| Phntm888 |
Matthias W, may I suggest Brawler? I think the class would work with your desire for a laborer background, and it fits nicely with a lack of formal training.
You could also use the 20-point buy to build your character in place of the rolls, but I think you wanted to use the results specifically.
I do notice that a lot of submissions are trending towards the rogue/vigilante/swashbuckler trend. Rather appropriate overall, I think, given the nature of the campaign.
| Tundran |
@GM: I am considering the Majordomo archetype for investigator. It has this ability:
Inspired Manager (Ex): At 3rd level, a majordomo knows how to make just about any work task more efficient, from cleaning a great hall after a big party to crafting a magic item.
Whenever an ally begins a workday task such as Craft, Profession, magic item creation, spell research, managing a kingdom, using the downtime rules, or other similar tasks, the majordomo can spend one use of inspiration and 1 minute of planning to create a plan for that ally. If the ally chooses to follow the majordomo’s plan and attempts the task on the same day, if the task would normally take at least 4 hours, it instead takes 30 minutes less time, and if the task would normally take at least 8 hours, it instead takes 1 hour less time.
If using the kingdombuilding rules from Pathfinder RPG Ultimate Campaign, at 3rd level, the majordomo counts her Intelligence score as 2 higher when determining the bonus she provides in a kingdom leadership role. Her effective Intelligence score increases by an additional 2 at 6th level and every 3 investigator levels thereafter.
This ability replaces all instances of trap sense.
Would you allow that to interact with the Rebellion management?
| TheSilverDreamer |
4d6 ⇒ (2, 3, 4, 5) = 14 -> 12
4d6 ⇒ (3, 6, 4, 4) = 17 -> 14
4d6 ⇒ (3, 3, 6, 3) = 15 -> 12
4d6 ⇒ (6, 6, 6, 3) = 21 -> 18
4d6 ⇒ (4, 6, 5, 3) = 18 -> 15
4d6 ⇒ (4, 6, 5, 3) = 18 -> 15
Well it would just be a shame to not use those numbers, that's a 40pt buy. I shall return with an archery bard. I'm thinking human, worships Milani, lots of righteous anger under a pretty face.
| GM RePete |
@Andygal The skill unlocks look fine to me.
@Ouachitonian I'm fine with allowing the human racial favored for tiefling.
@Tundran Yes I would. It would function similarly to the kingdom building aspect.
@threeshades Looks like you may be missing a trait. You get 2. Just one had to be from the players guide
| Marillo Sullus |
That is because I accidentally noted my second trait under feats. I will fix it as soon as the website lets me.
Looking over your character, is there any way to get disguise? Because while you have an outfit, without the skill it probably isn't going to work. And as a favored, and escaped, slave, House Thrune will probably be looking for you. And might even put a bounty on your head. Given the fact that your character (going by your description and the picture you chose) doesn't look human, and rides a horse to get around walking (something which eventually won't work), you're going to need disguise to be able to avoid House Thrune's men.
| TheSilverDreamer |
Elena Cantor, Human Bard
Fluff:
Crunch:
Elena Cantor
Female Human Bard 1
CG Medium Humanoid (human)
Init +6 Perception +5
-=-
Defense
AC 17 (14 touch, 13 flat-footed)
hp 11 (1d8 + 3)
Fort +2 Ref +6 Will +3
-=-
Offense
Speed 30ft
Melee Rapier +1 (d6/18-20) or Dagger +1 (d4/19-20)
Ranged Shortbow +4 (d6/x3)
Special attacks Bardsong (Countersong, Distraction, Fascinate, Inspire Courage)
Bard Spells Known
1st (2/day): Grease, Vanish
0th (at will): Detect Magic, Dancing Lights, Ghost Sound, Mage Hand
-=-
Statistics
Str 12 Dex 18 Con 15 Int 14 Wis 12 Cha 17
BAB +0 CMB +1 CMD 15
Feats Point-Blank Shot (+1 to-hit and damage against targets within 10 ft), Precise Shot (no penalties for firing into melee)
Skills Perception +5, Stealth +8, UMD +7, Spellcraft +3, Knowledge Arcana +7, Knowledge Local +7, Knowledge Religion +7, Climb +5
Background skills Perform Sing +7, Perform Dance +7
Languages Common, Infernal, Elven
SQ Bardic Knowledge +1
Traits Star-Struck (Charisma), Reactionary
Combat Gear Studded leather armor, rapier, shortbow, dagger Other Notebook, pencil, 73gp
Reason to protest To protest the government
| TheWaskally |
Here's my submission to the campaign, Metronicus Crady, a cheliaxian urban druid, but most people just call him Crady. This was a character from another failed Hell's Rebels campaign.
