14
Statty Stat where you at: 4d6 - 1 ⇒ (2, 2, 5, 1) - 1 = 9
Statty Stat where you at: 4d6 - 2 ⇒ (2, 4, 3, 4) - 2 = 11
Statty Stat where you at: 4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18

Rerollan': 4d6 - 2 ⇒ (3, 2, 2, 4) - 2 = 9

So we are looking at 13-9-14-9-11-18, which works just fine for my initial idea of a Swashbuckler 1/Cleric of Cayden Caillean X.

Keep in mind that I might change my mind before I submit it, but I do fancy a stylish and dashing holy warrior of freedom.


Sounds interesting. I'll get a character up soon.


4d6 ⇒ (4, 3, 5, 5) = 17=14
4d6 ⇒ (2, 2, 5, 6) = 15=13
4d6 ⇒ (6, 2, 1, 6) = 15=14
4d6 ⇒ (4, 1, 2, 4) = 11=10
4d6 ⇒ (3, 5, 6, 6) = 20=17
4d6 ⇒ (2, 5, 2, 6) = 15=13

Reroll: 4d6 ⇒ (5, 2, 4, 6) = 17=13

Final spread of 17, 14, 14, 13, 13, 13 Pretty nice. Now I just need a concept. Let me go check out the Player's Guide, and I'll be back.


Dot dot dot.

Looking forward to hopefully giving this AP a try.

Stats: 4d6 ⇒ (2, 5, 3, 3) = 13 -> 11
Stats: 4d6 ⇒ (3, 2, 2, 6) = 13 -> 11
Stats: 4d6 ⇒ (6, 6, 2, 4) = 18 -> 16
Stats: 4d6 ⇒ (2, 5, 1, 6) = 14 -> 13
Stats: 4d6 ⇒ (6, 4, 5, 3) = 18 -> 15
Stats: 4d6 ⇒ (6, 1, 4, 1) = 12 -> 11

16, 15, 13, 11, 11, 11 is actually a 23 point buy. I'll stick with it, figure out what to make after I read the Player's Guide.


Currently thinking about an Imperious Bloodline Sorcerer (who is by necessity human) who is an orphan of a minor noble house. However, I may withdraw, depending on the state of another application.


I made this character for a Hell's Angels attempt that died pretty fast. He just needs some minor tweaks to match your creation and maybe would benefit from a roll:

4d6 ⇒ (5, 1, 5, 3) = 14
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (6, 1, 3, 3) = 13
4d6 ⇒ (2, 6, 3, 5) = 16
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (3, 5, 5, 3) = 16

Stats: 13, 9, 12, 14, 16, 13 => 22 point buy, so I'll take it and adjust Malph this evening.

Edit: By died pretty fast, I meant the DM stopped posting. Not that the character died quick. :P


@warforged Yes, they are allowed. I'm not overly familiar with the class as of yet, but have the book and can remedy that.

@grumbaki Don't forget to grab a "Reason to Protest" from pg 9 of the Player's Guide.

@malph I see your meaning. Was reading through the thread. Seems we have a couple that have run into that issue.

Anyone that is playing a ranger or something that gains an animal companion, there are a few additional options specific to this AP. If interested, let me know and I'll get you the stats.

Options are: Giant Raven, Impaler Shrike, and Yolubilis Heron.


4d6 ⇒ (4, 5, 1, 6) = 16 15
4d6 ⇒ (2, 1, 6, 2) = 11 10
4d6 ⇒ (4, 4, 6, 6) = 20 16
4d6 ⇒ (1, 5, 2, 5) = 13 12
4d6 ⇒ (3, 2, 6, 3) = 14 12
4d6 ⇒ (2, 2, 6, 3) = 13 11

Reroll 10 : 4d6 ⇒ (6, 2, 5, 1) = 14 13

I can work with this =^^=


You know, an orc fighter sounds like a nice idea and change from all of those spellcasters I always play. Or a cleric of Gorum or Milani. Or an Orc Brawler... decisions decisions. Give me a couple of days and I will see what I can generate.


