Sic Semper Tyrannis! (Thrune's Hell's Rebels Revived) (Inactive)

Game Master GM Aarvid

Rebellion

Maps

Loot Sheet

GM Screen:

Perception:
'[dice=Perception (Aldren)]1d20+1[/dice]
'[dice=Perception (Arcos)]1d20+1[/dice]
'[dice=Perception (Lubella)]1d20+5[/dice]
'[dice=Perception (Talvek)]1d20[/dice]
'[dice=Perception (Kenji)]1d20+3[/dice]
'[dice=Perception (Sidius)]1d20+0[/dice]

Initiative:
'[dice=Initiative (Arcos)]1d20+5[/dice]
'[dice=Initiative (Lubella)]1d20+4[/dice]
'[dice=Initiative (Talvek)]1d20+5[/dice]
'[dice=Initiative (Sidius)]1d20+6[/dice]
'[dice=Initiative (Kenji)]1d20+2[/dice]
'[dice=Initiative ()]1d20[/dice]


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I'm running a Hell's Rebels game here on the boards, and our little band of heroes has just hit level 2 - however, we're also down a player. I'm looking for a replacement for the swashbuckler. If you're interested here's what I need from you!

I've alluded to my preferences on builds, but I'll go ahead and codify everything here.

• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race, including custom races, will be considered on a case by case basis. For the most part, races recommended by the Player's Guide will be approved.

• Classes: Any class created by Paizo with the correct errata.

• Alignment: Any non-evil, though bastions of law may have conflicts in rebelling against a legal (though tyrannical) authority.

• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.

• Feats: Any feat created by Paizo with correct errata, within reason. While I'm not opposed to powerful feats (like Leadership), I do have concerns about some of them (like Sacred Geometry). Most are fine, but I do reserve the right to nix one if and when something doesn't pass the sniff test.

• Skills: We will be using the Background Skill system, because it's awesome. This is an urban campaign, and most of you probably either have lived in Kintargo most of your lives, or recently moved here, so you may consider taking a Craft or Profession that suggests what you do when you're not rebelling against a lawful authority.

• Traits: Characters will start with two traits. One must be a campaign trait listed in the Hell's Rebels Player's Guide. I like the Drawback system, so if you'd like to have a third, feel free to utilize that.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level characters will take the average each level.

• Starting Gold: 1,000 gp.

• Background/Personality: I'd like to know a bit about each of your characters - I'm not looking for a novel, but a bit about your life before the protest and what-not would be excellent.

I'll be keeping the recruitment open for 2 weeks - submissions will close on 12/11, and I'll make a final decision on who makes the cut by the end of that week.

Until then - DOWN WITH THRUNE!


Tiefling swashbuckler/investigator coming up.


2 questions:

What is the current party makeup? Do you have a specific role you’d like the newcomer to fulfill?


I'm one of the players in this game.

The party currently consists of a Halfling Dawnflower Dervish Bard (me), a Human Vigilante Warlock, and a Human Life Oracle.

We have good healing and social skills, but we're a bit light on melee capability. So far, Lubella has been the highest (not tallest!) damage dealer (now +8 to hit, 1d4+6 damage with Battle Dance), but could use some more help on that front. She`s also pretty tanky (19 AC, 22 HP). Note that her (double) Inspire Courage bonuses only affect her. Her archetype also gives up Bardic Knowledge.

As DM Barzillai Thrune has alluded to, we're trying to overthrow the legitimate government, so make sure your character is OK doing that. We will probably be going through more guard checkpoints, so be prepared for that. Some religions have been banned, so holy symbols may need to be hidden.

We're going to be trying to build popular support for the Silver Ravens, without alienating people we don't have to. This applies particularly to the dottari — they signed up to serve the city, and aren't necessarily thrilled with doing Barzillai Thrune's dirty work. We'll want to avoid killing dottari when we can (sneaking into a barracks and slitting throats is probably counterproductive).

If you don't have the free Player's Guide, you can get it here. I highly recommend looking through it — it will give you a good idea of what characters are most suitable.

Note that you don't need a Reason to Protest (mentioned in the Player's Guide); the Aria Park Protest has already happened.


Crunch done, will write up a background tomorrow. The concept is an amateur historian with a fascination for the Silver Ravens, who took up arms to protect his community in Devil's Nursery.

Talvek Drassed, swashbuckler (Inspired Blade)/investigator (Empiricist):
Talvek Drassed
Male daemon-spawn tiefling investigator (empiricist) 1/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4 (+2 when furthen than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 20 (2 HD; 1d8+1d10+5)
Fort +3, Ref +7, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk rapier +6 (1d6+1/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks deeds (derring-do, opportune parry and riposte), panache (5)
Spell-Like Abilities (CL 2nd; concentration +1)
. . 1/day—death knell (DC 11)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—anticipate peril[UM] (DC 15), true strike
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 8, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse, Weapon Focus (rapier)
Traits resilient, student of philosophy, urban sleuth (Silver Ravens; Knowledge [Local, History])
Skills Acrobatics +4, Appraise +8, Bluff +3, (+8 to lie), Diplomacy +4, (+9 to persuade others but not to gather information, Disable Device +5, Escape Artist +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +4, Sense Motive +3, Sleight of Hand +6 Spellcraft +8, Stealth +4, Use Magic Device +3; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Common, Elven, Halfling, Infernal, Shadowtongue, Strix
SQ alchemy (alchemy crafting +1), inspiration (4/day), inspired panache, overprotective, prehensile tail[ARG], trapfinding +1
Other Gear mwk chain shirt, mwk buckler, mwk rapier, shortbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, soap, trail rations (5), waterskin, 106 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


I'll dot for interest. Not sure of a character concept yet, but I'll let you know.

