Hell's Rebels, Rise of the Silver Ravens

Game Master Red Velvet Tiger


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I'll gladly throw my hat in, I have some ideas of a character and his background. I'll be going for a Paladin.

For my class upgrades, I'll knock the hit dice up to a d12, and... could I use the second boost to enhance Lay on Hands in some way? Make it work in d8s, perhaps?

I'm thinking my bonus features would be:

1. Rage as per the unchained Barbarian
5. Invulnerability as per the Invulnerable Rager.
10. Could I delay this one by one level and gain Greater Rage at 11?
15. A rage power.
20. Mighty rage.

When you say 'nothing too crazy', race wise... Backstory allowing, is a Gnoll too crazy? I'm quite fond gnolls, and this seems like the kind campaign where go for one. It would also go quite well with the Barbarian dip.

Would you consider waiving the Paladin's "Lawful" requirement, and allowing the character to be more of a 'freedom fighter', 'down with tyranny' kind of Paladin? I would be more than happy to draft up an appropriate code of honor to match with this change.

I'm picturing a Paladin of Milani with the Fed-Up Citizen trait. He originally hails from a tribe of gnolls under the command of a noble House Thrune family as enforcers in a position of half-slavery, half-subordination.

The character himself stems from a splinter faction of this tribe. After they were liberated from their bonds by paladins of Milani, their savage strength and desire for revenge was turned to good use by the church.

The character's primary motivation is to liberate those he now percieves as misguided and exploited friends and family from the clutches of House Thrune, and to help liberate the city from its captors, in recognition for being showed he could be more than a mere servile brute. He would generally pose as being one of the aforementioned gnoll enforcers in order to avoid getting into trouble.

Though he is definitely on the side of good thanks to the influence of Milani's church, the character remains a gnoll at heart, and is a fierce warrior fighting for freedom.

... his backstory may include having fallen once, and then made penitence and regained his powers.

Edit: Wow that's a lot of questions in one post. To reiterate:
-Could the class upgrade be used to improve Lay On Hands? Perhaps by making it use d8s, or something similar.
-Could my character, who dips into paladin, delay his level 10 bonus feature to gain the level 11 "greater rage"?
-Would you consider allowing a Chaotic Good 'Liberator' kind of paladin, with an appropriately updated code of honor?
-Backstory allowing, is Gnoll too crazy a race choice?

Inspiration has struck for this character, and it has struck hard.


Hmm... I know one minion I could send... just need to see if I can make the idea work. Might need to do something else.


trawets71 wrote:


EDIT: Are you sure you wanted stats to start at 8?

I think we start at 10 then go from there, but the lowest a stat can be is 8. (The Basement as she put it.)

I'm just guessing based on what I've read, and I could be wrong of course.


Ooooh, shiny! I have a character concept that I think would fit well.

Asha is a freed slave who is seeking to help others find their freedom. She is also a pacifist, a philanthropist and a natural diplomat.


Okay. So my concepts are, either...

Human Slayer with Rogue.
A quiet killer. Someone you prefers a quick strike to a long drawn out battle.
Killing isn't a glorious thing. It is the greatest theft, the taking of one's future.
Unfortunately, sometimes, it must be done to insure the future of others.

(I kinda wanted to model him after the manslayers of Rurouni Kenshin, quick and deadly)
Someone who doesn’t wear much in the way of armor and doesn’t look threatening, until a fight starts.

rough stating:

Str 8+7 = 15
Dex 8+7 = 15
Con 8+4 = 12
Int 8+1 = 9
Wis 8+2 = 10 +2/human = 12
Cha 8+1 = 9
Did I do that right? 22 points.

Feats: (1st+1/human+1/your bonus) = 3
*not sure yet about these yet. Maybe at least exotic weapon for bastard swords

Reason to be at protest:
To protest the government

Traits: 2
Fed-up Citizen
*not sure yet

Other bonuses:
I was thinking maybe something with speed or initiative, maybe acrobatics, not sure.

Second concept is a wizard I enjoyed playing once here on the boards, but sadly the game tapered off before too long.
That would be Kiwyn, my kitsune wizard.

Kitsune Wizard with Summoner
A sweet natured person, she hates seeing others suffer.
She also has a strong curious streak and loves to learn.
A social creature she loves talking to people and hearing their own stories.
Originally from out of town she came to investigate ‘The Bells’
Hopes to one day become a 9-tailed fox.

rough stating:

Str 8+1 = 9 -2/race = 7
Dex 8+4 = 12 +2/dex = 14
Con 8+0 = 8
Int 8+10 = 18
Wis 8+3 = 11
Cha 8+4 = 12 +2/dex = 14
Again, think I did that right.

Feats: (1st +1/your bonus) 2
Combat Casting
Extra Tail

Reason to be at Protest:
Tagging Along
or
Staying up on Current Events

Traits: 2
Pattern Seeker
*not sure

Other bonuses:
*not sure yet.

One question about the extra class bit.
How would the Eidolons from the summoner class work? What level would it’s pool be based on?


Think a full bab monk will be fun to play.


GM Infernal Mistress:

Hey look, thanks for answering that question, I appreciate that it might have been awkward. I wish you the very best of luck with your game!

The Exchange

I think I have this done except for the 2 upgrades. I dont want to break any rules and don't really understand what it is I am supposed to do. Thinking about boosting knowledge skill checks. I don't know. Can I take another alternate racial trait? Thinking of taking sneak attack for a free class feature. Anyone have any suggestions for a Tiefling Investigator?


I am thinking of a halfling sorcerer with some roguelike capabilities.
Character to come


All right, so at the moment, I'm thinking of a Paladin crossed with an Aegis (basically, their devotion is so strong they can form a literal set of armor to protect them). The character is not explicitly religious, but venerates goodness in general - and takes a practical approach to law. Namely, while they strive to do the right thing, they believe that good is more important than law, and if there's a conflict between them, they're more than happy to focus on 'good' as the most important thing, hence keeping their power even if they occasionally have to act somewhat chaotic.