| Torivor |
| 1 person marked this as a favorite. |
Okay, so originally I was thinking I would go standard human, but then I started looking through the advanced race guide. BAD mistake, Kitsune are normally inclined towards the arts (making Kintargo a natural destination), and have abilities that lend themselves naturally to leading a rebellion! I've taken several flavorful alternate racial features, but a couple are third party:
Naturalized: Normally Kitsune have to make disguise checks to pass as human, but get a +2 bonus to acrobatics. With Naturalized the disguise checks are no longer necessary but I forfeit the +2 bonus.
Nine Tailed Inheritor: I forfeit my natural weapons in favor of a second tail that grants me a 2/day 1st level spell like ability.
Are these okay with you GM?
I see a lot of other great submissions! And even if I'm not going vigilante myself, I sincerely hope our two vigilante submissions get in 'cause I would have a ball role playing with that!
| Tundran |
This is Shala, a catfolk working as a tutor in Kintargo who gets mixed up in the rebellion and finds her true calling as a freedom fighter.
female catfolk investigator 1 (majordomo)
chaotic good medium humanoid (catfolk)
Init +7; Senses scent; Perception +5
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP 10 (1d8 +1 Con +1 FC)
Fort +1, Ref +5, Will +3
Special Defenses cat's luck 1/day, delegate escape route 1/day
OFFENSE
Speed 30 ft (+10 to run, charge, or withdraw)
Melee 2 claws +2 (1d4+2)
Ranged shortbow +3 (1d6, x3, 60 ft)
Special Attacks inspiration 1/day, inspiring rush 1/day
STATISTICS
Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 10 (+0), Wis 13 (+1), Cha 15 (+2)
BAB +0, CMB +2, CMD 15
Feats
Proficiencies: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Escape Route: Bonus Teamwork You have trained to watch your allies’ backs, covering them as they make tactical withdraws. An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Traits
Historian of the Rebellion: You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. 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.
Inspiring Rush: Your charge inspires nearby companions to new heights of daring. Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
Meeting a Contact: The Silver Ravens have long fascinated you. You might just agree with their politics for a free Kintargo, or perhaps you admire their spirit. Maybe you just like the idea of a secret society. You might know someone who was supposedly in the Silver
Ravens; that someone might even be a parent, sibling, or lover. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Certainly, your friend or family member has gone missing. You’re starting to worry, and hope to find out what happened to the group. After doing a bit of research, you were contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. You don’t know who this contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet with you at the Aria Park protest. You’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself.
Skills 6 skill points/level +0/level (Int) +2 background = 8
Knowledge (history, local, nobility, planes, religion) +4, Linguistics +4 (+5 vs paperwork), Perception +5, Profession (tutor) +5 (+6 vs. paperwork), Stealth +2 AC Penalty -2
Languages
Common, Catfolk, Infernal
Racial Abilities
Cat's Luck: Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
SQ
Inspiration: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Paper Trail: A majordomo is trained to uncover forgeries and trace down discrepancies in paperwork in order to ferret out intrigue. She adds half her investigator level (minimum 1) to Linguistics and Profession checks to spot a forgery, deal with paperwork, and notice discrepancies in paperwork. A majordomo who analyzes the handwriting of a document and succeeds at a Linguistics check against a DC equal to 20 + the writer's Bluff bonus gets a hunch about whether the document's writer was lying or otherwise nervous. This ability doesn't work if the document was dictated to someone who thought the contents were legitimate. This ability replaces trapfinding.
