| Lonnie Maldron |
This is Lonnie Maldron, mechanics wise he is a martial buffer that excels at protecting his team mates and causing them to shine. While still being able to meat out some of his own punishment when need be.
Story wise he was an orphaned some time around his 3rd birthday by circumstances unbeknownst to him. He was adopted (Rather quickly I might add) by a halfling family. Grant Maldron and Cynthia Maldron are his adoptive parents, though he never see's them as less than his flesh and blood and bears no ill thoughts of being an orphan. With no idea if his parents are dead or just gone, he has stopped really worrying about finding out. For the most part he simply works with his adoptive mother and father, doing backstage work at the local theater.
There is a little example of how I write at the bottem of his alias. Its in the "Backstory" tab. It's sort of a prequel to the start of the AP for him.
Also, Servis Black and Lonnie seem to fit pretty well together. Servis needing a teacher and Lonnie being a martial buffer and all, feel free to add me in there if you want.
| Servis Black |
Servis is a cannon with armor. He blends elements of Intrigue and Disguise with magic and weapons.
He will be a stealthy yet shrewd Diplomat. His ability to gain easy recorces from the Redroof will give him advantage, as well as the fact that anyone in the redroof will start one step better in liking him.
He will gain bonuses to intimidation and magic to boot.
| GM SilentSage |
Servis was the apprentice of an Azmodian preists. When he realized that Azmodian where satist and murderers, he left(or rather they made him leave.) He then lived among the Redroof and searched for work. He was hired as a bartender in the Devil's Nursery.
He needs someone to teach him theiving skills as well as Martal combat
I'm willing to add in your Character's as those teachers (and if you aren't picked I don't need as much work to remove you)
I'm open for discussion
First thing though, he's a Vigilante and is known as the Masked Devil of Sarenrae(or "White Devil" for Short)
Servis is a cannon with armor. He blends elements of Intrigue and Disguise with magic and weapons.
He will be a stealthy yet shrewd Diplomat. His ability to gain easy recorces from the Redroof will give him advantage, as well as the fact that anyone in the redroof will start one step better in liking him.
He will gain bonuses to intimidation and magic to boot.
You're already good, Servis. I think we get the concept of your character. Decent tragic backstory though, if chosen, I look forward to tying in a couple of later game NPCs into your backstory to help make it more personal.
Probably should clarify something just in case. As long as you have something describing your character's backstory on a post here or already in your alias somewhere, you're good on that front.
Raltus
|
Jorum Nalthee
Male half-elf bard (provocateur) 1 ( Pathfinder Campaign Setting: Inner Sea Intrigue 45)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +4; +2 trait bonus vs. charm and compulsion
—————
Offense
—————
Speed 30 ft.
Melee rapier +0 (1d6/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire
courage +1)
Bard (Provocateur) Spells Known (CL 1st; concentration +4)
1st (2/day)— blend with surroundings , hideous laughter (DC 14)
0 (at will)— daze (DC 13), detect magic , lullaby (DC 13), prestidigitation
—————
Statistics
—————
Str 10, Dex 14, Con 13, Int 12, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Skill Focus (Perform [sing])
Traits natural born leader, strong willed
Skills Bluff +7, Diplomacy +7, Disguise +9, Knowledge (arcana) +5, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nobility) +5, Perception +8, Perform (sing) +10, Spellcraft +5, Stealth +4; Racial Modifiers +2 Knowledge (history), +2 Knowledge (local), +2 Perception
Languages Common, Elven, Halfling
SQ elf blood, provocateur +1, sophisticate
Other Gear lamellar (leather) armor UC, arrows (20), rapier, shortbow, belt pouch, blanket APG, disguise kit,
flint and steel, hemp rope (50 ft.), ink, inkpen, journal UE, masterwork backpack APG, mirror, pot, soap, trail
rations (5), waterskin, 54 gp, 8 sp, 10 cp
—————
Special Abilities
—————
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Provocateur +1 (Ex) Add +1 to checks to reduce a target's influence or attitude toward creature or
organization.
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained
Jorum wears his hair long, a tight pony tail down his back, his coat is a dark purple in colouring, with a brown undercoat and black slacks with green boots. He sings at the local taverns earning his keep each night and then some. He sings songs of drinking and songs of humanity.
Jorums parents were actively involved in the court of Taldor, being from the great city of Oppara had many great opportunities. Jorum had an aptitude for singing and sneaking, his parents knew that the country had their own talented spies. The training was the hardest thing Jorum had ever done, but once he was done he was given a mission that had just come across his commanders desk.
Rumors of unrest in Kintargo, Jorum was sent there as a traveling minstrel to find out what he could and
to make some contacts that the government of Taldor could use to exploit.
| Viktor Darriat |
I'd like to present Viktor Darriat, bolt ace and aspiring Sentinel of Abadar, for consideration.
He's a native Kintargan trying to do good in the city (emphasis on the Good side of Lawful Good) who can provide ranged attacks, a little interpersonal skill and a smattering of Knowledges.
For my background skills I've chosen Profession (soldier), though he's really a guard, as that was as close as the official list got. I hope that's OK, and that his background is helpful.
I'm good for posting at least once a day, and I've got good PbP experience (currently a pirate captain in Skull & Shackles and an seeker of knowledge in Iron Gods on these forums). I've been playing Pathfinder in real life for eight-ish years, so I think my rules and lore knowledge are pretty serviceable.
| CyraXIII |
Here is my submission the other half of Zero.
Human sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +8
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3; +1 trait bonus vs. illusion effects
Offense
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
3/day—daze (DC 18)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, sleep (DC 19)
0 (at will)—detect magic, prestidigitation, ray of frost, read magic
Bloodline Fey
Statistics
Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Stamina, Greater Spell Focus (enchantment), Spell Focus (enchantment), Varisian TattooISWG
Traits pattern speaker, reactionary
Skills Bluff +7, Craft (alchemy) +6, Diplomacy +5, Perception +8, Sense Motive +3, Spellcraft +5
Languages Common, Draconic
SQ bloodline arcana (+2 DC for compulsion spells), bloodline tattoos, familiar tattoo, hero points
Other Gear crossbow bolts (10), dagger, light crossbow, courtesan's kitACG, portable alchemist's labAPG, 177 gp
Special Abilities
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
Back ground:
1. Her mother was a world renowned perfumer and taught Rosalia all her secrets.
2. Rosalia's family were always outcasts. People suspected something otherworldly about them due to their perfume.
3. Rosalia's childhood home was burned down by the queen's henchmen because her mother used the storefront as a meeting place for rebels.
4. Rosalia used her mother's perfuming secrets to rebuild her life and even improving the recipe.
5. While at her store one day she saw a young man walking by her stand. She noticed him linger for a moment, appreciating the scent of her perfume in a way that others didn't. He seemed to feel the scent more so than just smell it.
6. She properly met Zero, the young man outside her store one night at her home after being sent to kill her. He betrayed the queen by aiding her in their escape and faking an assassination by placing three bodies from a morgue followed by torching their building. That day she embarked on a new journey, moving to a new city with a new identity, Rosalia Dantes. Rosalia's original name was Carmesi LaRosia.
