Hell's Rebels: Flight of the Silver Ravens (Inactive)

Game Master pinvendor

Initiative Order:
Coming soon...

Rebellion Sheet

Kintargo Map Roll20 Link

Hell's Rebels Loot Tracker

Kintargo's Population: 11,897



Howdy! Currently in the market for a replacement PC for an ongoing Hell's Rebels campaign. Melee/tank/meat shield/frontline combatant is the current desire. We are a group looking to locate one more player interested in this role and also interested in active roleplaying. Hell's Rebels is definitely a game with action, but also lots of downtime which we hope to fill with subtle character development and interesting story.

Still interested? Please continue reading. :)

The character creation outline for Hell’s Rebels characters will be as follows:
Rules for character creation marked with a ‘*’ will have additional notes below the overall outline.

  • Starting Level: Replacement PC will start at 2nd level.
  • Alignment: Any Non-Evil. The campaign is Chaotic Good themed.
  • Ability Scores: 15 point buy.
  • HP: Max HP rolls at 1st level. Players will roll for HP or take Average from level 2 onward.
  • Traits: 2 traits, one of which must be a Campaign Trait. A third “Reason for Protesting” mini-trait will also be required to explain why you attended the Aria Park Protest.
  • Drawback: Drawbacks are allowed.
  • Base Starting Money: 1000gp.
  • Races*: Any Core, plus Tiefling and Tengu. Other races may or not be allowed at the DM’s discretion, though any beyond the above mentioned ones will carry certain penalties for the rebellion.
  • Classes: All classes from Paizo Products, including Occult Adventures. Unchained versions are mandatory for those classes that have unchained versions.
  • Firearms: Firearms are allowed, but operate under the standard rules, and thus are not commonly found in Kintargo or Cheliax.
  • Crafted Items: Any character able to craft items through a feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time at the reduced price if they can craft the item by taking a 10 and succeed.
  • Background Skills: All players gain an additional 2 skill ranks per level to be used in Background skills.

*Unusual Races: Races that go beyond the above-mentioned choices will see a penalty to the rebellion - most notably, unless steps are taken to hide one’s unusual race, the group’s Notoriety will see a greater increase each time Notoriety is gained, and the organization’s starting Notoriety will be higher for each unusual race. Submissions including a race native to Cheliax are more likely to be considered.

When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Theodric Rothnt’s Profile. An easily copied and modified version can be found here. Alternatively, Hero Lab format or something very similar to either works as well.

Also, include the following information in your profile:

  • 1) Appearance
  • 2) Personality
  • 3) Background

When reading backgrounds, I’m looking for ways that you as players tie yourselves into Kintargo; Where do you live? Do you have family here? How long have you lived here? Do you have any special haunts that you frequent? Do you have friends or rivals? These sorts of things I’m looking for, and the better tied to Kintargo your character is, the better chance you have at being selected. This also helps me see who has read the player’s guide and the ‘Kintargo at a Glance’ article within it.

I am happy to answer any questions here or via PM. Thank you for stopping by!

The Exchange

Dotting, also would a ragebred or other varient skinwalker barb be ok. I have some other ideas but I have been meaning to play that. I was thinking that I could play him as pretending to be a beastmorph alchemist drinking his 'mutagen' to change shape.


Any issues with a paladin? Any gods in particular to be avoided for reasons of the party/game so far?


I have a double axe half orc that I have been wanting to play for a while now. I will conform him to your specifications today and post him soon.


Player in the game here. I would also like to stress the need for someone who actively partakes in role play. Not only does it keep the game moving and interesting, but it's good for exploring various hooks and providing the DM with opportunities to work in campaign bits. The more active role players the better. We would prefer a "Role Player" over a "Roll Player."


Throg Sophas wrote:
Dotting, also would a ragebred or other varient skinwalker barb be ok.

I honestly am unfamiliar with the expression 'ragebred.' That phrase doesn't seem to come up in the PRD nor d20PFSRD, so if you can elaborate or explain a bit more, I can answer you clearly.

GM Mowque wrote:
Any issues with a paladin? Any gods in particular to be avoided for reasons of the party/game so far?

