
MordredofFairy |
1 person marked this as a favorite. |
ABOUT THIS GAME: Been thinking about running a game here myself for quite a while. Never quite felt up to the challenge, and not having the digital version of AP's available for use was a further detriment. As it happens, the recent humble-bundle provided me(and countless others) with the first 3 chapters of the Hell's Rebels AP. I figure thats as good a chance as any to give it a try, and see how things go. If I get a group that actually makes it through those 3 without falling apart, I'll gladly get the other books then, one at a time.
Be aware that while I have not gotten to play it myself yet, I WILL change things around. Since tons of people probably got the bundle, and the books, running it themselves or having played it, I want to keep things interesting and may alter significant parts of the AP.
BEFORE YOU READ ANY FURTHER: I'm looking for serious, long-term players. I'm not just trying to start this campaign, I'm trying to finish it. If you genuinely cannot see yourself being a stable and active member of the Paizo forum for the foreseeable future (at least two years), please do not apply.(Shamelessly stolen text, but I could not word it better myself) - This is a big deal. When I find characters interesting, I WILL dig into profiles. Being a long-term player in campaigns will be a huge plus, having abandoned games a huge minus when it comes to making a decision.
Posting Rate: I usually aim at a 1/day posting rate, but I am well aware life sometimes throws curve balls. However, slowing down too much is not good for pbp. People forget what was happening, lose track, lose interest. At least every other day should be do-able. If you know you'll be gone for a while, post beforehand and let us know who should bot you(me or another player). If you fall ill or otherwise disappear, a note would be nice but if it's not happening too often, it'll not be a problem.
If you are missing longer than 20 days without notice or PM answer, I'll start looking for a replacement. I think thats a more than fair time span.
Sourcebooks: Any Paizo. (Not familiar enough with Psionics and Path of War to allow them...I'll have plenty enough to do learning to GM on pbp, I don't intend to get in-depth familiar with those two to a point where I feel confident I can estimate a characters ability/power(now/future)), Spheres of Power is allowed(though I am only moderately familiar with the classes...I would probably have a slight bias towards traditional classes using spherecasting, but that can definitely be offset with a good concept).
Starting Level: 1
Starting Gold: Max for Class.
HP: Max at first, half rounded up or GM roll afterwards.
Skill Points: We are using Background Skills.
Ability Score: 25 point buy.
Traits: 1+1 Campaign. If you want a second regular trait, I'll pick a drawback based on your background.(which may not be the most fitting, but unlike many of the options, will come up during play)
Alignment: Good preferred, Neutral allowed, Teamwork necessary.
Race: Any Paizo. But anything that can pass as humanoid citizen without standing out TOO much will have a much better chance of being picked.
(Variant Heritage for Tieflings has no Feat-Tax, but the Tables for Variant Abilities are not used for them nor Aasimars.)
Additional Rules:
Now, here's the big part: Every character gets ONE Boon you get to pick from the following list(so EITHER free VMC, OR 3 Levels of Gestalt, OR the free Racial Feats.)
I am well aware those options are not 100% equal in power. But this is a cooperative game, not a competition. The options are there to allow interesting characters to be built, not to min-max. As such, any discrepancy in the perceived power levels should not be relevant in the game.
Boon Option 1: Free Variant Multiclassing: Pick another class at Character Creation. You get the benefits of Variant Multi-Classing in that class without giving up any feats.
