Hells rebels (Inactive)

Game Master chubbs

This campaign will be RP and descriptions focused, not using maps besides what is provided in the players guide.


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The still rough background can be found here. I'm going to try to clean it up some, but I expect the basic concept to stay the same.

(Ignore pretty much everything else in the profile, as it's mostly a character sheet template I copied over. I think I'm going to go brawler at least to start, but you'll see there's a "macro" for the kineticist I copied it from, for instance.)


Adjusted. Got Beast Bond so my dreams of tea delivering pigs will come true.

Stuff:

Full Name : Beorn the Divine
Race: Half-Orc

Classes/Levels Bard

Gender M

Size M

Age 18

Special Abilities : Darkvison 60 feet

Alignment: CG

Deity : Shelyn

Location :Kintargo

Languages :Common,Orc,Infernal

Occupation : BARD!

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 11
Charisma 14 (+2)
Height: 6'2" Weight: Hair: Black Eyes: Grey
Favored Class: Bard(HP)
EXP:
Hit Points: 11
Spd: 30
Init: +0
AC: 15(+3armor shield +2 Dex)/Touch 12/FF 13)
BAB: +0
CMB: +3
CMD: 13
Saves: Fort+2 Ref +4 Will +2

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

Skills: 7/level
Perform(Sing) (1+2 Stat+3 Class+1 Trait)7
Perform(Act) (1+2 Stat+3 Class) 6
Intimidate (1+2 stat +3 Class +2 Race) 8
Perception (1 +3 Class) 4
Acrobatics (1 +2 Stat +3 Class -1 ACP) 5
Linguistics (1+3 Class)4 Infernal
Handle animal (1 +2 stat +3 Class +1 Trait) 7

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

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

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

22 gp

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

Background:Beorn(he insists on adding THE DIVINE as his stage name.) was an abandoned child who was fathered by an orcish mercenary on a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education. Taking a liking to the arts, Beorn took every chance he could to learn singing and became a talented amateur who longed for the chance to stand on a grand stage. However, with the occupation by Thrune forces and the closing of the opera, Beorn found his hopes dashed and his resentment at the ridiculous laws by the new order grew until he found himself
actually thinking of commiting treasonous acts.

1.Beorn loves to sing and shout, he often practices for relaxation and wants to start a school for youngsters. Beorn focuses on the little things, the laws against tea and dogs need to be targeted because every little thing counts. Beorn is not humble and will loudly proclaim his goals unless someone interrupts. Beorn will not engage in any mass destruction of property, broken doors and windows are no doubt expected but burning a place down will have him arguing against it.
2. Beorn will strive to get around the laws restricting tea and dogs by starting 'underground tea railroads' and homes for dogs. He is considering trying to train pigs to carry tea.
3. Lady Elizabeth Du'Arequette(mentor) a grand dame of Kintargo's social scene who sponsered Beorn's education by being the head of her social group. Has a liking for mini-pigs that she dresses in fancy frocks. Cullen D'Amberville(Mentor) Beorn's teacher in singing and acting, a rather stuffy and nervous man
who seems to be ashamed of his far off family and really doesn't want to be involved with them anymore. Gil Wulfenbach(rival) part class member of Beorn's a less talented but wealthier student who resents Beorn advancing past him and has sworn revenge!(They will all pay!)
4. OPERA! Beorn's first time standing on the stage of the grand opera reinforced his love of the art and he has pledged to restore it.SADNESS!
Beorn wept when Thrune's lack took over the opera and enacted his ridiculous laws, he fears for Kintargo's future. JUSTICE! Beorn will restore Kintargo to greatness and trample his foes under a stampede of pigs!
5. Beorn fears failing during his first live performance and keeps a bag of lemon drops with him at all times to make sure his throat stays primed. To fail and be forced to flee during his debut? MADNESS!!!


@motteditor-

king of keys- Delaraius Solzakarr (NE male human) sadist runs the lower feared part of the prison where none seem to return.

Rumors at the prison. Delaraius have been known to employ skinchanger Druids that can make themselves look like anyone. that worship the dark god Norgorber. the most feared member is a "female" by the name of Hei Feng.

Queen of whispers- Simandu- (female Human NE)- runs the upper more safe area of prison.

there is a particularly nasty jailer a Hellknight of the Glyph (think anti-archavist who change written history) by the name of "Smokes" that is a very well known torturer, and information gatherer. it is rumored in shadowy corridors that he will kill everyone in your family but one until you two are left. before starting to torture you. and if you don't answer him everything then he will kill the last in front of you.


I've just got a couple of last questions and then I should be shortly done.

GM:
1. I checked my build and it's actually a double-ended Ranseur he has, with a separate screw-on pole to give him reach at the cost of not being able to use Two-Weapon Fighting, as it would just become a single extended weapon in this state. Can this still be done with the weapon building system? I can't quite work it out.

2. To disconnect his weapon, would you rule it a move action, swift action or free action?

3. I've decided this isn't Alexi as the Dragoon, but Alexi on his way to becoming the Dragoon, so until level 7 when he can fly his Griffon mount, he'll just be his plain old Noble self caught up in the conflict of Kintargo. So, I was wondering (if chosen), would you be happy with me making two Alias' on here for him? One for his Noble self and one for his Moniker - Ahringar, Rider of the Storm? The idea is that nobody will recognise him as Ahringar. He fights under that Moniker anonymously as he doesn't want people knowing his true identity when under the guise of Ahringar. This also means I won't be using any mounted abilities or two-weapon fighting until level 7, because I only want him to have one meaningful Mounted Companion in his lifetime, but it just so happens Cavalier's are good at surviving even without their mount and it's purely a roleplay derived decision. For all intents and purposes, I want everyone to think Alexi and Ahringar are two separate people.