Paladins: I don't have a problem, per se, but obviously playing the class could be tricky as the AP lends itself better to those less rigid in the Lawful direction. Also, it's worth mentioning the current focus of the Rebellion is Secrecy which may not really jive well with a paladin's code when the party does sabotage and similarly "underhanded" actions. I also suspect that there may be moments when the Rebellion may have to wrestle with the moral dilemma of allowing evil acts to occur without intervention for one reason or another which would be in direct conflict of a paladin's code to prevent the suffering of innocents.

Gods: I would recommend avoiding Lawful deities for the most part since I imagine those who are not will be more likely to allow slips in the Paladin's code for the benefit of the cause whereas many Lawful deities would be more likely to disapprove of trying to shirk Thrune's 'legitimate authority' of the region. Some deities may even approve of the intent of the current situation which could cause a paladin PC to come in direct conflict with his own church which might require some serious roleplaying to avoid consequences.

If you have more questions, please let me know.

The Exchange

It is one of the Varients under Skinwalker It shows up halfway down the page. I also ended up chosing Scaleheart/werecrocodile kin. If this is a problem i can switch to another race and this archetype


Interesting. I wonder why their search function didn't bring it up at first. I'll read up and let you know.


Throg here.
Tentative crunch and backstory complete and in character.


While I reserve the right to change my mind, my concern for race in Hell's Rebels is mainly based on the level of bigotry inherent within the game world of Cheliax. Human-seeming feels like it would work just fine in terms of interactive context, so skinwalker as a race should be acceptable for submission purposes.


Two hours of work

May I present Sentir Damutu, former Castellan of House Aulamaxa, and former thief, now crusader for Milani (mostly).

Sentir Damutu Stats:

Favored Class Cavalier
Favored Class Bonus +2 Hit Points

Age 26
Height 6’02”
Weight 200 lbs

Male Chelish Human Cavalier (Castellan) (Order of the Flame) 2
CG Medium Humanoid (Human)
Init +2; Senses; Perception -1
-------
AC 19 (Touch 12, FF 18)(+1 Dex, +6 Armor, +1 Shield, +1 Misc)
Hp 20 (1d10+5+ 1[Con]+3[Toughness]+2[Favored])
Fort +4, Ref +1, Will -1
Defensive Abilities
-------
Speed 30 ft base
Melee Longsword +5 (1d8+3/19-20x2) or Wahammer+5 (1d8+3/ 20 x3)Dagger +5 (1d4/x2)
Ranged Composite Longbow +5 (1d8/20x3)

-------
Str 17, Dex 12 Con 12, Int 9, Wis 9, Cha 14
BAB +2, CMB +5 , CMD 16
Feats Toughness, Power Attack
Skills [i]6 – Bluff +7, Diplomacy +7, Sense Motive +4

Armor Check Penalty -5

SQ Cavalier/Archetype Stuff

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. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Tactican-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.

Order Of the Flame-Order of the Flame

Castellan-
At 1st level, a castellan gains a +1 bonus to Armor Class and an additional +1 bonus on attack rolls when he is on higher ground. He also gains an additional +1 bonus to Armor Class and on Reflex saves when he has cover other than soft cover from other creatures. At 6th level, a castellan gains evasion (as a rogue) when he has cover (but not soft cover) against the source of the attack.

At 11th level, these bonuses increase by 1. At 16th level, he gains improved evasion instead of evasion. Both the evasion and improved evasion abilities work even when the castellan wears medium or heavy armor.

This ability replaces mount

Languages Common
-------
Traits
Meeting a Contact-You
gain a +2 bonus on all Diplomacy and Perform checks
made during the protest itself.

Star Stuck (Campaign Trait)- You gain a +1 trait bonus on Knowledge (local) checks.
Pick one of the following celebrities with which to be
obsessed. (Jackdaw)

Ambush Training- You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Feats
Power Attack-

Toughness- Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Escape Route (Teamwork feat)- You do not provoke attacks of opportunity when moving through spaces adjacent to allies

=================================================

=================================================

Carrying Capacity:
Light (0-86); Medium (87-173); Heavy (174-260);
Weight-83 lbs

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

Combat Gear: (54 lbs)
-----------------------------------------------------------------------
Longsword (15gp) 4lbs
Dagger (2gp) 1lb
Composite Longbow (100gp) 3lbs
Light Steel Shield (9gp) 6lbs
Chainmail (150gp) 40 lbs