@GM
Up to what RP races can we pick from?


GM RePete wrote:

@warforged Yes, they are allowed. I'm not overly familiar with the class as of yet, but have the book and can remedy that.

@grumbaki Don't forget to grab a "Reason to Protest" from pg 9 of the Player's Guide.

@malph I see your meaning. Was reading through the thread. Seems we have a couple that have run into that issue.

Anyone that is playing a ranger or something that gains an animal companion, there are a few additional options specific to this AP. If interested, let me know and I'll get you the stats.

Options are: Giant Raven, Impaler Shrike, and Yolubilis Heron.

To protest the government! +2 initimidate! Bluff...isn't really his forte. Thanks for pointing that out. Intimidate!: 1d20 + 7 ⇒ (1) + 7 = 8 Scary....

On a different note, can I put a second character up for consideration as well?


My idea, if my character idea works, meeting a contact


I've noticed people rerolling 10's, so I'm going to do a reroll of one of my 11's.

Reroll: 4d6 ⇒ (3, 5, 3, 1) = 12 -> 11

Clearly three 11's is destiny. Ah well. Halfling Unchained Rogue coming up!


@Seth86 Your RP question intrigues me. I think we'll cap at 24. Of course more obscure races can cause other issues in their own right.

All Advanced Race Guide excluding Aasimar and Goblin allowed (including variant bloodlines as with tiefling). Additional Paizo races allowed up to RP 24.

If there is some specific paizo race you're look at over the RP 24 cap, you can send me a PM and I'll consider your request.

@Grumbaki I would prefer only 1 submission per person at this time. I know these APs tend to draw a decent number of applicants. Up to the deadline you are free to change your submission.


Rolls:

4d6 ⇒ (3, 3, 3, 1) = 10 = 9
4d6 ⇒ (2, 3, 6, 5) = 16 = 14
4d6 ⇒ (4, 5, 1, 2) = 12 = 11
4d6 ⇒ (5, 3, 2, 6) = 16 = 14
4d6 ⇒ (2, 4, 3, 5) = 14 = 12
4d6 ⇒ (4, 1, 1, 2) = 8
4d6 ⇒ (5, 4, 1, 4) = 14 = 13

Thinking of a bard of some kind, not sure of any details yet.


Thanks GM, i did send you a pm.


Seth here. Crunch is in profile. Will post 10min background later tonight


I'm thinking probably a Tiefling Warpriest (Liberty's Blade) of Milani. The archetype especially is just way too thematic to pass up for this AP. Not set in stone as of yet, but I'm definitely leaning that direction.


This is Grumbaki.

Bah! Well, Warforgedman has gotten me hooked on the idea of a vigilante. The more I look at it, the more I realize how perfect it is. Because what it would let me do is start off at lvl 1 as a citizen of Kintargo. Someone who only lives in his social identity, and who (by the rules) actually has a home in the city. Then, at lvl 2, he gets his vigilante identity. But it is something that needs to be hidden, as his friends and family live in the city, and he would not want the authorities targeting them to get to him.

Basically, the class is perfect, and I think that I have come up with a character who would be really fun to play. Going to be alot less strong in combat than the bloodrager, but he should fit into the campaign better and will be more fun to play. So, without further ado!

4d6 ⇒ (2, 5, 2, 4) = 13 11
4d6 ⇒ (4, 6, 6, 4) = 20 16
4d6 ⇒ (2, 5, 4, 1) = 12 11
4d6 ⇒ (6, 5, 3, 1) = 15 14
4d6 ⇒ (3, 1, 2, 1) = 7 6
4d6 ⇒ (4, 2, 5, 1) = 12 11
4d6 ⇒ (6, 6, 2, 5) = 19 17

17 / 16 / 14 / 11 / 11 / 11

Stalker Vigilante:

Names Marillo Sullus (Vigilante name to be earned)
Race Kyton-Spawn Tiefling
Class Teisatsu Vigilante (Stalker)
Alignments Lawful Neutral / Neutral Good