Liberty's Edge

Potentially interested. Would you (Both DM and party) accept a Strix, likely either a urban barbarian or a summoner of some type. I would be taking the Wing-Clipped alternate racial trait, which makes their flight not nearly as good.

Wing-Clipped:
The flight of wing-clipped strix is weaker than normal, whether from deformity or injury. Their fly speed is 20 feet (poor) instead of the normal fly speed (60 feet average maneuverability), and they must make a DC 30 Fly check to fly upward. Ostracized by their tribes and forced to deal with other races, these strix compensate for their weakness by gaining a +2 racial bonus on Bluff, Climb, and Diplomacy checks.

I ask because I have always wanted to play a Strix, and they are mentioned in the players guide under the races section as being found in the region.


elven hexcrafter, staff magus


BEORN THE DIVINE! ARCANE DUELIST!!!


Presenting Hargrev Melissenos‘s background, He will either be a warpriest or a paladin. How do you feel about reflavoring archetypes? Specifically the Molthuni Arsenal Chaplain.

backgroind:
As a Hellknight Armiger, Hargrev couldn’t a follow through with the more brutal orders against the people of Kintargo. He was abandoned by his order while purging an underground temple of Shelyn, filled full of bolts, and left for dead. A priestess of Shelyn used her last spell to stop him from dying, sacrificing herself with the words “Avenge us against the ugliness of Thrune.” He staggered out of the underground complex and sought out forgiveness and healing from the Silver Ravens in order to seek vengeance for those he has wronged, and are still wronged by the Chelaixian government and House Thrune. Since his near-death-experience, he has been haunted by strange dreams of a mysterious powerful warrior urging him to do right. Hargrev decided to forego his Hellknight armor, and fight for the citizens of Kintargo instead of suppressing them.

Or is this the type of campaign where everyone needs to be stealthy.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

At work right now. Posting so I can find it easier when I get home.


Okay, so here's my submission. Sora Tsukiga, a Minkaian from Kalsgard that immigrated into Cheliax in his youth and since then has been found in bars around Kintargo.

He's a Sword Saint Samurai, and is a primary frontline fighter. He's decently capable in a fight, and will be able to use his challenge to take on primary targets and resolve abilities to ensure he gets through fights.

He also has a fair number of distinct roleplaying opportunities. He's not the most social, but his recent life experiences had made him realize his failings and engender suspicion. (note, left some key background points somewhat vague in case the GM wants to make use of them)

Edit: Noting since the Herolab output isn't clear: Morning's Edge is a masterwork Sunsilver katana. The material is from Adventurer's Armory 2, which was recently out. It is treated as alchemical silver and has the below noted ability. (the dazzle one)

Sora Tsukiga:

Sora Tsukiga
Male human (Tian-Min) samurai (sword saint) 2 (Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Ultimate Combat 18)
N Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 22 (2d10+6)
Fort +5, Ref +2, Will +0
Defensive Abilities resolve 1/day, self reliant
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee morning's edge (katana) +7 (1d8+3/18-20) or
. . wakizashi +6 (1d6+4/18-20)
Special Attacks challenge 1/day (+2 damage, +1 to hit and AC when challenge challenger), iajutsu strike
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 19
Feats Dodge, Power Attack
Traits ex-asmodean, master of the sudden strike (tian), signature moves
Skills Acrobatics -2 (-6 to jump), Bluff +3 (+4 while wielding Morning's Edge), Climb +4, Craft (calligraphy) +3, Disguise -1, Handle Animal +4, Intimidate +0 (+1 while wielding Morning's Edge), Knowledge (local) +5, Linguistics +1, Perception +2, Ride +2, Sense Motive +4, Stealth -3, Survival +4, Swim +4
Languages Common, Infernal, Minkaian, Tien
SQ ronin[UC], sunsilver
Combat Gear oil of magic weapon (4), potion of cure light wounds (2); Other Gear mwk four-mirror[UC], morning's edge (katana)[UC], wakizashi[UC], backpack, bedroll, belt pouch, false-bottomed scabbard[UE] (internal, oil of magic weapon), false-bottomed scabbard[UE] (internal, oil of magic weapon), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 291 gp
--------------------
Special Abilities
--------------------
Iajutsu Strike +1d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Ronin's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 attack/dodge AC vs. challenger when returning a challenge.
Self Reliant (Ex) At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the
Sunsilver (DC 12) As a move action in bright light, dazzle foe 1 rd (Fort neg)
--------------------
Sora Tsukiga (Sora being his first name), was a native of the jade quarter of Kalsgard in the land of the linnorm kings. As a young man, he had been won over to the church of Asmodeus, partially because he desired the stability in his life, and partially, of course, because of a girl. Working hard, he managed to make a large amount of money he intended on donating to the church in order to impress the girl.

The church took the money, and offered him a chance to travel back to Cheliax, claiming that visiting the 'seat' of the religion would cement his faith. It helped convince him that his crush was intending on going as well.

He went, taking the last of his family's wealth with him (and likely dooming them to poverty). During the journey, the girl he was attracted to started acting colder and colder to him, until a week after their arrival in Kintargo, where she asked him to participate in a 'ceremony' that would change his life forever. He took it to mean something along the lines of marriage. She had worded it so that it would be interpreted that way, but was more correctly a ritual to sacrifice him to a devil in exchange for power.