e.g. Merisiel the Rogue decides that the abilities of a Ranger would benefit her, picking up Ranger as her VMC choice. She progresses normally as a Rogue(or other Class), gaining all her normal Feats, but additionally picks up Track at Level 3, Favored Enemy at Level 7, Favored Terrain at Level 11, Woodland Stride(and Swift Tracking) at Level 15, and Quarry at Level 19.
Boon Option 2: 3 Levels of Gestalt: Pick another class at Character Creation. For the first three levels, you will Gestalt with this class. Hybrid Base classes are not available for this option, but Hybrid Prestige Classes are available(unlike regular gestalt...e.g. Arcane Trickster, Eldritch Knight...)
e.g. Lini the Druid feels sad at the lack of armors she can wear and weapons she can wield, picking up Unchained Monk as a Gestalted Class, progressing through the first 3 Levels as Monk/Druid, gaining Saves, Weapon Familiarities, AC Bonus, Bonus Feats, Fast Movement etc...(basic Gestalting...only limited to 3 Levels)
Boon Option 3: Free Racial Feat at first Level, second Level and every 2 Levels after to a total of 8 at Level 14: So at Levels 1, 2, 4, 6, 8, 10, 12, and 14 you get to pick up one of the Racial Feats listed on your Races page on the SRD. Racial Heritage is NOT applicable for this, same for mixed heritage races(half-elf). Only the Feats specifically calling out the race you ARE apply.
(After characters are choosen, we will equalize the Feat lists so everbody who choose this boon has the same number of available picks. I will not remove options, but may end up making additional options available - a Sylph, for example, would only have 5 racial Feats. I would then add more to the list drawing from other races Feat pools-)
e.g. Seoni the Sorcerer is sad that she has so few Skill Points. Being a Human, she opts for the Racial Feats and picks up Fast Learner at Level 1, Improvisation at Level 2, Improved Improvisation at Level 4, Defiant Luck at Level 6, Inexplicable Luck at Level 8, Bestow Luck at Level 10...
Character Concept:
This is a big deal on getting choosen. With the Boons listed above, a great number of options for making interesting characters should be available.
Show me that yours is. Make me want to see your submission in action. If you simply over-optimize and try to stack on the boni, I'll likely not find that very interesting. Rather try and use the options to either patch up weaknesses, open interesting paths, or increase versatility.
So there's three parts to this I would like to see:
- A background(can be as short or as long as you think is necessary. just be reasonable...two lines is probably too short, two pages unreasonably long)
- ↳Bonus points if you also, in addition, include a ten-minute-background(google it).
- some insight into the characters personality, in whatever form you prefer. A (short) sample post, a personality description, a superiors letter describing the characters performance during a task, a letter home...
- a basic idea of where you're planning to go and how you will benefit the group...that does not have to be all plotted out, being flexible is good, but a general idea of what role you aim to fill will help me choose.
Deadline: I would like to keep this open for about 2 weeks. So between 28-31 March, I will announce closing of recruitment with a 48-hour notice, during which I will request everybody interested to re-post their submission before making my pick. Then you will have a few days to make final adjustments and plan ahead as a group before we pick up the game.
Party Size: With the expectation that alternatingly, people may drop, be on vacation, ill, or otherwise not fully able to contribute, I am looking to choose 5 people for this game, one of which MAY be slotted:
Explanation: There's a handful of people that I enjoy playing with, and previously made a list of those - I have not notified them of this recruitment, but if any of those show up, the one highest on that list will automatically get that one slot. This pre-pick, IF it happens, will be announced 1 week before recruitment closes(not earlier in case someone higher on the list wanders in...unless the person on top of the list comes by, then obviously I'll state so ASAP.)