4. The last thing I wanted to say was that I've gone with the trait Child of Kintargo, not because he's the son of someone from Kintargo, but because he has relations there, specifically his Uncle - Victor Kine. He left on business to seek out an Architect to build a safe, stable tunnel under his home back in Deepfir, but knowing his uncle lives here, he'll be dropping by and likely staying with him through this campaign....at least until he takes on the guise of Ahringar, so the question really is - Are you happy having full control over the type of person his Uncle Victor is, or would you prefer I created everything about Victor?

I think that's it. I've been getting deeper into his story and once I'm done with that, I should have the other information you requested and am close to a complete build. He'll completely shift playstyle at level 7.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

If possible, I'd like to reserve a spot for Thad Grenshaw aspiring tavern owner in Kintargo.

Thad Grenshaw - Barkeep - older human male <----preference
54 years 5’7” 190 lbs salt and peppered hair
*Non-confrontational
*wants to run a tavern
*make things better in the background
*lives in the bar

or maybe Theewik

Theewik - pickpocket - young tiefling female
16 years 5'1" 140 lbs red skin and horn nubs on forehead
*Trying to become a Red Jill
*Excitable, eager
*home in slums
*Zeya tiefling contact

I'll find something, just wanted to progress my interest


I have this amazing-unusual concept for a while, and searching him a place to be. Sadly the concept needs gm fiat as it is based on a poorly written archetype. Ask three GMs and you get four ruling on this...
Back story was written for a home brew campaign I sadly was not chosen to participate using the same background rules as you are applying here, so I only have to rewrite a small portion to apply to hells rebels.

I pm-ed you, Chubbleston about the concept. Waiting for your ruling on this before applying your creation rules on him or anything.


@dinaeri-

weapon:
your trying to do to much with your weapon. you cannot go over 6 points as a exotic weapon and still call the weapon "balanced" so just now going off what you want to do.

1.) your choice would be as follows to try to squeeze what you can.
as ransuer Reach (1), spring loaded (2)(-the only way to have reach and melee is to take spring loaded, no ranged attacks, and bumping up dmg (2) one for each end, so your looking at d4/d4 dmg for a double bladed weapon. and one point left on crit. so reach weapon that takes apart and double weapon would be d4/d4 x3 Piercing reach double weapon that could attack adjacent squares. as a "free" action

2. as previously written d6/d6 x2 P with no reach but when taken apart 20 ft throwing. as s.spear.

3. or you could up the dmg on one side but then you would lose the crit
d4/d6 P x2 crit with reach and double. no disarm or range.


Judging from that, I'll go with option 2 then. I thought you may have been able to do a little more with it, but I don't want to break the system, so option 2 is good enough for me. It's still cool. I just wasn't sure what I could do within the 6 points, so thanks for working it out for me.

Outside of the weapon, is all of the rest fine with you?

Liberty's Edge

DM Chubbleston wrote:
@Qiao- sorry I don't go 100% by the book on the AP. which I would need to do to fill out the pathfinder chronicles sheet.

Actually, there are two ways you can play adventure paths for credit:

1. Society mode where you have to use legal characters, run it by the book, and only the legal content.

2. Campaign mode, where there are no limits, and the chronicles are applied to a society character. You could run a table of gestalt mythic puppies and still get credit.


Dotting for interest. I'll be submitting a Halfing Sorcerer once I whip him up.

Silver Crusade

Thanks for the idea for the Constable class. I've changed my character over to that class and done some corrections (As I put the wrong name in some background areas). Still, I am pleased with the character, as certainly as a Cavalier I have more class features and can do more with my character than my fighter ever could. I didn't know the Constable class existed as it wasen't listed in the core list. Still it should be good for my purposes and the purposes of the game.


@Septimus Glad you like it. your build was so much like it but I didn't want to say anything.

ill get up I list of submissions soon, I am so happy with all the submissions so far I hope everyone really takes the time to look at other peoples submissions because there is a lot of hard competition and good backgrounds. this Is one of my favorite parts because I'm a avid fantasy /Sci fi reader. ( R.I.P. Robert Jordan; shoutout, Brandon Sanderson) feel free to let others know if their background rocks.

this isn't closed yet it will still be open about another week.


Dotting...

Need to read over the Players guide to narrow my concept.


Not quite finished with my background yet, but enough of the character is done to appreciate and feedback on it.

Grand Lodge

DM Chubbleston, here's my submission. Thanks for your assistance.


Who runs the local temple to Nethys? The PG didn't mention Nethys at all on the section on deities. I've got an Alchemist I'm working on who'll be a fairly devout Nethysian, so the local priest would make a lot of sense as one of the people he knows. I can make something up if need be, just want to make sure I'm not missing something.


I'm up for this. Love the AP and never played it beyond the first bit.

I actually have two ideas that I really like.

The first is for a member of one of Kintargo's noble houses or possibly House Jeggare, which is big in Cheliax as a whole but doesn't have a particular presence in Kintargo. He'd be a spoiled brat, a typical bored young noble. He'd initially be up for the rebellion just for kicks but would eventually become closer to it.
Mechanically he'd be a Human Unchained Rogue using the Phantom Thief archetype.

The other idea would be for a Tengu rabble rouser who wants a better deal for his people and is rather sick of living in the shadows. He also realises that his people are outnumbered and violence isn't an option, nor does he desire violent action. Then again, if a rebellion starts and supporting the rebellion can help promote his cause he'd eagerly join.
Mechanically I'd be looking at a Tengu Skald using the Red Tongue and Fated Champion archetypes.


@Lirana

submission:

1. Your saves are incorrect your forgetting the +1 bonus on saves for your domain.-
2. What first lvl domain spell you choosing? not listed.

thoughts only, In no way will it help or hinder, you asked.
scalemail is really going to hurt you with dex and str skill checks because you got nothing to offset. (I would recommend Worldly to roll twice on those skills and take the best if you really get backed into a corner, and fates favored possibly to use with divine favor just in case combat.) Extra Trait feat. at 3rd. or possibly Fast Learner to boost up your lack of con and take more advantage of high int.