After reading a bit of the HRPG, I'm not sure if my character concept is going to gel with any of the campaign traits. I'll keep an eye on this to see how the characters pan out and may still throw together a submission, but for now I will retract my interest.


Ability Scores: I did not mean that the 'base scores' you have before modifying it with ability score purchases or racial modifiers is 08, just that it cannot be lower than that afterwards! The base scores, as in regular ability score generation, equate to 10 for each of the six ability scores.

Lawful PCS: There is nothing theme-breaking about lawful PCs working against the Thrune government. Being lawful does not mean that you have to respect ALL forms of law as being worthy. While that is what hardline lawful characters would certainly believe, not all do. A perfect example would be Nidal. In Nidal, the government has the policy to round up Desnan rebels and execute them. If it were true that all lawful characters must honor all lawful government rules and regulations, then they would be honorbound to turn over the rebels. Considering, in some source material that I can't remember the name of, there is a PALADIN working with the rebels, it should stand as proof that an L on your alignment doesn't mean that you will stand for every law, just those that you hold to be true and just.

Paladins: Using the above information, it is perfectly okay for a paladin that opposes Thrune! I remember reading somewhere in fact that archons bear the strongest grudge and fight most fiercely against devils because they twist law to where it is an evil thing, as opposed to a good one. Why would that not be true for mortal paladins who reside in Cheliax? Exactly!

Paladin alignments: You MAY be a paladin with alignment other than LG. If you are, then request it and I will dig up my old Dragon magazine for rules on non-lawful paladins.

Paladin code: If you plan on playing a paladin, please write out a code of morality that you must follow and run it by the thread. Things like 'never kill an innocent' are assumed, so focus more on things that are a reflection of you or your god's code of conduct. If you belong to a specific deity, it is a simple matter, because many have pre-made codes of conduct.

Trawets71: Answered your question up there!Good to see you again! :)

Oyzar: The campaign is more open than most APs and features a bit less rail-roading, so it gives some room for creativity on the part of GMs and PCs. While I will have most things from the AP being the same in the campaign because I like almost all of it in the 4 books that I own. I will accommodate for character-specific quests, if that is what you are asking!

Jereru: Nice response! Cheesecake is awesome. :)

Davina Eradon: The reason that I did not list the rules specifically for each is because there are a LOT of circumstantial niche cases! In the case of BP, you can take one feature to gain up to 9th level in BP and need to take another to go up to 19th. Deadly performance, while a part of BP, is your capstone and you have to use your capstone feature to get it. As for 'pool' abilities with tied in sets, like deeds or similar stuff, you get the pool can advance through 10 levels of the pool and associated features that require the pool, deeds in your swashbuckler case, with 1 feature, needing another to cap it out. Easier to understand how it works now?

Cydrius: Nice to see you again! You cannot use the 'stat upgrade' to apply to LOH, just the basic stuff like HD, BAB, saves, and skill points. An escaped Gnoll slave is not too far out there, considering that Cheliax deals in slaves in quite a big way and has been noted in one source as having contacts in Katapesh, which is awash in Gnolls and has a massive slave market rivaled only by those in Qadira. You may gain GR with your 10th level feature at 10th level, as I never understood why it was not 10th level anyway, since that is when a lot of stuff gets the 'midway boost', like ninjas being allowed to take master tricks and such. It's an inconsistency that I have wanted fixed in the barbarian for many years.

Camiel/Rednal: The old crew seems to be showing up! ^_^ Whole Armor of God concept going on? I could totally imagine that! I have always pictured paladins as being more devoted to good than law as well, so don't worry, I'm not going to penalize you unless your actions grossly violate your code or are blatantly evil. Obvious things like burning down a building filled with innocent people to kill a villain trapped inside or things of that nature are things that could cause you to fall, but I will not make you fall if you have to stealthily take our enemies or else risk certain death or some other fringe situation that some GMs would crucify a paladin over.

Kittenmancer: You actually took the time to look up a tribe? Kudos to you for the attention to detail! Most Mwangi PCs are just 'from Mwangi'. :)

Spacefurry: So either an Assassin's Creed-style moral taker of lives or a fox spirit who summons another spirit? I could picture either one of those being in the campaign.

HighonHolyWater: Of course it would be! Monks are awesome anyways. :)

Viviana Masters: Not a problem! I wish you the best as well! :)

Ashess: The 'stat upgrades' only apply to stuff like BAB, HD, skill points (Not individual skill), and saves. Racial traits are not covered. And for your class feature? Well, that depends on what you plan for a concept! Are you the sneaky rebel? A former Pinkerton Agent-type character that grew disillusioned with Cheliax? A Sherlock Holmes who got drawn into things to find a loved one or solve a case? Or what?

Sixteenbiticon: Okay! If you change your mind, just post a character, yeah?


Pathfinder Adventure Path, Rulebook Subscriber

Working on my submission currently and wanted to ask about something. the character is intended to go dragon disciple at a later point and in the backstory the type f dragon that spawned the change was an umbral dragon. would you be willing to tweak the dragon disciple to take that into account or should I write it up as a "standard" dragon type.


Lawful Stupid generally doesn't work out to good roleplaying anyway - but yeah, very much a "my faith protects me - literally" sort of character. XD Incidentally, I'm putting their upgrades into more skill points, since that was the area I felt was genuinely lacking with the build. ^^ I can probably have some stats up later today.


Added a few relevant changes to the campaign world because of my home campaign PC actions. These WILL be relevant at some point to the PCs. Good luck figuring out how! :P

Drogeney: That would be possible, with alterations like a negative energy as his element of choice and such.

Rednal: Lawful Stupid is just bad, unless you're trying to work out a good reason to pit angels against your PCs or something, in which case the overzealousness works out in a fairly cool way.