Ammunition: (6 lbs)
----------------------------------------------------------------------
20 Arrows (common) (1gp) 3 lbs
20 Tanglefoot Arrows (20gp) 3lbs

___________________________________________________________________________ _______
Magic Gear: (2 lbs)

Sleeves of Many Garments(200 GP) 1 lbs

Stubborn Nail (100 gp) 1lb

Consumables: (0 lbs)
-----------------------------------------------------------------------
Oil of Silence(250 gp)

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

Other: (22 lbs)
-----------------------------------------------------------------------
Pathfinder Kit (12 GP) 22 lbs

Wealth: (--)
-----------------------------------------------
0 pp
141 gp
0 sp
0 cp
================================================================

Description::
Sentir is not a pretty man. He was born with a heavy jaw, deep-set eyes and wide shoulders. Straight brown hair lies thickly on his scalp, but he shaves his face when he can. He always seems hunched forward as if ready to charge at any moment. Short stubby fingers and thick arms give him a slightly ape like appearance at first glance. Life has not improved his look. The most obvious is his missing left eye, covered with a black eyepatch. His fingers are covered with scars from long hours of training (and later digging through trash).

His street clothes are a simple brown or gray, but clothes for home are often vibrant colors and trimmed with fake gold. Sentir enjoys the finer things but knows he can't wear them in the street (and can't afford really nice things anyway). Silk pajamas (and a feather bed) are a life goal. He nearly always goes armed if he can, feeling much better with steel at his side.

Personality::
Sentir has nearly a split personality. When times are good and his mood fair, he is a jovial companion, interested (if not very knowledgeable) about art, music and fine foods. He can be garrulous even, if the mood strikes him. A hard worker, he knows skills are gained after long work and his patience is nearly endless.

On the flipside, he is greedy, even now. A taste for fine things that are out of his reach will often drive him into periods of depression or despair (music is often his only solace in these times) He also holds a deep grudge against the inherited rich, doubly so for the Aulamaxa family (see below). When this mood comes on him he turns aggressive, violent and ready to fight at the drop of a hat.

Background::

The Damutu family was one of those un-named, un gloried families, on the borders of tapestries and edges of stories. They had served for three generations as the loyal guards and wardens for the Aulamaxa family. It was they who tended the family manor estate, their assorted keeps and holdings, as well as served in the Aulamaxa hunts (a point of pride for the family). Indeed, at the Counting House, it was custom to see a Damutu in arms besides every Aulamaxa, silent and stern. Well-trained and provided, time and custom had bound the two families together both giving honor to the other. It was the relationship of servant to master, but the Damutu were good servants, quiet, respectful and willing to die for their leiges.

Sentir was raised with the full expectation he would join this chilly relationship, as had his father, and grandfather. The Aulamaxa (simply called the ‘Family’ by the Damautu) hired some of the best teachers and trainers for their men-at-arms so Sentir received a full martial education. He proved quite adept with sword and shield, fighting with a reckless, aggressive style. While young Sentir did wound a few trainers, all marked him for future greatness in combat. It was clear he would be an asset to the Family as he aged.

Sentir has a weakness however, a taste for the finer things in life. It was not totally  unexpected, for he, in his service to the Family, was often surrounded by the best finery Kintargo could supply. In his duties he accompanied Aulamaxa to the great Opera where the finest musicians played, Whitegate Market with it’s collection of jewels and elegant noble goods, and the great temples to Asmodeus and Zon-Kuthon. It turned the young man’s head and he soon desired far more than was allotted to his station.

This turned to envy as he watched the rich Aulamaxa casually spent fortunes on trivial items, and then forget them. Every purchase Sentir was forced to watch or every fine wine drank in front of him, cut the young fighter. Why was he denied? Why should such fine things only be allowed to the Aulamaxa? He turned to haunting the taverns and bars of the Dock’s, in particular the Thrashing Badger. He became a familiar sight there, a hulking young man, still dressed in his family colors, marking him as a leigeman of Aulamxa. It did not take long for him to make friends, friends who spoke of ways to become rich. Sentir fell in with the River Talons, a gang of toughs and thieves in the city. Quickly a plan was hatched.