He did not take to the ritual kindly, and barely managed to break his bonds before she could stab him in the heart. Though wounded, he defended himself and escaped, leaving more than just one corpse behind on his escape. The incident was ruled a poorly performed ritual by a foreigner and has since been filed away, forgotten.

In his grief, he started spending his wrongly acquired wealth drowning himself in his cups, drinking away his days. It was on a particular bender recently that he discovered Cayden Cailean. He doesn't remember clearly who it was who taught him about this patron god, but most of what he said stuck with him.

With the arrival of Barzillai Thrune, Sora chafed at the increasing oppression of the people, and has started (somewhat climsily) looking for ways he could help in the only way he knew... fighting back.


I think I'm going to bite the bullet and go with an armiger of the Order of the Torrent, if that's ok. It'll make for more complicated RP, but should be fun. Can I play a Tiefling?


I have a Desna-worshiping halfling swashbuckler (flying blade) more or less ready to go, I'll write up the details.


Name: Seannon Starfall, or just "Shawn" to his friends

Background: As a child (then called Seannon Talltallow), Seannon was born into service on a wealthy Chelish aristocrat's plantation, one of the many halflings kept by the rural nobility as slaves. With the help of a visiting priest of Desna that secretly belonged to the Bellflower network, he was lucky enough to escape to Kintargo, where he eventually found work at a dwarven tanner's shop. His employer has never seen the brand of ownership on his chest, but Seannon suspects that the old leatherworker would look the other way if he ever did. Still, Seannon fears that his presence will bring the authorities down upon them, and for his employer's sake the last twenty years he has tried to avoid drawing attention to himself.

The halfling is impulsive and hates injustice, however, and more and more often he finds himself bristling at the draconian rules the civic authorities have imposed. Not that Seannon is outspoken about his faith, but he has devoutly followed the Lady of Dreams ever since her spokesperson rescued him, and the recent outlawing of Desna's worship particularly rankled him. He began attending secret revolutionary meetings with other halflings and demihumans in the neighborhood, all of them masked so as not to be recognized if caught. Together they have been practicing fighting, as it seems likely it will soon come to that. Another halfling who joined their band claimed to represent a revolutionary group called the Silver Ravens, which intrigued Seannon. He refrained from asking about it, but listened carefully whenever they were mentioned.

As of last week it appears this halfling representative has gone missing. Feeling a sense of forboding, Seannon began asking around, even looking up a few old contacts from the Bellflower network. If he was really concerned and wanted to help his friend, they told him, he should go to the Aria Park protest and look for a human wearing one black leather glove on his right hand. This man would help him find the Silver Ravens. Seannon was not sure what to do, and privately decided to leave it alone-- but somehow on the day of the protest he found himself donning his mask and walking to the park anyway. (Meeting a Contact)

Personality: Seannon tries to be low-key and not make noise, but it is his nature to rebel. His friends and neighbors look to him for support and listen to what he says. In private, he does not mince words about his dislike of Thrune's takeover and his approval of the actions of the Glorious Reclamation. When wearing his mask he feels larger than life, and becomes almost like a folk hero with his witty banter and ability to lead others.

Roles: Striker (melee and ranged fighter), Face (Bluff, Diplomacy)

Seannon cursed himself and his impetuousness. This is the park, he thought. "What am I doing here?" he muttered aloud. Involuntarily, the thought sprung into his head, the words from the meeting: To Rebellion! To Liberation! To the future!

Statblock:
Seannon Starfall
Male CG Halfling Swashbuckler (Flying Blade), Level 2
Init +5, HP 19/19, Speed 30
AC 17, Touch 14, Flat-footed 14, CMD 11
studded leather (+3 Armor, +3 Dex, +1 Size)
Fort +2, Ref +6, Will -1
CMB -1, Base Attack Bonus +2
starknife +7 (1d3+4, x3)
Abilities Str 6 (-2), Dex 17 (+3), Con 14 (+2), Int 12 (+1), Wis 8 (-1), Cha 18 (+4)
Conditions None


Okay so I've never actually gotten to play a Warpriest but there was a build I'd toyed around with for a while that I think fits perfectly into this campaign from what I've read in the Player's Guide. So whips are an awesome flavorful weapon, the problem being the feats needed to make them do anything and their low damage even still. Warpriest helps fix this with the extra feats and sacred weapon. It also helps that Calistria's favored weapon is the whip and the faithful of Calistria had a temple in Kintargo that has since been given over to the chruch of Abadar. So I have what I think is an interesting character proposal who by level three will help fill in a bit of a front-liner role. I present: Ove Dyrendal - Warpriest of the Savored Sting.

Background:
Ove Dyrendal was born into slavery, he was the son of one of the prostitutes in the Hospice section of the Varisian city of Kaer Maga. His mother was influential in her trade and managed to secure him an apprenticeship at the Strapping Lad an all-male bordello in the city. While working at one of the better known and run establishments in the city would have been a boon by itself, what few knew was that Elias Sayer—owner of the Strapping Lad—is the leader of a powerful group of brokers within the city. From an early age Ove was groomed to become one of the Tallow Boys. Although not necessarily conventional Ove’s life wasn’t a bad one. Among the wealthier men and women who frequented the establishment he made a name for himself as a skilled companion. They often didn’t know that anything they told Ove while lounging around in post-coital bliss was quickly passed on to Elias and kept hidden away until it might prove useful to someone.

