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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Been looking for a game to join since returning to the Paizo forums, though no dice so far. Let's see what we turn up:

4d6 ⇒ (5, 2, 2, 3) = 12 -> 10
4d6 ⇒ (6, 2, 6, 3) = 17 -> 15
4d6 ⇒ (6, 5, 5, 2) = 18 -> 16
4d6 ⇒ (5, 2, 6, 2) = 15 -> 13
4d6 ⇒ (2, 4, 4, 3) = 13 -> 11
4d6 ⇒ (4, 6, 6, 5) = 21 -> 17

Reroll of first roll: 4d6 ⇒ (5, 3, 5, 2) = 15 ->13

Stat Array: 11,13,13,15,16,17

Point Buy: 37

Certainly I can work with those. Thinking something like a Ranger.


Okay, here is Tribin Sussal, a halfling unchained rogue who has been searching for information on the Silver Ravens since his uncle Algo told him stories about them. Of course, now martial law has been declared and his uncle and parents and siblings are all missing, with his uncle's house ransacked and his parents' house burned down. Tribin is convinced his only hope of finding them is to find the Silver Ravens - and now a man with one black leather glove has contacted him, possibly giving him the necessary information...

Crunch:

Tribin Sussal
Male unchained rogue 1
CG humanoid (halfling)
Init +4; Perception +6
Favored Class: Unchained Rogue
FCB: +1 Skill Points
--------------------------------------------------------------
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
HP 10 (1d8+2)
Fort +3, Ref +7, Will +2
Special defenses +2 saving throws vs fear
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee short sword +5 (1d4, 19-20/x2)
Melee dagger +5 (1d4, 19-20/x2)
Ranged sling +5 (1d4, x2, 50 ft)
Ranged dagger +5 (1d4, 19-20/x2, 10 ft)
Special attacks sneak attack +1d6
-------------------------------------------------------------
STATISTICS
Str 11, Dex 18, Con 15, Int 11, Wis 11, Cha 13
Base Atk +0, CMD -1, CMB 13
Traits Historian of the Rebellion, Indomitable Faith (Milani)
Feats Armor Proficiency (light), Childlike, Weapon Finesse, Weapon Proficiency (simple, hand crossbow, rapier, sap, short sword, shortbow)
Skills Acrobatics +8, Bluff +5, Disable Device +8 (+9 to disarm traps), Disguise +5 (+7 with disguise kit, +7 to disguise as a human child, +9 for both), Escape Artist +8, Knowledge (history)* +4, Knowledge (local) +4, Perception +6 (+7 to find traps), Sense Motive +4, Sleight of Hand +8, Stealth +13
*-background skills
Languages Common, Halfling
SQ Fearless, finesse training, fleet of foot, halfling luck, keen senses, Reason to Protest (Meeting a Contact), trapfinding, weapon familiarity
Other Gear 2 daggers, short sword, sling with 20 bullets, leather armor, backpack, bedroll, belt pouch, torches (10), hemp rope (50 ft), chalk (10), thieves' tools, grappling hook, mirror, flint and steel, waterskin, 10 pitons, disguise kit, explorer’s outfit, 2 pickpocket’s outfits

Backstory:

When Tribin was born, his parents were slaves owned by an elderly Chelaxian noble who lived near Corentyn. Shortly after Tribin’s brith, the noble died and manumitted his family in his will. Having papers to indicate they were free, Tribin’s family moved to Kintargo, a city where the line between law-abiding and revolutionary was perfectly straddled. This allowed them to live freely with less prejudice from the human majority, and Tribin and his four siblings to grow up in a relatively free society, as well as moving them closer to his uncle Algo, who had relocated there some years before. His parents opened a small grocer’s shop, purchasing foodstuffs from local farmers and selling them to those who lived in their neighborhood in Old Kintargo. Though never wealthy, after 10 or so years, his family managed to live comfortably. His mother and his father provided him and his siblings with something of an education during the evenings, and he had a rather happy, carefree childhood. Perhaps because of their time spent as slaves and their manumission, his family took to worshipping Milani, eventually joining with the Rose of Kintargo.

Algo would watch them while his parents worked the shop, and would tell him and his siblings all sorts of fantastical stories. Stories of heroic knights or beautiful princesses, and stories of a group in Kintargo called the Silver Ravens. Though his siblings took these stories as what they were, Tribin always felt as though there was more to it than that. Eventually, his uncle revealed that the Silver Ravens had been an actual group during the Chelish Civil War. He always insisted the group was a thing of the past, although Tribin could tell that he was hiding something about the group.

When Tribin turned 15, he began helping his parents in the shop, stocking shelves. This gave him most evenings free, which allowed him to supplement his income through street performing. A skilled tumbler and juggler with naturally quick hands, he used the funds gained from this frowned-upon activity to further pursue research into the Silver Ravens. After he reached his majority at 20, he became convinced that the group still existed, although clearly in a more secretive capacity.

His parents, of course, grew worried that researching such questionable knowledge would lead him to draw the unwelcome attention of the Temple of Asmodeus, and so tried to convince him to spend more time working in the shop. Tribin, however, instead moved out and supported himself full time on his street performing. Though coin sometimes ran tight, he was able to occasionally supplement it with coins picked from the pockets of those who looked like they had enough to spare. Dressing as a child and begging brought in more income, as people were always sympathetic to a child. In addition to supporting himself, he continued using funds to further find information about the Silver Ravens, though such information was scarce.

After two years of this life, Algo came to where he was staying. He had been watching Tribin for several days, and was not happy with what he saw. Disapproving of both the panhandling and the pickpocketing, he told Tribin that if he couldn’t afford to live as a street performer alone, then he shouldn’t be living on his own. If the Silver Ravens had existed, they would find him to be most distasteful. Tribin was upset by this rejection, but then Algo offered him a deal. If Tribin would move in with him, his uncle would teach him the use of weapons and other skills - and tell him more of the history of Kintargo. Tribin accepted, and went to live with his uncle.

And so Tribin has spent the past 4 years living with Algo, learning the history of the city and how to fight with a variety of weapons. He learned more of disguise and how to better alter his voice. He learned how to move quietly and follow someone unseen, and how to bypass locks and traps. His uncle insisted he had learned these things through years as an adventurer, although he never specified where his adventures had taken him. While living with his uncle, Tribin also began worshipping with the Rose of Kintargo again and reconnected with his parents, looking to fix the broken relationship of the past. His uncle praised his progress, and began commenting that perhaps he would one day be able to style himself like those Silver Ravens he so sought.

Then came the Glorious Reclamation, and the removal of Lord-Mayor Jilia Bainilus and appointment of Barzillai Throune to her post. The new Lord-Mayor imposed martial law. On that first night, as Tribin was returning to his uncle’s house from a foray out to a common room to learn more of the situation, he found the door ajar. Inside, the place was a wreck. Furniture broken, books strewn about the room, food dumped unceremoniously on the floor. His uncle was nowhere to be seen. Feeling a moment of panic, he ran to a closet with a false floor, which contained a cache of weapons, coin, and supplies. Finding it undisturbed, he took the contents. While trying to decide what to do, he felt a sudden moment of dread. His parents were hosting a meeting of the Rose of Kintargo that night! Moving quickly yet quietly through the streets, he ran to his parents’ house, only to find it ablaze. The heat was so great, he could not get close. As he heard the sound of the dottari approaching, he removed himself from the scene and went on the run.

After his first night, he awoke from a restless sleep, resolute. In order to find out the fate of his family, he would need resources - resources he didn’t have. He spent the day seeing if he could find any of the leaders of the Rose of Kintargo, but they had all either vanished or been arrested. Despairing, he turned to the one avenue he couldn’t even be sure existed - the Silver Ravens. He looked through those friends his uncle had mentioned, certain someone must know something he could use to contact the group. After nearly a week of dead ends, he felt despair slowly overtaking him, felt as though he would never make contact - and then came a note. There was no name, and he didn’t know who had sent it. It merely said to meet him at the Aria Park protest on the morrow, and that he was a human man who would be identified by a black leather glove on the right hand and no glove on the left. After an internal debate about whether or not this was a trap, Tribin decided he could not risk the possibility of missing this meeting if it was real. Now, he approaches the protest with a careful eye, ready to run and lose himself in the crowd if need be. He does not want to get caught - for the consequences may be greater than he knows...

Appearance & Personality:

Slightly on the smaller side for a Halfling, and quite slender, Tribin can very easily pass for a young human child thanks to his babyface and an ability to modulate his voice to be slightly higher. He finds this to be quite useful, as he often notices that people don’t pay attention to children who happen to be eavesdropping - or picking their pocket.

Though once more carefree, Tribin has become very cautious since the imposition of martial law. Since his family disappeared after the first day of martial law, he’s kept himself moving, never staying in the same place twice - whether an inn or an alley. He knows how to hide himself away and avoid attention, both skills which have served him well since martial law was declared.


Ouachitonian wrote:
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.

The mechanics aren't that bad, if you think about it this way.

(1) We are rebelling against Cheliaxian authority.
(2) We are locals in this city.
(3) The authorities would probably do horrible things to our families to get back at us. Because...well, House Thrune.
(4) Your Social Identity is what everyone knows you as. These are your background skills. It's what you were doing before rebelling.
(5) Your Vigilante Identity is how you want to appear while rebelling, so that the authorities don't target your family.