Hotaru of the Society |

Very interested dot. As I'm currently running this for two groups, I have a pretty intimate understanding of how the first three books play out, so the fact that you're editing it makes me a lot more confident in keeping what GM knows v. Group 1 knows v. Group 2 knows v. What my character knows separated, than I have felt in other recruitments. That's assuming you don't mind my knowledge thereof.
I have several concepts, at least one of which doesn't work in the setting as one tiny portion of the books mentions. (Medium or Spiritualist)
My favorite concept at the moment, though I'm quite flexible - depending on what you have submit! - is an Unchained Summoner (Devil Imposter). I'm not certain how well it will work in the campaign, but it feels like a great fit for the setting, if not the story. If you'd rather not deal with a character who 'looks like the enemy', then I can totally look at something else (and already am!).
What's more, the added options allow for a lot more flexibility in what I could play... decisions, decisions. :)

The Pale King |

I have a character that I really love that hasn't gotten into a Hell's Rebels campaign yet. He is the second son of a noble family trained to be the bodyguard and spy of his elder brother. He is aimed at becoming an Arcane Trickster, (the ultimate problem solver) and those three levels of gestalt would be amazing for that. I don't know anything about spheres of power however.

MordredofFairy |
Someone PM'd me regarding the VMC coming into full bloom too late for a regular Adventure Path. I agree it's too slow: We're moving the progression forward. Instead of Levels 3, 7, 11, 15 and 19, the respective VMC-boni come online at 3, 6, 9, 12, 15.
Plus something I had not mentioned: I intend to take you guys to Level 20, so some sub-plots may be in order at around midpoint in the campaign...
@Hotaru: It should work perfectly fine. Note that devils is not all you may be up against. In the interest of keeping things fresh, there may be other powers at work, too(plus I need some plot hooks for the mid-point stuff).
@Spade: Spheres of Power is an alternate magic system with all-day casting, which replaces spells/day and spells known/prepared.
You can read more here. It is by no means a necessity, though, normal spellcasting is perfectly fine with me, and I have no strong preference for either in the submissions, but I know some people prefer it over traditional(=vancian) casting.
@Lessah: Small Tieflings is fine. So as normal, you'd get the same size modifiers and penalties(including speed) as the others. In the case of Tief-Halfling, I'd also allow Fleet of Foot to negate the penalty in exchange for Skilled.

Seth86 |

Why not. I'll jump in.
Im thinking a Drow. Yes. Drow. TN Drow. Was raised by good humans after she was the only one left after they hunted down and killed her family. Reasons why? Drow slavery etc. So racial evil, raised by good folk. She ends up TN.
Fighter (cavern sniper) maybe go for arcane archer later.
Will look at the racial feats for her.

MordredofFairy |
Ah, that was fast...the top person of the list for the slotted spot already applied. rdknight is definitely in with Nissam Siverto, the Human Alley Witch(which also is fortunate, because with 5 slots, I may well choose another full caster for versatility's sake, so all options remain open in terms of party composition.)
@Lessah:Yes, unchained classes are ok. I am not a big fan of many of the homebrew-adapted archetypes for Unchained Monk though...just putting that out there before it's asked by someone.

MordredofFairy |
@Seth: trying not to give individual feedback at this time unless asked directly, but yes, regular drow and neutral is within the parameters given.
There's not much else yet to go by to say it sounds good or meh. Except, maybe, consider being raised by something with a Life-Span more close to yours. While technically possible for Humans to raise you, the difference in aging will need to be addressed.
(But aside from outsiders(and co), I'm not a big fan of "racial" alignments...cultural alignments is something different. But don't feel you need to go grey middle with a Drow...if you want to be good taking after the human parents, it's all cool).
@Valeria: I will look more in-depth over submissions at a later time. One thing that jumped into my eye is that you should have one more HP due to Con, and I may have missed the FCB, you should have one more language from Int...small stuff. Regarding flavor: The part about goals and secrets in 10-minute could use some work.(the unknown secret is ok)
Again, I will look at the submissions given in more depth when I have the time to do so. Please do not expect inmediate feedback on what you created. Questions, I will answer, but general reviews or improvement suggestions, I will give on my own schedule, because I don't want to rush that kind of thing. This recruitment is open for 2 more weeks+, we have no need to hurry...

![]() |

Kelris Bartell
Human (Chelaxian) fighter (polearm master) 1/bard* ( Pathfinder RPG Advanced Player's Guide 106)
LN Medium humanoid (human)
Init +5; Senses Perception +5
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee light shield bash +5 (1d3+4) or
lucerne hammer +5 (1d12+6) or
short sword +5 (1d6+4/19-20)
Ranged shortbow +2 (1d6/×3)
—————
Statistics
—————
Str 18, Dex 12, Con 14, Int 14, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Combat Stamina, Improved Initiative, Power Attack, Skill Focus (Perception)
Traits Hellknight ancestry, urban sleuth (Professor Mangvhune; Knowledge [Local, Planes])
Skills Acrobatics -4 (-8 to jump), Climb +3, Handle Animal +4, Knowledge (dungeoneering) +6, Knowledge
(engineering) +6, Knowledge (local) +7, Perception +5, Sense Motive +2
Languages Common, Dwarven, Gnome
SQ improved initiative, power attack
Combat Gear oil; Other Gear chainmail, light wooden shield, arrows (20), lucerne hammer APG, short
sword, shortbow, belt pouch, flint and steel, hooded lantern, waterproof UE, ink, journal UE, 58 gp, 7 sp
—————
Special Abilities
—————
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Kelris was raised in the city of Kintargo, his father being a Hellknight and his brother as well. Kelris didn't feel the calling of such a "prestigious" order, feeling instead that keeping people "safe" was better the way he could it than keeping them "safe" the way the people of Cheliax did. Kelris became a detective in the Militia and looked into disappearances and murders that didn't fit the normal profile. He could inspire his fellow guards to be more than they ever thought they could. Kelris is currently attempting to keep the people safe but it is a losing battle as more and more control is put on the people.
Concept and Background
Rejects the Hellknight ancestry that he has
Wants to be free of Cheliax
Prefers to use 2 handed weapons
Trained as a Hell Knight
Enjoys writing down the crimes he solves
Goals;
Protect the common people
Publish his investigations
Secrets;
Wants to join the Hell Knights to use them to free Cheliax
Hates going into the sewers
People;
Captain of the Guard is a close friend and gives out certain missions to be investigated by Kelris
Father is a General in the Hell Knights
Friends with the weapon smith for the local garrison
Memories;
Watching my father execute a “guilty” man in the centre of town for stealing to feed his family
Joining the city guard
Solving my first mystery