Goals:
1. Equality for halflings
2. A peaceful and successful life with Zero
3. To restore her family and destroy the evil queen.
Secrets:
1. Real identity
2. Perfume recipe
People pc knows:
1. Zero
2. Fellow merchant she often trades secrets with Morgan DiVero
3. The Queen (enemy)
Memories:
1. Her father being arrested and sent away
2. Her mother teaching her and preparing perfumes late into the night
3. Meeting Zero for the first time
| Phntm888 |
Dotting in with Tribin Sussal, Halfling unchained rogue who's looking for the Silver Ravens so he can find out what happened to his family and his Uncle Algo, given their disappearance after Barzillai Thrune was installed as governor of Kintargo.
Tribin Sussal
Male unchained rogue 1
CG humanoid (halfling)
Init +4; Perception +7
Favored Class: Unchained Rogue
FCB: +1 Skill Points
--------------------------------------------------------------
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
HP 9 (1d8+1)
Fort +3, Ref +7, Will +3
Special defenses +2 saving throws vs fear
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee rapier +5 (1d4, 18-20/x2)
Melee dagger +5 (1d3, 19-20/x2)
Ranged light crossbow +5 (1d6, 19-20/x2, 80 ft)
Ranged dagger +5 (1d3, 19-20/x2, 10 ft)
Special attacks sneak attack +1d6
-------------------------------------------------------------
STATISTICS
Str 10, Dex 18, Con 13, Int 12, Wis 11, Cha 14
Base Atk +0, CMD -1, CMB 13
Traits Historian of the Rebellion, Indomitable Faith (Milani)
Feats Armor Proficiency (light), Childlike, Weapon Finesse, Weapon Proficiency (simple, hand crossbow, rapier, sap, short sword, shortbow)
Skills (ACP -1) Acrobatics +7, Bluff +6, Disable Device +7 (+8 to disarm traps), Disguise +6 (+8 with disguise kit, +8 to disguise as a human child, +10 for both), Escape Artist +7, Knowledge (history)* +2, Knowledge (local) +5, Perception +7 (+8 to find traps), Sense Motive +5, Sleight of Hand +7*, Stealth +12
*-background skills
Languages Common, Halfling
SQ Fearless, finesse training, fleet of foot, halfling luck, keen senses, Reason to Protest (Meeting a Contact), trapfinding, weapon familiarity
Combat Gear 2 smokesticks Other Gear 2 daggers, rapier, light crossbow with 20 bolts, studded leather armor, masterwork backpack, bedroll, belt pouch, torches (10), hemp rope (50 ft), chalk (10), thieves' tools, grappling hook, mirror, flint and steel, waterskin, 10 pitons, disguise kit, explorer’s outfit, 2 pickpocket’s outfits, 15 gp, 7 sp
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 Upkeep phase. Your time spent 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.
Indomitable Faith: You gain a +1 bonus on Will saves.
Reason to Protest: 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 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 the contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet 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.
Feats
Childlike: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.
Racial traits
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Class Features
Finesse training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
When Tribin was born, his parents were slaves owned by an elderly Chelaxian noble who lived near Corentyn. Shortly after Tribin’s brith, the noble died and manumitted the halfling family in his will. Having papers to indicate they were free, Tribin’s family moved to Kintargo, a city where the line between law-abiding and revolutionary was perfectly straddled. This allowed them to live freely with less prejudice from the human majority, and Tribin and his four siblings to grow up in a relatively free society, as well as moving them closer to his uncle Algo, who had relocated there some years before. His parents opened a small grocer’s shop, purchasing foodstuffs from local farmers and selling them to those who lived in their neighborhood in Old Kintargo. Though never wealthy, after 10 or so years, his family managed to live comfortably. His mother and his father provided him and his siblings with something of an education during the evenings, and he had a rather happy, carefree childhood. Perhaps because of their time spent as slaves and their manumission, his family took to worshipping Milani, eventually joining with the Rose of Kintargo.
Algo would watch them while his parents worked the shop, and would tell him and his siblings all sorts of fantastical stories. Stories of heroic knights or beautiful princesses, and stories of a group in Kintargo called the Silver Ravens. Though his siblings took these stories as what they were, Tribin always felt as though there was more to it than that. Eventually, his uncle revealed that the Silver Ravens had been an actual group during the Chelish Civil War. He always insisted the group was a thing of the past, although Tribin could tell that he was hiding something about the group.
When Tribin turned 15, he began helping his parents in the shop, stocking shelves. This gave him most evenings free, which allowed him to supplement his income through street performing. A skilled tumbler and juggler with naturally quick hands, he used the funds gained from this frowned-upon activity to further pursue research into the Silver Ravens. After he reached his majority at 20, he became convinced that the group still existed, although clearly in a more secretive capacity.
His parents, of course, grew worried that researching such questionable knowledge would lead him to draw the unwelcome attention of the Church of Asmodeus, and so tried to convince him to spend more time working in the shop. Tribin, however, instead moved out and supported himself full time on his street performing. Though coin sometimes ran tight, he was able to occasionally supplement it with coins picked from the pockets of those who looked like they had enough to spare. Dressing as a child and begging brought in more income, as people were always sympathetic to a child. In addition to supporting himself, he continued using funds to further find information about the Silver Ravens, though such information was scarce.
After two years of this life, Algo came to where he was staying. He had been watching Tribin for several days, and was not happy with what he saw. Disapproving of both the panhandling and the pickpocketing, he told Tribin that if he couldn’t afford to live as a street performer alone, then he shouldn’t be living on his own. If the Silver Ravens had existed, they would find him to be most distasteful. Tribin was upset by this rejection, but then Algo offered him a deal. If Tribin would move in with him, his uncle would teach him the use of weapons and other skills - and tell him more of the history of Kintargo. Tribin accepted, and went to live with his uncle.
And so Tribin has spent the past 4 years living with Algo, learning the history of the city and how to fight with a variety of weapons. He learned more of disguise and how to better alter his voice. He learned how to move quietly and follow someone unseen, and how to bypass locks and traps. His uncle insisted he had learned these things through years as an adventurer, although he never specified where his adventures had taken him. While living with his uncle, Tribin also began worshipping with the Rose of Kintargo again and reconnected with his parents, looking to fix the broken relationship of the past. His uncle praised his progress, and began commenting that perhaps he would one day be able to style himself like those Silver Ravens he so sought.
Then came the Glorious Reclamation, and the removal of Lord-Mayor Jilia Bainilus and appointment of Barzillai Thrune to her post. The new Lord-Mayor imposed martial law. On that first night, as Tribin was returning to his uncle’s house from a foray out to a common room to learn more of the situation, he found the door ajar. Inside, the place was a wreck. Furniture broken, books strewn about the room, food dumped unceremoniously on the floor. His uncle was nowhere to be seen. Feeling a moment of panic, he ran to a closet with a false floor, which contained a cache of weapons, coin, and supplies. Finding it undisturbed, he took the contents. While trying to decide what to do, he felt a sudden moment of dread. His parents were hosting a meeting of the Rose of Kintargo that night! Moving quickly yet quietly through the streets, he ran to his parents’ house, only to find it ablaze. The heat was so great, he could not get close. As he heard the sound of the dottari approaching, he removed himself from the scene and went on the run.