(a) It takes 1 minute to change from Social to Vigilante. This can be anything from putting on a scarf to cover your face, putting on a big metal helm (enforcer archetype), or chugging a potion to turn yourself into the hulk.
(b) Your character gets social and vigilante talents. You can use either of them at any time without mechanical penalty.
(c) However, if you use a vigilante talent while in your social identity, there is a chance that someone will realize that something isn't right. You make a disguise check (with a +20 bonus). If you pass, nobody notices anything. If you fail, then...well, it depends on who saw you and what they think.

Example:

* My character is Marillo Sullis. A stalker vigilante from Redroof.
His social identity is a street performer.
His vigilante identity is______ (TBD after the rebellion starts)

* Let's say that he is now lvl 4. Because of his archetype, he can spend a ki point to vanish for 1 round. This is a vigilante ability.

* A group of Hellknights want to arrest him for breaking curfew. He spends a ki point to vanish for a round, and sneaks away.

* Because he was in his social identity, he has to make a disguise check with a +20 bonus, against the perception of the Hellknights. If he fails, then it is up to the GM to decide what they think. It could be anything from "Hmm...where did he go? Something is weird about that street performer. Let's look into this." to "Call the captain! He fits the description of the rebel leader _____!" Depending on how bad I flub the test.

--------------

Example 2:

* Warforgedman's character is an avenger vigilante. He focuses on fighting with his fists.
* He is in his social identity as a nobleman. While walking through the streets, a group of thugs think he is an easy target and jump him.
* He turns on them, and uses his vigilante skills (pretty much making him into a really kick ass brawler). He beats them all up.
* He now has to make a disguise check (again at +20) to see if the Thugs realize that something was up. If he flubs it, he could be one step closer to having his identity revealed (and his noble family being implicated in his crimes against House Thrune).

So as you can see. Once you get past the wall of text, the class isn't that complicated. It's just...made for this campaign.

---------------

I actually think that for this kind of scenario, a party made up out of Vigilantes would be downright perfect.

(1) There are 8 districts.
- Castle District (city's military headquarters)
- The Greens (noble district)
- Jarvis End (nightlife)
- Old Kintargo (oldest district)
- Redroof (distinctive look to it, has tieflings)
- Temple Hill (churches)
- Villegre (scholastic center)
- Yolubilis Harbor (merchant's district)
(2) Vigilantes can take a talent called "renown" where they are well known in one of the districts. It makes the locals like you more in your social identity and gives you intimidate bonuses in your vigilante identity.
(3) So a group of vigilantes, if from different districts, would be great for leading a rebellion because each would have a natural place to recruit from. Or if we double up, and focus on different people in the district, we could really sway it.
(4) As a note, I plan to have mine be from Redroof, and Warforgedman will be from the Greens.

------------

A party of vigilantes would also be able to fulfill very different party roles.

(1) Stalker is a rogue (with sneak attack, see my build for an example)
(2) Avenger is pretty much a fighter with -1 HP per level, +4 skill points and much better feats
(3) Experimenter is an alchemist
(4) Zealot is an inquisitor
(5) Wildsoul is a shapershifter
(6) Faceless Enforcer is a heavily armored vigilante, who can make a third identity (for example, you can impersonate the hellknights)
(7) Cabalist, Warlock, and Wild Child are all different kinds of casters

Basically, the different archetypes let you play a totally different class. Only with the above dual identities, and diplomacy/bluff/intimidate/perception/stealth/etc all in class.

So a sample party...

(1) Warforgedman (Noble Avenger Vigilante fighting with fists and light armor) from The Greens.
(2) Grumbaki (Stalker Teisatsu Vigilante fighting with his sword) from the Redroof
(3) ? (Zealot Vigilante. Lawful Neutral priest by day, Lawful Good vigilante by night, leading the people on a holy crusade) from Temple Hill
(4) ? (Experimenter Vigilante. An alchemist who runs a shop by day, but who brews potions for the rebellion by night. And who uses said potions to make himself and those around him into combat monsters). from Yolubilis Harbor
(5) ? (Faceless Enforcer Vigilante. Wears full plate, both as a soldier by day. But when he puts on his vigilante helmet, he becomes a force for the rebellion. Brings info back from the inside of the government's military forces and subtly lowers morale. Eventually impersonates the hellknights to get inside their organization) From the Castle District
(6) ? (Warlock Vigilante. Is a scholar who is known for making minor protective enchantments and advising on arcane matters. Joins the revolution as a mage, flinging arcane bolts around) From the Villegre

6 vigilantes. All of whom play completely differently, have different backgrounds, and who need to be careful. Because not being cautious means getting your loved ones killed and tortured (which, let's face it, is an awesome plot hook. Which can't be done by GM fiat, because there would actually be rules for it)


I'd love to join the rebellion.

Right now I'm looking at an actual Lawful Good character, a devotee of Ragathiel heading into the Crimson Templar PrC.

As far as being lawful in this game, my character is fiercely devoted to removing the taint of Hell so any laws imposed by Hell and it's cronies don't mean a thing to him.

He will respect proper authority, will honor any word given in earnest and is a man of discipline and order. However, he only bows to the laws of Heaven and never to the laws of Hell. The devotion to his goal is even more important though and sometimes one of Heaven's laws needs to be bent or tread (though never broken) in order to achieve it.
Another thing is that he doesn't expect his allies to see things his way. His burden and task is his alone and it isn't right to force it upon anyone else. Still, anyone wiling to walk with him is more than welcome.
Another important thing for a character like this: He isn't stupid. He is devoted and zealous but he won't be an idiot. Patience often leads to better rewards than rash behaviour, even though it might be hard.

Not sure on base class but Fighter is a likely option, with the Weapon Master archetype if so. Probably combined with levels of Slayer or Vigilante, but there seem to be a lot of those already.


When you say all paizo races except goblin or aasimar are allowed, does that go for merfolk too?

I'd come up with a way for her to be invested in the cause of the rebellion and a reason why she lives on land, if I could play one.


@threeshades It does indeed mean merfolk are legal as well.


Your thoughts on Leadership? This seems like an AP that's built for it, but I've found that it's always best to ask in advance.


Switching my character idea over to a Swashbuckler.


That's awesome! Getting right to it then:

4d6 - 2 ⇒ (6, 6, 2, 3) - 2 = 15
4d6 - 1 ⇒ (5, 5, 1, 3) - 1 = 13
4d6 - 2 ⇒ (4, 2, 3, 3) - 2 = 10
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
4d6 - 1 ⇒ (1, 2, 2, 6) - 1 = 10
4d6 - 1 ⇒ (1, 4, 4, 6) - 1 = 14
I'll see how this compares to a 20 pt buy and then which class im going to use to offset the base speed.

EDIT: Rerolling one of the 10s, thanks for te reminder, Marillo
4d6 - 2 ⇒ (6, 4, 5, 2) - 2 = 15


@ouachitonian I tend to shy away from the Leadership feat in parties of 5+. If it's key to your character concept, you can PM me and I'd be willing to consider it.


Threeshades:

15 (7 points)
14 (5 points)
13 (3 points)
13 (3 points)
10 (0 points)
10 (0 points)

That's 18 points. But you have a re-roll. So you could end up with a good total still.

Also for leadership, don't you need to be Lvl 7 for that? So it'd be a long ways until we need to worry about it...


Thanks for the reminder, i added a reroll.

Which brings me to a solid total of 25, if spread somewhat awkwardly.


Dot and rolling. I read the player's guide and I'm very intrigued with the rebellion.

4d6 ⇒ (4, 1, 1, 2) = 8
4d6 ⇒ (6, 6, 2, 1) = 15 = 14
4d6 ⇒ (5, 3, 5, 3) = 16 = 13
4d6 ⇒ (6, 3, 5, 4) = 18 = 15
4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6 ⇒ (5, 4, 1, 1) = 11 = 10
4d6 ⇒ (3, 6, 2, 4) = 15 = 13

25 point buy. I can make something work from that I think.


GM RePete wrote:
@ouachitonian I tend to shy away from the Leadership feat in parties of 5+. If it's key to your character concept, you can PM me and I'd be willing to consider it.

It's not, I had just noticed that one of the campaign traits mentioned a bonus to your leadership score, and it was referenced in the section on Teams a couple of times as well. But that's why I wanted to ask before I went and planned something I wouldn't be able to capitalize on later.

Grand Lodge

Seebast Fenagle 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) 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.


Seebast crunch:

Seebast Fanagle
Male human (Chelaxian) swashbuckler (inspired blade) 1 ( Pathfinder RPG Advanced Class Guide 56, 125)
LN Medium humanoid (human)
Init +3; Senses Perception +5
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +2, Ref +5, Will +1
—————
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 14, Int 13, Wis 12, 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), Escape Artist +5, Knowledge (local) +5, Knowledge (nobility) +5, Perception +5, Sense Motive +5, 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.


I'm interested in submitting a character.