Ove’s mother also led him to what would become his truest calling. She had been a worshiper of Calistria and when she was killed during a dispute at her brothel Ove took comfort in seeking and plotting revenge. The Lady in the Room was no stranger to any prostitute in the Hospice but in her aspect as the Savored Sting of vengeance would truly ignite his passion for the goddess. He officially became a member of her faithful when he prayed to her after strangling the man who had been responsible for his mother’s death. Kaer Maga was always a city of chaos and anarchy and besides the Tallow Boys looked after their own, but following that Ove felt that he needed a change. He talked to Elias and was surprised at how willingly the man freed him from his contract with the Strapping Lad. Their only agreement was that if occasionally send some gossip along from wherever he ended up.

He wandered south, staying for several months in Korvosa before hearing of a church once belonging to Calistra which was in Kintargo. He decided that the city of artists and rebels sounded intriguing and set out once again for new horizons. He spent around two and a half years in Kintargo before the incident known as the Night of Ashes. In that time, he had rather fallen for the city. It truly was a fascinating place to live. Back in Kaer Maga all the prostitutes learned some performance art, an instrument, dance or singing. You had to be able to entertain your guests with something other than your body. Although he had not practiced much in the months before that setting foot in the Kintargo Opera House rekindled his love for singing and he had begun to receive enough notice to appear in something big when it was shut down. He had also been dipping into the underworld of the city a bit, finding work as a courtesan where he could and an information broker when possible. After a great deal of work he had even begun finding some information on the fractured and hidden worshipers of Calistria within the city. His own faith was strong, but he knew better than the flaunt his holy symbol around Kintargo. Still despite all of the intrigue and maneuvering nothing could ready him what happened on the Night of Ashes and afterwards. Although at the time he had nothing to tie it to Thrune given some of the people he knew in the Kintargo underground it all seemed very convenient. So, he made his way to the protest in Aria Park hoping to find whatever contacts had survived the incident. He couldn’t have prepared for what he would be swept up in after that.


Crunch:
Ove Dyrendal
Human (Varisian) warpriest of Calistria 2 (Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d8+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk whip +7 (1d6+5 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)
Special Attacks blessings 4/day (Luck: lucky presence, Trickery: double), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 2nd; concentration +4)
. . 1st—divine favor, infernal healing[ISWG], protection from evil
. . 0 (at will)—create water, detect fiendish presence, detect magic, light
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 12
Base Atk +1.5; CMB +0; CMD 14
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip)
Traits diva in training, unpredictable, whip specialist
Skills Acrobatics +3 (-1 to jump), Bluff +7, Climb +2, Craft (alchemy) +5, Diplomacy +5, Handle Animal +5, Intimidate +5, Knowledge (engineering) +5, Knowledge (religion) +5, Perform (sing) +6, Ride +7, Sense Motive +6, Spellcraft +5, Survival +6
Languages Common, Elven, Varisian
SQ hedonistic
Other Gear mwk armored coat[APG], mwk whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (The Book of Joy)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Calistria, 483 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.


I have a character, Hryvnas Raszamy, who was created for a Hell's Rebels recruitment but didn't make the cut. Hryvnas is a Varisian Warpriest of Desna and an Aasimar (though he has the scion of humanity trait and looks human. Desna is one of the persecuted religions in Cheliax so he was trained as an agent provocateur and sent to make trouble for House Thrune. He has the Cult Leader warpriest archetype which makes him fairly rogue-ish. He gets a sneak attack die at 3rd level, for example.

He will have to be upgraded to 2nd level and get more gear but overall I think he is probably good to go.


A question: Would you allow Combat Stamina? If you do, would it be the 'free for Fighters' variant?

Grand Lodge

I'd switch a trait out for ex-Asmodean, redo the equipment and level up, but Madok here is a large, healthy tank known as much for his bone-crunching blows as his bone-crunching way of eating chicken. He was raised Asmodean, of course, but one day found a "holy text" he treats with awe. (It's actually the Chelish equivalent of a Tijuana Bible).


Background for Talvek Drassed, Tiefling Swashbuckler/Investigator:
Gerro Drassed is a wealthy man in Kintargo. A very wealthy man. He worked hard for it, and by gods, he deserves to enjoy the fruits of his labour. When it turned out that some of those fruits were tainted, however, things did not go so well - especially for his previous two wives and their newborn. Because it was obviously their fault for bearing demonspawn children, it was their blood that was tainted, not his. Never his. The third wife was a little luckier. When Talvek was born, Gerro was away on a long trade voyage, his return further delayed by storms, pirates and political unrest until one year became three. And when he returned, it was too late to employ his usual method - the existence and nature of his son was public knowledge. So he resorted to banishing his wife and disowning his son. Third time, it turns out, was not the charm.

Talvek and his mother Pella found themselves on the streets and soon ended up squatting in the dilapidated buildings of Devil's Nursery. There, Talvek's nature was not so odd and there were many others like him. Pella quickly established a friendship with an older tiefling woman, and the two built a household together, raising Talvek together. A few years afterwards, they took in a tiefling girl who had been banished by her family and had been living on the streets. Years passed, and their family grew considerably. Aside from his human mother, Talvek now has three aunts and six sisters, all tieflings. It is a strange family, all in all, but the arrangement works for them, and the reputation they've built ensures that not many bother them. They are known as the Kindred Clan, they are a force for good and stability in the slums. Although the women and girls can take care of themselves for the most part, Talvek sees himself as their protector, and will not tolerate any harm or slight to them.