After his first night, he awoke from a restless sleep, resolute. In order to find out the fate of his family, he would need resources - resources he didn’t have. He spent the day seeing if he could find any of the leaders of the Rose of Kintargo, but they had all either vanished or been arrested. Despairing, he turned to the one avenue he couldn’t even be sure existed - the Silver Ravens. He looked through those friends his uncle had mentioned, certain someone must know something he could use to contact the group. After nearly a week of dead ends, he felt despair slowly overtaking him, felt as though he would never make contact - and then came a note. There was no name, and he didn’t know who had sent it. It merely said to meet him at the Aria Park protest on the morrow, and that he was a human man who would be identified by a black leather glove on the right hand and no glove on the left. After an internal debate about whether or not this was a trap, Tribin decided he could not risk the possibility of missing this meeting if it was real. Now, he approaches the protest with a careful eye, ready to run and lose himself in the crowd if need be. He does not want to get caught - for the consequences may be greater than he knows...
Slightly on the smaller side for a Halfling, and quite slender, Tribin can very easily pass for a young human child thanks to his babyface and an ability to modulate his voice to be slightly higher. He finds this to be quite useful, as he often notices that people don’t pay attention to children who happen to be eavesdropping - or picking their pocket.
Though once more carefree, Tribin has become very cautious since the imposition of martial law. Since his family disappeared after the first day of martial law, he’s kept himself moving, never staying in the same place twice - whether an inn or an alley. He knows how to hide himself away and avoid attention, both skills which have served him well since martial law was declared.
| SOLDIER-1st |
| 1 person marked this as a favorite. |
Building a Pass for Human Tiefling Slayer (Cleaner/Deliverer)/Crimson Templar.
Campaign Trait will be Child of Kintargo, but no Noble Scion. Basic backstory is that his family is part of the merchant nobility. He suffers from chronic depression, so eventually his parents took him to some clerics or whatever who found out that he was a tiefling. Cue existential crisis, and turned to Ragatheil's faith.
| Servis Black |
Then the Masked Devil bows and gives his best...
May all your blades stay sharp.
I was actually linked originally with the high preist,
I've been playing Pathfinder for 2 years now(D&D for many before) and I know the three best things of Galorian: goblins, Dragons, And kobolds!
To be honest I'm only vaugely aware of Geography and lore. I have like 10 ranks in knowledge (arcana) and that's all(as a player not a character) no other knowledge.
Stick me into Kingmaker though and I can tell you alot.
| Nazzoria |
This is KoolKobold, presenting the tiefling enchanter Nazzoria.
EDIT: Decided to add her crunch here; I'm giving her the alternate racial traits prehensile tail and maw or claw (choosing a bite attack). I'm not sure if the amount of GP in her statistics are accurate; if not, I'll add either more gear or more GP.
female tielfing enchanter 1
CN Medium outsider (native)
Init + 2; Senses darkvision 60 ft; Perception +1
DEFENSE
AC 12, touch 12, ff 10 (+2 Dex)
hp 7 (1d6 (6) + 1 (Con)
Fort + 1, Ref + 2, Will + 3
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft
Melee bite + 0 (1d6)
Special Attacks dazing touch (5 times/day)
Enchanter Spells Known (per day) (CL 1st; concentration +3)
1st (2/day)-charm person (DC 14), magic missile, mage armor, mount, snapdragon fireworks
0 (4/day)-all except abjuration and necromancy
School enchantment; Opposed Schools abjuration, necromancy
STATISTICS
Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 13
Base ATK +0; CMB +0; CMD 12
Feats Spell Focus (enchantment), Scribe Scroll (bonus)
Skills (4 ranks) Knowledge (history) + 6, Bluff + 9 (+10 vs characters sexually attracted to Nazzoria), Spellcraft + 6, Linguistics + 6
Languages Abyssal, Common, Evlen, Gnome, Infernal
SQ arcane bond (Slyth the viper), prehensile tail, maw or claw, skilled
Gear spellbook, spell component pouch, backpack, traveler's outfit, belt pouch, 24 gp
TRAITS
Campaign-Ex-Asmodean (+1 to spell DCs vs agents of House Thrune & worshipers of Asmodeus)
Social-Charming (+1 Bluff & Diplomacy vs characters sexually attracted to her)
Reason to Protest-To Protest the Government (+2 Diplomacy & Intimidate during the protest)
[spoiler=History]
Even to those who know her well, Nazzoria likes to keep most of her past a secret; even to those she trusts greatly, only a little bit about her is known:
She came from an unknown family in Kintargo.
She was abused and bullied for being a tielfing.
And she went to Riddleport to study magic before returning home.
Other than this, nothing else is known about her. Rumors spread that she used to belong to a cult before abandoning it, or that she had a lover who killed himself (or, as some believe, herself) due to her nature. She doesn't agree nor disagrees with these rumors-she simply lets them spread whatever rumors they want about her, for she knows that the less someone knows about her, the better.
Nazzoria is essentially a prima dona with the words of an aristocrat and a silver tongue. She believes that being completely honest constantly will only make one weak and vulnerable, and that lying from time to time saves as many lives as a sword and spell does. However, she does believe that lies that can destroy families and relationships are not good in the slightest, and she tries to avoid these lies as much as possible. Indeed, she prefers to tell white lies purely for information-lying for fun is not up her ally, unless she deems a person worthy of such lies.
Although a natural at enchantment magic, she only uses her spells to assist in negotiations; one thing that is common for her to boast about (besides her looks) is her ability to convince others without even to use a single spell.
Coming from an abusive family, she loathes and despises other people who bring pain and stress to their own family members, and its easier to piss her off by abusing a family member than to make a racist comment on her. Even then, she'll make lies about how she knows of a person's "dirty little secret" in order to scare them off-she knows that one thing people don't like is having secrets spilled out. And to her, that's just an advantage she loves to abuse when the time comes for it.
Recently the conflicts in Kintargo have been getting under her skin (far more than she likes to admit it). She believes that the take over from House Thrune was made at a deliberate action for their own amusement-"like a cat swatting a live mouse before the kill",
she would quote. She normally doesn't like to come out in the public during protests, but she is finally fed up with how things have been turning around in her hometown, and she is ready to speak her mind.
Like most tielfings, Nazzoria's skin is pale with a slight metallic grey sheen, small horns on her head, and a tail that is normally covered with her skirt. She has deep blue eyes, not unlike those of sapphires, and a voluptuous body that has made her a bane to most other women. Although she appears sultry, she knows to keep modesty-this is more out of common knowledge than anything else.
One physical attribute that very little know about is that she has a mouthful of sharp, reptilian needle-like fangs in her mouth as opposed to normal humanoid teeth. Indeed, she has gained a reputation in Kintargo as the "Man Biter", for she has a habit of retaliating against men who try to be a bit too forward with her-mainly by biting off where it hurts the most.
viper familiar
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 15, ff 15 (+3 Dex, +2 natural, +2 size)
hp 3 (1d8 - 1)
Fort + 1, Ref + 5, Will + 1
Defensive Abilities improved envasion
OFFENSE
Speed 20 ft, climb 20 ft, swim 20 ft
Melee bite + 5 (1d2 - 2 plus poison)
Space 2 1/2 ft; Reach 0 ft
STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base ATK +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ alertness, share spells, empathetic link
Poison-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
Slyth is a rare X backed viper-a blood red snake named for the black X patterns on its back. Not much is known about the serpent except that Nazzoria obtained him while studying magic, and that the snake is most likely her closest friend. Slyth is very defensive over his master, and will hiss in disapproval over anyone who tries to even talk to her.