I actually think you would be better served choosing (Charm) as your domain class and (love) subclass its part of Shelyns kit, the sanctuary as immediate action would really help you because you don't have combat stats if someone charges you. or attacks you in melee, and that half your background have to do with love of some sort. so it seems your character is motivated by love and wears it on her sleeve.

Love the well thought out and workable background for hooks. and solid ties back to your trait choices.

@myth NP glad I could help.

@Ouachitonain there is not a named nethys temple so it would be a shrine. so make up a person and I will work with it if chosen.

@Cuan choose your strongest Background choice. there is a male tengu that runs a clothier shop named Chuko, you can use or a female named Korva tengu that just went missing. if you want noble there are many named in the thread.


Alright, this is Ouachitonian's submission. Nox is an Alchemist (Vivisectionist/Internal Alchemist). Turned down for entry into the Order of the Torrent years ago, he has dedicated his life to using his alchemical gifts to become the best warrior he can be. As such he'll be reasonably useful on the front line, and also capable of some magical support. Eventually, I want to take him into Master Chymist and really play up the Jekyll/Hyde aspect of that PC. It works great for a follower of Nethys, who himself is both creator and destroyer.

I'll probably make a couple more small tweaks, but he's pretty much done.


TY for feedback, making a few adjustments.


Okay, so his build is now complete for level 1 and all that's left to do is his story!

Build:

High Lord Alexi
Class: Cavalier - Order of the Sword
Theme: Dragoon
Race: Human
Level: 1
Challenges: 1 per day
Challenge Attack Bonus: +1 when astride his mount
Challenge Damage: 1
Tactician: 1 per day
Tactician Duration: 4 rounds

Fighting as his Noble self for the beginning of the campaign with a Rapier.
Trait: Child of Kintargo - Has an Uncle in Kintargo, but is actually on business to acquire

the services of an Architect to build a tunnel under his home. Staying with his Uncle.

HP: 12
AC: 19, Touch: 13, Flat-footed: 16

Speed: 30ft, Initiative: +3

Str: 14
Dex: 16 (+2 from Race)
Con: 13
Int: 13
Wis: 12
Cha: 14

BAB: 1
CMB: 3
CMD: 16

Fort: 3
Ref: 3
Will: 1

Combat:

Note - +1 to all damage vs Challenged opponent (when activated)
Note - +1d6 precision damage for self & all allies within 30ft (when activated)

Rapier - +3, 1d6+2, 18-20x2, p

Skills:

Acrobatics*: 8 (1 rank, 3 dex, 1 trait, 3 class)
Diplomacy*: 8 (1 rank, 2 cha, 2 trait, 3 class)
Knowledge (Nobility)*: 6 (1 rank, 1 int, +1 trait, 3 class)
Perception: 5 (1 rank, 1 wis, 3 feat)
Sense Motive*: 5/6* (1 rank, 1 wis, 3 class/+1 extra to oppose bluff)

Traits:

Alternate Racial - Focused Study: Replaces Human Feat.
Alternate Racial - Silver Tongued: Replaces Skilled. +2 Bluff and Diplomacy. Can increase an attitude towards you by three steps instead of two.
Campaign - Child of Kintargo
Reckless - Acrobatics class skill and +1.

Reason for Protest - Tagging Along: +2 on Perception and Initiative during the protest.

Feats:

1a. Exotic Weapon Proficiency (Double-ended Spear)
1b. Skill Focus (Perception)
1c. Precise Strike (Tactician)

Gear: Fancy Breastplate (used with the 200gp Child of Kintargo fund), Fancy Rapier (20gp), Noble Outfit and Signet Ring (from trait).

Gear not currently on him: 8 shortspears (8gp, 1d6, 20x2, piercing), 1 double-ended Spear (can detach into two short spears, 20ft range, piercing, 20x2 crit, 90gp?).

Gear desires for later: Ring of Featherfall, Boots of Springing and Striding, +1 Mithral Breastplate (fashioned to conceal his identity with lightweight, decorative metal plates and a beak-like helmet covering his face and body. This is simply for aesthetics, will look unusual and I'll focus in Disguise around this time).

Wealth remaining: 57gp

Cavalier abilities:

Tactician - At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Challenge - Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Edicts:

The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Loose progression later on:

Level 7

Mount: Griffon
Mount name: Stormchaser

Alexi's Moniker: Ahringar, Rider of the Storm


A quick questions for the build:
- would you allow an old character (mid-aged -1 all physicals, +1 all mental attributes)?
I envision/describe my dwarf to be quite old and frail looking, so mid-age would fit just nice.

Maybe I missed it in your OP, but how about start gold and HP? Average/Max for class?


max hp at first level.
average starting gold.

no age adjustments but you can be a old character. the age adjustments give old characters that are casting class to much of edge. in point buy mechanics.


DM, I'm interested and debating between submitting either a tiefling summoner or a half-elf inquisitor of Calistria. Either sound more interesting or a better fit to you? And if summoner, original or unchained? Thanks!


either is fine, right now we are short on arcane and healer classes on submissions. look though the thread there are several tie backs to backgrounds in the thread.

there is a calistra temple in kintargo. but it was abandoned for some reason and taken over by the church of Abadar


Yeah, I saw that about the Calistrian temple in the players guide, which is why I was thinking it might be fun. But if there is a surfeit of combat types...sounds like a full caster rather than 2/3rds is in order.

Hmm. I may go full cleric. Okay. I'll have something to you by end of Sunday. Thanks.


Hello, I would like to submit Laurent Jhaltero for consideration. In the stat block below he has a regular background, and below that I will put in your specific requests. If you would like me to change or clarify anything, just let me know.