Icedminttea |

Though I am indeed interested in the Hell's Rebels campaign, I would like to post to your idea rather than as a participant in your campaign. I am new to pathfinder and am not at the experience level (yet) to take on something like this. So I am posting to first, commend you on the journey, and second, to offer a quick word of advice.
As you develop this story, and as you begin to post player by player, keep a copy of the writing. Keep it in a document or external source. As you complete scenario by scenario, you can look back at the story that's developing and reflect on what developed.
Towards the end of your journey, you'll have one consolidated source that you can print or keep out for memories. I believe this will add a layer of kinship to the story and its development as well, in addition to producing that much more of a meaningful experience for you.

gossamar4 |

A few follow up questions to character creation.
Will there be downtime and/or crafting?
Would you entertain 3rd Party Classes that are available on d20?
I'm looking specifically at: Warlock or Warlord (non Path of War). Both are not overpowered and only have a few simple class features (keeping them free of complicated mechanics not found in other core classes.
The 3 lvl gestalt option: are Hybrid classes not available as the 3 gestalt levels AND as the "base" class that will continue past level 3?
i.e. hybrid (continuing class)6/core (gestalt)3 or Arcanist(x)/Rogue(3)

♠Spade♠ |
I'm done mechanically. This is definitely not the character I originally intended to roll up, but after reading the player's guide, I thought this could be fun. I'll do the fluff in the next few days.
Class: Ninja 1
Alignment: CG
Size: Medium
Race: Fetchling
Type:Outsider (native)
Age: 26
Height: 5'10"
Weight: 108lb.
Init: +4; Senses: Perception: +6
AC:17 , Touch: 14, Flat-Footed: 13(+3 armor, +4 Dex)
HP: 8
Fort: +0
Ref: +2
Will: +0
Racial:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Speed: 30ft.
Melee: Wakizashi +4 1d6 18-20/x2 P/S Deadly
Dagger +4 1d4 19-20/x2 P/S
Ranged: Dagger +4 1d4 19-20/x2 10ft. P/S
Skilled:Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Darkvision:Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision:In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Spell-Like Abilities (Sp):A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Str: 10, Dex: 18(16), Con: 10, Int: 14, Wis: 12(14), Cha: 16(14)
BAB: +0
CMB: 0
CMD: 14
Adventuring Skills: Acrobatics +7[1+3+4-1], Bluff +7[1+3+3], Climb +3[1+3-1], Diplomacy +7[1+3+3], Disable Device +10[1+3+4+2+1-1], Disguise +7[1+3+3], Escape Artist +7[1+3+4-1], Linguistics +6[1+3+2], Perception +6[1+3+2], Sense Motive +6[1+3+2], Stealth +10[1+3+4+1+2-1]
Background Skills: Craft (Alchemy) +6[1+2+3], Sleight of Hand +9[1+4+3-1+2]
Feats: Weapon Finesse
Languages: Common, Draconic, D'ziriak (understanding only, cannot speak), Infernal
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.
Trap Finder:You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Armor: Studded Leather 20lb.
Weapon: Wakizashi 2lb., Dagger 1lb.
Gear:
Masterwork thieves' tools 2lb.
Alchemy crafting kit 5lb.
Masterwork Backpack 4lb.
Canteen 1lb.
pickpockets' outfit 3lb.
38lb. equipment equals 38lb. light load limit.
Money: 1gp