Master Elodin
|
@GM SilentSage Just saw in the Player's Guide that the Hellknights could be a potential choice? A Signifier seems really intriguing to me given this information, as I had automatically ruled out anything like this as even remotely possible. Would you care to give some helpful direction as to potential Order(s) of the Hellknights either here in post or in a PM?
| Tundran |
This is Shala, a character I made for a Hell's Rebels game in the past that never got going. I may need to do some updating to match your character creation rules.
Shala is a catfolk governess working in Kintargo. She is starting out as a majordomo investigator but will be taking levels in warpriest of Milani as well to boost her claws. Eventually she will be headed towards Claw Pounce and Coordinated Charge (which she will be able to share with everyone).
Are you ok using the majordomo's Inspired Manager ability to apply to the rebellion management subgame? It wouldn't come online for several levels still.
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
| Ouachitonian |
@GM SilentSage Just saw in the Player's Guide that the Hellknights could be a potential choice? A Signifier seems really intriguing to me given this information, as I had automatically ruled out anything like this as even remotely possible. Would you care to give some helpful direction as to potential Order(s) of the Hellknights either here in post or in a PM?
The PG mentions the Order of the Torrent as being based in Kintargo, and that their Lictor seems to have disappeared after Thrune enacted martial law. Sounds like a plot hook to me.
| GM SilentSage |
Felinder's backstory has been added. It may seem barebones, but there's more to be revealed through Roleplaying.
While players don't need to know everything up front, you've given me plenty of potential to work with via PMs for some interesting encounters if chosen. You're definitely qualified.
Oh I am working on it, that is just the mechanics and I have already changed a few things. You are ok with the Leadership feat or no?
Depends on the circumstances, really. If I allow it, only ONE player will be allowed to have it. You will be allowed to build the character and take it in the direction you intend, but I will the one in control of it.
This is Ouachitonian, presenting Liam, wandering ne'er-do-well (Publicly, anyway. In truth he's an inquisitor of Milani working to undermine Asmodeus and Thrune). At present, he's built as a Sacred Huntsmaster Inquisitor, but if the selected party is large enough that his dog companion is going to clutter things, I'm fine with removing that archetype(perhaps replacing it with another). In addition to being a reasonably capable combatant, he can do some healing and has a lot of skills.
Interesting backstory. With the interest that's catching on, it's starting to look more like 5 or 6 already, so to all pet classes (bigger pets, familiars/familiar-like pets would be all good I think) that have applied, do think of alternative ideas just in case.
This is Lonnie Maldron, mechanics wise he is a martial buffer that excels at protecting his team mates and causing them to shine. While still being able to meat out some of his own punishment when need be.
Story wise he was an orphaned some time around his 3rd birthday by circumstances unbeknownst to him. He was adopted (Rather quickly I might add) by a halfling family. Grant Maldron and Cynthia Maldron are his adoptive parents, though he never see's them as less than his flesh and blood and bears no ill thoughts of being an orphan. With no idea if his parents are dead or just gone, he has stopped really worrying about finding out. For the most part he simply works with his adoptive mother and father, doing backstage work at the local theater.
There is a little example of how I write at the bottem of his alias. Its in the "Backstory" tab. It's sort of a prequel to the start of the AP for him.
Ah, refreshment. From simple living to being thrust into an adventure. Not everyone's story need be sad or tragic. I like it. Though a question does come up. Alignment?
** spoiler omitted **...
Well, you meet the qualifications for applying. Story piques an interest or two. He will be considered.
I'd like to present Viktor Darriat, bolt ace and aspiring Sentinel of Abadar, for consideration.
He's a native Kintargan trying to do good in the city (emphasis on the Good side of Lawful Good) who can provide ranged attacks, a little interpersonal skill and a smattering of Knowledges.
For my background skills I've chosen Profession (soldier), though he's really a guard, as that was as close as the official list got. I hope that's OK, and that his background is helpful.
Background is helpful and being a former guard is acceptable with Profession (Soldier). Here I was thinking that the Lawful Goods had been scared into hiding. I definitely welcome more to come out. That said, it also says you're Neutral on your character bio, given the 'N Medium Humanoid' at one point. Given that I've had my own share of typos and the rest says LG, you're all good for the application.
Here is my submission the other half of Zero.
Lots of Charisma classes. Not surprised, but if I pick more than one, I'm going to probably see wars over every headband and ioun stone that gives an iota of charisma. lol
In all seriousness, it's a decent concept. Queen might not know of her personally, but I don't mind if you've got hate for Her Infernal Magistrix. If chosen, you can take it out on Barzilli and any other Thrunies you meet.
Dotting in with Tribin Sussal, Halfling unchained rogue who's looking for the Silver Ravens so he can find out what happened to his family and his Uncle Algo, given their disappearance after Barzillai Thrune was installed as governor of Kintargo.
Quite the background. Then again, I too can write a lot depending on my character. Consider him approved for application and consideration.
Building a Pass for Human Tiefling Slayer (Cleaner/Deliverer)/Crimson Templar.
Campaign Trait will be Child of Kintargo, but no Noble Scion. Basic backstory is that his family is part of the merchant nobility. He suffers from chronic depression, so eventually his parents took him to some clerics or whatever who found out that he was a tiefling. Cue existential crisis, and turned to Ragatheil's faith.
A member of the 'Kick all the evil asses' faith? Well, bring him in with some fluff and we'll see how it goes.
This is KoolKobold, presenting the tiefling enchanter Nazzoria.
EDIT: Decided to add her crunch here; I'm giving her the alternate racial traits prehensile tail and maw or claw (choosing a bite attack). I'm not sure if the amount of GP in her statistics are accurate; if not, I'll add either more gear or more GP.
Backstory is a bit bare-bones for me, but I've worked with bonier. If you have a bit more in mind, feel free to pop me a PM with the info if you don't want other to see it. Otherwise, I'll look through the gear and GP after work tonight to make sure of its accuracy.
@GM SilentSage Just saw in the Player's Guide that the Hellknights could be a potential choice? A Signifier seems really intriguing to me given this information, as I had automatically ruled out anything like this as even remotely possible. Would you care to give some helpful direction as to potential Order(s) of the Hellknights either here in post or in a PM?
Potential Hellknight candidate? Goodie. I'll post something tonight after work for you, including info on the Order of the Torrent, the local (and currently missing) order. Other order in the area is Order of the Rack and... I wouldn't recommend joining with them.
This is Shala, a character I made for a Hell's Rebels game in the past that never got going. I may need to do some updating to match your character creation rules.
Shala is a catfolk governess working in Kintargo. She is starting out as a majordomo investigator but will be taking levels in warpriest of Milani as well to boost her claws. Eventually she will be headed towards Claw Pounce and Coordinated Charge (which she will be able to share with everyone).
Are you ok using the majordomo's Inspired Manager ability to apply to the rebellion management subgame? It wouldn't come online for several levels still.
Considering that Rebellion actions are week-long tasks, I'm willing to talk to you about how this can be used beneficially for the Ravens.
| Yet Another Pathetic Wretch |
For your consideration, Kiri Frostbrand, elf Magus. She has the Bladebound archetype, and has been researching a freedom-loving intelligent weapon that has brought her to the protest (see stats and complete background in profile).
She and the weapon are polar opposites, which could create some fun times. I'm open to making any changes that would fit better with the campaign.
On another note, if you are looking for consistent players, I have over 15,000 posts here over the last several years, and would love to join.