Delegate: In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don't meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter. This ability replaces the alchemy and swift alchemy abilities. Additionally, a majordomo can't take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.
GEAR
Combat Gear
chain shirt, short bow, 40 arrows
Other Gear
explorer's outfit
monk's kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin
trailscent kit This small box of specially prepared catfolk pheromones and alchemical reagents can be used to leave a small group of subtle but long-lasting scents that only catfolk can smell and decipher. Given a minute, a catfolk can create a scent mixture and apply it to a solid object, such as a tree, a wall, or even a smaller item such as a weapon or potion vial. When the catfolk does this, it leaves one of the following scent impressions: danger, food, shelter, or possession. The possession impression is always keyed to the specific catfolk using the kit, and signifies that she owns the territory or item. Other races can attempt to use this kit to create the danger, food, or shelter impression, but doing so requires a successful DC 20 Craft (alchemy) check. A catfolk can detect a particular scent applied with a trailscent kit from 30 feet away. If the scent is upwind, the range at which a catfolk can detect the scent increases to 60 feet; if it is downwind, the range drops to 15 feet. A catfolk with the scent racial quality doubles those distances. A scent impression lasts for 1 year or until it is washed away. Each kit has 10 uses.
Money 0 gp
FLUFF
Description
Shala is sinewy and graceful, lovely without being pretty. She has traditional feline features and a quietly confident manner. She dresses simply and modestly. She is a natural nuturer, caring for children especially.
History
Shala was born into a nomadic tribe of catfolk. As she grew up in the wild, she naturally learned some fighting techniques to protect herself. But she spent most of her time watching over the kittens of the tribe, both her assigned task and her passion. She learned to lead her charges on the offensive and strike quickly with her claws.
Like many of the young people in her dwindling tribe lately, Shala eventually migrated to a city to find work. Not knowing one city from another, she chose Kintargo because she heard it had a vibrant arts scene. From her isolated upbringing, that was enough to set the city apart.
When she arrived in Kintargo, she was able to quickly find work as a tutor with her charm and skill with little ones. Even though she wasn't particularly intelligent, she studied hard to keep ahead of the children. While working for a prominent family, she befriended the head butler. Eventually, she began to learn some elements of household management and found she had a knack for that as well.
When martial law was instituted her butler friend went missing. There were whispers that he was involved with the Silver Ravens. She began to study rebellion and became more and more convinced that revolt was the only solution in Kintargo. She didn't speak much about it because it was clear that such talk was forbidden in the homes of the wealthy. But she attended rallies and read literature as much as she could.
Shala had never been very religious but her natural chaotic good tendencies emerged and she quickly gravitated towards the worship of Milani. Shala has also found her other natural feline urges kicking in: just before the big protest today she sharpened her claws, ready for them to be once again coated in blood.
Age 21
She will be taking levels in warpriest to buff up those claws, taking Healing and Protection blessings from Milani. Long-term I am aiming towards Claw Pounce while also having free inspiration on lots of skills and lots of teamwork feats to share with everyone. And forgery skills and rebellion management too.
| Talon Bishop |
Okay finally settled on:
Talon Bishop aka The Hound of Kintargo. Vigilante and protector of the weak. Currently on the case to solve the origins of the Kintargo serial killer, Professor Mangvhune.