Seth86 |

The Ten-Minute Background
Step 1:
i: Drow adopted into a human family
ii: Has noble blood
iii: Raised with a good sense of morals
iv: She has a bit of a rebelious streak in her, due to her personality or due to her heritage, noone knows, but it never gets out of hand. More stubborn than not
v: She likes to play on her heritage for fun
Step 2:
She wants to show the world that not all Drow are evil slave traders and daemon/devil worshippers who tortures others just for fun
She wantsto gain renown for being a good, if not the best, archer in the land
She also wants to expand and research her noble bloodline magic and how to use it better
Step 3:
She knows that her family was killed by the people who raised her, but she understands why, and has accepted it, forgiven them and moved on from petty grudges
She doesn't know about her noble bloodline, or why she has these magical abilities
Step 4:
Both her adoptive parents have passed away, their children are also not far from the grave. She has made friends with their children though. Twins in fact. Rachel and Tobias. They get along well, and when she is traveling, she tends to send them letters about her travels. Now, the problem comes with their Aunt...
Alexia. She hates Drow, and can't stand the fact that one of the "Dark Elves" is a family member. She has given Zartanna a whole lot of grief
Step 5:
She remembers family gatherings while she grew up, telling stories to the younger kids, and scaring them while chasing them around. Fun times
This may seem trivial to others, but the time she spent with her father, shooting at targets. The calm, the quiet. Just the two of them. Peaceful, happy, content days. These memories she cherishes above all others
I'm thinking i want to go for a drawback

MordredofFairy |
@gossamer4: While I agree that neither of your suggested classes is OP by itself, I would prefer not opening that can of worms. Once I allow 3P for one person, it's hard to not allow it on a case-by-case basis. And my subjective impression of a class I have not seen in action may well be off target - I think the Boons add a sufficient amount of fancyness to be honest. e.g. a full Martial Class with VMC Bard could well work similar to the Warlord. So, for now: no to 3rd party. If I change my mind, I'll let you know.
@3 Levels worth of Gestalt and Hybrid: To elaborate on this: you can freely choose your class after those 3 first levels. I simply found some combinations involving Hybrids that I am not very fond off. So for 3 levels, one side of Gestalt is locked into one non-hybrid class(the one picked with the boon), the other side is freely picked among non-hybrid classes. After those 3 Levels, everything goes. You can progress in any class freely, swapping over to a Hybrid class or continuing in one of the others. And unlike regular gestalting, this "gestalt dip" will not lock out certain Prestige Classes(to stick with the example given: Eldritch Knight is usually barred from being taken in gestalt, but not here). I am well aware that this locks the combination into a non-hybrid class if you intend to go for a capstone, but it's also a heavily frontloaded choice compared to the other 2 Boons, so thats a tradeoff.
@spade: You picked up a second campaign trait from mummy's mask...thats not possible, unfortunately. I also can't see which boon you picked? Otherwise looks fine at first glance.