This sounds quite fun! Thanks for your consideration.
| Viktor Darriat |
Background is helpful and being a former guard is acceptable with Profession (Soldier). Here I was thinking that the Lawful Goods had been scared into hiding. I definitely welcome more to come out. That said, it also says you're Neutral on your character bio, given the 'N Medium Humanoid' at one point. Given that I've had my own share of typos and the rest says LG, you're all good for the application.
It is just a typo, corrected on a review pass but I must have been editing just as you were reading the profile!
I know that Hell's Rebels is somewhat chaotic in slant, but I'm planning to play Viktor as more slanted towards good than law, with an Abadarian's desire to maintain a lawful and civilised society providing contrast to his participation in a rebellion. I hope that provides a nice roleplaying hook and a way for the character to grow in play.
| Lonnie Maldron |
Thanks for the compliment GM! I saw a lot of unique stories going around so I figured a bit of a straight man would be appreciated. Someone to "Ooh!" and "Aah!" at the infinitely more eventful lives of his allies. Not to say he has no character of his own of course.
Though a question does come up. Alignment?
I've been meaning to update my format to display that for a while, I just keep forgetting. Its there now, Neutral Good.
| Kertuffle |
I would like to submit Tristan Pell, mysterious stranger and future Champion of Milani.
Tristan Pell
Male human gunslinger (mysterious stranger) 1 (Pathfinder RPG Ultimate Combat 9, 51)
CG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1; +1 trait bonus vs. mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +2 (1d4+1/19-20)
Ranged pistol +2 (1d8/×4)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 13, Int 14, Wis 13, Cha 16
Base Atk +1; CMB +2; CMD 13
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits fed-up citizen, merchant
Skills Acrobatics +2 (-2 to jump), Appraise +6 (+7 when bargaining for the price of goods), Craft (alchemy) +6, Craft (firearms) +8, Disguise +4, Knowledge (local) +6, Profession (merchant) +5, Sense Motive +1 (+2 when bargaining for the price of goods)
Languages Common, Dwarven, Gnome
SQ fey magic, gunsmith
Combat Gear paper candle firework[UE] (6); Other Gear lamellar (leather) armor[UC], black powder[UC] (10), bullet[UC] (20), cestus[APG], paper cartridge[UC] (5), pistol[UC], backpack, bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), masterwork gunsmithing tools, mess kit[UE], pot, powder horn[UC], tindertwig (3), torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 3 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
--------------------
100gp for Store with 4 employees (Pellscape Powders and Arms)
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Tristan is a man whose nature is at war with itself. His parents were alchemists, but he was orphaned in his early teens when their store exploded. His parents left an inheritance, but also several outstanding debts. Tristan spent most of his later teens dealing with his family's legacy, but finally was able to procure a small alchemist shop specializing in black powder and firearms. He was only able to do this by being uncompromising in his dealings with others. That is not his nature, however. He has always been burdened with an overabundance of empathy. When looking for employees he came across some craftsman convicted of minor heresies who had been blackballed. He hired them, officially at a much lower wage to justify his interest. Over time, he has found ways to slip money to them under the table. It felt good to help people who had been oppressed for their beliefs. His store has suffered however, it is barely staying afloat. Then the dreams started. His selfless attempt to help others seems to have attracted Milani's interest. He dreams of her nightly, and feels guilty about not helping more people. He has heard of the rally, and is attending, selling small noisemakers for 1gp apiece, hoping that he can find some way to further Milani's cry for freedom.
| The Pale King |
Dropping some possible backstory in here:
It does not pay to be different in the House of Sarini, even less so to be antithesis to what the House stands for. That was the first thing I learned the day that my own family beat and tortured me and attempted to hang me until dead. The second thing I learned that day was the kindness of strangers. I swung from that gnarled tree, my family had long tired of the spectacle and left, and in that moment before I died the rope snapped. I was found by those kind strangers, lying in a pool of my own blood, painful rasping breaths shaking through my chest. I have not been able to speak above a whisper since that day.
I later learned those who saved me and nursed me back to health belonged to the Rose of Kintargo. They did not just heal my physical wounds, but helped to repair the mental as well. They gave me no names and did their best to not reveal their faces while I was under their care. I do not blame them, knowing who my family once was. Despite that, my caretakers did their best for me. They set me up with a small apartment and a bit of gold. They dyed my hair that had grown long for the first time in my life, which combined with my new scars and altered voice concealed my identity better than I had hoped.
I had set myself a goal, to one day earn their trust and perhaps even become one of their number. It was not meant to be. House Thrune came to Kintargo and everything changed. I have heard rumblings that the entirety of the Rose has been captured and possibly even executed. I refuse to let such rumours lie. I will find out the truth of these rumours, and do whatever I must to save the Rose, like they once did for me.
| GM SilentSage |
For your consideration, Kiri Frostbrand, elf Magus. She has the Bladebound archetype, and has been researching a freedom-loving intelligent weapon that has brought her to the protest (see stats and complete background in profile).
She and the weapon are polar opposites, which could create some fun times. I'm open to making any changes that would fit better with the campaign.
On another note, if you are looking for consistent players, I have over 15,000 posts here over the last several years, and would love to join.
This sounds quite fun! Thanks for your consideration.
Thanks for your application. I do have a small request. Since you have an intelligent weapon, would you mind stating "Black Ice" up in your profile under a spoiler tab along with his personality? If chosen, as GM, I'll help it pick out its mission/goals to suit campaign needs.
It is just a typo, corrected on a review pass but I must have been editing just as you were reading the profile!
I know that Hell's Rebels is somewhat chaotic in slant, but I'm planning to play Viktor as more slanted towards good than law, with an Abadarian's desire to maintain a lawful and civilised society providing contrast to his participation in a rebellion. I hope that provides a nice roleplaying hook and a way for the character to grow in play.
This little post sums up my thoughts on Lawful Good better than I could. Then again, it's just my opinion and it will take all types to make this rebellion a true success. Also, I certainly like hooks. Let's me throw in more curveballs for those who have played before and make things personal for the PCs.
Thanks for the compliment GM! I saw a lot of unique stories going around so I figured a bit of a straight man would be appreciated. Someone to "Ooh!" and "Aah!" at the infinitely more eventful lives of his allies. Not to say he has no character of his own of course.
I've been meaning to update my format to display that for a while, I just keep forgetting. Its there now, Neutral Good.
As I said not that long ago, it takes all sorts to make a good rebellion. Straight men, smart a$$es, witty wonders, clever girls, you get the idea. And thank you for answering my question.
I would like to submit Tristan Pell, mysterious stranger and future Champion of Milani.
I can work with this guy. 1gp might be a bit high for noise makers though. lol XD
RHMG's Sub, working on equipment, Backstory and other GM requirements.
Nice. Think you can show us the ways of the monk? Out of curiosity, there reason you didn't choose Unchained Monk?
Also, at the time of this post, I will admit your could use a bit more meat on your backstory and a reason to show up to the protest, but I realize you are working on it and will continue to check in as time progresses.
Hi GM! Chess here with my submission. Please feel free to let me know if I should change or add something and it'd be my pleasure to do so.
As far as I can tell, don't need to change anything as of yet. Guy is approved for consideration. I will admit it's starting to get more and more difficult to pick who's gonna play, but I am looking forward to the fun nonetheless.