I'm open to making some relations with any PC's that would like to be informants or associates helping protect Kintargo :)
Male human vigilante (gunmaster) 1 (Pathfinder RPG Ultimate Intrigue 9, 57)
CG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +3; +2 trait bonus against fear while you have a firearm drawn
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20)
Ranged pistol +4 (1d8/×4)
Special Attacks gunmaster
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 10, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits armed grit, urban sleuth (Professor Mangvhune; Knowledge [Local, Planes])
Skills Acrobatics +5 (+1 to jump), Bluff +6, Disguise +6 (+26 to appear as part of polite society while in your social identity), Escape Artist +5, Knowledge (local) +5, Knowledge (nobility) +4, Perception +5, Stealth +5, Swim +2
Languages Common
SQ dual identity, gunsmith, social talent (safe house)
Other Gear leather armor, dagger, dragon's breath cartridge[UC], entangling shot cartridge[UC], pistol[UC], backpack, belt pouch, blanket[APG], gunsmith's kit[UC], torch (10), trail rations (5), waterskin, 35 gp
--------------------
Tracked Resources
--------------------
Alchemical cartridge (dragon's breath) - 0/1
Alchemical cartridge (entangling shot) - 0/1
Dagger - 0/1
Torch - 0/10
Trail rations - 0/5
Urban Sleuth (Professor Mangvhune; Knowledge [Local, Planes], 1/day) - 0/1
--------------------
Special Abilities
--------------------
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Gunmaster (Ex) Gain gunsmithing, and add listed bonus to damage with firearms.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Safe House (1,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
--------------------
Talon Bishop, to anyone who knows him pictures a Noble named who owns companies in Absalom and other places outside of Kintargo.
The truth is far different. He's a vengeful vigilante who the people have nicknamed 'The Hound' for his tenacity at hunting down those who would harm the innocent.
He currently lives in a safe house in Old Kintago away from prying eyes. Currently he's investigating the origins of the famed Kintargo serial killer Professor Mangvhune.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Really REALLY wanna play this AP, so holding fingers and toes but the entries all look awesome.
| GM RePete |
Here's our current tally of submissions. Due to the large number of submissions I'm going to be cutting recruitment early.
Monday January 9th at 2100hrs Central timezone recruitment will end. Any new submissions or changes can be made prior to then. If I missed someone, please don't hesitate to let me know.
========================================================================
Ouachitonian → Devil Spawn Tiefling Warpriest of Milani (Liberty’s Blade) → Liam the Wanderer
Threeshades → Merfolk Flame Oracle → Leala Cyanfin
The Waskally → Human Druid (Urban) → Metronicus Crady
Andrea1 → Half-Orc Diva Bard → Beorn the Divine
Winwarr → Human Sorcerer (Imperious) → Grachius Mindex
GM Drake → Human Celestial Sorcerer (Tattooed) → Selena Desmole
Andygal → Changeling Mesmerist → Ciyella Imbrex
The Silver Dreamer → Human Bard → Elena Cantor
Grumbaki →Kyton-Spawn Tiefling Stalker Vigilante → Marillo Sullus
Gnome Rogue (Rake) → Malph Rumlinger
Warforgedman → Human Vigilante → Lurio Jhaltero
Phntm888 → Halfling Unchained Rogue → Tribin Sussal
Raitus → Human Swashbuckler (Inspired Blade) → Seebast Fanagle
Monsieur Orgon → Human Unchained Rogue (Phantom Thief) → Laurent Jhaltero
Elbowtotheface → Fetchling Swashbuckler → Jegan Jheltaro
Jereru → Human Bloodrager (Urban) → Bron Frostbreath
Bonewraith → Catfolk Ninja → Mavis Valar
Tundran → Catfolk Investigator (Majordomo) → Shala
Seth86 → Kasatha Gunslinger → Cerenity
Bob Evil → Tengu Hunter (Roofrunner) → Pakuzzo
That Sean → Human Vigilante (Gunmaster) → Talon Bishop
Helikon → Human Cavalier (Daring Champion) → Morricone
| Simeon |
Presenting Guru Bandar, vanara monk and sage advisor! Feel free to ask any questions about my character, and I'll answer to the best of my ability.