MordredofFairy |
@icedminttea: Thanks for the input. It's amusing, because when playing at a live table(quite a time since I got to actually PLAY...nowadays only running 1-2 games), I took to keeping an in-character campaign journal, the updates of which I would send out between sessions to keep everybody in the loop.
I originally started doing that with the diary of a tom-boyish bratty young sorceress(who also fell into a one-sided crush on the charming party cleric who was searching for his lost love) - it was such an amusing read the other players were asking for updates if I didn't get around to writing it for a day or two after the session.
So yeah, I'm fond of the basic idea. We'll see how we will handle it.
@Gareth and others: I am looking over submissions casually. If I don't mention something, it should be fine. But at this time, I'm mostly just quickly scanning over them to get a basic idea. As such, I don't yet check everything about the mechanics, nor do an in-depth analysis of the background. So I avoid feedback because otherwise I'll tell you today that everything seems fine, then on the weekend, taking more time for an in-depth look, show you 3 errors I found and mention 2 parts of the background I don't think will work out. So if something stands out, I'll mention it, otherwise on first glance, everything seems to be in order(with no guarantee things will stay that way if I take a closer look) ;)
Special Notice regarding Backgrounds: It definitely helps if you have SOME stake in the future of the area. If I'm reading it and feel you are more likely to pack up your stuff and move on, rather than join a resistance group, that's not a good sign.
Also, several people used revenge/vengeance as a topic. While thats workable, I would like some divergence regarding the reasons the players oppose the establishment. Having family here and wanting to fight for their freedom, having a loved one taken and imprisoned, a family heirloom(or business) confiscated, another family member active in the resistance dragging you in with them...plenty of options, and many that provide fine plot hooks beyond "here's the guy who killed your family, you track him down, he's dead and you're happy". There is plenty of time left...and you are not limited to one reason as to why you are willing to fight the current rulership- maybe your father was killed, his property including the family business confiscated for his crimes, dropping your family into poverty, leading your two siblings to join the resistance. One of them recently got arrested, and the other now expects you to try and help free them from prison. - tons of options- I won't be able to use all hooks presented, but the more, the better.
(Note that none of this is absolutely necessary, you could be a normal citizen and still end up with the resistance group...but it definitely helps with immersion if your character has some reason to actively desire this turn of events, and not just get it "pushed" on them)

MordredofFairy |
@gossamar4: Downtime/Crafting: I missed the question before. You should find an answer in the Players Guide...the Rebellion operates on a weekly basis. I am obviously not fully familiar with the complete AP(having only 3 of the 6 books), but I am fully confident there will be downtimes, and crafting during those will be available.
You should not, however, expect that you can just spend 3 months chilling in your hideout while the party crafter outfits the team with new gear. There will be enough downtime to pursue a regular job/profession(and doing so may be accompanied by certain boni), or craft, but don't expect amounts of optional downtime on Kingmaker-Levels...things keep moving in the city, and the longer you lay low, waiting, the more chance for the powers that be to cause problems for you...

Seth86 |

Zartana
Female drow fighter (cavern sniper) 1 (Pathfinder RPG Advanced Race Guide 104, Pathfinder RPG Bestiary 114)
NG Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +4, Will +1; +2 vs. enchantments
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . dagger +2 (1d4+1/19-20)
Ranged longbow +5 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 12, Wis 12, Cha 17
Base Atk +1; CMB +2; CMD 16
Feats Drow Nobility[ARG], Point-Blank Shot
Traits natural born leader, wild stride
Skills Climb +4, Craft (alchemy) +5, Knowledge (engineering) +5, Perception +3, Stealth +7, Survival +5 (+7 to avoid becoming lost when using this); Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ imbued shot, poison use
Combat Gear durable arrow (50), potion of cure light wounds; Other Gear hide shirt, dagger, dagger, longbow, alchemy crafting kit[APG], bedroll, belt pouch, chalk (10), compass[APG], drill[APG], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), 11 gp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Imbued Shot Imbue arrow or bolt with faerie fire, darkness, or deeper darkness SLA as a swift action.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance (7) You have Spell Resistance.
--------------------
The Ten-Minute Background
Step 1:
i: Drow adopted into a human family
ii: Has noble blood
iii: Raised with a good sense of morals
iv: She has a bit of a rebelious streak in her, due to her personality or due to her heritage, noone knows, but it never gets out of hand. More stubborn than not
v: She likes to play on her heritage for fun
Step 2:
She wants to show the world that not all Drow are evil slave traders and daemon/devil worshippers who tortures others just for fun
She wantsto gain renown for being a good, if not the best, archer in the land
She also wants to expand and research her noble bloodline magic and how to use it better
Step 3:
She knows that her family was killed by the people who raised her, but she understands why, and has accepted it, forgiven them and moved on from petty grudges
She doesn't know about her noble bloodline, or why she has these magical abilities
Step 4:
Both her adoptive parents have passed away, their children are also not far from the grave. She has made friends with their children though. Twins in fact. Rachel and Tobias. They get along well, and when she is traveling, she tends to send them letters about her travels. Now, the problem comes with their Aunt...
Alexia. She hates Drow, and can't stand the fact that one of the "Dark Elves" is a family member. She has given Zartanna a whole lot of grief
Step 5:
She remembers family gatherings while she grew up, telling stories to the younger kids, and scaring them while chasing them around. Fun times
This may seem trivial to others, but the time she spent with her father, shooting at targets. The calm, the quiet. Just the two of them. Peaceful, happy, content days. These memories she cherishes above all others