Laurent Jhaltero:
Laurent Jhaltero
Male human (Chelaxian) unchained rogue 1 (Phantom Theif)
LG Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +2 (1d6/19-20)
Ranged shortbow +2 (1d6/×3)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 14, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Noble Scion Of Jhaltero, Weapon Finesse
Traits affable, child of kintargo (free noble outfit, signet ring, and non-magical item of 200 gp or less- Laurent has received masterwork thieves' tools)
Skills Acrobatics +5, Bluff +8, Diplomacy +8 (+10 to gather information.), Disable Device +7, Escape Artist +5, Knowledge (local) +6, Knowledge (nobility) +9, Perception +5, Perform (string instruments) +8, Sense Motive +5, Stealth +5, Use Magic Device +8
Languages Common, Elven, Infernal
Combat Gear oil (3); Other Gear studded leather, arrows (20), short sword, shortbow, backpack, flint and steel, hooded lantern, masterwork thieves' tools, noble's outfit, signet ring, 63 gp, 7 sp
--------------------
Special Abilities
--------------------
Broad Education, Refined Education (Diplomacy) Please see here
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 a young age, 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.

Laurent is in Aria Park to protest the government.

5 Character Points:

1) Despite being trained in diplomacy, Laurent has a tendency to be on the naive side of things, and looks for reasons to put a good spin on people's actions.
2) Though he loves to play his lute privately for himself and friends, Laurent considers actual performace of music or acting for money to be a decidedly middle-class, and even somewhat unsavory, activity.
3) Laurent is a monarchist and generally opposes democratic governments.
4) He loves tales of chivalry and romance.
5) Laurent considers giving alms a great activity and will often give his money away to beggars.

Goals:

1) As a personal goal, Laurent would like to find (or have arranged) a wife or fiancé of sufficiently noble status.

2) Laurent would love to see Barzillai replaced with a Jhaltero lord mayor- as the campaign progresses he would like to see the independent Ravounel ruled by a Jhaltero monarch (though not necessarily himself).

Secrets:

1) Laurent, at about 12 years old, rose during the night to use the privy while in the family's country estate. He heard a noise from his father's study and, going to investigate, discovered his father passionately kissing a woman who was not his mother. He didn't get a good look at the woman as a retreated in horror from the scene. Laurent has told no one of this incident, and has no idea what to do with the information.

2) Many other members of the Jhaltero family consider Laurent an idiot due to his cheery disposition and propensity to believe the best of people. He is occasionally fed false information by the family's spy network with the expectation that he will reveal it to enemies in order to establish friendly relations with them. He is kept at arms length from real, sensitive information. He is generally unaware of all of this.

Contacts:

1) Canton Jhaltero, the current head of the family and a Chelaxian Baron. Canton, Laurent's uncle, is one of the Jalteros mentioned above who considers Laurent a fool and is quite happy that Laurent has little interest in the family's information network. Otherwise he is fond of his nephew, especially his lute playing.

2) Fenélon Jhaltero is Laurent's father and Canton's younger brother. Fenélon does not spend a lot of time in Kintargo and, much like his son, has no particular talent for intrigue. His friendly nature has made him good at negotiating business contracts, so he is nominally in charge of the family's silver mining business (the actual work of managing the mines is left to hired foremen or occasionally enslaved overseers). Though they are a lot alike, and there is a bond of familial love between them, Laurent is a little embarrassed that his father has been relegated to engaging in commerce, which he considers beneath their noble status. As noted above, Laurent does not know how to broach the subject of his father's affair with anyone, as both keeping silent about it and talking to someone could bother be considered breaches of honor. Fenélon has been married to Gormatrudis Jhaltero (née Sarini), Laurent's mother, for many years. Gormatrudis is the one who introduced Laurent to chivralic romances as a literary genre.

3) Mousillon Jhaltero is Canton's youngest son, about the same age as Laurent. The practical and unromantic Mousillon is already marked, despite his young age, as a rising star in the family thanks to his amazing talent related to all things underhanded. Mousillon and Laurent are like oil and water and can barely stand each other; Laurent's belief that everyone should be extended some basic courtesy means that he is often required to suffer his cousin's behavior unbecoming of a noble of Cheliax without comment. In private, he has been known to attempt to put the ignoble Mousillon in his place, which led to a number of brawls when they were younger.

4) Beppe Puddinfoot, a young halfling man, has been Laurent's valet and friend for many years. The Puddinfoots have worked for the Jhalteros as mine managers for many generations; the young Beppe was taken into Fenélon's household as a child and raised with Laurent to be his playmate, and then his valet and manservant. Laurent considers Beppe to be his closest confidant and does not go far without him.

5) Despite, at the moment, considering himself a follower of Shelyn, Laurent is not very fond of Zachrin Vast, the current high priest of Shelyn in the city. He finds the man's deliberate attempts to be androgynous to be off-putting and forced, and does not consider him a worthy representative of Shelyn. Laurent does not often attend services when he knows Zachrin will be presiding. As they move in the same social circles, he is sometimes forced to endure his presence at parties or other gatherings. Laurent always tries to be courteous in these situations but tries to extricate himself from speaking with Zachrin as quickly and politely as possible.

Memories:

1) Laurent remembers the first time he received a tale of chivalry from his mother, a classic work by Taldan author Mikos Bembo, entitled The Fastness in the Wilds.

2) Often having sat-in on or overheard meetings between his father and Andoren mercantile agents looking to purchase raw silver, Laurent was very unimpressed with their poor manners. He remembers the many times such agents were insubordinate, and even disrespectful, to his father, an hereditary noble of Cheliax.

3) Laurent remembers as a child, going into Kintargo with his father and Beppe for a business trip. While playing in the Jhaltero family gardens, a beggar approached the gate asking for alms. Though they did not have anything themselves, Beppe and Laurent searched the garden for over an hour, and scrounged up every dropped piece of copper. They gave this money to the man who languished by the entrance. Though it was probably less than a silver piece, Laurent will never forget how grateful the man was.

Fear:

Laurent is terrified of losing face in public, and is committed to the ideal of a chivalrous gentleman. Unlike many, however, he is equally concerned about maintaining that persona in private. Public failures of courtesy on his part are likely to leave him deeply ashamed, while private ones are likely to gnaw at him and his self-image.