Guru Bandar
Male vanara unchained monk 1 (Pathfinder RPG Bestiary 3 280, Pathfinder RPG Ultimate Intrigue 67, Pathfinder Unchained 14)
LG Medium humanoid (shapechanger, vanara)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee unarmed strike +4/+4 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +4; CMD 20
Feats Combat Expertise, Dodge, Improved Unarmed Strike, Stunning Fist
Traits pattern speaker, tactician
Skills Acrobatics +7, Artistry (philosophy) +4, Bluff +3, Climb +11, Knowledge (history) +4, Linguistics +1, Perception +7, Profession (astrologer) +6, Stealth +7
Languages Common, Sylvan, Vanaran
SQ change size, prehensile tail
Other Gear dull grey ioun stone, ioun torch ioun stone[APG], backpack, belt pouch, blanket[APG], censer[OA], hemp rope (50 ft.), wooden holy symbol(Korada), incense (oa)[OA] (10), waterskin, 30 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Change Size (Su) Change your size to small at will.
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Born in the dense Sikari Jungle in the Impossible Kingdoms of Vudra, Blessed by the vanara god Ragdya with the gift of size-shifting, he expected the life of an astrologer-guru, one of quiet contemplation and sage counsel high in the treetop monasteries. He grew up a monk, trained in the ways of unarmed combat under the watchful eyes of his teachers. His childhood, while tough at times, was peaceful and happy. All that changed in a single night. Mercenaries hired by House Arkona, a Chelaxian trading family, ransacked his monastery and took many vanara as prisoners, him included. He was sold to a family of Kintargan nobles, he was treated as an exotic pet, forced to dance for visiting guests and teach their youngest son martial arts. For a year, his life was miserable, and he had enough. On a dark and moonless night, he escaped the family's estate and joined the rebellion against Barzillai Thrune. Driven by his hatred for the Thrunes and Chelish oppression, he fights with the rebellion and plans to go to the Aria Park protest to express those feelings.
Despite his traumatic experience, Guru Bandar tries to stay kind and serene whenever possible. He wishes for all to be free from tyranny and to follow the kind teachings of Korada. In combat against followers of Thrune however, he fights with a savage intensity. As a vanaran astrologer-guru, he gives counsel to those who seek it based on the stars above, and takes great joy in a well-deserved fortune given to a kind and righteous soul. However, he is struck by moments of profound longing and melancholy for his childhood and the Sikari monasteries.
Guru Bandar is a tall vanara man, tawny fur around his face and a long, sinuous tail. He wears a simple monk's outfit and a wooden holy symbol of Korada around his neck. Two ioun stones orbit his head, one a pyramid surrounded by ever-burning flame, and another a simple gray orb. A censer filled with sticks of incense hangs at his waist, the only item he was able to keep from his idyllic home in distant Vudra.
| Torivor |
Luthor Aesernus, the Kitsune Psychic:
http://www.myth-weavers.com/sheet.html#id=1061581
A poor meal for one such as myself, but given your barbaric circumstances... the duke glanced at the Kitsune's tails, I suppose we can forgo feeding you to my companion.
The Osyluth, who had eaten nothing, lifted his stinger from where he had laid it obtrusively on the table. You may be satisfied, but I am harder to please. His voice was cold, but unsettlingly interspersed with clicks and taps as the bones of his face creaked and shifted. You have all eaten your fill, but my dear lord Aesernus, you have failed to sate my hunger.
Many apologies my Lord, responded Regliathu with bowed head, Please, name your desire and I assure you it shall be provided.
The Osyluth's face contorted into what must have been a smile, bones clicking the entire time. Very well then. One of your children will suffice.
Regliathu sputtered and coughed in protest. One of my children!? No! You can't! In an instant, the Osyluth's stinger was at his throat. You would... deny me? it asked dangerously. The kitsune looked into the eyes of the devil, then at his children, then back at the devil, and the fight went out of him. N-n-no, or course not. he stuttered.