Whenever Sentir guarded the Family warehouse, he would ignore a certain door. As he guarded the manor rooms, he would pocket expensive perfume. Even among the famed kennels, he stole trophies of this hunt or that. The thrill excited the young man and he grew bolded by the day, For months he supplied all sorts of goods to his new ‘friends’, and they paid him well. Finally he could eat what he wanted, buy what he wanted, enjoy the pleasures of life.

It could not last.

Finally he was caught, by his own father, after trying to engineering the theft of a hunting mastiff. Shocked and horrified, his father took him to see the head of the family, Victor Aulamaxa. The stern matriarch was inclined to kill this untrustworthy servant but his father, not knowing the extent of his crimes, pleaded for his life. The sight of his most loyal and trusted man-at-arms, usually so reserved and emotionless, begging on hands and knees was too much.

Instead of death Victor Aulamaxa called his other guards. As they restrained a now struggling Sentir, Victor took a heavy iron poker, heated it slowly and then proceeded to, quite calmly, blind one of Sentir’s eyes.  

This done, the wounded and bleeding man was thrown naked into the street. His father sternly closing the door, disowning his thieving son. Sentir, in pain beyond belief went back to the Thrashing Badger, looking for his friends. But with Sentir now being useless, they deserted him.

It was a dark time. Forget the finer things, not Sentir struggled to survive. He lived on the streets desperate for work but his reputation preceded him. No one would hire a known thief for a guard. Months passed and his situation became ever more desperate. He took to eating garbage and lingering in back alleys, out of sight from the common folk, who commonly spit on him.  

It was in one of these dark alleys that Sentir was found by a few young men, carrying swords. Instead of attacking him however, they took him into a warm house, fed and washed him. The one-eyed man soon found out they were of a church he had never heard of before, the Rose of Kintargo, who worshiped Milani.

It took little convincing for the young man to join them, and he eagerly took up a sword again. While the faith itself did little to inspire him, he was devoted to repaying the debt to these men who had saved him from a life on the streets. Besides Milani didn’t seem to care for the rich and powerful anymore then he did. Now with a safe home, he took to wandering on the grounds outside the city, reliving his younger days with the hunts. With new sparring partners he once against became a terror with a blade, a master of the attack. Still, he was surrounded by men who respected and knew him, dare he call them friends? Real friends?

Then Barzilli came. Terror seemed to pass over the city. To escape this dread Sentir went to the countryside, hoping the storm would blow over. When he returned the Rose was gone. Every safehouse (that he know of) plundered, every contact vanished, all supplies gone. He had never risen very high and did not know if it was just his cell or the entire city. Still one thing was clear, a war had now come to Kintargo and he intended to fight in it.

Please tell me if I messed anything up, I tried my best to copy everything into your preferred format! Really look forward to this game.


@Throg & GM Mowque: Thank you for your submissions. I'll allow another day or two for more submissions, then confer with the active players on a selection.

Hoping I can have a concrete decision possibly this weekend.


dotting


I'm interested. I'll try to come up with a concept.


Still a work in progress, but it should give you an idea where I'm heading.


Thank you for your submission, Dreaming Warforged. Looking good so far.


Ok, I think Emmett is pretty much done.

Let me know if you have questions or comments.


Here is Hryvnas Raszamy. He is a warpriest of Desna with the Cult Leader archetype which makes him a bit more Rogue-ish than Fighter-ish. Not sure if that would fit with your game.

He is a Garuda-blooded Aasimar, but has the Scion of Humanity alternate trait so he looks human without a disguise.

The crunch would have to be updated for your game but the Fluff is more or less done.


Thank you for your submissions everyone. I will be looking over everything and rendering final verdicts. I may have a couple of questions which I will send along to you via PM, but I hope to have worked out a solid decision with the current players' assistance by Sunday evening. I post from the Pacific Time zone for ease of reference.


Thanks for the update!


In case you're wondering what's happening with the recruitment, DM Spirit of Pinvendor has mentioned preferring to step down as GM for this game.

Link to post.

Liberty's Edge

Hi everyone, thanks for the interest but as Dreaming Warforged noted the GM has had to pull out from the game. We, the remaining players, have spoken and we've decided to let the game die gracefully. Thanks a lot for your interest and for some great characters - I hope you all find games for them in the future!


I had a feeling.

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