Here are my dice rolls for stats:

4d6 ⇒ (6, 2, 3, 3) = 14 (12)
4d6 ⇒ (5, 2, 6, 6) = 19 (17)
4d6 ⇒ (3, 1, 6, 2) = 12 (11)
4d6 ⇒ (4, 4, 5, 3) = 16 (13)
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (4, 3, 3, 3) = 13 (10)

And my one re-roll

4d6 ⇒ (2, 2, 3, 2) = 9 (7)

Ahh, well, get greedy and get bitten I suppose. I'll be defaulting to 20 point buy.

Ok, here is my submission.

Laurent Jhaltero:
Laurent Jhaltero
Male human (Chelaxian) unchained rogue (phantom thief) 1 (Pathfinder RPG Ultimate Intrigue 46, Pathfinder Unchained 20)
LG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +2 (1d6/19-20)
Ranged shortbow +2 (1d6/×3)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Noble Scion Of Jhaltero, Skill Focus (Knowledge [local]), Weapon Finesse
Traits affable, child of kintargo
Skills Acrobatics +6, Bluff +8, Diplomacy +8 (+10 to gather information.), Disable Device +8, Disguise +8, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +9, Perform (string instruments) +8, Sense Motive +4, Stealth +6, Use Magic Device +8
Languages Common, Elven, Infernal
Combat Gear oil (3); Other Gear leather armor, arrows (30), short sword, shortbow, flint and steel, hooded lantern, Lute, masterwork thieves' tools, noble's outfit, signet ring, 5 gp, 2 sp
--------------------
Special Abilities
--------------------
Noble Scion of Jhaltero +2 on Knowledge (nobility) plus gain a nobility-related boon.
--------------------
A lifelong resident of Kintargo, Laurent is the young nephew of Canton Jhaltero, local silver magnate, information broker, and honest-to-goodness Baron of Cheliax. Laurent is uncompromisingly a wide-eyed dreamer, but thankfully his aristocratic upbringing allowed him to pursue the genteel activities for which he was inclined.

Even at the tender age of 16, Laurent is an accomplished conversationalist, lute player, and is even a budding man of letters. Though his chance of taking control of the Jhaltero information network is slim (dear uncle Canton has many of his own children), he was still shown the basic ropes of the spying trade.

Laurent has an intense interest in chivalric romance, and he consumes novels in that genre like a mouse consumes cheese. Consequently, he is a casual devotee of Shelyn, eagerly awaiting the day his parents make a match for him and he can live out a romantic tale of his own imagining. He loves reading the grand stories of Chelaxian noblemen of ages past, such as the great Aspex Even-Tongue, Haliad III, and even the tragic King Gospodar. When he compares them to the modern Thrunes, he sees much to be desired in the current Chelaxian monarchs. Though devoid of this kind of ambition for himself, a great dream of his is to see a worthy man, blessed by the heavens, ascend to become the true monarch of Cheliax. Though is idealism is nearly impenetrable, the appointment of Barzillai Thrune to the office of mayor of the city has revealed the inadequacies of the Hell-backed Thrunes even more, as the man makes a mockery of chivalry, the law, and all that is good and beautiful with his petty dictates.

Without permission from his parents, Laurent has begun to step out from the salons and music halls of the nobility in order to affect some kind of change. If not in all of Cheliax, at least in Kintargo. As he sees it, the current crop of rebels are far too much like the rabblerousers and lowborn of Androan and Galt. A young man, such as himself, that shares their taste in the arts and passion for Kintargo as a center for the creation of beauty, might be able to reign in any rebellion and steer it toward selecting a more suitable noble ruler once Barzillai is (inevitabley, as in the romances evil always loses) deposed.

Misc:
This character is interested in protesting against the government. Laurent's free item from Child of Kintargo is his set of masterwork thieves' tools. I hope his background provides sufficient justification for why someone of lawful alignment might want to join with the rebels. I understand the character is not super-optimized, though I hope you consider him anyway.


I'll give it a go:

stat 1: 4d6 ⇒ (1, 5, 6, 4) = 16 … (15)
stat 2: 4d6 ⇒ (1, 1, 5, 6) = 13 … (12)
stat 3: 4d6 ⇒ (6, 1, 3, 6) = 16 … (15)
stat 4: 4d6 ⇒ (2, 5, 6, 3) = 16 … (14)
stat 5: 4d6 ⇒ (4, 3, 1, 2) = 10 … (9)
stat 6: 4d6 ⇒ (2, 3, 6, 2) = 13 … (11)

stat re-roll: 4d6 ⇒ (1, 3, 1, 6) = 11 … (10)

Stat array: 15, 15, 14, 12, 11, 10

Point buy equivalent = 22

Not spectacular, but still better than a 20 point buy, and no abilities below 10.
I'll see what I can come up with, after reading through the players' guide for a few ideas …


I would like to make one small change to Laurent; I'm going to move his skill point from Use Magic Device to Perception, giving him UMD N/A and Perception +4.

Also I just realized that I get my noble's outfit and signet ring for free with Child of Kintargo.

I'll just keep the gold for those for the time being.


4d6 ⇒ (5, 1, 5, 2) = 13 12
4d6 ⇒ (5, 5, 6, 2) = 18 16
4d6 ⇒ (4, 3, 2, 6) = 15 13
4d6 ⇒ (1, 1, 5, 1) = 8 7
4d6 ⇒ (3, 2, 6, 3) = 14 12
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (6, 3, 2, 1) = 12 11

My charecter is a young drow ninja who left her guild because she was exposed as a follower of Desna the Moon goddess. She is Young, spicy and enjoys a challenge but is quick to violence when she or her pride threatened. Her alignment is CN


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

Roll: 4d6 ⇒ (4, 4, 3, 4) = 15 - 13

...Going with the 20 pt buy I guess.


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Here is my submission for the game and the eventual partner of Grumbaki's stalker vigilante, Lurio.

The Crunch:
Lurio Jhaltero
Male Human Vigilante 1
N (CG) Medium Humanoid (Human)
Init: +3; Senses: Normal Perception: +4

--------------------
Defense
--------------------

AC 19 FF 16 TAC 13 (+6 Armor, +3 Dex, -4 ACP)
HP 10
Fort +2 Ref +5 Will +4

--------------------
Offense
--------------------

Speed 30 feet (20 feet)
Melee
. . falchion +4 (2d4+4/18-20x2)
. . dagger +4 (1d4+3/19-20x2)
Ranged
. . dagger +4 (1d4+3/19-20x2)

--------------------
Statistics
--------------------

Str 17 (+3) Dex 16 (+3) Con 15 (+2) Int 11 (+0) Wis 11 (+0) Cha 14 (+2)
Base Atk +1; CMB +4 CMD 17
Feats Noble Scion (Jhaltero), Iron Will
Skills Perception +4 (1), Stealth +7 (1), Acrobatics +7 (1), Kn: Local +4 (1), Diplomacy +6 (1), Intimidate +6 (1), Disguise +6 (1), Climb +7 (1), Sleight of Hand +7, Kn: Nobility +7 (1)
Languages: Common
Traits: Child of Kintargo, Second Chance
Combat Gear: Breastplate, Falchion, 4 Daggers
Mundane Gear: Noble’s Outfit, Signet Ring, Backpack, Belt Pouch, Blanket, Trail Rations (5 days), Waterskin, Mask (Battle), 7gp, 8sp, 20cp

--------------------
Special Abilities
--------------------

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.

Dual Identity (Ex): 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.

Seamless Guise (Ex): 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.

Vigilante Specialization: Avenger (Ex): At 1st level, a vigilante must choose to be either an avenger or a stalker. An avenger gains a base attack bonus equal to his vigilante level instead of using those listed on Table: The Vigilante. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

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 (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. 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.
Areas of Renown: The Greens

Background Info:

History:

The one of the many sons born within the noble family of Jhaltero, Lurio was a charismatic young boy and strong of character. Raised in the wealth of his manor, he avoided the usual traps that most of the wealthy fell into and did not lose his sense of compassion with greed. With more than enough of his own money, he always seemed more interested in helping others and giving away his toys and gifts than hoarding his wealth to himself. When asked by his parents why he would do such a thing, he’d always respond with “It makes them happy like me.”. Lurio’s kindness did not fade away as he grew older, fostering a respect in the child that grew into a man and ensuring his heart did not go astray.

As a young man, his focus on gentlemanly sports like dueling, hunting, and other outdoorsman skills honed his body to a pinnacle of fitness, his education and hard-earned lessons instilling a sense of responsibility, and his natural charisma helping pull the like-minded to his side and earning the respect of his rivals. He would’ve grown into quite the aristocrat, perhaps assisting with his family’s network of spies or taking over one of their mines. House Thrune controlled the city but their touch was light and the city stirred little in contemplation of rebellion. Some days, it was easy to forget that they were citizens of the Empire of Cheliax, with winters coming and going. Life would’ve likely remained this way and Lurio would never have fallen onto the path he would soon take if it was not for the Crusade of Glorious Reclamation and the harsh response that House Thrune gave soon after.