Pathfinder Adventure Path, Rulebook Subscriber

Cool, glad to hear it.


Dotting for interest here, GM Infernal Mistress. Don't have an alias ready to go yet, but I can tell you the class I'm most interested in playing is a Mesmerist from Occult Adventures.


Just chiming in here for a minute. As the DM of one of the other Hell's Rebels that just recently finished recruiting here on the boards, I'd like to throw out a huge recommendation to three applicants on here that applied for my game but didn't get in:

Ashess (Ala D'tang), Tychoi d'Gallarai (Ala Cuan), and Taldo the Tanner (Ala Robert Henry)

All three of them applied to my own campaign but I did not end up selecting them - nevertheless, they were great applicants and did well in the roleplaying prelude I had set up for the campaign. Definitely check 'em out! :D


I missed the deadline on the other game, so I think I'll throw my own hat in the ring here. I'm planning on building a Rakshasa-born tiefling who's a Bard/Swashbuckler. I'm unsure as to whether or not I'll actually start with bard or swashbuckler, however.

Also, if we were planning to multiclass, could be give one of the two bonuses to the other class, in exchange for only having one in the class we begin with? I'm thinking Swashbuckler would get a skill point bump while Bard would get a BAB boost.


Would sneak attack from the bonus class feature stack with the primary?
Like for a Slayer with Rogue. If I took the Rogue sneak attack at 1st that would be +1d6, then at 3rd it ups to +2d6. But Slayer gains sneak attack +1d6 at 3rd as well.
So would they stack to +3d6 at 3rd?
I only ask because my original idea was to take the rogue talents, but I just realized they don't gain them until 2nd.

Grand Lodge

Sounds cool. I'll adjust my Kitsune rogue for this game.


Pathfinder Adventure Path, Rulebook Subscriber

Here's what I plan to submit for this one, let me know what you think of her, I think she'll be a blast to play. I haven't quite finished the character sheet yet but it won't take that long once I have the time the next few days.

Introducing Illia'mafaedra Dracumbria live sparking a riot at the Thrune residence.

Build:

Illia'mafaedra Dracumbria
female drow bard (diva) 1
CN medium humanoid (elven)
Init +5; Senses darkvision 120 ft, light-sensitivity, Perception +6
--------------------
Defense
--------------------

AC n, touch n, flat-footed n (+n armor, +n shield, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------

Speed 30 ft.
Melee weapon 1 +n (ndn+n/n-n) and
. . weapon 2 +n (ndn+n/n-n) and
. . weapon 3 +n (ndn+n)
Ranged weapon 1 +n (ndn/×n)
Special Attacks bardic performance,
Spells (CL 1; concentration +4):
1st (2/day)— sabing finale, vanish,
0 (at will)—daze (dc 13), prestidicitate, ghost sound (dc 13), mage hand,
--------------------
Statistics
--------------------

Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +n;CMD n
Feats WP: simple, hand crossbow, longsword, rapier, sap, shortsword, shortbow, and whip, AP: light; Combat Expertise (1st), Improved Trip(bf), Weapon Finesse (bf)
Traits trait 1
Skills bluff +7=3+1+3, diplomacy +7=3+1+3, disguise +7=3+1+3, knowledge (arcana) +4=0+1+3, knowledge (local) +5=1+1+3, perception +6=0+1+3+2, perform (song) +9=+3+1+3+1, spellcraft +5=1+1+3
Languages undercommon, elven, common
SQ abil 1
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
--------------------
Special Abilities
--------------------

Arcan Prodigy Once per day as an immediate action, you can double the duration of one of your racial spell-like abilities, as if using the Extend Spell metamagic feat.
Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Counter Song (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Diva in training Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.
Famous: At 1st level, a Diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5.
This ability replaces bardic knowledge.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Reactionary You gain a +2 trait bonus on initiative checks.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword

Extra Class Features and Upgrades:

Upgrades
Melee BAB 3/4 to full
Ranged BAB 3/4 to full
Unchained Rogue:
Finesse Training

reason to Protest:

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.
Spoiler:

[spoiler=Appearance and Personality] Illia'mafaedra Dracumbria is a drow woman standing 5'8" and weighing 130 lbs, her long hair is a pale silver that borders on platinum blonde and her eyes are solid black, a strange thing for her race, with ;light gray skin. She wears clothing in black and purple when she can and often carries a whip, mace, and bow with her and has a chain shirt for when trouble ensues.

She has a rather cantankerous nature, loud and often demanding, she has little use for weakness and has not trouble telling everyone her opinion. How she has survived in Chelliax so long is a mystery with her opinions, the only possibility is the power of her voice and personality.

[spoiler=Backstory]
Illia'mafaedra Dracumbria was born the scion of her drow families matriarch. They were always considered backwards by the other drow due to the nature of their worship, namely that of a great umbral dragon who extended his protection for tribute. As odd as it was for drow to be subordinate to a male they were not overly disturbed by this arrangement, yet another fact that lead to their oddness. Every few generations a daughter of the Matriarch would lay with the great wyrm and bear his daughter, they would give him tribute as well and in the end secure the wyrm's protection for another few centuries. Every time the daughter would be born a sorceress whose power was tied to the dragon's, everytime but one, Illia'mafaedra Dracumbria.

Illia was born a normal drow baby, something that happened often with this pairing, and was expected to grow into her powers as she entered adult hood. She was educated from an early age in her families traditions, also somewhat abnormal for drow, which centered less on the darker pursuits of the other drow and more on duty to family. They were still chaotic, and mostly evil, but it was manageable. From childhood Illia had a fascination with music, something her clan practiced but was deemed inappropriate for a daughter of her lineage, despite this she practiced her singing and continued her studies.