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the way things stand-

Lirana Caldori- Cleric- Finished
Septimus Falkland- Constable/cavalier- Finished
Beorn the Divine- Bard- Completed
Mythryndyr- elven slayer
Nox Copperscale - teifling alchemist- finished
Monsieur Orgon- unchained rogue- Finished

incomplete submissions
Isabelle D'Sarini- arcanist- not finished
Berenice Bluethistle - halfling slayer- not finished
Old Snowbeard- Witch white haired- not finished
Phntm888- halfling sor- not finished
Thad Grenshaw- Investigator -not completed
Dinaeri, Keeper of Peace- human fighter- not completed-

dotted but not submitted anything-
Cuàn
SnowHeart
Arknight
RelicBlackOUT
Thrawn007
Renvil Ratarion-
Dread Delgath
Sideslip
Qiao Shu-Sai-Chong
TheSuperDodo
Vors Falchen
derpdidruid
Profession Smith 6 ranks


And Caspan Saal- Brawler- completed

Just Fyi I have been looking over the last few attempts at completing the Hells rebels campaign path through different PbP, and I don't want this one to fizzle or lose as little amount of people as possible. So I decided in this campaign path if I get enough people. I am going to do two groups with two threads. that will not meet but will be working on the main story (both will start out at the protest ; and hear about the other teams exploits in rumors). with the purpose that if there are drops as the campaign moves along. I will then merge the groups and keep the flow going. because as I stated I have ran this path before and expanded it. so group A will start the campaign on the main path and group B will be working on a path that is a turf war between the Red Jills and the River Talons (two groups that in the campaign did not get enough Love) . that will have a tie in with the silver ravens and be apart of it. taking for inspiration from real life that groups deep undercover wont necessary know the other people.

What do yall think? this is only if I get enough good submissions.

looking for group A- 5 people
Group B- 4 people


Sounds like a fun idea as long as you're ok with handling two groups like that. If everyone who has dotted puts up a submission, you should get enough characters for two groups.

I'd have no real preference for either group and just go with whichever would fit her best.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I do think it's a neat idea, but I have to admit I'm always wary when first time PBP-GMs take on too much at once. While tabletop GM'ing certainly translates, they're also very different, and it's easy to slow down and have momentum get lost when there's too much. I'd rather be not selected and have one game go strong to completion than get into one of two games and have them fizzle out.


I got a lot of strong submissions maybe your right because it is my first time.

ill think more about it. I have a lot of free time right now but your right it could change.


Sounds really cool! Might be quite taxing in terms of time consumption for you though, but if you have the time and are willing to do it that way, by every means yes!
Do you have decided when you will close the recruitment? I think there was a mention about ~ a week from now? I can finish my submission by tomorrow but would love to take my time with it until the mid of next week to take advantage of some office hours to write him up a bit more...


I'm closing the submissions next Friday 10th. make the decisions Sat. Then start that mon 13th. by then ill also make the decisions on if 2 groups or one depending on if there are a clear consensus. I might lean toward I might be a little over eager and step back to maybe just moving up the group size to 6 instead of 5. to make up for possible droppings. and ask if people just want to be emailed if not selected if there are any openings. I am open to suggestions, I just want a good game.


DM Chubbleston wrote:

@Ouachitonain-

yes but roll three times on here and choose one of the three or use the original one. because there are some truly sucky ones.

That goes for anyone else too. if they want a variant teifling ability. and don't like darkness or pyrotechnics for the regular tiefling or hellspawn teifling.

DM what about the variant tiefling heritages? Or is hellspawn the only variant? I was thinking of a Rakshasa-spawn sorcerer until I saw your notes and this.

Sorry for the dumb questions. Just trying to think up an interesting full caster to fit with this AP. Really appreciate the work you're putting in and responsiveness to questions; bodes well for a good campaign, whoever you accept.


Just so other players know the right characters, I just want to correct the Class you put me as - I'm a Cavalier, not Fighter.

Cavalier's are able to buff allies. That's partially why I went with the class. Still working on the points you wanted us to follow, because some of the questions are actually incredible hard, specifically "name a secret your character is aware of and one he is not".

I've got a few he's aware of, but none for what he's not. He has Noble opposition, but no enemies. That's why I thought it would be interesting for him to be in Kintargo. He'll make a few there.

He has his secret, but as a Cavalier of the Order of the Sword, he's honest. He doesn't lie and has lead a fairly normal life as a Noble, so there are no secrets I can think of that are relating to him that he's unaware of. I've tried and tried, but there's just nothing.


you could basically look at is what would there be a secret that other people would know. the idea is external Point of view not internal Point of view you could be the most honest person in the world. but if your mom had a affair that they didn't tell you about, or your friend secretly hides that fact that she is in love with your character. so external secrets at the best way to think about it. things your character wouldn't have control over.


He didn't choose the life of a Noble, but it chose him, though that doesn't exactly count because he knows he's a Noble. His Uncle is a good guy, so I don't think it would work him being in contact with House Thrune without Alexi knowing. It's tough because I just see Alexi as having a mundane life. He just has the normal things to deal with in his position and has gone away "on business" to change all of that. No idea. Character creation isn't the problem because I have his backstory. It's just some of these questions. Anyone can think anything about him, good or bad and I wouldn't know. Someone in Kintargo hates Nobles, scoffing at Alexi behind his back when they saw him in the street.....it's just too bland. Very tough.


You might want to consider rolling all Initiatives for the group as well as Perceptions to speed things along. Also asking for the relevant skill checks("I need Know-Nobility") so people don't have to wonder just what they need to advance.


@snow I have tie ins for the tiefling varients I gave, I would pref one of those.
@denari I'll come up with something for you tonight.


Thankyou!

This is what I have so far:

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

1 - Establish Ahringar as a different personality without arising suspicion of his true identity.

2 - Remove the corruption of House Thrune from Kintargo, establising contacts under his public Noble guise of Alexi, while becoming a symbol of hope for the people under his mysterious moniker of Ahringar.

Two secrets, one the PC keeps to himself, and one kept from the PC.