Str (17) Dex (16) Con (13) Int (11) Wis (9) Cha (16) Fort (+1) Ref (+5) Will (+2) HP (10) Init (+3)
+1 saving throws against mind-affecting effects

Combat Without Rage
To Hit: +3
Damage: 1d8 + 3 + 1d8/1d4 (sneak attack) 18-20, x2

Combat With Rage (once per day)
To Hit: +5
Damage: 1d8 + 5 + 1d8/1d4 (sneak attack) 18-20, x2
* One round per level, not fatigued afterwords

AC: 17 (15 when raging)
Touch: 13 (11 when raging)
Flat Footed: 14

Equipment
* Katana (1d8, 18-20, x2, deadly)
* Buckler (+1 AC)
* Studded Leather (+3 AC)
* 2x Knives (1d4, 19-20, x2, 10ft range)
* Rogue's Kit (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.)
Clothing: Redroof attire
* 6 gold crowns

Skills
* Diplomacy: +7
* Bluff: +7
* Intimidate: +7
* Acrobatics: +7
* Stealth: +7
* Perception: +6
* Background Skill- Perform - Sword/Knife Tricks: +7
* Background Skill - Sleight of Hand: +7

Feats
* Skill Focus (Perception)

Traits
* Fed-Up-Citizen (+1 Disguise checks, and if someone casts detect good he counts as being 4 Hit Dice lower than his actual total. Also +1 saving throws vs mind-affecting effects.)
* Armor Expert (-1 ACP)

Reason for Joining the Protest
* Tagging Along (+2 perception and initiative made during the protest itself)

Racial

If GM RePete will allow it, I'd like to use the Variant Abilities and Physical Features. It allows you to replace racial features with a random table. Seeing as how stats are random, I'd like for this entry to make use of this as well, to make as unique a character as possible.

* Ability Modifiers: +2 Dex, +2 Cha, -2 Will
* Fiendish Resistance replaced with: 1d100 ⇒ 59 +1 Will Saves (Trading DR5 for most elemental resistances for +1 Will? A lateral move, I guess. Makes up for the -2 Will)
* Skilled replaced with 1d100 ⇒ 63 +2 saving throws vs gaze attacks (I'd rather have the skill bonuses, as I don't see gaze attacks ever coming up...but oh well)
* Spell Like Ability replaced with: 1d100 ⇒ 81 Rage once per day as a spell like ability (A spell like ability replaced with a spell like ability. Well...I guess this means I can't go for a Dex build)
* Darkvision replaced with: 1d100 ⇒ 67 See in Darkness (Now that's an upgrade! Great for a stalker)
* Fiendish Sorcery replaced with: 1d100 ⇒ 30 You can alter your shadow to make it appear as that of any creature or object of your size or smaller. (Wtf is this? Oh well. An ability I can't use for an ability of no use. Still...maybe I can somehow make use of this?)
* Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren't often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn't need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling's type, subtype, and languages.

All in all, a strange group of abilities. But it came out alright. I like the feel for it. Took Pass for Human though, as the abilities he rolled don't seem physical in nature. All he has are the eyes that glow, and that fits the 'pass for human' perfectly.

Stalker
* A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Renown
* Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals. This is a smaller neighborhood Kintargo. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.

Seamless Guise
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Dual Identity
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

All in all, I'm really happy with how the dice turned out for this one. Was worried when I started rolling. Got a few useless abilities, but some ones that are nice to have in the right situation. Most importantly though, he feels like someone who actually lives in the city, unlike my first attempt at a character. And for this kind of campaign, I'm really excited to have someone who at level 1 feels like he is just another citizen, and at lvl 2 becomes an actual revolutionary. To me, that's pretty awesome.

Identities:

Social Identity, Background and Personality
Marillo is a well liked local. He is known for entertaining his neighborhood of Kintargo (roughly 200 people, give or take) with knife juggling, sword dancing, and sleight-of-hand tricks. He is best known for his night performances, where he risks life and limb performing under naught but torch light. Many have remarked that his shadow, and his eyes seems to dance with the flickering torches. Marillo is not a rich man. In fact, he barely makes enough to get by. When asked about political matters, he always replies with a warm smile, and remarks that such talk is 'above his pay grade.' For all intents and purposes, he would be a model citizen if only he had a more respectable trade.