The Osyluth pulled away and gave a command to two of the duke's body guards. Hold that silver one! it said, pointing at one of the lords twin sons. Disregarding his protests and screams of betrayal, the guards dragged the silver Kitsune from his seat and pinned him to the ground, the Osyluth looming above him. Now, while most of the family was skilled in arcane magic, one of the children, Luthor, the pinned Kitsune's twin, was in fact a psychic, and capable of casting spells without using any motions or words whatsoever. Unwilling to see his twin brother devoured by this devil, he cast a spell called murderous command to turn one of the guards on the other. The enchanted man drew a dagger, and stabbed it deep into his companion's side. The man's dying scream and the other's confusion and horror at what he had done provided enough of an opening for the formerly pinned kitsune to make a run for it. Though the guards were confused, the Osyluth was not, and he rounded on the seated Kitsune, all of whom were attempting to flee. The Osyluth was too fast, and with a wave of his hand the room was barricaded in ice. A terrible duel ensued between lord Aesernus and the Osyluth, who began slaughtering each member of the family one by one. Only by transforming into a silver fox and slipping through a tiny hole in the ice left by a scorching ray did Luthor escape. He knows at least 3 of his siblings were killed, and he believes his parents were killed as well but they may have been imprisoned for torture.
As a political enemy of Cheliax, Luthor knew he had to leave his Kitsune culture behind. He remained in his Fox form as he hunted and foraged his way across the forest towards Kintargo. He chose Kintargo partially because it was a large enough that he could effectively disappear into the populace by living as a human, and partially because he felt like he could make a living for himself there due to its affinity for the arts (Luthor is a skilled painter). He moved into a townhouse in Old Kintargo a few streets away from the house of truth and clarity. Finally settled in, Luthor was finally free to experience the full measure of grief for all that he had lost, and the crushing guilt that he had in fact caused it. He'd saved his twin, but at the expense of the rest of his family. Brokenhearted, he settled into making a small living as a painter, mainly with minor commissions around old Kintargo for various shops and minor merchants trying to appear cultured on a budget. Lately though, Luthor's work has been almost exclusively that of painting those accursed 11x17 inch images of Queen Abrogail II. That he has made a profit from Barzillai Thrune's presence has not sweetened the embittering work for him. Lately rumors have been floating about Old Kintargo of a silver fox that will will appear to the children of imprisoned (and often executed) political prisoners to comfort them.
In reality, the fox is often seeking comfort as much as the child.
-Luthor's signature on all his paintings is a small silver fox hidden somewhere in the picture (DC 18 Perception to spot it if you know to look for it)
-Luthor never reveals his Kitsune form, even sleeping as a human for fear of being discovered. (When he joins the rebellion however, it will basically function as his second identity)
-Luthor is single, but unlike most Kitsune he is actually attracted to human women.
-While at present not significantly devout, prior to his family's death Luthor was a worshiper of Irori, seeking self perfection. Perhaps as the adventure continues he will find Irori again and return to his quest for perfection.
Human: Average height, dark brown hair and eyes, prominent nose. He wears no armor and favors fashionable clothing; lately consisting of a close fitting shirt of conservative color, with brightly colored cuffs extending to the wrists, with a matching color of vest over top. This he accessorizes with a pendant emblazoned with a silver rune and a bracelet set with a prominent amethyst. The clothing actually has a practical purpose; it helps him get art commissions from higher members of society.
Kitsune: A few inches shorter than his human form with bright silver fur, blue eyes, and two tails. He bears a scar on his left arm where a piece of shrapnel hit and cut him fairly badly in the battle against the Osyluth. As an Osyluth Luthor favors simple clothes, trying to leave his life as a noble will behind him.
Fox: An almost shining silver fox. As appearances of the silver fox are always linked to helping people against tyranny, some are beginning to think the silver fox is in fact
a spirit or some sort of omen for good. One small oddity of the silver fox is that it has two separate tails.
Looking for another PC to potentially have tagged along with to the protest, anybody interested after reading the background?
EDIT: For somer reason the URL isn't working properly, but if you right click it and select "open url" it works.
| Marillo Sullus |
| 1 person marked this as a favorite. |
I've got to say, Torivor, I like your background. I was hesitant when I saw the race, but when I saw that you basically turned your race into the vigilante class, I was impressed. Wish I could see your build but it isn't working.