Although he didn't receive the benefits of a formal education, the young tiefling is surprisingly well-read and well-informed. He has a fascination with the history of Kintargo, particularly with that organization that called themselves the Silver Ravens. His wild and free nature chafes at the newly imposed restrictions and lately he's been quite outspoken against the Thrune rule. He runs with a gang of similarly-minded, similarly hot-headed young tieflings, talking revolution and social justice, scrawling graffiti on the walls of government buildings.


how long will recruitment be going?


DM Barzillai Thrune wrote:
I'll be keeping the recruitment open for 2 weeks - submissions will close on 12/11, and I'll make a final decision on who makes the cut by the end of that week.


Lubella's done a remarkable job of answering questions, but let me make sure I answer anything still outstanding.

Jace Nailo wrote:


Potentially interested. Would you (Both DM and party) accept a Strix, likely either a urban barbarian or a summoner of some type. I would be taking the Wing-Clipped alternate racial trait, which makes their flight not nearly as good.
Wing-Clipped: *SNIP*
I ask because I have always wanted to play a Strix, and they are mentioned in the players guide under the races section as being found in the region.

Absolutely! I'm running this IRL as well, and one of my players decided she wanted to play a wing-clipped strix as well. Definitely approved.

eakratz wrote:

Presenting Hargrev Melissenos‘s background, He will either be a warpriest or a paladin. How do you feel about reflavoring archetypes? Specifically the Molthuni Arsenal Chaplain.

backgroind: *SNIP*
Or is this the type of campaign where everyone needs to be stealthy.

Hell's Rebels probably does skew towards favoring stealthy characters over non-stealthy, but I wouldn't say everyone needs to be stealthy. My home game has an armored hulk bloodrager, for example. As for reflavoring archetypes, I'd prefer not to. In general, if you want to play an archetype that has ties to a specific region of Golarion, that's fine, but you will need to discuss why that character is not in Molthune, using your example.

Ouachitonian wrote:


I think I'm going to bite the bullet and go with an armiger of the Order of the Torrent, if that's ok. It'll make for more complicated RP, but should be fun. Can I play a Tiefling?

Yes on both counts, although I'll go ahead and nix the random tiefling ability tables in advance.

Cuàn wrote:


A question: Would you allow Combat Stamina? If you do, would it be the 'free for Fighters' variant?

*looks up Combat Stamina, eyes glaze over*

Um. No. I don't even want to try to figure out if that whole system is balanced or not. Let's just go with no.


Name: Weller Helfdane

Role: Melee Striker/Trap Disabler/Tracker

Personality:
A learned man, Weller still speaks with an inflection of Ulfen Skald he picked up from his mother. He enjoys a warm fire and a cold mug of mead when the opportunity presents itself, but can be intense and focused in conflict. His many scars on his back and arms tell a story of severe punishments and he rarely finds a reason to speak of all he's seen, but does sometimes let slip a story or two of his life. Most often small memories he's all but forgotten.

Above all things he despises the keeping of slaves. His early life was, he learned quickly, nothing more than pampering and false affection. As the bastard son of a nobleman, he's fully aware that there are even worse people in the world than slavers, but the prospect so enflames his heart it borders on madness. To those he calls friend he's fiercely loyal and defends them with his life. But to those who set his Ulfen blood to rage he's a methodical and patient killer.

Background:
Born of an affair between a Chelish nobleman and one of his family's slaves, Weller's life was different from the very start. The child of an Ulfen slave who had been long separated from her homeland and the youngest of a Lord's sons, they were both treated with kindness compared to the other halfling and tiefling slaves that lived in the manor home. While still slaves, they enjoyed less harsh treatment and were cared for by the Weller's father with genuine affection.

Growing in the shadow of House Arionne, Weller was tutored privately as a boy and trained in skill of arms. While his father made it clear that he was a simple bastard, he was cared for and treated almost like a member of the noble family itself. Though separate from his father's extended family, he enjoyed a life far better than even the common person could hope to achieve. For him his life was not so bad and he was a devout worshiper of Asmodeous, as his father was, and venerated the Dark Prince for the blessings he had bestowed on him and his life.

By the time he was fifteen he was already a large man, growing broad in shoulder and exceptionally skilled in swordplay. He aspired to join the Hellknights, having become fascinated by the stories told to him by his instructor. His mother, a gentle and pale woman who showed a kind of quiet modesty for her life, had been trying to convince his father to free him on the condition he join the Hellknights. His father, smitten with the slave woman, even went so far as to secretly bring a recruiter to see the boy so he could be properly tested.

Deemed to be acceptable, especially considering the boy was a product of a perceived dalliance, a quiet offer was made to allow him to squire under a member of the Order of the Rack should he be properly freed. During the process to free him the nobleman's family became concerned over the affection he was placing on such a worthless pair. While he reasoned the bastard could be of use to the country in other ways, his family believed it too affectionate to be the complete truth.

Just a week before he would have received his freedom and his chance to squire for the Hellknights, Weller's world ended. Tired of the boy's father and his endless excuses, the family sold the pair to end their hold on the noble. His mother was sold to a wealthy trader who traveled the caravan trains. Weller was sold to into a slave galley, to work him until his back broke and he no longer aspired to anything other than working for his betters.