Miranda Greenblossom |

@'Hybrid' classes/Gestalt - I was thinking of going the Unchained Rogue (Eldritch Scoundrel) gestalted with three levels of Occultist, mainly for the Read Item ability and to have some actual class-features before level 3-4. Now technically the Unchained Rogue (Eldritch Scoundrel) isn't sorted or released with the other hybrid classes (the one that actually say 'this is a mix of X and Y' from ACG) but it is similar in spirit. (It is, in fact, almost a rogue/wizard multiclass)
So I thought I'd just ask - is this setup okay?
Additionally I will be using this alias and putting my stuff under it once it is done. At the moment the only thing that is there is an halfway adapted backstory from another game/character that perished far too soon.
//Lessah

MordredofFairy |
@Miranda/Lessah: Eldritch Scoundrel is fine.
In my opinion, unlike the such-defined Hybrid Classes, this archetype gives up plenty for the added power.(half skill ranks, half sneak, half rogue talents, no uncanny dodge, no armor, downgrading trap/danger sense into alarm sense, to become a 2/3rds caster with Wizard Spell List)...

haruhiko88 |

Currently working on a character concept. Like I said when I dotted this a Monk of the Empty Hand with VMC Cavalier (Order of the Tome).
Why he's at the Protest: Meeting a contact, working that into his story, but it will probably entail one of his 3 contacts in his 10 minute background.
He's lawful good, but would being a smuggler especially for information (as depicted by his edict) break his alignment for sake of being a monk?

♠Spade♠ |
@spade: You picked up a second campaign trait from mummy's mask...thats not possible, unfortunately. I also can't see which boon you picked? Otherwise looks fine at first glance.
Crap, you're right. Ninjas don't get trap finding, so I was trying cover for that shortcoming. I'll pick something else. For the boon, I was going to go with the free racial feats.
Edit: I' think I'll take adaptable flatterer as me second trait.
Adaptable Flatterer (Fetchling): You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.

Fighting Chicken |

Dotting for interest. I've had a concept for a aasimar opera singer that is somewhat reluctantly being transformed into an angel, and guided along the way by a more reluctant creature from the upper planes.
Mechanically, I don't want the companion to be as powerful as an eidolon, so I think I'll go bard or heavens oracle (probably oracle) with the racial feats option and use spheres of power to pick up the conjuration, fate, light, and mind spheres.

haruhiko88 |

@Mordredoffairy He smuggles books and information because it's the right thing to do. Baelir is taking the free VMC for cavalier order of the Tome. He has to protect information and written information, he would have ties to the Order of the Archivists, although he's not entirely too sure of those ties. He has an idea that his father worked with them, but not entirely too sure. Working on his history now.

MordredofFairy |
@haruhiko: Sorry, hard to get meaning across sometimes. I expected that answer, since you mentioned previously he's order of the Tome. All I meant to say is that the reason for actions goes a long way on deciding wether they are in line with your alignment or class rules. Hence the two variants, smuggling because of personal belief or smuggling for profit...the action is the same, but one remains lawful, the other not. You're fine, as you guessed ;)
@corsario: before you get to work, I would like a pn from you. if you re-read the second paragraph of opening post, you will probably know why. (Orion says hi, Ganorok.)
@spade: Since the Ninja does not have an Paizo-sanctified upgrade to unchained, and is, as a result, weaker than the current rogue version, nor has official archetypes giving more customisation options, I'll happily houserule that you get Trapfinding and Trap Sense in place of Poison Use, if you so choose.
Because the notion is quite correct, the skill monkey type character should probably be capable of handling traps.
Do understand though that the campaign is not in a Eastern setting. Aquiring weaponry of the sort you are skilled with may be difficult, and you will need a good background for a fetchling ninja to be here.
(some key points: where have you trained, why did you come here, why would you stay if things go from bad to worse?)