As she reached adulthood Illia did her best to learn the magic arts but found she had no true talent for it, except when she sang. She couldn't make the shadow's dance, she couldn't create gouts of fire or missiles of force, but she did learn how to make herself vanish. The vanishing trick became very useful as she realized she could never live up to her families expectations, she knew that they would soon sacrifice her to the wyrm as a failure, and that she had no chance of help from any other drow. As luck would have it a group of trades came to her home and she made a secret deal with them, in exchange for smuggling her out of there and to the surface she would provide assistance in protecting the group and getting them through drow territory to the surface.

After a difficult journey for the headstrong woman she nearly found herself left by the cavern side by the traders many times but always managed to prove her worth to them. Eventually they reached the surface and Illia got her first look at the world above, it was like two pick being driven into her eyes and she quickly realized the unique requirements of living above. When she woke the next morning the traders had left her with provisions and a note telling her how to get to the nearest town, which she did. During her travels with the group she learned that her kind were not held in the regard they should be by these barbaric surface dwellers and that she should disguise herself to fit in better. She did so and made her way to said town where she sang some songs, made some money, and went on her way.

In her next village she met a bard named Vierra, a half-elven woman who took the wayward drow in disguise under her wing and taught her the job of a bard. It didn't take long for Vierra to realize that Illia was not a typical elf, but rather a drow, and took it in surprising stride, maybe it was the fact that Illia never tried anything but she extended some trust to the drowess and helped her learn to better conceal her appearance. In one of the stops in their travels Illia learned about the Chellish Divas and decided that that was the roll she was destined for. With Vierra's recommendation to a tutor in Kintargo who could help her on her way to becoming a true Diva and they parted ways amicably.

It took a year of hard work with her tutor, Bernard, during wich she should great talent and skill, of course as a drow she already had the right grandiose and demanding temperament, and she was ready to make her debut performance at one of the theatre's in town. Unfortunately this was when things got complicated, her performance was canceled when the new, temporary, lord governor, Barzillai Thrune, moved into the opera house she was to perform at. Of course in typical drow fashion she wanted to flay this foolish male alive and said a few things she shouldn't have. this led to her having to run for her life from the dottari, and then hide out in the Redroof District. If this wasn't enough someone found out about her being a drow and word got around so she had to flee from some elven drow hunters for a bit before finding refuge in the temple of Shelyn. they temple found out what she was but didn't run her out as they had heard her voice so she found a safe haven for a time. She heard that a protest was about to happen at the opera house where everything went wrong and she knew she just had to be there to protest the government. Disguise in place she went out and was already to spark a riot just to spit in Thrune's eye.


Could you use the alternate features to qualify for prestige classes? Are we allowed prestige classes at all? How then do the increased features work? Do we keep them or are they lost? I'm considering the following:

Wizard (or sorcerer maybe?) with sneak attack to qualify for arcane trickster. Arcane trickster normally gets 5d6 sneak attack that explicitly stacks with other sneak attack. Does that mean you can eventually get +15d6 sneak? If I say go with full bab would I then get full bab from the prestige class as well?

Oracle with bloodrage and the primalist archtype lets me use the 5th level feature to pick up 2 rage powers. One of these could be clarity of mind to qualify for Rage Prophet. Similiar questions here, is it allowed and would I still benefit from the increased bab/hd?

@Drogeney: Pretty sure upgrading your BAB only costs 1 upgrade, it's explicitly given as an example in the first post even, so you got one to spare.


Pathfinder Adventure Path, Rulebook Subscriber

The example specified 1 pt for melee and 1 for ranged. I'll happily find a use for it if I'm wrong.


Dot.
likely to introduce myself tomorrow or tusday


Welp, here's Arya, my submission. Given the somewhat chaotic nature of this campaign, I decided to add some stuff to her Paladin code to help her play nice with others. ^^ This should do nicely.

Spoiler:
Arya

Appearance

Female angel-blooded aasimar (angelkin) paladin (oath of vengeance) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +2; +1 trait bonus vs. mind-affecting effects, +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 35 ft. (25 ft. in armor)
Melee falchion +7 (2d4+10/18-20)
Special Attacks smite evil 1/day (+4 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect evil
--------------------
Statistics
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Str 20, Dex 12, Con 16, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +6; CMD 17
Feats Power Attack, Weapon Focus (falchion)
Traits birthmark, fed-up citizen, reactionary
Skills Acrobatics -5 (-9 to jump), Bluff +5, Diplomacy +8, Disguise +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +1, Perform (oratory) +5, Sense Motive +4; Racial Modifiers +2 Heal
Languages Celestial, Common, Elven, Halfling
SQ exalted resistance
Other Gear astral armor, falchion, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, trail rations (5), waterskin, wooden holy symbol of Good, 364 gp, 1 sp
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Special Abilities
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Astral Juggernaut When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Exalted Resistance (6) You have spell resistance 6 vs. evil spells, or any spell cast by evil outsiders.
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit.
Fortification 25% You have a chance to negate critical hits and sneak attacks.
Hardy The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement increases by +2.
Improved Damage The aegis's melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Speed The aegis's base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
--------------------
"No matter how deep the darkness grows, a single light can stand against it."

How does one become a Paladin in Cheliax? Well, that might be the wrong question to ask in Arya's case, because the city of Kintargo has never been particularly nationalistic... indeed, it's remained an active bastion of good, so until recently it's been MUCH easier to be devoted to the deities of good.

Of course, that's the rub, because Arya isn't actively religious. In fact, if someone were to ask her, they'd find out that she's a very broad-minded sort of person, and she collectively venerates all the powers of good. She's just as comfortable with Cayden Cailean's willingness to have a drink as she is with Erastil's teachings on family, and she genuinely believes that all of the celestial lords have a proper time and place. Like most Paladins, Arya does lean slightly towards Iomedae, but the Goddess of Valor is a little more militant than Arya prefers.