For three long years he rowed the boat of his new master along with over a dozen other such slaves. Every mistake or sign of weakness was repaid with a lashing. Eventually the ship was attacked and seized by Eagle Knights and Weller was freed along with all the others. Instead of leaving to relocate to a new life in Andoran, he stayed on for a time so he could return to Cheliax and try to find his mother.

But time had not been nearly as kind to her as it had him. By the time he caught up with her buyer she had already been killed. Having died in the first year for attacking her new master and trying to escape, she was publicly executed for her crimes as an example. In a fit of anger, Weller killed the trader and made off to find others to help him put a stop to the evils of Cheliax and their Asmodean overlords.

He's since taken to the worship of Milani and has been working essentially alone for some time, trying to find other like-minded people willing to take more action than grumbling softly into their cups over what should and shouldn't be. So far he hasn't found more than a handful of people willing to risk themselves for the greater good.

Crunch:
Weller Helfdane
Male Human Slayer 2
NG Medium humanoid (human)
Init +2; Senses: Perception +6 (+7 for Traps)
--------------------
Defense
--------------------
AC 18, Touch 12, Flat-footed 16
hp 22 (2d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft. (20 in armor)
Melee Attack Block:
Longsword (Two-Handed) +7 (1d8+5/18-20x2)
w/Power Attack: +6 (1d8+8/19-20x2)
Special Attacks:
Studied Target +1 (Move Action)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 14, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats:[b]
Power Attack, Fast Learner
[b]Traits:

Ex-Asmodean: (+1 Attack and Damage w/weapons)
Carefully Hidden: (+1 bonus to Will saves and a +2 bonus to saving throws versus divination effects.)
Skills:
Acrobatics: 6, Bluff: 4, Climb: 7, Craft (Weapons): 7, Disable Device: 8, Disguise: 0, Heal: 5, Intimidate: 4, Knowledge (dungeoneering): , Knowledge (geography): 6, Knowledge (local): 6, Linguistics: 4, Perception: 6, Profession (N/A): , Ride: 6, Sense Motive: 5, Stealth: 7, Survival: 6, and Swim: 7.
Languages: Common, Halfling, Varisian, Infernal, Skald

Gear:
Masterwork Longsword (One Handed Sword) 1d8 19-20x2, 4lbs (315 gp)
Dagger x5 (Light One Hand) 1d4 19-20x2, 1lbs each, (5 gold total)
Masterwork Breastplate (Medium Armor) +6 AC, +3 Max Dex, -3 ACP, 30 lbs (350 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Masterwork Thieve's Tools (100gp)
Remaining Gold: 224.37

--------------------
Special Abilities
--------------------
Track (1/2 Slayer Level to survival to follow tracks)

Trapfinding (1/2 Slayer level to Disable device and able to disable magical traps)

Slayer Talents: Trapfinding

Favored Class Bonus: +2/6 Bonus Slayer Talent/+2 Hitpoints

Build: After reading the add and Lubella's post about what they needed I decided on something a little odd. I'm not huge on Optimization, I'd rather make something interesting to RP, but I'm certainly capable of optimizing and blended the two a little. I didn't over specialize and thought maybe it would blend well with a group in this setting more so than Big-Brawny-McSmash-Face. And when's the last time you saw someone use a Longsword as their primary weapon? I also used this as my primary inspiration for the concept. So thanks for your consideration!


I'm going to submit a Tiefling (Oni-Spawn) Unchained Barbarian (Brutal Pugilist). I will tie up all the various bits and pieces in the background however would you allow alternate Tiefling abilities? Specifically I'm thinking of taking +1 nat AC.


And here he is! Background and personality below.

Personality:
Most folk who know Arkthor think he's dangerous and wildly unpredictable. After suffering years of abuse at the hands of the authorities in Kintargo, he has become self-reliant and quick to anger. Hardly a diplomatic soul, Arkthor is a "punch first, ask questions later" kind of Tiefling. Indeed, he has built a reputation where most dottari now attempt to defuse the situation rather than meet him head on. However, Arkthor actually has a deep sense of honour and is fiercely protective of the few people who would call themselves his friend.

Background:
Arkthor was born a Tiefling and sadly discarded by his family. He doesn't even know who his birth parents are, which has deeply affected him since his earliest years. Raised in the church of Asmodeus, he rejected their beliefs in his teenage years and has spent many years looking over his shoulder and has had several run-ins with both the authorities and the church. His continued survival stands testament to his ability to break those who come for him.

Now he spends much of his time drunk in and around Kintargo, picking up coin now and then by involving himself in illegal bare-knuckle fighting. He's managed to save enough to buy some decent armour and some other knick-knacks but much of his gold goes on alcohol, something that he is both utterly addicted to and fiercely dependant on.

Those few people he calls friends are in similar situations to him; down-and-outs and a couple of barmaids who take pity on the scarred fighter. For these people, he would gladly step into the firing line.


Scene:
Arkthor sullenly swilled the last of his ale around his mug, before taking another mouthful. His coin purse was light; his last fight over a month ago. After many years fighting in Kintargo, his reputation often proceeded him and there weren't many opponents left for him.

"You know it isn't going to magically refill itself," Marsha teased from behind the bar. Arkthor growled playfully and pulled another gold piece from his coin purse, looking at it thoughtfully before placing it on the bar top. He finished his current drink with one gulp.

"Only you would get away with that," he grumbled, although his eyes were filled with mirth. A rare moment for the Tiefling. Marsha was a good woman; born and raised to peasant farmers outside of the city, she had moved here when bandits had raised her home to the ground. Those same bandits had mysteriously disappeared over three years ago. Arkthor doubted anyone would find their corpses. Marsha set another mug of ale in front of him with a smile, before turning to another customer.