With Barzillai’s appointment as Lord-Mayor and the declaration of martial law, Lurio began to see the true effects that their rulers had upon the city. Tales of demanded sacrifices, the abuses of authority by those in power, and the loss of hope and dreams within his people. As a patron of the fine arts and a friend to the lower classes, their struggles touched Lurio’s heart and he felt compelled to help them. He tried to assist the Rose of Kintargo, having met one of their members in the Three-Legged Devil by the name of Claria Stoutheart, a chipper Dwarven woman. The two became friends quite quickly, him as a quiet sponsor for the Rose. He even converted to the worship of Milani, seeing the hope and wonder that her followers could provide. Yet the cruelty of their Lord-Mayor was more than he could imagine and the guards seized and supposedly destroyed the Rose. He knew some members were captured and sentenced to death for sedition; he watched Claria be taken out into the courtyards and be consumed alive by the feral dogs that Barzillai was so fond of. Never experiencing the loss of a friend in such brutal a manner, Lurio entered into a stupor for a time and drank away his problems in the lower-class taverns and bars.

Depressed, alone, and heartbroken at the death of his friend, Lurio was drinking alone in Clenchjaw’s Tavern in the Yolubilis District when he encountered a young man by the name of Marillo. He was a performer at the tavern, doing tricks of dagger-throwing and juggling. The two of them began to talk of what had been happening in the city and the man seemed to show honest concern for Lurio’s wellbeing. The two talked through the day, drinking and speaking about the events the city had come to. Whether it was because of the man’s friendliness, the alcohol in his drink, or just the need to get the dark weight off of his shoulders, their conversation turned towards his dearly departed friend and the tyranny the Lord-Mayor had been crushing the city underneath. In Marillo, he found a co-conspirator and someone he could trust and the two grew to become friends that lasted past that night.

Lurio became a patron of the young man, helping him with gigs in the richer neighborhoods while the two of them conspired ideas of how to help others against House Thrune. A noble house had been burned down and their members gone, the proclamations were growing more and more absurd with each one, and the abuses of the wicked were growing more and more bold each day. Something would have to break, something would have to change.

Lurio, after overhearing it from one of his servants, told his friend of a protest being held in Aria Park. It was a chance for them to show their support, to show the bravery that he was too much of a coward to show when Claria was taken. Marillo reluctantly agreed to come. It was that same night that a decoration arrived at his home from a craftsman he had hired, a woodworker who had been hired to make a mask for his fallen friend and he forgot to cancel the contract with. Colored with a rose red, the mask was shaped like that of a hawk. He stared at the gift and as he did, in the back of his mind, a crazy idea began to grow. One that was equal parts absurd and exhilarating. The next day, with the protests in full swing, he traveled to the park to meet Marillo and to begin upon a path that would change both their lives.

Personality:

Lurio is a kind man, though he appears to be a man who stresses the rule of law to ensure the safety of everyone. The truth of the man is he is still the same bleeding heart that he was as a child, wishing to protect those who suffer and alleviate the pain that is in the world. As he has grown older, this has been accompanied by a sense of right and wrong, to punish the wicked and ensure they are brought to heel. He is soft-spoken, intelligent, and charismatic, able to charm the room with a smile and even earn the grudging respect of his enemies. He is kind to the less-fortunate, loves children, and judges no one by the race or creed alone. He can even be a bit goofy, preferring to be the life of the party rather than the

When Lurio inevitably finds his new side as a vigilante, he becomes far more serious and his dangerous side is apparent. He speaks curtly and to the point, not wasting time on pretty language when a short order can be enough. He has no qualms about inflicting pain upon the wicked and taking a life quietly and viciously. His kindness still holds true though, as he prefers to not harm any who are innocent or suffering and will try to protect or save them first than kill his current foe.

Appearance:

In his normal guise, Lurio is a tall, broad-shouldered man with a warm smile and bright eyes. His hair is a swept back, platinum blonde. His strength, speed, and stamina is apparent in every step that he takes, the mighty falchion sitting comfortably on his hip and a series of daggers upon him as well. His breastplate is a simple steel sheen, clean and well maintained. With the restriction on embroidered clothing, he tends to dress in dark, simple colors like navy blue, blacks, and rose reds. He keeps a wooden holy symbol of Milani hidden away upon himself, a simple dedication for his lost friend.

If you have any questions, please let me know. He is the more combat-capable of the two, focusing on having a higher BAB and combat/social skills with sneakier skills coming up second.

EDIT: His reason for being there is "Protest The Government". Lurio is emboldened by his friend's terrible death and his conversations with his new friend.


Dotting for interest.

Dice Rolls:

Roll #1: 4d6 ⇒ (1, 2, 4, 1) = 8 = 7
Roll #2: 4d6 ⇒ (6, 4, 1, 6) = 17 = 16
Roll #3: 4d6 ⇒ (4, 5, 3, 5) = 17 = 14
Roll #4: 4d6 ⇒ (6, 4, 5, 4) = 19 = 15
Roll #5: 4d6 ⇒ (1, 3, 2, 6) = 12 = 11
Roll #6: 4d6 ⇒ (1, 6, 5, 3) = 15 = 14

Re-roll Set #1: 4d6 ⇒ (4, 1, 2, 6) = 13 = 12

Result: 11, 12, 14, 14, 15, 16


I'm... pretty sure that my sorcerer is finished, but I am still spending money. Here's the majority of his stats and his background:

Stats:

Statistics:
Name: Grachius Mindex
Sex: Male Race: Human (Chelaxian) Class: Sorcerer 1
NG Medium Humanoid (Human)
Init +2; Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8/8
Fort +2, Ref +2, Will +4 (+2 vs. charm and compulsion effects)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Ranged
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
--------------------
Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

Bloodline: Imperious (Advanced Race Guide, p. 75)
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 15, Int 16, Wis 15, Cha 18
Base Atk +0; CMB +2; CMD 14

Feats:
Eschew Materials
Persuasive
Spell Focus (Enchantment)

Racial Traits:

Traits:
Child of Kintargo (Campaign) - You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Unswaying Love (Faith) - Shelyn is the ideal of beauty and love itself, and Grachius is utterly devoted to her. His faith in her purity protects him against those who would manipulate him. He gains a +2 trait bonus on saving throws vs. charm and compulsion effects.

Reason for Protesting: Meeting a Contact - Grachius has heard that there might be Silver Ravens at the protest, and is seeking them out. He gets a +2 bonus to Perception and Sense Motive checks during the protest itself.

Skills:
Bluff +8 (1 rank, 4 attribute, 3 trained)
Diplomacy +10 (1 rank, 4 attribute, 3 trained, 2 feat); +14 to gather information on humans
Knowledge (Local) +7 (1 rank, 3 attribute, 3 trained); +11 to learn, study, or gather info about humans
Knowledge (Arcana) +7 (1 rank, 3 attribute, 3 trained)
Spellcraft +7 (1 rank, 3 attribute, 3 trained)

Background Skills:
Knowledge (Nobility) +8 (1 rank, 3 attribute, 3 trained, 1 trait); +12 about humans
Perform (Oratory) +8 (1 rank, 4 attribute, 3 trained)

Spells Known:
Cantrips (Save DC 14 [15 for enchantment]) - Detect Magic, Light, Jolt, and Message

1st Level (Save DC 15 [16 for Enchantment]; 4/day) - Disguise Self and Hypnotism

Languages: Common (Taldane), Infernal, Halfling, Shadowtongue

--------------------
GEAR/POSSESSIONS
--------------------
All weapons above, and:
Noble's Outfit
Signet Ring of House Mindex
Bejeweled Holy Symbol of Shelyn (worth 150 gp) - Grachius' inheritance from his family.

Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 150 gp, 0 sp, 0 cp
Total Weight: lb.

Backstory:

Once, House Mindex was a great and prestigious noble House of Kintargo, with wealth and influence to match. In those days, Cheliax was ruled from Westcrown, and Aroden's favor was concentrated upon the people there. House Mindex, too, felt the prosperity of this blessing, and many of its scions joined the clergy of Aroden, attaining prestigious positions therein. As a crowning glory, in 4570, one of the king's cousins married into the family, something the noble house has boasted of for generations since.

However, with the death of Aroden and the victory of House Thrune, House Mindex's fortunes faltered greatly, and as the Age of Lost Omens wore on, they became increasingly dissatisfied with the rule of Thrune. It was into this environment that Grachius Caipho Mindex was born, to the last remaining scions of a once-great house.

Grachius was a mostly happy child, playing at his family's tumbledown old manor in the Greens. His best friends were the few halfling servants his parents retained (but didn't own - Caipho Mindex was vehement about his disgust with slavery), and it was from them he learned in no small part the responsibilities of nobility.

When he was eleven, Grachius was walking home from a trip to the market only to find that his old home was ablaze. Rushing to his family's manor, he was stopped by one of the servants, who told him what had happened. His father, Caipho, had been making quiet inquiries into the old Silver Ravens, the infamous rebels against House Thrune, and he'd been caught, with Thrune agents setting fire to his manor, killing most of those associated with House Mindex.

The halfling was herself a follower of Shelyn, and when she had calmed him down, she brought him to the Songbird Hall, where she quietly offered him to the priests, requesting sanctuary, which the kindly priests accepted.

As he grew up amongst Kintargo's Shelynites, Grachius began manifesting strange powers - spells - and came slowly to the realization that his blood was powerful. As he slowly came to practice his sorceries, he began finding his once awkward actions became more confident, and he gradually grew into a remarkably charismatic young man, albeit one who was somewhat less arrogant than most boys his age.