It often surprises people to find out that Paladins don't need to worship a deity - but that detail is unquestionably true, and Arya's own beliefs in righteousness are what empower and protect her. These statements are meant in the literal sense, as it happens - while her sword is real, her armor is actually a divine manifestation called into existence by pure willpower. She is, quite literally, protected by her own faith. Arya generally prefers to form heavy armor for battle, but she's been known to call it in lighter forms when speed is of the essence. The armor isn't just for show, either - it actively makes her tougher and empowers her swings.

Outside of this, Arya is about as broad-minded as a Paladin can be - while she does believe in the values of law and order, she recognizes that not all laws are good, and that laws are never more important than good itself. She considers herself quite free to ignore any laws that don't promote good if they're standing in her way - her oath as a paladin requires her to respect legitimate authority, and she doesn't see the infernal masters of Cheliax as the legitimate rulers of anything, given their general tyranny.

In keeping with her general veneration of good, Arya's personal paladin code was drawn from many different sources. In addition to protecting the innocent, being truthful, respecting lawful and just authority, and living with honor at all times, her code includes the following:

-I recognize the limits of my power, and that I cannot do all things at all times. I am willing to set aside the immediate good if there is a long-term good that is more important, though I do not do so lightly or as an excuse to avoid doing what is right.
-I recognize that there are many solutions to problems, and that I do not know all things. My way is not the only way, and not everybody acts (or should act) as I do. I will listen thoughtfully to others, and if I have objections, they will be practical ones - not simply a desire to make others conform to my will.
-I recognize that true honor comes from my own behavior, and that neither fame nor fortune are my goals. However, I also understand the importance of my reputation, and I will live in such a way that none have cause to blame me.
-I understand the weight of my sword - and of my heart. Without righteousness, my blade is only useful for violence. My true strength is not the power of my blade, but the power of my heart.
-I will be temperate in my words and actions, not zealous, for a thoughtful mind finds it easier to avoid error. I will not be afraid to question myself, admit my errors, or seek new ways to improve - for I am not perfect, and I can always improve myself.
-In battle, I seek victory, for I cannot help others if I die. While I will fight fairly when the fight itself is fair, I will seek more practical measures when it is not - there is no dishonor in efficiency, especially if it preserves my strength or helps protect others.
-I believe in goodness above all else. The code I have sworn is only as valuable as the good it supports, for restrictions alone are meaningless. Should any part of my oaths ever cease to support goodness, or to be so ineffective in comparison to another action that I could not justify the inferior choice, I am no longer bound by them until they once more align with righteousness. This takes precedence over all other oaths I have made, or shall ever make in the future.


DM CrustPeanut: That name makes me think of Captain Jack Sparrow! :) But yes, thanks for the heads up!

JDPhipps: Yes you may use that substitution, although you must ask yourself if it is worth it when you are multiclassing. It is more useful using a bonus on each class if you did a 50-50 split on the respective levels. If you were just level dipping in one, it has diminishing returns, yeah?

Spacefurry: According to the base rules, SA from multiple sources stack. So yes, you may. RTs, however, are a basic enough feature where I would not mind you taking one iteration at 1st level.

Drogeny: Ilia is interesting and it seems as though she may later gain some rapport with an important NPC, given that their backgrounds parallel one another. Don't worry, the parallel can be a good thing, in this case!

Simon Blueeye: Okay! :)

Rednal: I see that you still find cool pictures to put with your characters. :) That paladin code though... it works! No lawful stupid for that sister! You also touched on the fact that paladins, unlike their cleric counterparts, do not need to have devote themselves to a specific deity, they are just selected by a nebulous good patron who chose them for the work. That's rare, but refreshing.


I am going to submit Edgerson for this game if he does not get picked for the the other Hell's Rebel game by Paladin of Baha-who?

Background will be the same. I will just have to add the new Character Sheet.


Okay ladies and gentlemen, I'm about to go farm apexis crystals on my Orc warrior and go treasure hunting on WoW. I will post in a few hours, after I feel that I have made some more progress on that game. Oh, and I got my Grove Warden last night! I understand why people love those things now! They make you look awesome and are a mark of prestige.


The apexis event ended before I logged on Wow earlier. So much suck! :(


Now this looks down-right fantastic! Your extra options really make this idea I had been thinking about for this AP just phenomenal, Infernal!

I would love to bring an Arcane Duelist bard of Milani to the table, selecting Full BaB as one upgrade, unsure on the second upgrade right this moment I've decided to go with 8+Int for skill points, and taking cleric's Channel Energy as the Class feature.

Also, just to clarify the "extra class feature" in this specific instance at 1st level he would obtain Channel Energy 1d6, and then at 5th level it would go up to Channel Energy 2d6, then 3d6 at 10th, then 4d6 at 15th. Correct?


GM Infernal Mistress wrote:
Okay ladies and gentlemen, I'm about to go farm apexis crystals on my Orc warrior and go treasure hunting on WoW. I will post in a few hours, after I feel that I have made some more progress on that game. Oh, and I got my Grove Warden last night! I understand why people love those things now! They make you look awesome and are a mark of prestige.

Oh awesome, another Horde player. Troll Enhancement Shaman here.

Your class features house rule is really interesting to me; I'm admittedly already signed up for the other Hell's Rebels recruitment going on at the moment, but the specific rules for your campaign have my interest incredibly peaked... I think I want to apply for this campaign regardless. If I don't get accepted to the other one then there is no problem, if I do I'll cross that bridge when I get to it.

A few questions:

1) I'm thinking of running with a Hospitaler Paladin, selecting Oracle for my secondary class. Would I be able to select the Life Link revelation at level 1?

2) Could I use Celestial Obedience to be an Evangelist of Arshea? Reducing the skill point requirement of the Mystery Cultist so I can enter it at the same time I would the other three religious prestige classes would be welcomed, too. These are obviously both requests to go against RAW rather than clarifications so don't feel pressured to rule in my favor if you don't want to.