Dropping some possible backstory in here:
It does not pay to be different in the House of Sarini, even less so to be antithesis to what the House stands for. That was the first thing I learned the day that my own family beat and tortured me and attempted to hang me until dead. The second thing I learned that day was the kindness of strangers. I swung from that gnarled tree, my family had long tired of the spectacle and left, and in that moment before I died the rope snapped. I was found by those kind strangers, lying in a pool of my own blood, painful rasping breaths shaking through my chest. I have not been able to speak above a whisper since that day.
I later learned those who saved me and nursed me back to health belonged to the Rose of Kintargo. They did not just heal my physical wounds, but helped to repair the mental as well. They gave me no names and did their best to not reveal their faces while I was under their care. I do not blame them, knowing who my family once was. Despite that, my caretakers did their best for me. They set me up with a small apartment and a bit of gold. They dyed my hair that had grown long for the first time in my life, which combined with my new scars and altered voice concealed my identity better than I had hoped.
I had set myself a goal, to one day earn their trust and perhaps even become one of their number. It was not meant to be. House Thrune came to Kintargo and everything changed. I have heard rumblings that the entirety of the Rose has been captured and possibly even executed. I refuse to let such rumours lie. I will find out the truth of these rumours, and do whatever I must to save the Rose, like they once did for me.
I hope there will be a character to link this backstory to in the near future. Also remember... Sarini's are dark comics. They're laughing and cracking jokes at your expense as they watch you hang, almost regretting not forcing you to participate in a Theatre of the Real. XD
By the way, I'm intending to eventually build Liam toward the Sentinel prestige class.
If chosen, I'll have no problems with this.
I've filled out some of Fosco's fluff. Let me know if there is anything you'd like me to expand upon or other topics to include!
Gonna need your reason to be at the protest. It'll only stick with your for one thing, but it is important to the start of the campaign.
If I've missed it for anyone among the applicants or you haven't chosen one as of yet, here are your choices.
Looking for Trouble: You may or may not approve or disapprove of the way Lord-Mayor Thrune has handled the situation, but the thing that interests you the most about the protest is the fact that there’ll be a nice big crowd of people there. And that means you’ll have a chance to not only pilfer a few coins from unsuspecting pockets, but perhaps do a little something more! Kintargo could use a bit more public disobedience these days, after all! You gain a +2 bonus on all Bluff and Sleight of Hand checks made during the protest itself.
Looking for Your Idol: As a city built on arts and performances, it’s no surprise that many of the most famous entertainers and performers to come out of Cheliax rose to prominence in the city of Kintargo. Since Barzillai Thrune took over the city, though, Kintargo’s atmosphere has grown increasingly oppressive, and not just because the new lord-mayor closed down the opera house to make it his home. With a curfew now in place and guards patrolling the streets in greater numbers than ever before, catching a glimpse of a favorite idol has become difficult at best. In your case, you’ve long
admired a specific famous Kintargan (see the Star Struck trait on page 12 for a sample list of famous Kintargans). This person’s been conspicuously absent from the public eye over the past week, so when you heard a rumor that the object of your infatuation (or perhaps obsession) might be in attendance at the Aria Park protest, you made a point of attending. You realize that this rumor is most likely a false one, but what if it’s not? You can’t miss the chance to see your idol in person! You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself.
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 rearch, 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.
Staying up on Current Events: Public protests are a great place to gather inspiration and information alike, more so from those who are being protested against than from the protesters themselves. You’re heading to the Aria Park protest primarily to watch people, but also to make sure you stay up to date on current events. Things have a way of happening at politically charged public gatherings, after all, and you’d kick yourself if you missed the protest and something big happened. Beyond listening for rumors, it might be an interesting opportunity for you to rabble-rouse a bit, either by making a performance or simply using diplomacy to sway or guide the crowd’s frustration and anger. You gain a +2 bonus on all Diplomacy and Perform checks made during the protest itself.
Tagging Along: You hadn’t planned on going to the protest. Maybe crowds bother you, or you worry that it might get out of hand, or perhaps you’re just not political. But when you found out a close friend (one of the other PCs works best for this friend) was planning
on going, you reluctantly agreed to come along, if only to make sure your friend stays out of trouble. You aren’t as interested in joining the protests as you are keeping alert for anything that might escalate the protest into something more. Someone has to watch out for your friend, and who better to do that than you? You gain a +2 bonus on all Perception and initiative checks made during the protest itself.
To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious
Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city
heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.
Hellknight info on next post. This thing is a text wall as it is.
| GM SilentSage |
@Master Elodin
For the Hellknight info you've requested, the most thematically appropriate would be the Order of the Torrent.
Fluff:
The Hellknights of the Order of the Torrent were mandated in the wake of the Chelish Civil War after the order’s founder, Reya Naulvaneti, rescued the abducted son of Kintargo’s then lord-mayor. In honor of this accomplishment, the Order of the Torrent has focused itself on rescuing the abducted. The Order of the Torrent appeals to lawful good Hellknights—they have never knowingly had an evil member among their ranks. The order has diminished in recent years to a historic low of 23 members. Most of them are spread throughout Avistan, where they search for the lost and taken throughout the Inner Sea region, but they also often serve as mercenaries aboard ships in waters sailed by slavers. The current Lictor of the order Octavio Sabinus, is currently missing due to unknown circumstances.
Crunch:
ORDER OF THE TORRENT
“Breathe deeply before the plunge.”
Fortress: Citadel Vaull, Castle District in Kintargo
Leader: Lictor Octavio Sabinus (MIA)
Symbol: Armored fish
Armor: Aquatic themes with fin-shaped flourishes
Favored Weapon: Halberd or longbow
Reckoning: Allowing oneself to be nearly drowned and then revived
Discipline: 3rd-level Hellknight - Seek the taken: Use an Enlarged Locate Creature as a spell-like ability with a caster level equal to his total character level.
At 9th level, when a Order of the Torrent Hellknight gains his third discipline, he cannot choose the summon devil discipline
I do not believe Signifiers get disciplines, so that part may not apply to you. Other than them though, the Order of the Rack has shown up in town to pick up their slack. Since they're all about quashing rebellions though... not a great pick. Otherwise, Order of the Scourge, of which the Torrent were and off-shoot of, could also be an option with some convenient GM magic.
| Viktor Darriat |
I really like the Order of the Torrent, an aspiring Hellknight was my initial idea for this AP until I started playing a heavily armoured two-handed weapon wielder in Iron Gods and didn't want to play two mechanically similar characters. The idea of a shrinking order of LG Hellknights who's mission is to rescue kidnapped people is very compelling.
The Lion Cleric
|
Hey all! I'm quite interested in running me some rebelions, and I've been interested in the Hell's Rebels AP ever since it came out. (Although, arguably, I'm a bit more partial to Hell's Vengeance.)
In order to help with organisation (and score a couple of 'pat-on-the-head' points), I present the current applications roster:
Submitted Applications:
Full BaB
- Addi Quillicus, Mad Dog Barbarian
- Lonnie Maldron, Bloodrager (Kindness)
- Viktor Darriat, Gunslinger(Bolt Ace)
- Tristan Pell, Gunslinger(Mysterious Stranger)
3/4 BaB
- Malavik Forzeyr, Warpriest of Caydan Cailean
- Felinder Zelix, Rogue (Szarni Swindler)
- Beorn the Divine, Bard
- Zero, Magus (Eldritch Archer/Fiend Flayer)
- Servis Black, Vigilante (Warlock)
- Iovia Vascor, Inquisitor (Living Grimoire)
- Fosco Cottonfoot, Bard
- Liam the Wanderer, Inquisitor
- Jorum Nalthee, Bard (Provocateur)
- Tribin Sissal, Rogue (Unchained)
- Shala, Investigator (Majordomo)
- Kiri Frostbrand, Magus (Bladebound/Hexcrafter)
- Agatsu Hulla, Vigilante(Zealot)
- Tina Azura Valerius, Monk (Scaled Fist)
Half
- Alliszah Ranaxis, Occultist/Witch
- Isabelle D'Sarini, Arcanist
- Lyra Weir, Witch
- Rosalia Dantes, Sorcerer (Tattooed)
- Nazzoria, Wizard (Enchantress)
Dotted for interest
The Chess
Master Elodin
It's entirely possible I missed someone's dot. Sorry!