On his sixteenth birthday, Grachius received the inheritance that had been held in trust for him - his family's last fortunes, most of which he gifted to the Shelynites of Kintargo, not having much use for it himself.

For the next three years, Grachius spent most of his time carefully returning to Kintargo's high society, using his signet ring and the support of the Shelynites to prove his heritage. When Barzillai Thrune arrived, however, and enforced martial law, Grachius was reminded of his father's death, and grew increasingly determined to act. Thus, when he received a message from the halfling who had saved him nearly a decade before, about meeting a contact in the upcoming protest, to join the Silver Ravens for real, he leapt at the chance.

To those who would like backstory connections, let me know via PM or posting here!


I've decided on an oracle, flame or metal mystery to offset the crippling base speed (i don't want to use hidden magic or strongtail because if i wanted legs, i'd play an undine and strongtail takes away from the swim speed, also i don't like the description of it)

STR 13
DEX 15 + 2 = 17
CON 14 + 2 = 16
INT 13
WIS 10
CHA 15 + 2 = 17


Jegan Jheltaro Fetchling Swashbuckler
(The family can be switched if so desired since there is at least one other Jhaltero submitted)

stats:

Jegan
Fetchling Swashbuckler 1
LN Medium Outsider (Native)
Init +4; Senses –Darkvision, Low-light vision Perception +4
_____________________
Defense
_____________________
AC 18, touch 14, flat-footed 14, CMD 17
HP 12 (1d10+2)
Fort +2, Ref +6, Will +0
_____________________
Offense
_____________________
Speed 30 ft
Melee Rapier +6 (1d6+2) [18-20x2]
Melee
Ranged Lt Xbow +5 (1d8) [19x20x2]
_____________________
Statistics
_____________________
Str 14, Dex 18, Con 14, Int 11, Wis 10, Cha 17
Base Attack +1, CMB +3, CMD 17
Traits: Child of Kintargo, Rich Parents
Feats: Noble Scion
Background Skills: Perform (wind) 1 (+7), Knowledge (nobility) 1 (+7)
Adventuring Skills: Acrobatics 1 (+8), Climb 1 (+6), Diplomacy 1 (+7), Perception 1 (+4), Swim 1 (+6)
Languages: Common
Gear: Noble's outfit, signet ring, MW flute, MW Rapier (320gp), MW Chain shirt (250gp), Light Crossbow (35gp), 50 bolts (5gp) Bard's kit: This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. (41gp), 249gp
____________________
Racial Abilities
____________________
Defense Racial Traits:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Feat and Skill Racial Traits
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Magical Racial Traits
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Senses Racial Traits
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
______________________
Special Abilities
_______________________
Deeds
Panache
Swashbuckler Finesse


background:

The adopted son of Baron Canton Jhaltero, Jegan was abandoned by his mother at the front door of the Jhaltero's stately abode. When found he was taken to Canton and he took pity on the odd looking child, with grey skin and white hair, and make him part of the family.

His upbringing was fairly typically for a nobleman's son. He learned about royal lines, how to wheel and deal, use a sword, and play the flute. His adoptive mother was fond of his flute playing.

Life was good in its simple complexity of noble life. Until Brazillia Thune took over as lord-mayor. He made may arbitrary edicts and from what Jegan could tell he was insane. Baron Jhaltero asked his family to stay close to the estate, but Jegan would still tend to wander off, and what he saw was Kintargo was suffering.

There was a protest planned for Aria Park and Jegan was going to go to keep up on the current state of things. The morning of the protest he found a new rapier and chain shirt with a note, "I know I cannot stop you from going but hopefully this will keep you safe - Father"


Pathfinder Adventure, Adventure Path Subscriber

Rolled some rubbish dice, so used 20 point build

Peoporete, background:

Peoporete, a gnome bard(street performer), whose father remembers the days before Thrune came upon Kintargo, or he did before he went missing. Whilst the family has never been in the same league (or a wealthy) as the Opera performers, Grantachie, Peoporete's father was known on the street as a fine teller of tales, in particular the tales of freedom and bravado. In his time, the Hell Knight's had more than once kicked (literally) Grantachie off the streets. It was no surprise when he never returned, but it didn't stop the hurt felt by Peoporete. He in turn has begun to use the skills his father taught and those of his own to gain some revenge on the House of Thrune and its supporters. Using his wit, words and music Peoporete is minor irritation to those who rule, but he plans on much more. Can he bring the streets to the aristocracy and bring them down?

Some Crunch...though still money to spend:

Will complete if shortlisted or chosen for play
Peoporete
Male gnome bard (street performer) 1 (Pathfinder RPG Advanced Player's Guide 85)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +4; +2 trait bonus vs. fear, +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells, +2 vs. death
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks bardic performance 7 rounds/day (disappearing act [DC 13], distraction, fascinate [DC 13])
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—arcane mark, comprehend languages, message, read magic
Bard (Street Performer) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, sow thought[ARG] (DC 14)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 12, Wis 14, Cha 17
Base Atk +0; CMB -1; CMD 10
Feats Fey Foundling[ISWG]
Traits deft dodger, gifted satirist
Skills Acrobatics +1 (-3 to jump), Bluff +9, Diplomacy +8 (+9 to influence crowds and gather information), Disguise +4, Intimidate +7 (+8 to influence crowds), Knowledge (local) +6, Knowledge (nobility) +5, Linguistics +6, Perception +8, Perform (string instruments) +7, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Dwarven, Gnome, Ignan, Infernal, Sylvan
SQ gladhandling, magical linguist, streetwise
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Fey Foundling Magical healing works better on you
Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Streetwise +1 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information


Hi, Jereru here. This is my Urban Bloodrager. Link to rolls included in the alias.


ElbowtotheFace wrote:

Jegan Jheltaro Fetchling Swashbuckler

(The family can be switched if so desired since there is at least one other Jhaltero submitted)
** spoiler omitted **...

I think there are three Jhalteros up now. We'll make the revolution a family affair!


Yeppers. A vigilante, an unchained rogue, and a swashbuckler. We have a nephew, adopted son, and genetic son iirc. :-P


1 person marked this as a favorite.

Updated backstory, integrating warforgedman's excellent work.

Spoiler:
Background Before Martial Law

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 Kytons 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.

Background After Martial Law

As a hard working commoner, Marillo took pains to stay out of trouble with House. In the early days of martial law, he found himself on the receiving end of Barzillai's harsh martial law. As an entertainer, he was best known for his night performances, and the law took a dim view on armed men walking the streets at night. He learned this the hard way when he was beaten and the tools of his trade 'confiscated.' It took all of his savings to just buy back enough daggers to continue performing.

At first, he tried to keep his performances on the streets, but he found that even during the day such acts were strongly looked down upon. More than once he was forced to flee and hide from those who too easily saw him as a potential rebel, trouble maker...or just someone to rob. He continued to try his luck as a street performer, if nothing else out of stubbornness, for he refused to be bullied into submission. That is, until he received a visit from his father. His father begged him to just give up his profession. He feared for his son's safety, and he hinted, both him and his wife's jobs. Both worked for the government, him as a scribe and his wife as a seamstress who worked for the rich. If Marillo got into any serious trouble, they too would feel the impact.

Reluctantly, Marillo found work at the Clenchjaw tavern. His already precarious living conditions fell to dire levels, as the owners of the tavern took a cut of whatever he earned. Now (mostly) safe from the excesses of martial law, Marillo had to work twice as hard just to break even. His own problems, though, paled in comparison to those around him. Many of the patrons came and spoke of their troubles due to Barzillai. People were vanishing, often times not due to their actions but due to their associations. The community had a feeling of fear and desperation, and Marillo felt powerless.

That is, until he met Lurio. The slumming nobleman came to the tavern and watched his performance. Amazingly, to Marillo, he donated generously. Enough for Marillo to actually afford a real meal and a good drink. Taken in by Lurio's generosity and authentic good nature, Marillo insisted on buying him a drink. The rest of the night passed in a blur, as the two confided in each other their worries, fears and frustrations like old friends.

And indeed, Marillo found a true friend in Lurio. As the days and weeks rolled by, Marillo's financial woes subsided. With Lurio's help, Marillo found himself able to perform in establishments far outside of his social station, leading to (his great surprise) when after one performance he was even gifted a beautiful katana by a nobleman. The noble insisted that Marillo perform with it, and it soon became a staple of his act.

However, not all was well. His new found mobility showed Marillo, for the first time, the stark difference between his station and that of others. It also exposed him to how uncaring the rich and powerful supporters of Barzillai were. Of how they downplayed and laughed at the woes of the afflicted, of how they patronized him in ways that Lurio never did.

And most of all, Marillo felt true hurt for his friend. For he knew of Claria, and he knew about how common her fate was. For his friend, and for all like her, the seed of hatred for Barzillai and House Thrune was planted in Marillo's heart. And the seed continued to grow as the proclamations of House Thrune became more and more harsh, and as his community continued to suffer under the suffocating martial law. Before long, Marillo and Lurio's conversations became conspiratorial.