Grand Lodge

sentaiexpress here, submitting Kuzu Koryo, a Kitsune Rogue with plans to prestige into Arcane Trickster.

Kuzu is currently living in Kintargo to find information regarding her missing father, who she beleives to have traveled to this troubled city.


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I went ahead and drafted up the lore for my character, a Gnoll Paladin with a dab of Barbarian.

Rett the Unbreakable


Faelyn: In the case of Channel Energy, it would need 2 features. One allows you to level up to the equivalent of a 10th level cleric with CA, while the other, which can be taken at 10th or 15th level, allows you to go the rest of the way to level 20 with it.

Arachnofiend: Of course you may select LL at level 1! No level limitations under the description and oracles get a mystery at 1st level. And yes, CO counts as deific obedience for the purposes of evengelist. And what do you mean by reducing the skill requirements on the mystery cultist?

Kuzu: Is your character a PFS one? It is, judging by the green name and the emblem. I am not sure if, with these custom rules I am using, it counts for PFS credit. Is that okay?

Cydrius: I like Rett! Sheela is an interesting take on 'gods can wear masks' trope! :)


Well, my submission's in, so I think I'm pretty much set for now. XD


Bah! I missed my edit option by 1 minute... The basic idea behind the PC is someone who believes his family was is or was involved with the Silver Ravens and becomes rather obsessed with the group (a natural draw into the Milani faith). He has a boyhood dream of becoming the center-point for another revolution...

I am also curious about whether the evangelist PrC is allowed? I am looking at making him a heavy party buffer with Inspire Courage, Flagbearer, and Inspiring Presence. I am curious what your thoughts are on using the Flagbearer feat attached to a longspear?

*EDIT*

GM Infernal Mistress wrote:
Faelyn: In the case of Channel Energy, it would need 2 features. One allows you to level up to the equivalent of a 10th level cleric with CA, while the other, which can be taken at 10th or 15th level, allows you to go the rest of the way to level 20 with it.

Wow! So that would leave the 5th level slot open for something else. That's really interesting. Would you allow Domains and such to be selected at 5th level if my PC is chosen? Also, thanks for the clarification!


GM Infernal Mistress wrote:
Arachnofiend: Of course you may select LL at level 1! No level limitations under the description and oracles get a mystery at 1st level. And yes, CO counts as deific obedience for the purposes of evengelist. And what do you mean by reducing the skill requirements on the mystery cultist?

The Mystery Cultist has a skill rank requirement of Kn (Religion) 7, locking it to 8th level before you can enter it; in comparison the Sentinel, Evangelist, and Exalted can all be entered at 6th level. It's a minor annoyance and a complete non-issue if I can use Evangelist for the same result.


GM Infernal Mistress wrote:
I like Rett! Sheela is an interesting take on 'gods can wear masks' trope! :)

Glad you like him! ^^

I'm actively pondering his crunch:

I'm currently picturing a frontliner two-handed weapon user with a side of Cornugon Smash/Intimidating Prowess.

Off the top of my head, probable feat, feature and trait choices:

Class improvements: Hit dice is now 12, skills are now 4+int.

Bonus features: 1: Rage. 5: Invulnerability (From invulnerable rager). 10: Greater Rage. 15: Rage power.

Feats (in no particular order): Power Attack, Weapon Focus, Intimidating Prowess, Cornugon Smash, Dazzling Display, Shatter Defenses, Toughness.

Traits: Omen (Being that he exudes the wild revolutionary inspiration of Sheela), and Inspiring Rush. (Are these two okay, GM?)

Reason to protest: To Protest the Government
Campaign Trait: Fed-up Citizen

In general, the main idea behind Rett's build is to combine Paladin and Barbarian into a frontliner who stubbornly refuses to go down no matter what the enemy throws at him.


Illia's alias is now done. Got my equipment purchased and everything.

Grand Lodge

GM Infernal Mistress wrote:

Faelyn: In the case of Channel Energy, it would need 2 features. One allows you to level up to the equivalent of a 10th level cleric with CA, while the other, which can be taken at 10th or 15th level, allows you to go the rest of the way to level 20 with it.

Arachnofiend: Of course you may select LL at level 1! No level limitations under the description and oracles get a mystery at 1st level. And yes, CO counts as deific obedience for the purposes of evengelist. And what do you mean by reducing the skill requirements on the mystery cultist?

Kuzu: Is your character a PFS one? It is, judging by the green name and the emblem. I am not sure if, with these custom rules I am using, it counts for PFS credit. Is that okay?

Cydrius: I like Rett! Sheela is an interesting take on 'gods can wear masks' trope! :)

Don't worry, I couldn't care less about credits.


Faelyn: Evangelist may be taken as a PRC. Domains are an option, but you would need to use 2 features to get both abilities from the domain in question. As stated in the original post, you get no spells from the bonus class features if you are not of the appropriate class.

Arachnofiend: The main reason for the skill requirement is because the capstone of MC is, fkavorwise, an endgame-type thing. So I will preserve that and keep it where it is for the MC.

Cydrius: The traits are okay! I am not banning any traits.


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Ok, thinking about a human Mysterious Avenger, with the Child of Kintargo and Rich parents traits(This second isn't as important, but fits flavor-wise). Taking the Noble Scion feat(Jhaltero), and my 'gestalt' class will likely be Investigator, choosing Alchemy(if possible).

Very much a Batman type character.


GM Infernal Mistress wrote:
Faelyn: Evangelist may be taken as a PRC. Domains are an option, but you would need to use 2 features to get both abilities from the domain in question. As stated in the original post, you get no spells from the bonus class features if you are not of the appropriate class.

Sounds good, GM. I haven't fully settled in on cleric just yet. I just found the Street mystery for oracles and think that might fit this character a little better than what I had initially looked at... I'll mull it over tonight and have a bit more fleshed out in the morning!