1 - The tunnel he's having built under his home is to house his Griffon. It'll run into Verduran Forest from his Town that's half a mile away, to not raise suspicion with the local townsfolk.

2 - His mother fell pregnant a second time, but miscarried when he was young and kept it from him. His father knew but didn't think it was necessary to inform Alexi when he was too young to understand.

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. PLEASE consider the players reference guide for ideas.

1. Elaine Kine - Mother - Lives in Oppara - NG
2. Renard Kine - Father - Lives in Oppara - LG
3. Victor Kine - Uncle - Lives in kintargo, Renard's brother - LG

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

1. Leaving home for the first time. There was a mixture of uncertainty and excitement that lead him to becoming the man he is today. It solidified his personality and gave him his independence.

2. Being given a town to Lord over by Baroness Origena Devy. She's a close friend to Alexi's parents and repaid what they had done for her over the years by giving Alexi his town. Learning to lead, he knew he had to be a fine example of a man for his people, making firm but fair decisions on their behalf and calling for regular council meetings to see what needed to be addressed, changed, declined or agreed upon.

3. Seeing his Griffon friend for the first time, as he crashed down into the Verduran Forest one day when Alexi was out on his balcony. When Alexi went to investigate, this changed his life and put him on the path wanting to make big changes with his strong, soon to be mount/animal companion. He just needed to fund and put his plans together to become the anonymous figure he so desired to be.

Alexi Kine, High Lord of Deepfir

Hair: Black, choppy fringe, layered back to shoulder length hair kept in a tight ponytail
Eyes: Blue
Face: Attractive, strong jaw, fairly thick eyebrows
Complexion: Pale
Height: 6'1
Build: Slim

Clothing: White tailcoat with red lining. It has gold buttons and embroidered tassels on the shoulders. Under this is a White and gold waistcoat also with red lining, a crimson cravat, tanned trousers and black boots with gold detailing.
Notable equipment: White and Gold non-magical Rapier
Languages: Common and Sylvan

Personality: Very polite, chivalrous, grateful, highly formal, well spoken, confident, calculative, wise, considerate of others, rarely over-exerts himself, spirited, charismatic and intelligent. Lordly - Very respectable and loved by his people and in some cases, admired by his relatives and noble relations.

Alexi is well-spoken at all times. He's down to earth with good manners that never subside and he always greets others with formality - proper etiquette.

Backstory:

Born in Oppara, Alexi was the only child of his mother Elaine and his father Renard. He had a very studious upbringing and often took delight in reading tales of fantasy and the supposedly heroic tales of travelling parties and adventurers before his time.

He was privately tutored, often by his mother as his father spent a lot of time away from home on business, carrying out his duties and responsibilities as a noble lord.

It was through these duties that relations were formed with the leaders of surrounding settlements. Renard had a bit of sway with the council, making it easier for other notable members of nobility to acquire planning permission for expansion of their buildings or lands and so many high ranking members of the public would liaise and trade deals with him.

Though they remain in contact, most of the Kine family had gone in very different directions. Renard's brother Victor for example, moved to Kintargo to establish his name there as a Teacher of Philosophy and the Taldori language. He privately tutors and resides in the Green (Green) District.

At 20 years of age, it was time for Alexi to leave home and forge a name for himself. He'd had a proper upbringing and although fairly sheltered, had a good understanding of what would be expected of him in life, having seen first hand how his parents were treated and how members of nobility act around one another at privately held parties and events. He knew to be wary of others and that keeping up appearances was the best way forward, whether he trusted those around him or not.

Now at 26, Alexi's held his own settlement (courtesy of Baroness Origena Devy) for the past six years and has become quite a well respected political member himself. On the surface he appears to be a very intelligent person, capable of using the strengths of those around him to his own advantage, as well as guiding those around him to reach their potential for their own benefits. This makes him a formidable leader, yet under the surface he sees his nobility as something he has no way of escaping and a very challenging occupation at times.

As such, with every new adventurer he came into contact with, his dreams of doing something greater for the people of the land, something more fun than acting pretentious around folk that often made him sick to his stomach, became more and more a reality.

Going back two years, at 24 he decided one day to stroll out onto his balcony, gazing up at the blue skies above to take in his surroundings and accomplishments, reflecting on his past and pondering his future. It was then that he saw a large majestic creature soaring through the sky, seemingly on the hunt for food. Alexi watched with curiosity, when all of a sudden it dipped down into the forest not too far from his home. With little excitement in his life, he left without alerting those around him and made his way into the wooded surroundings of Verduran Forest.

Making his way through the twisting natural paths before him, he found himself at a rather large pond. It was quite the sight, highlighted by the sun in the middle of a clearing, encased in nothing but trees and thickets too wild to pass. It was here that the large creature he found himself gazing at above was in fact drinking from the pool some 30ft away.

As Alexi approached, the large beast seemed to ignore him as it carried on drinking. Alexi got a little closer still, when suddenly the bushes behind him rustled, revealing a charging pack of wild dogs headed straight for him and the creature.

Two of them jumped on the beasts back, sinking their teeth deep into its flesh. It let out a powerful roar and immediately leapt into the air, thrusting its wings down towards the ground, releasing a gust of wind strong enough to push the grounded dogs back several feet.

At this point, Alexi briefly covered his face from the dirt and lowered his posture to anchor himself a little better as he watched the creature thrashing about above.

Still attached to the beast, one of the dogs went for the throat and missed, crashing down to the ground and instantly dying, while the other clung on for dear life as the creature flew higher and higher into the air. Meanwhile, Alexi was on the ground slowly getting surrounded as the dogs advanced on him, backing him further and further towards the pond edge.

Drawing his Rapier, Alexi held his weapon out in a defensive stance and tried to ward the wild dogs off by shouting, which served to only aggrevate them further. Suddenly, there was a yelp and a huge splash behind him. Instantly turning to see what the commotion was, the three dogs ahead made their move and ran towards the noble. Lunging upwards, Alexi managed to catch the first dog in the eye, swiftly drawing his blade back down and readying himself for the next attack, this time against the dog to his right. As it leapt through the air, Alexi lowered himself further to the ground and aimed his Rapier high once more, piercing straight through the dogs ribcage as it jumped towards him, instantly killing it.