Everything came to a head, when a protest broke out in Aria park. Marillo was reluctant to go. He feared that those who went would be beaten, or even killed, for standing up to House Thrune. He knew all too well the pain that he himself had received at the hands of their enforcers. But Lurio insisted on going, to show his support and his bravery. Shamed, and fearing what would happen to his friend (both physically, and what would happen to his family if he was arrested), Marillo agreed to go, to ensure his friend's safety.

Personality

Marillo is a hard working man with a stubborn streak. While he is known for his generosity and kindness, this comes not from any inherent goodness, but from his personal shame. Deep down, Marillo has a sadistic side which stems directly from his Kyton blood. Not knowing the truth of his origins, Marillo believes that this is due to a character flaw, and as such he works hard to overcome it. He strives to be good to his fellow man and to help all around him, not only because it is the right thing to do, but also because it is the only way that he can prove to himself that he is not the monster that he fears himself to be.

With that said, the sadistic side of him is there. And as House Thrune continues to harm him, his community, and his friend, his anger grows. More and more his thoughts turn towards revenge, and what can be done to gain justice against wrongdoers. His day dreams often center around the idea of what he can do with the katana gifted to him, for in his mind it is a noble weapon that has been ill used in simple performance. Unlike his daggers, it is a weapon of war. Something which haunts his dreams more and more often.

Should he be pushed too far, who knows what he will do when he turns his inherent skills of acrobatics, swordsmanship, and his control of the shadows from entertainment to violent justice?

Appearance

Marillo is not a large man, as he stands at five foot eight. He is athletic, as his athleticism is what he depends upon to get by day by day. With wiry muscles, he is the kind of person who can come across differently depending on the clothes he wears. Shirtless, and his toned muscles betray his strength and agility. With heavy clothing, he is just another person, though he walks with an air of confidence that betrays his belief in his own abilities.

What stands out though, about his appearance, is his eyes. At a distance they look brown, maybe even black. But up close, one can see that they are in fact dark red. His hair is jet black, and his skin a touch pale. He tends to wear clothes distinctive to Redroof, which is the only community he has ever known. Of his equipment, the only thing that truly stands out is the katana which hangs from his side. The blade itself is as beautiful as it is rare, but it hangs in a plain scabbard. Out of constant fear of it being robbed, the blade has only ever been used while performing outside of Redroof for Lurio's contacts. Infact, he usually insists that his friend hold onto it for him, lest he have it stolen in his sleep. It is his most prized possession, and is one which has taken on a meaning to him far beyond that of simple steel.


This is an AP I'm dying to play an have tried several times to join in. So here's another go. Character to be submitted in the next few days.

Gonna do 20 or buy cos I rolled super crap.


I think I'm going to be withdrawing from this. I'm not getting any ideas that I'm satisfied with.

Have fun, you lot. :)


1 person marked this as a favorite.

Up with Jhaltero, Down with Thune


I'm actually looking at playing a member of the Tanessen noble family, a family that follows Thrune rule.

My character would have had doubts about Thrune's rule of Cheliax for several years. Raised as a faithful Asmodean he ditched the Lord of Hell years ago and has since joined a small cult of Ragathiel within the city of Kintargo. His family knows but dismissed it as juvenile silliness.
With Barzillai Thrune's arrival and the events of the night before that his doubts would have been replaced by a steadfast determination to free Kintargo (and maybe all of Cheliax, one can dream) of the Infernal influence. His family wouldn't know this at the start of the game.

Mechanics wise I'm going Slayer using the Deliverer archetype and later moving to the Crimson Templar PrC.

As mentioned before, he would be Lawful Good but considers the laws imposed by Thrune and his agents to be unjust. Besides that, he's a divine killer devoted to a god of wrath that wants nothing more than to protect the good and bring Hell down.


@GM RePete Can I bug you one more time for the stats to the Giant Raven companion?

I've settled on a Tengu archer, a Hunter with the Roof Runner archetype and the Historian of the Rebellion campaign trait.


Presenting my celestial, tattooed sorcerer for perusal. Selena is a Varisian traveler that got stuck in the city. She'll be going to the protest under 'Tag Along'. Left the name vague in history on purpose. Open to connecting it to any other PC that gets chosen, though I can make it an NPC if needed.

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History

Spoiler:

Selena was born in a slightly traditional Varisian family. Like normal Varisians, they had a love for music and the arts, and were able to create illustrious tattoos. Unlike other Varisians, the traveling family had settled down in a small town in Varisia with other fellow Varisians. However, to continue their traveling traditions, their children instead left home once they came of age to explore and find themselves before returning back home.

Selena found herself magically gifted early on, something her parents expected being magical inclined as well. With a lineage of many an adventurer, Selena grew fond of the many stories she was told of the vast world. It wasn't long before she learned to work her magic into the tradition methods of creating tattoos as well. However, her first experiment to infuse her magic was on the image of a flying fox her mother had given her. With a flash, the tattoo was gone, and a fox was sitting in front of her. Her parents weren't familiar with the magic she had produced, but they did come to one conclusion: her abilities had reached the stage for her to begin traveling.

While sad that she was leaving her hometown behind, Selena and her new familiar, Sable, was eager to see the world she had heard of. After traveling to a few major cities, such as Korvosa and Magnimar, Selena heard tell of the opera in Kintargo. Desiring to perform on such a stage with her lute, Selena set off for the town with a skip in her step.

However, all was not as she had expected. For one thing, it was much harder to gain entrance to the opera than she thought. Also, the city seemed on edge with rumors of rebellion drifting. On top of that the city actual banned worship of her people's diety, Desna, a fact that she did not like. Having a tattoo of Desna's signature monarch on her left hand, Selena took to wearing a white, fingerless glove over it to avoid arousing suspicion. The whole deal felt somewhat like the time she spent in Korvosa a while back.

Then, the spell was let loosed, so to speak. The town went under martial law, the opera was closed, and rather odd laws began to be laid out. Stifled, Selena wondered what she would do now that her goal was spoiled and the city had turned into a trap. During her time at the Tooth and Nail, a quiet tavern she stayed at, Selena met a man that she quickly formed a bond with.

Word quickly of a large protest building to try and free the town from martial law. When her friend heard of it, he soon found a reason to go, and Selena couldn't talk him out of it. Worried, Selena decided to follow along and see what this protest was all about.

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Appearance

Spoiler:

Selena wears the traditional clothing of her people, choosing to wear a flowing blue dress that complements her tattoos. Her kapenia, or family scarf, is orange, and if one knew how to read it, they would find a detailed family tree of adventurers.

Selena has a few tattoos. One is a flying fox portrayed on the back of her right hand. Magical in origin, this tattoo is actually her familiar, Sable, when not in animal form. Another is a blue butterfly on the back of her left hand, portraying her faith in Desna. Since the martial law has come into effect, Selena has worn a simple, finergless white glove over this hand to keep it hidden. Though not yet able to craft tattoos herself, she hopes to one day be able, and plans to make more.

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Personality

Spoiler:

Selena is a lively sort, that enjoys playing around and traveling. She has a love for the arts, having a few personal skills of her own in the lute and tattoos. She adores the freedom of the road, and often breaks trivial laws just because she thinks them trivial. She hates to be tied down, though she didn't mind it while she had lived back in her hometown in Varisia.

While slightly a pranker, Selena is good-natured at heart, and will help someone in need without second thought. Her early teachings of Desna have been ingrained in her, and she uses this foundation to make her decisions. If a choice can't be made with logic quickly, one should use their heart. Besides, it's always better to do something and apologize, then wait to ask and miss out, right?

Selena has no racial agendas that she is aware of, being raised without prejudice in an all-Varisian town, though she has formed a fondness for the elves' art and the halflings' playfulness. Instead, she judges by other's actions, though she does believe in redemption.

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Stat Block

Spoiler:

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Selena Desmoie
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Female Human (Varisian), Celestial Sorcerer 1; age 19
CG Medium humanoid (human)
Init +2; Senses Perception +3 (+1 without Familiar)

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 6
Fort +0, Ref +4, Will +3

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Offense
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Speed 30 ft.
Melee starknife +0 (1d4)
Ranged starknife +0 (1d4) (range: 20ft)

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Statistics
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Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 13 (+1), Wis 12 (+1), Cha 18 (+4)
Base Atk +0; CMB +0; CMD 12

Traits
Diva-in-Training (Stringed Instruments)
Varisian Tattoo

Feats
Alertness*
Cosmopolitan (Diplomacy, Sense Motive; Elven, Halfling)
Eschew Materials
*Granted by familiar.