The Exchange

Done and done!

Ashess takes a knee, stares down at the ground, and lifts his empty mug to the sky.

Oh Lucky Drunk. Lord of Freedom and Drink. Might you look away from your mug for a moment to see your faithful and favor him. Grant me bravery, not in my cups, but in my deeds. May the rule of Barzilali Thrune fall soon. Now return to your drink and may it forever be frothy!


Hello, I am Chejop, a Zen Archer and alternate persona of Jereru :P

I created myself here though I could use any other keeping method you like. Link is also in my alias profile. Story and background is also in there, only thing missing is some gold spending (which will be done in a bit).

Anything you feel is not suiting your game, lacking, wrong, unacceptableeeeeeeeee!!!!! or whatever, just tell.

Summary: Zen Archer Qinggong, used the 2 extra features in grabbing more skills (8+) and selected Rogue as secondary (picked Trap Finding at 1st). Will probably pick Evasion/Uncanny Dodge OR Rogue Talents, depending on the final party composition.

Edit: I just realised it's 7am. And it's raining outside. Jeesh, you made me stay awake all night creating a character and ignoring everything else... that rocks! Gonna spend my gold and sleep a while.


I think I'm going to make a half-orc inquisitor (sacred huntmaster) of Sarenrae with some abilities from Rogue (Thug), mechanically the character will be focused on intimidation. I see that a lot of the feats I want have a requirement of 6 bab. I don't suppose it would be possible to delay the second bonus feat until then?

I have a hard time choosing between the reformation and conversion inquisitions. If I have to hide my holy symbol conversion will probably be necessary. Will I have to do that?


My submssion: A modified version of the character I am applying to another Hell's Rebel's recruitment right now.
I really like the concept and think it would do really well in this AP.

CRUNCH:
Aleksara Darksoul
Female, CG 1/2 elf (drow blooded) sorcerer (Oni Bloodline) w/Monk as Secondary Class Choice
Init +2; Senses: Low-Light Vision

Statistics
Str 12 Dex 16 Con 13 Int 12 Wis 13 Cha 17
Base Attack: +1; CMB: +2; CMD: + 16
Speed: 30ft.

Class Improvements: BAB x2 (GM Bonus)
Secondary Class Choice: MONK (GM Bonus)
~1stLevel BONUS Feature: Monk’s AC Bonus (Ex) When unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC and her CMD. In addition, she gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four levels thereafter, up to a maximum of +5 at 20th level.

Defense
AC 14 ; Touch 14; Flat Footed 10 (0 armor, +3 Dex, +1 Wis)
Hit Points: 7 (1d6+1)
Saving Throws:
Fort +1; Ref +4; Will +3

Offense

Melee :
Katana +2 (1d8+1) (+Arcane Strike)
Quarterstaff +2 (1d6+1) (+Arcane Strike)
Dagger +2 (1d4+1) (+Arcane Strike)

Ranged :
Dagger +4 (1d4+1) (+Arcane Strike)
or spell: Acid Splash RTA +4 (1d3 acid)

Special Attacks:
Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spellcasting:
Level 0 (Infinite/day)
• Detect Magic
• Acid Splash
• Dancing Lights
• Mage Hand
Level1 (4/day)
• Web Bolt (Drow racial spell)
• Charm Person

Skills: Knowledge (Arcana) +4, Perception +6, Craft (Weapon Smithing) +7 , Linguistics +4

Languages: Elven, Undercommon, Common, Tien.

Feats: (Gain GM Bonus feat: at 1st, 5th, 10th, 15th, and 20th.)
~1st level Feat: Exotic Weapon Prof (Katana)
~(Bonus Feat: Race) Skill Focus: Craft (Weapon Smithing)
~(Bonus Feat: Class) Eschew Materials
~(Bonus Feat: GM) Arcane Strike

Traits:
*Pattern Seeker (Campaign)
You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
*Deft Dodger (Combat)
+1 on Reflex Saves
*Desperate Focus (Magic)
+2 trait bonus on concentration checks

SQ:
*Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
*Arcane Training:(Sorcerer)
Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multi-talented racial trait.
*Thinblood Resilience (1/2 Drow):
Half-elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait.
*Sorcerer Bloodline Abilities:
Bloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.

Starting Money: (38pp 6gp)

Gear:
Katana (50gp)
Dagger x3 (6gp)
Quarterstaff (0gp)
Monk’s Kit: (8gp)
Backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

FLUFF:
From the Journal of Aleksara Dark-Soul, sorcerer and former child of slavery:

I left when she died in that dark place. I did not look back. Her story is now mine to tell.

My mother was Li Liu, an eccentric wizard-monk-weaponsmith and native of Tian Xia. She had traveled to distant Riddleport for research into the city’s famous runes, when she was captured by pirates and sold into slavery. She moved “through many hands” and eventually found herself at the mercy of a small band of rogue drow that lived near the surface and traded with some of the worst scum in Riddleport. Her skill with magic, metals, and weapon-smithing probably saved her from a short life as a body slave, but now she was too valuable a commodity. To prevent her escape her spellbook was burned and she was permanently hobbled, which left her only able to stumble about her new forge rather than walk normally.

Not too long after her capture I was born. Half-drow, I was even more exotic looking than most of my kind. Raven black hair and strange folds in my eyes, I was deemed less than family by the full drow around us. Still, I was treated better than a slave, but not by much. My mother, always a steady hand in the near-dark of her forge, helped me along with her advice and guidance in whatever she could, whenever she could. She never lost faith in her daughter, and tried to teach me as much as she could about magic, the forge, and the surface world, and the freedom they represented for me. She knew she would never make an escape herself at her age and infirmity, and with my natural magic -which she claimed came from her family’s dark history- she felt that I could one day escape my current life and have another with freedom to do and choose as I wanted.