I'm also dotting for interest, I'm working on something at the moment!
| GM SilentSage |
Hey all! I'm quite interested in running me some rebellions, and I've been interested in the Hell's Rebels AP ever since it came out. (Although, arguably, I'm a bit more partial to Hell's Vengeance.)
In order to help with organisation (and score a couple of 'pat-on-the-head' points), I present the current applications roster:
Submitted Applications:
(INSERT LIST OF APPLICANTS HERE)
Consider the head patted. Thanks for the list. Though, The Chess was the one to submit Agatsu, so just Master Elodin and you remain dotted for interest.
I like Hell's Vengeance. Running a live game of it. It's was my first Pathfinder GM run, so I feel that I was generous, yet fair considering that it's only 3 people party plus me the GM. I may run some Vengeance here someday.
| Lonnie Maldron |
| 1 person marked this as a favorite. |
For anyone that doesn't know how to get ahold of the players guide, its available here, free of charge. Don't know how many people didn't know already but just in case I'm putting it out there.
Master Elodin
|
@Master Elodin
For the Hellknight info you've requested, the most thematically appropriate would be the Order of the Torrent.
Fluff:
The Hellknights of the Order of the Torrent were mandated in the wake of the Chelish Civil War after the order’s founder, Reya Naulvaneti, rescued the abducted son of Kintargo’s then lord-mayor. In honor of this accomplishment, the Order of the Torrent has focused itself on rescuing the abducted. The Order of the Torrent appeals to lawful good Hellknights—they have never knowingly had an evil member among their ranks. The order has diminished in recent years to a historic low of 23 members. Most of them are spread throughout Avistan, where they search for the lost and taken throughout the Inner Sea region, but they also often serve as mercenaries aboard ships in waters sailed by slavers. The current Lictor of the order Octavio Sabinus, is currently missing due to unknown circumstances.Crunch:
ORDER OF THE TORRENT
“Breathe deeply before the plunge.”
Fortress: Citadel Vaull, Castle District in Kintargo
Leader: Lictor Octavio Sabinus (MIA)
Symbol: Armored fish
Armor: Aquatic themes with fin-shaped flourishes
Favored Weapon: Halberd or longbow
Reckoning: Allowing oneself to be nearly drowned and then revived
Discipline: 3rd-level Hellknight - Seek the taken: Use an Enlarged Locate Creature as a spell-like ability with a caster level equal to his total character level.
At 9th level, when a Order of the Torrent Hellknight gains his third discipline, he cannot choose the summon devil disciplineI do not believe Signifiers get disciplines, so that part may not apply to you. Other than them though, the Order of the Rack has shown up in town to pick up their slack. Since they're all about quashing rebellions though... not a great pick. Otherwise, Order of the Scourge, of which the Torrent were and off-shoot of, could also be an option with some convenient GM magic.
Thanks for the info dump. Much appreciated!
| Tasha Valenti |
Hello, The Lion Cleric here with my submission, Tasha (also known as 'That annoying woman that asks questions'), a writer, a sort-of-a-journalist and satirist. And a caravan guard, since those bills aren't going to pay themselves.
I've had a couple of ideas regarding the class, considering an investigator, bard or anything but a fighter is what people usually think of when they hear writer, but I decided that she's not a very good writer, and more like someone who does is as a hobby. Granted, with the skills and advancements, she'll become better.
So, let me know what you think! I'm not too set on the archery, actually, that was just an afterthought. (And arrows with parchment on them appearing as a part of the rebelion are cool!) The general idea was just an average Jane that does searching and sleuthing.
Araj the Raven
|
My submission for the AP. He's a rogue/street performer who has also performed at the opera and for parties, tapped into both the high and low life of the city. A bit of a handsome fop who's a bit too sure of himself, but also superstitious and can often be surprisingly kind. Might be tweaked here and there before Saturday. He's figuring out what to do with all that sweat gold...
Kaltan Maghan
Stats
Male human unchained rogue (Acrobat, Burglar) 1
CG Medium humanoid
Init +4; Speed 30 ft; Senses Perception +4
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Defense
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AC 17, touch 14, flat-footed 13
HP 9 (1d8+1)
Fort +1, Ref +6, Will +0
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Offense
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Melee Rapier +4 (1d6/18-20x2)
Dagger x2 +4 (1d4+2)
Ranged Shortbow +4 (1d6)
Special Attacks Sneak Stab (1d6)
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Statistics
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Str 11 (0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 10 (0), Cha 14 (+2)
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse; Dodge
Traits
Gifted Satirist (Hell's Rebels) - You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects.
Charming - You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.-
Acrobat - You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal – 5 penalty when using the Climb skill to attempt an accelerated climb.
Drawback Superstitious
Skills Acrobatics +8; Appraise +1; Bluff +6; Diplomacy +6; Disguise +5; Disable Device +5; Escape Artist +4; Intimiate +2; Knowledge (local) +5; Perception +4; Sense Motive +0; Sleight of Hand +8; Stealth +8; Survival +0;
Background Skills Perform (Acrobat) +6; Knowledge (nobility) +5
Languages Common, Elven
SQ
Other Gear Rogue’s kit, Entertainer's outfit, Inkpen, Lute, Pole, Rope, studded leather armor, 20 arrows, 174gp
Background
Greetings, traveler! Let me introduce myself, because I am someone you will remember!
My name is Kaltak Maghan. During the day, I can be found in the Veritas Market showing off my moves or if I'm in a more contemplative mood, telling fortunes; at night I'll be at Aria Park in Jarvis End. Though my performance might look like that of a common tumbler, the more astute will see the little nuances and understand more into it. Oh yes, you noticed the queen card turned into a witch? You must be mistaken! But I can see you are indeed are sharp eyed!
If you do not find me in the markets, then you should know that I am also much in demand for performances. (No, there is no truth that a jail cell is my second home.) You might have seen me on the Aulamaxa and Sarini estates. No, not in the main cast, but perhaps in the background, tumbling and doing cartwheels, or someone for the ladies to look at. Do you recall how Dame Orleana suddenly burst out of her dress during The Griffin's Taming? I improvised a performance and spins to distract the audience while she changed into a new costume. It was exhausting but well worth it!
Some call me superstitious, but one must heed the ways of those who control our fates. I pat a black cat that would cross my path and always kiss my symbol of [God] before I attempt a tightrope walk. Give the Gods their proper attention and they shall endeavour to take care of you, I say.
Moving in such varied social circles has enabled me to gather quite a bit of information. The ladies of Aulamaxa with their fine bosoms are so well-versed in opera and what people think of them. Of course, performing front and center at parties allows one to view who or what is wearing, and when the jewelry doesn't quite fit the wearer, there might be the chance to move it to a new ear or neck. If the guilds do not pay for the information, then I may attempt to procure these items on my own.