Skills (5 Ranks - 4 Class, 1 Favored Class, 2 Background Skills)
Bluff +8 (1 rank, 3 class, 4 Cha)
Craft (Tattoo) +5 (1 rank, 3 class, 1 Int)
Diplomacy +8 (1 rank, 3 class, 4 Cha)
Heal +5 (1 rank, 3 class, 1 Wis)
Perception +3 (Untrained, 1 Wis, 2 Alertness)
Perform (Stringed Instruments) +9 (1 rank, 3 class, 4 Cha, 1 trait)
Sense Motive +7 (1 rank, 3 class, 1 Wis, 2 Alertness)
Spellcraft +5 (1 rank, 3 class, 1 Int)

Favored Class Bonuses
Sorcerer - 1 Bonus Skill Point

Languages
Common, Varisian, Celestial, Elven, Halfling

Bloodline
Celestial Bloodline

Archetype
Tattooed Sorcerer

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Spells
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Caster Level 1st, Concentration +5

Spells Per Day
Level 1 - 4 (2 level, 2 Cha)

Spells Known
Cantrips - Arcane Mark, Light, Message, Read Magic
Level 1 - Charm Person, Color Spray
*+1 caster level

Innate Spell-like Abilities
Daze 3/day

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Possessions
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Inventory
starknife (x3), lute, outfit (scholar's), ink (blue/1 oz. vial), inkpen, potion of cure light wounds

Wealth
6 gp 8 sp 10 cp

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Special Abilities
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Bloodline Arcana - Whenever you cast a spell of the summoning subschool, the creature summoned gain DR 1/evil. This does not stack with any DR the creature might have.

Bloodline Tattoo (Ex) - Whenever Selena gains a bloodline spell, it appears as a tattoo on her body. All bloodline spells are boosted by Varisian Tattoo.

Familiar Tattoo (Su) - Selena has a familiar that takes the form of a tattoo on the back of her right hand. It can take its animal form with a move action, but does not count as a separate creature when it is in tattoo form. All granted abilities are still active while a tattoo.

Varisian Tattoo (Ex) - Casts enchantment spells at +1 caster level. Can cast daze 3 times per day.

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Abilities from Familiar
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Alertness
+2 on Reflex saves

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Familiar

Spoiler:

Sable
Male Fox Animal 1
TN Tiny animal
Init +2; Senses Low-Light Vision, Perception +1,

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size, )
hp 9 (1d8)+1
Fort +3, Ref +4, Will +1

OFFENSE

Speed 40 ft.
Melee bite +1 (1d3-1)

STATISTICS

Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9
Feats Skill Focus (Stealth)
Skills Acrobatics +2, Acrobatics (Jump) +6, Appraise -4, Artistry -4, Bluff -2, Climb +2, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +6, Heal +1, Intimidate -2, Perception +1, Perform (Untrained) -2, Ride +2, Sense Motive +1, Stealth +17, Survival +1, Swim -1,
SQ Low-Light Vision,
Possessions

SPECIAL ABILITIES

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.


@Bob Evil - No worries. I almost posted all of them last time. Here's both the raven and the shrike, just in case. ;-)

Giant Raven:
Starting Statistics: Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.

4th-level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.

Scavenger (Ex) Giant ravens are exceptional scavengers. They can take 10 on Survival checks to find food, and because they are hardy birds that often feed on carrion, they gain a +4 bonus on saves to resist ingested diseases.

Impaler Shrike:
Starting Statistics: Size Small; Speed 10 ft., fly 60 ft.(average); Attack bite (1d4); Ability Scores Str 12, Dex 13, Con 13, Int 2, Wis 14, Cha 7; Special Qualities low-light vision.

7th-level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +2, Con +2; Special Attacks impale.

Impale (Ex) When an impaler shrike has a creature at least one size smaller than itself grappled in its beak, it can move the creature to a dangerous location, such as a spike or a broken tree limb. This works like the reposition combat maneuver (Pathfinder RPG Advanced Player’s Guide 322), except the shrike can move an opponent to an occupied square. An impaler shrike still provokes an attack of opportunity using this ability, so it typically pins its victim before attempting this maneuver. As part of this reposition, an impaler shrike can attempt a melee touch attack against an AC of 15 to impale the victim on a nearby spike or similar object. If this attack is successful, the victim takes an amount of piercing damage appropriate for the impaling object’s size (see Improvised Weapons on page 144 of the Pathfinder RPG Core Rulebook for more information).


This is Ouachitonian, presenting Liam, a devilblooded tiefling. Don't be fooled, though, he's a warpriest (Liberty's Blade) of Milani, and wants nothing more than to see Cheliax free. He can fight, he can heal, and he's got more skills than most 2+INT characters. He's new in town, though, and wasn't able to get in touch with the Rose of Kintargo before they went dark.

I almost went with a Sacred Fist warpriest, fight unarmed and unarmored seems like a good idea if we're sneaking around, but Liberty's Blade is just so thematic for a Milanite in this AP. And I'm thinking about going sentinel later, that scaling unarmed damage is kind of worthless if you have to use your deity's favored weapon (though Crusader's Flurry with a morningstar would be kind of awesome). I might still talk myself into changing that, but otherwise I should be ready to go.


Here's my mesmerist, I took advantage of being allowed to play unusual races and made a changeling. I would have so liked to find a way to fit a Caligni in but I didn't really feel I could make one that would be invested enough in the city not to bail the hell out.

Crunch:
Ciyella Imbrex
Female changeling mesmerist 1 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Occult Adventures 38)
CG Medium humanoid (changeling)
Init +0; Senses darkvision 60 ft.; Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures)
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Defense
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AC 12, touch 10, flat-footed 12 (+1 armor, +1 natural)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +5 (+2 against attempts to scry on you or read your mind); +2 trait bonus vs. fear
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Offense
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Speed 30 ft.
Melee 2 claws -1 (1d4-1)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mask misery), painful stare (+1)
Mesmerist Spells Known (CL 1st; concentration +5)
1st (2/day)—color spray (DC 15), disguise self
0 (at will)—daze (DC 14), detect magic, message, prestidigitation
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Statistics
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Str 9, Dex 11, Con 12, Int 11, Wis 16, Cha 18
Base Atk +0; CMB -1; CMD 9
Feats Careful Speaker[ISWG]
Traits gifted satirist, spirit sense
Skills Bluff +9 (+11 to fool someone, +11 to pass secret messages, +11 vs. creatures sexually attracted to her), Diplomacy +8 (+10 to use the hypnotism skill unlock), Knowledge (local) +4, Linguistics +5, Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures), Perform (oratory) +8, Sense Motive +7, Spellcraft +4; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Common, Elven, Varisian
SQ automatic writing (linguistics), consummate liar +1, gatefinder (perception), hypnotism (diplomacy), prognostication (sense motive), read aura (perception)
Other Gear padded armor, crossbow bolts (10), light crossbow, bedroll, belt pouch, flint and steel, hypnotist's locket[OA], ink, inkpen, masterwork backpack[APG], mirror, silk rope (50 ft.), stationery[UE], waterskin, 12 gp, 4 sp
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Special Abilities
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Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Careful Speaker +2 bonus on some Bluff checks and some Will saves
Consummate Liar +1 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.

Background:
Found abandoned in a small town in southern Varisa by an orator and actor from Kintargo on a trip and his wife, who took the odd infant in and eventually journeyed with her back to Kintargo, where she grew up learning the art of oratory. As she reached adolescence her ability to see in total darkness and strange powers of the mind set her increasingly apart from those around her. Nonetheless, she continued to have the support of her adoptive parents (who she usually doesn't think of as adoptive) and a circle of close friends to ground her in the face of questions about her nature. The martial law has placed stress on her and her family, as they have frequently engaged in satire against the government. They have been forced to keep their heads down as best they can, but as more and more people are arrested, things are becoming increasingly worrisome.

Appearance:
Genetically half-Varisan, Ciyella has darker skin than most of the citizens of Kintargo, but her most noticeable physical feature is her mismatched eyes, one blue and one purple. She sometimes wears her black hair to partially obscure the purple eye, especially in recent times when standing out is a bad idea. She is tall and slender, with a compelling beauty. and normally wears clothes to accentuate it.

Personality:
Ciyella is superficially friendly, but a bit reluctant to be too open with strangers due to difficulties about her differences in the past. She is intensely loyal to those who have shown themselves to be trustworthy. She's fond of witty banter, but usually in a good-natured way. She has had occasional urges to travel to try to track down information about her origins, but she is too loyal to her family and friends and the city itself to want to leave Kintargo, especially in times like this.

I have the occult skill unlocks listed on the stats, are we using those?


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:
Mavis Valar is a Beautiful young drow with white and blue tattoos across her upper arms and back and striking silver eyes. She was raised in the Ninja guild Rener Cress which in the under common tongue translates to the Black Web. Rener Cress is a guild of ninja and priests and priestesses to Lolth the spider Goddess. Here she was put through brutal training and instruction in the arts of manipulation, lies, killing and treachery.

Though she could not Deny her aptitude and skill in the arts she was taught, Mavis secretly Dreamed of freedom from her cruel "teachers" and Believed that only by the gentle light and grace of the forbidden Goddess Desna could be free.

However Her rival and half sister Miliax graldorn did not find her as promising a student as their teachers did. Out of jealousy For the talent shown by Mavis she sought to find fault in her fellow pupil. She hoped to get her exiled or better killed if possible. Mavis was heir to the House of Valar. Miliax however Had other plans in mind.

Miliax was rewarded for after years of patient spying to find the truth about the religious beliefs of Mavis. Mavis seeing her cover was blown left the guild and attempted to flee to the surface world.

On her way she was confronted by miliax and the battle that fallowed was one worthy of song and tale. Badly wounded she came out victorious leaving the unconcious body of miliax to the mercy of the others who would Most likely kill miliax for her failure in apprehending Mavis.