Arkthor took a sip of the fresh ale before turning his thoughts inwards. Money was becoming harder to find; perhaps he would have to take up some of the local crime lords of their offer to work as an enforcer.

Suddenly the door to the tavern burst open. Arkthor growled as a cold wind blew down his back and he turned in his seat to glower at the newcomer. The man was short, stocky and sweating profusely.

"The park," he managed, after sucking in several deep breaths, "Rebellion in the park!" With that, he span on his heel and disappeared.

Arkthor grunted. He'd heard rumours of rebellion in the past few weeks but figured that the populace of Kintargo was too impotent to do anything. Perhaps someone had finally grown a set of balls. Turning back to his drink, Arkthor saw a look of concern on Marsha's face.

"Don't worry, darlin', we've been here all day. Nothing bad will come of it," he rumbled, before taking another gulp of his ale.

Several hours later, as business was winding down and the customers were beginning to file out of the tavern, Arkthor realised he had almost run out of gold. Setting his empty cup on the bar top, he smiled at Marsha.

"I guess that's me-" Arkthor's words were cut off as the tavern door slammed open again. This time, a guttural growl left his throat as he turned towards the opening. Instead of a local, this time there was a small group of robed men, symbols of Asmodeus hanging around their neck. Several of them looked at Marsha with open avarice.

"You, beast, remove yourself from this property, we're looking for rebels!" their leader said imperiously. The man didn't even bother to look at Arkthor as he spoke. Arkthor's mind suddenly cleared as though a thunderstorm rolled through it.

"No rebels here, devil-f*cker," Arkthor answered, drawing a short and sharp gasp from Marsha. "We've been here all day."

The attention of the small group of men swivelled towards Arkthor, although several of them did a double take when they saw just how large he was. The leader, however, wasn't going to be shown up in front of his men.

"What did you call me?" he practically shrieked, "I am-" his words were cut off when Arkthor's mug unceremoniously smashed into his face, causing blood to splatter around him. For a second, the man teetered on his feet, before he crashed to the floor, like a felled tree. A few moments passed. Arkthor stared down the group. Marsha drew even sharper breaths but seemed to be rooted to the spot. One of the men drew a club. It was all that Arkthor needed.

With a guttural roar, Arkthor crossed the tap room with blistering speed. His fist met the face of the man who had drawn the club, and a sickening crunch reverberated around the room as he cannoned off his feet and into the wall behind him. The attack suddenly galvanised the other men who began to draw their own weapons, but it was too late. Arkthor was a whirling dervish of fury, his hands hammering out like pistons, dropping the men where they stood. The last man tried to run back out of the door, but Arkthor scooped him up into an enormous bear hug. He felt ribs cracking, and the man stopped squirming shortly after. Arkthor dropped the man, his rage thundering through him.

Marsha suddenly cried, and Arkthor whirled on her, surprised at the sound. The look she gave him struck him to the core, and the blood rage left as quickly as it had come.

"Marsha," he whispered, before looking down at the men at his feet. "Run, find the dottari. Tell them what happened. If you don't, they'll think that you're in on it." Marsha looked at him, dumbfounded.

"RUN!" Arkthor roared, feeling immensely guilty as she almost jumped out of her skin and bolted for the back door. Alone in the taproom, Arkthor looked at the mayhem he had caused. In the distance, he heard shouts. More of these idiots, perhaps. Worse, the dottari. Without a second glance, Arkthor bolted through the door and into the night.


I have a concept for an old character of mine, an orphaned female Half-Orc Monk (Master of Many Styles/Monk of the Iron Mountain/Qinggong Monk) that I may revise for this game.


Alright, this is Ouachitonian's submission. Reynard is an armiger of the Order of the Torrent eager to throw out the usurper Thrunes, restore proper law to Cheliax, and avenge himself on generations-old foes of his family. Oh, and find out where the rest of the Order's disappeared to. He's also got some alchemical knowledge in his background, and will pick up the ability to brew a mutagen to enhance his strength soon.

Silver Crusade

Please see Nilly who is a dwarven fighter/cleric intending on filling the roll of front line beef! Crunch complete, equipment needing purchase


I am entirely interested. Would a melee focused Synthesist Summoner be all right? If you’d like to disallow that archetype a normal Chained Summoner would work quite well. I am considering a character charged by either Desna or Cayden Cailean to fight injustice and slavery in Cheliax, and having them been given an especially willful Eidolon for the purpose.

If that doesn’t fit there are several other notions I have.


How would you feel about a Ranger with the Raven Master archetype?

Dark Archive

Pathfinder Adventure Path Subscriber

I'm thinking of a guerrilla slayer, but I just wanted to check how often the PCs have managed to get the drop on enemies so far, seeing as surprise is rather integral to how the archetype works.


Taliesan wrote:
I just wanted to check how often the PCs have managed to get the drop on enemies so far

We haven't so far, but that doesn't mean we won't in the future.


Dodekatheon wrote:


I am entirely interested. Would a melee focused Synthesist Summoner be all right? If you’d like to disallow that archetype a normal Chained Summoner would work quite well. I am considering a character charged by either Desna or Cayden Cailean to fight injustice and slavery in Cheliax, and having them been given an especially willful Eidolon for the purpose.