Pulling his blade from the corpse and under the pressure of the dangerous situation he found himself in, Alexi lost his footing and stumbled back towards the waters edge, not realising how close he was to the pond or how uneven the ground around him was. This time he wasn't ready for the dog. As it snarled and foamed at the mouth, it ran for him once more, leaping straight for his arm when suddenly, out of nowhere, the soaring beast Alexi had seen before, swept down from the sky above and snatched the dog right before Alexi's eyes, taking it high into the sky and dropping it some 80ft away.

The beast then returned to Alexi, landing right beside him. It was tense for a moment, but the creature cautiously approached the noble and nudged him with its beak before lowering itself to the ground, gesturing to Alexi with a nod to seemingly get on its back. Still a bit uneasy, Alexi ignored his gut instinct and climbed aboard the beast, which was in fact a Griffon. The creature then flew him to the edge of the forest and out of harms way, where Alexi, somewhat awe inspired by the situation then made his way back home.

Over the next few days the noble realised that this forest was in fact the Griffons hunting grounds and over the next couple of years, he made regular trips to visit this creature, befriending it and eventually learning to ride it. With each visit Alexi was better prepared than the last and understanding the dangers of the forest, planned to have a set of armour privately commissioned for him. The helmet would somewhat resemble that of the Griffon's head, while the rest would armour him head to toe. He had a distinct vision of what it would look like, with decorative thin plates strategically placed to not impede movement, but covering enough of his body to at least conceal his identity while protecting his most vital organs.

He continued to slip out of his home unnoticed and after familiarising himself with the Griffon, he set aside a very small amount of the towns funds to begin building an underground lair in the form of a massive tunnel, leading from his home to the Verduran Forest. He planned for it to be constructed within the basement of his home, with the idea that it would be far enough down to not alarm or suspicion in town.

First, he would need an experienced Architect to ensure his home would remain stable after digging a lot of its foundations up and had planned to have the builders/miners visit his home publicly, so he could easily address the public with his new "Wine Cellar", should they ask.

After some tedious research, he discovered a Noble family by the name of Jarvis were trained specifically within the building and construction industry and that the Architect's within the family would likely take him up on his request. This would also allow for him to form further business relations and would likely benefit both parties.

The purpose of this 40ft wide by 30ft high tunnel was to serve as the home for his Griffon companion, which he personally named Stormchaser.

Though a great distance away from his home in Andoran, Alexi departed Deepfir and made haste for Kintargo. He travelled by sea on a rather long journey and decided the first thing to do upon arrival would be to drop by his Uncles place, who he hadn't seen for at least ten years. He was still recognisable as the same boy his Uncle once knew. He was just a little older and wiser, but kept his true intentions a secret from everyone.

He'll tag along to the protest, but as soon as anything kicks off, he'll gladly root out the evil and destroy it, acting as the caught up citizen within the struggle until he can establish his second persona - Ahringar.


Thanks for the opportunity, but I'm going to drop out - just got into a different campaign. Thanks and good fortune, all.

Dark Archive

DOT for intrest. Tho long to try out the Vigilante and perhaps I'll try it with a Teifling.

Have a dark and brutal hero (think punisher) and a kind and caring social identity.

Dark backstory and all the Jazz.


1d100 ⇒ 39=Once per day, you can move at double your normal speed for 1 round.

1d100 ⇒ 21=You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll

1d100 ⇒ 5=Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.

Hmmm.... I'll take the fiendish luck in place of my spell-like ability...

Now for some random apearance traits ^-^

random Physical Traits for flavor:

1d100 ⇒ 27=Face: insectile mandibles

1d100 ⇒ 57=Skin: strangely colored

1d100 ⇒ 98=Other: whistling umbilicus(Really? A belly button that whistles?)

1d100 ⇒ 41=Draconic horns

1d100 ⇒ 24=Eyes: smoking

<_<... yeah I'll go with some of these...

Question, are you also doing background skills?


@DM: do you have any info on House Aulorian you could share? I have in mind a young member of the family who wast sent to attend Lepidstadt University. Hearing of issues back home, he returns home to get entangled in events in Kintargo.

Would be an Investigator (Lepidstadt Inspector, Questioner)...


Count auxis Aulorain LE Human- deal in magic salt and silver.

if you are doing a investigator- there was a professor Dr. Mangvhune that taught at a university, the ended up being a jack the ripper type called the temple hill Slasher that was caught and killed. you could tie in both.


@DM, didn't think you saw my question.

Are you doing Background skills/Variant multi-classing


@Severis nope, neither. sorry.


A couple points in the background are still missing and I'd welcome any advice or input, but if you think this is on the right track, I'll create an alias, copy it over and make a final submission. Thanks for the consideration.

Aldren Halfblood, Half-elf cleric of Calistria:

Aldren Half-blood
Male half-elf cleric of Calistria 1
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 8 (1d8)
Fort +2, Ref +0, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . morningstar +2 (1d8+2)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—alter self (specific human, drow, or elf form)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—copycat (1 round), dazing touch
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, charm person[D] (DC 15), murderous command[UM] (DC 15)
. . 0 (at will)—detect magic, guidance, virtue
. . D Domain spell; Domains Charm, Trickery
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 10, Wis 19, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling
Traits child of kintargo, reactionary
Skills Acrobatics -5 (-9 to jump), Bluff +7, Disguise +3, Knowledge (religion) +4, Perception +6, Sense Motive +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Other Gear breastplate, buckler, crossbow bolts (20), dagger, light crossbow, morningstar, bedroll, belt pouch, flint and steel, holy text (The Book of Joy)[UE], iron holy symbol of Calistria[UE], masterwork backpack[APG], mess kit[UE], noble's outfit, signet ring, soap, spell component pouch, trail rations (5), waterskin, 22 gp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Dazing Touch (7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Creation Notes:

* Took the Alternate Racial Traits: Flexible Half-Breed (Blood of Shadows) (use alter self 1/day, replaces Multi-talented racial trait) and Integrated (APG and ARG) (+1 bluff, disguise and Know-local, replaces adaptability racial trait)
* Half-Elf's +2 to One Ability score put into Wisdom
* Favored Bonus is +1 skill point

Sourcebooks used:
Advanced Players Guide/Advanced Race Guide (trait; Integrated)
Blood of Shadows (flexible half-breed)
Hell's Rebels (trait)
Ultimate Equipment (gear)
Ultimate Magic (spell)

Background:
Five Concept or Story Points
1. The bastard son of Kintargo's lesser noble houses, he's always been the embarassment. He was dropped, unwanted, by his mother at the manor's doorstep. While he learned to hide his half-elven features with innate magical talents, he was never accepted by his family.
2. Aldren embraces the vengeance aspect of Calistria more than the lust and prostitution.
3. Taught by his family to keep his feelings and emotions hidden, his temper and wrath is a slow burn. In daily interactions, he strives to maintain an amicable demeanor, whether it is calm and docile or friendly and flirtatious. But he holds grudges and nurses them.
4. When not pursuing vengeance or otherwise dealing with the dangers of daily life as a member of an outlaw faith, he is a consummate hedonist. He adores finery and luxuries and has been known to use alcohol to excess and even dabble in pesh and other narcotics.
5. He conceals his faith through a blend of magic, friendships and lies. It was a topic that never came up with his family, so keeping it hidden hasn't been a terrible challenge so far.

Two Goals
1. Restore the presence of the Church of Calistria in Kintargo
2. Take vengeance on those who committed the apostasy of turning the House of Satin Veils into a petty bank

Two Secrets
1. He's murdered a relative (half-sibling? cousin? uncle or aunt?) and has no regrets. It was pre-meditated and cold-blooded but rooted in his concept of vengeance and view of his faith. He used his alter self and charm person abilities to seduce the relative, then slit their throat when their back was turned. The relative was a worshipper of Asmodeus and had used the shuttering of the House of Silken Veils to put several of the sacred courtesans into slavery.
2. Unknown to him, there was a witness who saw Aldren's face when he let the Alter Self drop.

People Tied to the PC
1. Keya Moonsnow (F elf CG) was Aldren's lover and a sacred courtesan at the House of Silken Veils. She was one of the elves sold into slavery by Aldren's relative.
2. Laria Longroad is a recent contact he has developed and one with whom he has sympathy. Slaves have a greater need for vengeance than most, and Aldren is happy to stoke those flames.
3. (Former leader of Calistrian faith?)
4. [Foe... not sure]

Three Key Memories/Moments
1. Being kicked out of his family's house and officially disowned. It is what finally drove him into the faith of Calistria.
2. Murdering his relative. He did not enjoy it, but did find it satisfying to have rid the world of a bit of evil. That it was done through an "evil" act does not bother him, though he has spent time pondering why that is the case.
3. Watching from the crowd as Keya was sold into slavery and feeling powerless to do anything about it.

Fear or Paranoia
1. Falling into the bonds of slavery or imprisonment. Keya's fate bothers him personally. The fate of other slaves bothers him in the abstract, but he sees that mostly as a tool and an opportunity. But the thought of himself becoming a slave? Losing everything he has? They'd likely cut his tongue out so he couldn't cast spells, and he'd never enjoy the luxuries he does now. He'd sooner slit his own wrists than let something like that happen.

Reason to Protest
Meeting a Contact -- Aldren woke one morning to find a note inside the pocket of his finery, perhaps slipped there the night before. It hinted at Aldren's affair with Keya and said that if he wanted vengeance to meet a member of the Silver Ravens at the Aria Park protest.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Thad Grenshaw

build:
Male human Investigator
NG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +2 (1d6/19-20)
Ranged light crossbow +2 (1d6/×3)
--------------------
Statistics
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Str 10, Dex 14, Con 11, Int 14, Wis 18 , Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Persuasive, Weapon Finesse
Traits Fed-up Citizen, Reactionary
Skills Acrobatics +5, Appraise +6, Bluff +5, Craft (brew) +6, Diplomacy +5, Disable Device +6, Escape Artist +5, Knowledge (local) +6, Perception +8, Profession (Barkeep) +8, Sense Motive +8, Stealth +5,
Languages Common, Halfling, Infernal
Gear studded leather, bolts (20), short sword, light crossbow, backpack, flint and steel, lantern
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Special Abilities
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Inspiration
Alchemy
Trapfinding

Background:

Background- I saw this and stole it. (shoutout DM mathpro, who also stole it from someone else)
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
*Thad has grown up in a lower-middle class family
*Thad's father worked at the Jhaltero stone quarry and his father before him
*Thad dreams of one day owning his own tavern or bar
*Thad believes that the government should not limit trade
*Thad thinks he might be able to do something helpful once he gets his bar going.

2) Two goals that you'd like the character to accomplish in-game.
*Owning and running a bar
*Contributing to the overthrow of the government

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.
*There's more to Thad than meets the eye. Thad has some skills beyond barkeep
*Thad's father is rooting for him

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. PLEASE consider the players reference guide for ideas.
* Rival - Clenchjaw - runs another bar
* Acquaintance - Canton Jhaltero - fathers boss, grandfather's boss
* Crush - daughter Victocora - Thad only saw from afar but was in love. One day the families estate burned down and he never saw her again

5) Three key memories that define your character as the person they are at the time of submission.
*Family meeting the Jhaltero's at their estate
*Father telling him to pursue his dreams before on deathbed
*Finding a painting of his great-great grandfather who owned a tavern

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
*Thad has a crippling fear of running a tavern that he owns into the ground. He has nightmares about it, waking up in cold sweats.

Monsieur Orgon I really like your character and the depth, I really hope that we get to play together.

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