"see a lot of other great submissions! And even if I'm not going vigilante myself, I sincerely hope our two vigilante submissions get in 'cause I would have a ball role playing with that!"
The same thoughts back to you.
| Talon Bishop |
I've got to say, Torivor, I like your background. I was hesitant when I saw the race, but when I saw that you basically turned your race into the vigilante class, I was impressed. Wish I could see your build but it isn't working.
"see a lot of other great submissions! And even if I'm not going vigilante myself, I sincerely hope our two vigilante submissions get in 'cause I would have a ball role playing with that!"
The same thoughts back to you.
Agreed. Three Vigilantes so far. That could be some fun RPing. Just cos they're so different. I'm totes up for that!
| Talon Bishop |
| 1 person marked this as a favorite. |
It would certainly make life very difficult for House Thrune. Between stealth, disguise, dual identity and the different combat styles...
Haha so much fun right there! And the vigilante's could have all heard of one another and this would be the first time they actually meet and "team up" to fight a threat.
Also I just wanna dive through a window with guns blazing shooting at Thrune agents. Cos action ;)
| Marillo Sullus |
Marillo Sullus wrote:It would certainly make life very difficult for House Thrune. Between stealth, disguise, dual identity and the different combat styles...Haha so much fun right there! And the vigilante's could have all heard of one another and this would be the first time they actually meet and "team up" to fight a threat.
Also I just wanna dive through a window with guns blazing shooting at Thrune agents. Cos action ;)
Well, neither Marillo or Lurio are "vigilantes" yet. Both just have a social identity. The vigilante one will be created after the protest, which will probably act as a catalyst for us to rise up. So while Marillo might have heard of your going-ons in Old Kingtargo, I doubt you'd have heard of his humble street performances.
Isabel Rhelian
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Going to submit Isabel - she's been in a previous HR game which died out. Roll stats now and I'll tweak back to her old incarnation this weekend.
stat: 4d6 ⇒ (6, 6, 1, 5) = 18 17
stat: 4d6 ⇒ (6, 5, 1, 2) = 14 13
stat: 4d6 ⇒ (6, 6, 3, 5) = 20 17
stat: 4d6 ⇒ (2, 5, 2, 1) = 10 9
stat: 4d6 ⇒ (5, 6, 1, 2) = 14 13
stat: 4d6 ⇒ (1, 2, 4, 2) = 9 8
Re-roll for funs: 4d6 ⇒ (2, 2, 1, 3) = 8
So: 8, 9, 13, 13, 17, 17... interesting.
Isabel Rhelian
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Isabel has been re-statted and has background added.
Her reason for being at the protest will be: Staying Up on Current Events.
As another member of the 'psychic Shelynite', crew Isabel may well be familiar with Luthor and Ciyella, as well as any member of the nobility who may have taken dance lessons from her at some point. :)
If you're interested in her previous HR game it can be found HERE.
| GM RePete |
Being a first time PbP GM, I certainly didn't expect the rapid amount of submissions. Being an AP, I figured there'd be around 20... I just expected it to take a couple weeks instead of a couple days.
All good submissions too. :-D
@Talon Bishop - Bribes are accepted but have no bearing on selection. :-P
| Talon Bishop |
Oh and reason for Talon to be at the protest is that Talon is 'Meeting a Contact'.
He thinks that even though he's made those in old Kintargo feel safer at night, it's time Talon worked with the Ravens to try and free all kintago from Thrune rule.
Hope that alright.
@GM RePete - Cruses. Well I'll being the biscuits anyway for the group cos I'm cool like that :P
| Ouachitonian |
Being a first time PbP GM, I certainly didn't expect the rapid amount of submissions. Being an AP, I figured there'd be around 20... I just expected it to take a couple weeks instead of a couple days.
All good submissions too. :-D
@Talon Bishop - Bribes are accepted but have no bearing on selection. :-P
THere was a Sheriff around these parts notorious for taking bribes then doing what he was going to do anyway. The saying was "The problem with Sheriff Tommy is that he won't stay bought."