I'll be honest, I'm not a huge fan of the synthesist, mostly because that particular build can be easily abused. I won't say no, but I will say that you have a particularly steep hill to climb. As for chained/unchained, I think I'd prefer to unchain the summoner - it's easier to balance stuff that way.

Harm's Way wrote:


How would you feel about a Ranger with the Raven Master archetype?

I like it very much! The archetype was written with the assumption that Hell's Rebels has happened, but I'd be good with saying that your character is the person who founded the style.

Taliesan wrote:


I'm thinking of a guerrilla slayer, but I just wanted to check how often the PCs have managed to get the drop on enemies so far, seeing as surprise is rather integral to how the archetype works.

To add to Lubella's point, there have been places in my home game where the PCs have indeed gotten the drop on enemies. In general, the archetype is probably better as written for NPCs, but I would be surprised (heh) if there wasn't a decently frequent chance to catch the opposition unawares. It won't happen every fight, obviously, but neither will you always be ambushed yourself.


Awesome, I'll start putting something together

Liberty's Edge

Dot, I'm thinking Brawler or Monk.


I've just had a hit of inspiration with my character idea, he's coming along pretty well. Would it be reasonable to assume he is/was a low level member of the silver ravens?


The current PCs (plus Rexus and Laria) are in the process of reestablishing the Silver Ravens, so there are no others.


Ok cool, thanks for clearing that up


This sounds like a good campaign to try out a Blade and tankard style Fighter. Will get a profile and character sheet put together for your review.

Dark Archive

Pathfinder Adventure Path Subscriber

I was thinking about taking a drawback in the form of a Foul Brand, but I wanted to ask if it would be possible to take it in the form of having been an Egorian Denatsate earlier in life, as opposed to the unholy symbol of an evil deity


Heard and understood. Thinking instead of a Bloodrager now.


Taliesan wrote:


I was thinking about taking a drawback in the form of a Foul Brand, but I wanted to ask if it would be possible to take it in the form of having been an Egorian Denatsate earlier in life, as opposed to the unholy symbol of an evil deity

That works for me.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I will have an actual application in either later tonight, or tomorrow.


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Thank you for the feedback, I am resubmitting Hargrev as a brawler, but might switch him too an Unchained monk. Either way, his history is the same and his demeanor will be similar to Chief Hopper from Stranger Things (when I’m doubt, punch it). I still need to buy gear.

Hargrev Melissenos:

Hargrev grew up in rural Nidal. He signed up young with the Local Hellknights because he thought that it looked like an exciting possibility for adventure and to get him out of the drudgery serfdom. He did not know what he was really getting into.

As a Hellknight Armiger, Hargrev couldn’t a follow through with the more brutal orders against the people of Kintargo. He abandoned his order while purging an underground Silver Raven hideout. His former brethren filled him full of bolts and left for dead. A priestess of Shelyn used her last spell to stop him from dying, sacrificing herself with the words “Avenge us against the ugliness of Thrune.”

He staggered out of the underground complex and sought out forgiveness and healing from the Silver Ravens in order to seek vengeance for those he has wronged as well as redemption for the sins he committed as a Hellknight, and are still wronged by the Chelaixian government and House Thrune. Hargrev decided to forego his Hellknight armor, and fight for the citizens of Kintargo instead of suppressing them.

Stats:
Human brawler 2
CG Medium humanoid (human)
Init +5; Senses Perception +6
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +4 armor, +1 shield)
hp 24 (2d10+8)
Fort +5, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee unarmed strike +8 or +6/+6 (1d6+4)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks martial flexibility (4/day)
STATISTICS
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +6; CMD 19
Feats Improved Unarmed Strike, TWF; Combat Expertise, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +5, Perception +5, Intimidate +6, Stealth +7; Profession (Soldier) +4, Lore (Hellknights) +3, Knowledge (History) +2
Traits Uskwood Hunter, Ex-Asmodian
Languages Common
SQ
FC hps
Combat Gear chain shirt, buckler,


How do you feel about Aquatic Elves? They're mentioned in the Player Guide, but they're also not Core, so I wanted to be sure. :)


I wish there was more I could contribute here. I realized that I didn't really have any questions or flavor issues with the campaign. I do want to indicate that if selected I'll also be picking up a ranged weapon of some sort just in case.


GM, I came up with a concept I really like for a Tiefling; I feel she’ll have plenty of hooks to Kintargo and motivation to ally with existing players. I do want to make sure of one thing though; you mentioned nixing the variant ability tables. The alternate heritages (Onispawn and so forth) are stilp viable though, correct?


I have labored under the assumption that that is kosher! I present to you Val'Kresh Manbreaker, Tiefling Bloodrager. She used to be a slave gladiator. but has found a new lease on life since she's been freed. I think she has plenty of hooks to be very invested in the Hell's Rebels campaign.

Other than the Pitborn thing, I have labored under two assumptions with this submission. One is that Kintargo could have a pit fighting scene. I don't know if there's anything written for that, but I don't see why some of the more Thrune-allied Houses couldn't enjoy some slave gladiators. The other assumption was that the Familiar Folio was fair game; it lets characters with Bloodlines swap out their first level power for a Familiar, which I have done.

If that's not cool, just let me now and I will change those mechanical aspects. If I need to expand on anything or anything seems incorrect, please just let me know.


Build-wise, Val'Kresh is pretty straight forward. She's a Bloodrager; she's there to wreck shop. She'll have a decent AC as well, and should serve as the backbone of any physical assault the party launches. She also has a decent Charisma though most of her skills are in Intimidate.

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