One day she came to me and gave me a weapon she had crafted herself in secret, a beautiful long blade from her homeland. She was dying of some unknown ailment, getting weaker, and wanted to make sure I was prepared for the world. She also feared my drow 'family' would quickly turn on me once she was gone. She made me promise to hide the weapon, but to take it and to leave the day she died, and to never look back: To fight for freedom whenever possible. So I left a week later, leaving nearly everything I had ever known that sad day. Vowing to keep my freedom at any cost, and help others in need of that same freedom.

I will skip the boring parts of my escape, but I did eventually arrive at Riddleport, and so I experienced my first true freedom among the nearly lawless citizens there. I could never feel truly safe so close to the 'family' I had left behind however. As soon as I could manage it, I stowed away on board an ocean vessel heading for its home port of Kintargo, in Cheliax. Having lived among demon worshipers, I felt at the time, devil worshipers couldn’t be any worse.

I was caught of course, even with my magic to help hide me. However, with a bit of persuasive luck and skill (not to mention a charm spell or two) I managed to change my status from stowaway (and potential shark bait) to fellow shipmate in a trice. With the metallurgic knowledge imparted to me from my mother, I repaired and improved the ship’s weapons as much as I could at sea, and used the ships small forge to make a few new simple weapons for the crew. Having earned my passage, I also earned a few friends on board the ship. The youngest member of the crew took to me and we began talking. I spoke of my life underground, leaving out the worst parts, and he spoke of his beloved Kintargo and the hateful things that Chelaxian government was doing to it right now.

Now we are finally docked in this city of light and excitement, and my life truly begins anew. My friend’s attitude is infectious, and I have adopted this troubled city as my own now. I intend to see the good in it, no matter the cost. My friend wants to head to a gathering of protesters in the city. I advised against it, since I know how ‘those on high’ will crack the whip on the lesser among them as needed, but the hard-headed boy does not listen to my meager advice. So in order to keep him out of trouble, I will go with him.

Select a reason to Protest on page 9 of the Player's Guide:
Tagging Along: You had not 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 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.

Arguments:
Game NOTES on Aleksara
What does she bring to the table:

1. Potential: Aleksara has multiple abilities (magical and otherwise), but her true potential has yet to be explored due to her limited experience. Her natural untapped potential for both subterfuge, and diplomacy can be very important in the future of the campaign. If you include her spells and blood-line abilities to augment her already high charisma in such situations, it seems a bit scary.

2. Conviction: She has seen and experienced true evil, horror, and slavery and what it really means. She has the willingness to fight for freedom for herself and those she protects at almost any cost. Unfortunately, this could drive her to many lengths others may hesitate to broach.

3. Versatility: Whether it is ghosting rooftops of Kintargo like a Golarion version of Batman- swinging her deadly Katana and frightening her foes, or using her magical abilities that will allow her to make friends of enemies or blast them into smithereens as she chooses: There will eventually be few challenges she will not have the capability to overcome.

Combat: Aleksara prefers to remove threats as quickly as possible, either by charming her opponents (charm person), or disabling them (web bolt). If full conflict is inevitable, she falls back on her ever-sharp katana and quick feet. She has no illusions, and she can fight with the best, but her stamina is not what other front-line fighters would be and is always leery of protracted melees.


Hello fur-less Folk,
my name is Simon Blue-Eye and I'm new in this town, nice to meet you all.
I really like your house rules and it sounds like it could get quite an adventure!
I can provide you all some skills which will be of use in the wilderness of this world. I'm a quite experienced hunter and I know a lot about the nature and the wildlife. Also you will be hard pressed to find another one as precise with the bow as myself.
Just think about it, you will find me in the library or in the inn.
So long fellows.

Your Simon Blue-Eye

about myself:

I'm quite new to this forum and also to PbP (I'm currently engaged in my first PbP in a Warhammer 40k campaign).
I'm quite experienced with the Pathfinder system, mastering some campaigns in RL with friends and family in a quite regular basis.
We are playing home-brew campaigns, because I love to invent my own worlds and characters, so I am very unfamiliar with the "official" Pathfinder world.
That's why my Char concept see Simon's Alias is that of a very unworldly guy, raised in various noble houses and later lived for his own in the wilderness until his curiosity drove him back to the civilization.
That way I imagine that my character (and myself^^) can learn about the life and history in Golarion on-the-fly, otherwise a can surely read something up until we start the campaign.
I have just downloaded the players guide and will start reading tomorrow, so this is just a first conceptional post about Simon - who is based on my own cat: simon.

I should be able to post at least once per day (workdays, on weekends it will vary more, as we often have RL-campaigns on weekends).
My english is also not the yellow of the egg (this is an insider, a german saying meaning that something is not that good) but I'm very enthusiastic and think of myself as a good teamplayer.

Char concept is a catfolk ranger with full bab and using your bonus traits from the zen archer for flurry of arrows, or some cleric for more support, a fighter for weapon specialization or a bard for funny buffs and skills. I cannot decide for now, as I'm right now a little busy with some work for the university.


Kubular wrote:
Bane88 wrote:

I just figured that since spells are divided into steps. (1/2 for paladins, rangers etc, 3/4 for magus, warpriest) I thought I could upgrade it.

Oh well. Maybe a full BAB magus with all good saves. How do you feel about the eldritch scion archetype for magus?

Just thought I would come in and mention you can kind of build a Magus with full spellcasting.

Use the Blade Adept Arcanist archetype and select Magus as your secondary class. Now you have spell Strike at first level as one of your exploits and spell combat from the extra class feature. Spend your class upgrades on BaB and HD to have Average BaB and D8 HD like a Magus. You can pick up Spell Recall at 5th or something or whatever else you feel like because you can pick up Magus Arcana instead of Exploits if you need it.

I'm probably not going to do this but just mentioning it as a possibility.

This is amazing and is what I am doing! Thanks for the suggestion.

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