Oh do you hear that? It appears it is my time to leave. So should you be looking for information, someone skilled with a rapier, or someone with a talent for dark spaces, you know where to look for me. But now I must head for the protest; since Barzillal is so devoid of fun one must try even harder to create it. Hopefully those at the protest will still offer a busker a coin or two, and if not, well we'll see if there are other ways to obtain some payment for the tough days ahead.
Description
Kaltak is a handsome looking fellow with a thin beard and a trim physique. He has green eyes and black hair, and smells of lavender. When performing he is dressed in a tight red outfit that allows him to move and perform. He moves elegantly and precisely. He has a wardrobe of clothes thrown out by an acting troupe, and a collection of hats that range from horrendously ugly to highly portentious, including one that looks like a birdcage. ("I wear many hats" is one of his favourite quips).
| Addi Quillicus |
For anyone that doesn't know how to get ahold of the players guide, its available here, free of charge. Don't know how many people didn't know already but just in case I'm putting it out there.
Awe, thanks, man! That'll help a bunch.
| Yet Another Pathetic Wretch |
Thanks for your application. I do have a small request. Since you have an intelligent weapon, would you mind stating "Black Ice" up in your profile under a spoiler tab along with his personality? If chosen, as GM, I'll help it pick out its mission/goals to suit campaign needs.
I went ahead and added the Black Blade weapon under a spoiler. Please note that a Magus doesn't actually receive the sentient weapon until level 3, so until that point it is non-magical and a role-playing device (the stats are those for a level 3 Magus Black Blade). However, since I'm trying to 'unlock' the weapon's abilities by helping it accomplish its goals, it probably works great to have it growing in power.
If selected, I would hope that the blade has its own agenda, and would be happy if you played it as an NPC (to whatever extent you want).
I implied my purpose at the protest in my background, but I'm definitely: Tagging Along (with a sentient weapon).
| Addi Quillicus |
Introducing Addi Quillicus. After returning to "civilization" Addi found himself moving from town to town in an endless cycle: do a couple of odd jobs for a bit of coin, find a place to sleep in a home that wasn't his, and repeat for a couple of days until either he got bored, or the owners decided he had overstayed his welcome (it usually was the former). Something changed this cycle though one evening in Kintargo, and her name was Velma Sting. Her mane of red hair and her smile immediately caught Addi's eye from across the room. Since he'd seen her, Addi had unsuccessfully been trying to court her. After his most recent attempt to woo her ended with him promising to replant the flowers that he had picked from the front of a shop, Velma finally agreed to let him take her to dinner on the condition that he would show his support of some protest that she personally was a part of. And so, the following day, a clean Addi with Floyd on a recently-bought dog leash found himself amid a throng of yelling people. Addi fit right in as he waited for a glimpse of that crimson mane, repeating what the people around him chanted, often with Floyd roaring in approval.
After looking through the player's guide, I've decided to modify Addi's reason to be at the protest to make it fit a little better.
While he was passing through Kintargo Addi saw a poster for the theatre. Deciding it was worth the extra gold pieces to see something he'd never before, he went in, and that it where he saw Shensen. Addi instantly fell in love, and began to come to every showing he could, just so that he could see the actress perform, and he would often stay after the show just so that he would be able to greet her.After several weeks of this, he eventually put on his courage, slicked back his hair, and grabbed some flowers so that he would be able to ask the woman to dinner after her performance. But alas, as the curtains rised, his hopes fell as he saw that she was not onstage. After the play was finished he asked around to the other actors, where that beautiful Shensen was, but the only answer he got was that no one knew. There was one older fellow that pulled Addi aside and let him know about the protest the next week, and that he would likely be able to find his idol among the crowd.
| FedoraFerret |
May I present Demari Anuli, LG Asmodean Advocate. Yeah, you heard me right. Hailing from the Southern Garundi nation of Holomog, where they tend to find the seeds of virtue in the darkest soils, Demari is a what is known as a pact servant, someone who worships Asmodeus not as a god of evil but merely one of structure and law, not unlike Abadar (and has the trait that allows him to do so mechanically). At a young age, the half-orc left his home and clan to experience more of the world, and ended up studying the law in Taldor and then in Cheliax. Though technically not an ordained priest of the Church, his early studies of theology have granted him divine magic all the same. Since earning his barrister's license, he's moved to Kintargo to practice the law, often serving as a pro-bono or discounted attorney for those who can't afford better. Though Demari loves the law, and respects the laws of the land even if he doesn't agree with Thrune's embrace of the evil aspects of Asmodeus, he finds himself more and more discontent with Barzilai's rule. He joins the protest in order to gauge the feelings of his fellow citizens, and voice his own displeasure. After all, mint is his favorite tea.
Male half-orc cleric (asmodean advocate) 1
LG Medium humanoid
Init +1; Senses Darkvision 60'; Perception +4
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Defense
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AC 18, touch 12, flatfooted 16
hp 10
Fort +4, Ref +1, Will +6 (+7 vs. mind affecting)
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Offense
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Speed 20'
Melee whip +2 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8, 19-20/x2)
Space 5'; Reach 5' (15' with whip)
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Spells Prepared
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Concentration +5 Caster Level 5
0 level - enhanced diplomacy, guidance, read magic
1st level - bless, disguise self (d)
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Statistics
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Str 8, Dex 14, Con 12, Int 14, Wis 18, Cha 10
Base Atk +0; CMB -1 (+1 with whip); CMD 11
Feats Weapon Finesse
Traits pact servant, fed-up citizen, staying up on current events
Skills Linguistics +7, Profession (barrister) +9, Sense Motive +8
BG: Appraise +6, Knowledge (nobility) +6
Languages Common, Orc, Infernal, Halfling
Other Gear breastplate, backpack, belt pouch, candles (10), cheap holy text, spell component pouch, torches (10), a waterskin, wooden holy symbol, potion of cure light wounds, 33 gp
Kept at Home: bedroll, flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days)
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Special Abilities
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Channel Positive Energy (Sp): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Devil in the Details (Ex): At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.
Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability (Common).
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Monstrous Sympathy: Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures.
| Tristan Pell |
I can work with this guy. 1gp might be a bit high for noise makers though. lol XD
Thanks :)
That is the cost in the book for Paper Candle Fireworks which is the smallest noisemaker I could find. If you'll let him make just noisemakers using 1/10 the powder and if you'll let him use the 10% cost for Black Powder that the Gunsmithing Feat gives then he can make a firecracker for 1cp and sell them for 2cp.| The Pale King |
I hope there will be a character to link this backstory to in the near future. Also remember... Sarini's are dark comics. They're laughing and cracking jokes at your expense as they watch you hang, almost regretting not forcing you to participate in a Theatre of the Real. XD
Thanks! I have already thought of some lines to add to the backstory, obviously there needs to be the line "cracking jokes like they cracked my bones" in there somewhere. Maybe a line about how even the joyful laughter of children now makes him tense with fear. I would also like to have something about a single rose growing in the pool of his blood when the Rose of Kintargo found him after his hanging. I am really not sure on the class to use, I wish Inquisitor or Warpriest had a archetype like the Chosen One for the Paladin, where they aren't trained to fight for their church but gifted power and a destiny that they have to grow into by their god. Perhaps an Oracle would fit? Options...