What his fellow citizens don't know is that Marillo is not exactly what he seems to be. He is a tiefling, and he has the blood of Kyton's in his veins. For as long as he can remember, he has been different. First of all, he can see in the darkness as well as during mid-day. He also has the ability to control his shadow, an ability which he happily showed his parents when he was young, and for which he received a severe beating for, so that he would never do so again. They feared that their one and only son was a Tiefling, like those who lived in the Devil's Nursery. They feared that if word got out, his life would take a drastic turn for the worse. Taking their lesson to heart, he practiced his inborn talents in secret, mixed with both fascination and shame. For him, just as he can control his own shadow, he finds moving quietly through the dark to be second nature.

But most importantly of all, he has...thoughts. Dark thoughts which shame him. For there are times when he wants to hurt people. It excites him, and he knows that it is wrong. It is almost as if a rage comes over him, and it takes all of his will to fight it down. Only once did he let it out, when in a youthful brawl with another child. He was pulled off before he could do any real damage, but the loss of control left him shaken. Ironically, it has made him a better person, because it is a constant reminder of the darkness inside of him.

He also has found that he has an affinity with blades that he cannot explain. The use of them has always come easy to him, even though he was never formally trained. His parents had high hopes for him, that he would receive a role in the government. As both of them were civil servants, all he needed to do was apply himself to his studies. After much frustration, sweat and tears his parents eventually conceded that they would never make him into the respectable young man that they wanted, and they now (begrudgingly) accept his chosen profession.

Father: Falco Sullis (Human: Scribe working for the post office at Kelimber's Dry Goods and Supplies)
Mother: Nasica Sullis (Human: Seamstress working at The Devil's Threads)
Home: Redroof

Vigilante Identity

To come at level 2! Also with possible input with Warforgedman.


GM RePete wrote:

Anyone that is playing a ranger or something that gains an animal companion, there are a few additional options specific to this AP. If interested, let me know and I'll get you the stats.

Options are: Giant Raven, Impaler Shrike, and Yolubilis Heron.

Can you link me the stats for the Yolubilis Heron?


Crunch for my Halfling Unchained Rogue is done, working on the fluff now. Some quick rolls:

Age: 2d4 ⇒ (2, 4) = 6
Height: 2d4 ⇒ (1, 2) = 3
Weight: 2d4 ⇒ (2, 1) = 3

26 years old, a slightly below-average 2'11", and 33 lb weight. Let's break it down.


@Grumbaki Rolling for the attributes like you did is fine. I agree, it helps add to the variety.

@bob evil...

Yolubilis Heron Companions:

Starting Statistics: Size Medium; Speed 30 ft., fly 60 ft. (average);
AC +2 natural armor; Attack bite (1d8);
Ability Scores Str 13, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities low-light vision.

7th-level Advancement: Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +2; Special Attacks: still predator

-->Still Predator (Ex) A Yolubilis heron has the ability to stand perfectly still for hours at a time while awaiting prey, making it easy to mistake the bird’s legs for slim tree trunks. A Yolubilis heron can use the freeze ability while adjacent to trees or any vegetation that could conceal its upper body. While standing in water, it can use the freeze ability against submerged creatures. Other creatures with low Intelligence scores or poor senses might be tricked by this ability as well.


GM RePete wrote:
@Grumbaki Rolling for the attributes like you did is fine. I agree, it helps add to the variety.

Thank you, glad to (hopefully) finally have a chance to use those rules.


@GM RePete Thank you. I may or may not wind up using this when I finish tinkering with my build.


Vigilante does seem like a really great class for this AP. If the mechanics weren't so complicated, I might take a hard look at it.


Alrighty, Marillo and I have been talking and I am going to be making his character's friend/partner-in-crime and making an Avenging Vigilante. Definitely going to be a Noble Scion of House Jhartoul (don't have the book up, forgive my spelling) and he will be at the protest looking for the man with the black glove.

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