With the last of her strength she emerged to the surface world and fell unconcious upon the hillside where she struck upon her first good forturne. A cleric of Desna came upon her by chance and took pity on her starved and broken form when he saw the tattoed crest of Desna on her left shoulder blade which was visable through her tattered and torn outfit.

He then nourished her back to health and allowed her to travel with him to Kintargo where she parted ways with him hoping to find work to support herself and pray and hope that the ninjas of Rener Cress would never follow her.

She then by chance came upon the Opera house where out of childish curiosity she tried out for a basic part in the soon to be showing musical "Huntress of Heros" and miraculously was accepted into the program. Thrilled about her good forturne and chance to show off she settled right into town and the program and got a place at the nearby inn. She had been only in town for two months before trying out for the part.

Just as she thought she may get a moments peace all heck broke loose with the arrival of Barrzilai Thrune. She then made it her personal goal to kill the guy who ended her hopes of a normal more gentle life among the surface folk as a celebrity singer.

http://www.myth-weavers.com/sheet.html#id=1059766
Just have to touch up a few things.


Mavis has the campaign trait 'diva in training' but is only at the protest for 'staying up on current events'. she will need all the info she can get if she is gonna kill this guy. What she doesnt know is that she probably just bit off a lot more then she can chew.


Bob Evil here, presenting Pakuzzo, a Tengu Hunter revolutionary willing to take action to free Kintargo from the grip of Thrune. He's at the protest to stand with the people in opposition to the government's decree of martial law.

Stats:
Pakuzzo
Male tengu hunter (roof runner) 1 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Bestiary 263, Pathfinder RPG Ultimate Intrigue 65)
CN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +9
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +7, Will +3
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee scimitar +1 (1d6+1/18-20) or
bite -4 (1d3)
Ranged longbow +5 (1d8/×3)
Hunter (Roof Runner) Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , gravity bow {APG}, summon nature's ally I
0 (at will)— detect poison , guidance, know direction , stabilize
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Statistics
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Str 12, Dex 20, Con 15, Int 13, Wis 16, Cha 11
Base Atk +0; CMB +1; CMD 16
Feats Point-Blank Shot
Traits fast-talker, historian of the rebellion
Skills Acrobatics +6 (+2 to jump), Bluff +5, Climb +2, Handle Animal +4, Knowledge (nature) +5, Perception +9, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Halfling, Tengu
SQ animal companion (giant raven named Vinz), animal focus (1 minutes/day), glide, nature training, swordtrained, wild empathy +1
Other Gear studded leather, arrows (40), longbow, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit {UE}, pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 18 gp
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Special Abilities
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Animal Companion (animal companion (giant raven named Vinz)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fast Talker You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Glide DC 15 Fly check to fall safely from any height.
Historian of the Rebellion Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

Giant Raven Companion:
Vinz
Male giant raven
N Small animal
Init +1; Senses low-light vision; Perception +6
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Defense
—————
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (2d8)
Fort +3, Ref +4, Will +2; +4 vs. ingested disease
—————
Offense
—————
Speed 20 ft., fly 50 ft. (average)
Melee bite +3 (1d4-1)
—————
Statistics
—————
Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7
Base Atk +1; CMB -1; CMD 10
Feats Weapon Finesse
Tricks Attack, Attack Any Target, Come, Down, Flank, Heel, Stay
Skills Acrobatics +1 (-3 to jump), Fly +7, Perception +6, Stealth +9
SQ animal focus, attack any target, come, down, flank, heel, scavenger, stay
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Special Abilities
—————
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher
levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Flank [Trick] Attempts to attack and flank indicated enemy.
Fly (50 feet, Average) You can fly!
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Scavenger Take 10 on Survival checks to find food. Resistant to ingested diseases.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stay [Trick] The animal will stay where it is.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

Background:
Kintargo has always been a cosmopolitan city, even after the ascension of House Thrune; a place where those with free spirits could not just survive, but thrive. Pakuzzo's family had emigrated a generation ago from Vyre, and the young tengu had taken to Kintargo like a duck to water. Although coming from a modest background, he considered the entire city his own backyard, and would frequently roam the width and breadth of the urban landscape, sticking to the rooftops and ledges to avoid harassment from both the law and the criminal element alike. Frequently, his only company were the birds that claimed the higher roosts for their own, and Pakuzzo felt a kinship with such creatures; like him, they were free to roam where they pleased, and while he lacked the rare gift of wings that blessed some tengus, this connection with the urban wildlife bloomed into a reverence for nature that would eventually allow him to tap into some of its power.

As Pakuzzo entered adulthood, he made his living as a guide and courier, doing odd jobs for various groups on both side of the law, as his ability to navigate the upper reaches allowed him to move swiftly from one area to another. It was through dealing with a such wide variety of clients that he became aware of how unique Kintargo's climate of freedom was compared to the rest of Cheliax, and exactly how precarious that freedom was in the face of Thrune. He started to become more politically involved, and it was through like-minded activists that he learned of the Silver Ravens, their actions to keep Kintargo free during the Chelish civil war, and their subsequent erasure from the official histories by the current government. The stories capture his imagination as much as they fueled his resentment of House Thrune; how glorious it would be if the Silver Ravens could return and throw off the shackles of the diabolists!

With the events of the Night of Ashes having gutted his revolutionary contacts and the ordering of martial law, Pakuzzo is feeling furious. He wants to do something immediately, and when he hears of the protest against Barzillai Thrune in Aria Park he plans to attend and add his voice to that of the people. Kintargo must remain free, and if the Silver Ravens can't do anything about it anymore, he damn sure will.

Standing at a little over four and a half feet tall, Pakuzzo is colored black from head to toe, with a lighter shade on his beak, claws, and feet. He dresses in typical tengu style (that is, a mish-mash of bought, stolen, and scavenged clothing and fabric materials accented with various baubles) over worn studded leather armor, all of it ensured to provide freedom of movement and silence. He often keeps a longbow and quiver slung over his back and a scimitar in a scabbard at his belt. His eyes are a bright and sharp golden orange.

Pakuzzo's animal companion is a giant raven named Vincenzo ("Vinz" for short). Standing as tall as a dwarf with his wings folded, Vinz spends most of his spare time preening his feathers and prying loose masonry from buildings when bored, and enjoys eyeballs of all types as a delicacy.


Oh yes, Ciyella is at the protest to stay up on current events.


"Well, it looks like in another campaign that I have a urban druid in is dying, probably thanks to the holidays, so I will submit a human urban druid to GM RePet's HR campaign.
Let's see what the Dice Gods (long may they reign) have in store for this dwarf."
TheWaskally gets out his dice bag, picks a set he feels good vibes from and rolls...Come on, baby!
4d6: 4d6 ⇒ (4, 1, 4, 2) = 11 10
4d6: 4d6 ⇒ (2, 4, 3, 3) = 12 10
4d6: 4d6 ⇒ (5, 4, 5, 1) = 15 14
4d6: 4d6 ⇒ (1, 4, 5, 2) = 12 11
4d6: 4d6 ⇒ (6, 1, 5, 4) = 16 15
4d6: 4d6 ⇒ (6, 2, 4, 1) = 13 12
"Okay. Fine", said the dwarf, visible holding back his anger. "Fine! Just for goblin s#!+s-and giggles, I'll reroll one set of the 10s." The dwarf rolls once more.
4d6: 4d6 ⇒ (2, 4, 1, 6) = 13 12
The dwarf sighs. "Only a slight improvement and still lower than a 20 pt. count. s#!+ 20 pt. buy it is."


Reason to protest included, in case it wasn't clear.


Threeshades here with my submission.

Crunch and fluff are in the alias's profile.


Im torn between a few character options here.

A Gnome Experimental Gunsmith Gunslinger
An Urban Hunter
Or a Musket Master Gunslinger

Decisions decisions.


I'm also fine changing my family if we have an overflow of Jhaltero. Or screw it, Jhaltero is best family. :D


Because rolling for stats without putting them in order is just rolling to see how good your character is:

Str: 4d6 ⇒ (2, 4, 6, 4) = 16 = 14
Dex: 4d6 ⇒ (1, 3, 1, 2) = 7 = 6
Con: 4d6 ⇒ (6, 1, 4, 2) = 13 = 12
Int: 4d6 ⇒ (2, 1, 4, 1) = 8 = 7
Wis: 4d6 ⇒ (2, 4, 6, 3) = 15 = 13
Cha: 4d6 ⇒ (2, 4, 5, 3) = 14 = 12

So depending on where I place the reroll, I'm dumb and clumsy, but tough and intuitive.

reroll: 4d6 ⇒ (6, 2, 6, 3) = 17 = 15

Hmm. With the lopsided physical stats, apparent lack of formal education, and campaign background, maybe a laborer - someone who performs the same task over and over again. A Quasimodo-type could also fit in with the stats and campaign if I spun Charisma right? If I wanted to go with the laborer idea and be a little bit on the nose, I could go Warpriest, or else throw the 15 into Int and go Magus, and weild a magical hammer and sickle or something.


Query for the GM: would you allow a Tiefling to take a human FCB? Half-elves and Half-orcs can, due to being half human, but it doesn't seem to be standard to allow Tieflings (who are more than half human, since they're less than half-fiend) to take it. Please?

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