Hells Rebels (Inactive)

Game Master Daniel Penfold 351

In the city of Kintargo, there are those who seek to overthrow House Thrune.

The Proclamations

Treasure List

Notes

Maps

images


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CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

Til chuckles at Ragnar's question. "Different people see different things. Often when looking at the same thing."

As Adonara toes the nest, he stops and stares for a moment. "Has anything crawled out of it? Any bugs?" Assuming she says no . . ..

Til reaches down and scatters the pieces that make up the nest, looking for whatever he might find.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19 +4 to find hidden things. +3 more to find traps

Roll's not much better, though, is it? 7 compared to a 4.


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Fulk trails behind the others, arms held low in front of him.


Male High Azlanti DM

Tilorean and Fulk you see that that much of the clothing in the nest is in relatively good shape. Among the clothing is a cloak of the manta ray.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

We may see different things when looking at the same thing, but we should still be careful and not let complacency in.

Ragnar relaxes his bow, and puts the arrow away.

So now begs the question, do we check them out, or block them for now and go deal with the known problem of the ghosts?


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Seeing an interesting looking cloak, Fulk casts Detect Magic. When he sees it register as magical, he goes and picks it up.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7
Ragnar Grudgebearer wrote:

We may see different things when looking at the same thing, but we should still be careful and not let complacency in.

Ragnar relaxes his bow, and puts the arrow away.

So now begs the question, do we check them out, or block them for now and go deal with the known problem of the ghosts?

Seeing the others more engaged with the search, Adonara steps aside, cocking her head to one side and peering in the direction of the southern door Ragnar found as she considers his words. She certainly doesn’t have a dwarf’s sense for these things, or directions underground generally, but…

“The hallway doesn’t turn that deep, does it, and the first large hall was lined with cells on both sides, so…” Her glance flickers back to Ragnar in question, “You would know better than I would, but the south door must connect to there somehow, I would think? Who knows about the west door, though. Maybe take a quick look just in case there’s something important hidden behind? Vault or armoury or the like?”

With that optimistic hope floated, and with his directions, Adonara gives the concealed door to the south a try, at least.

And then, sure, after we decide about the west door, I guess we could make a beeline for our ghost: do the east-west axis first and then clear south and north.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Works for me.

Well, I am not sure about the hall, but I will take a look and see if I can figure something out.

Know Engineering: 1d20 + 10 ⇒ (18) + 10 = 28
Trying to estimate the size of the room between the concealed doors.


Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision

Bran steps up beside Adonara, hands shifting into claws.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

Til watches the others look at the area Ragnar pointed at, deliberating about several things it seems to him. "I would hate to be incautious, or pushy, so if you'll let me know when you're ready, I can give the area around this door you were talking about a look, see if I can figure out how to open it, if it is safe to open, of course." He moves forward, without really touching anything, stopping and turning towards Ragnar. "About here, you said?" while indicating a section of wall.


Male High Azlanti DM

Ragnar, you think that the room behind is quite small, probably only the size of a small closet.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“Right,” with a quick look over the south secret door (Perception: 1d20 + 7 ⇒ (20) + 7 = 27 Just in case we need it for traps.), Adonara gives it a try, ready to step through and loop around if it gives way. After that, she waits for the results of Tilorean’s search to the west, before turning towards the lair of a ghost that needs laying to rest.


Male High Azlanti DM

Sorry, I've gotten a little confused- we're talking about the secret doors to the south and west of C3 aren't we?

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

No worries! Yes: Ado's going through the south, and Til's checking the west, as I understand it. I'm guessing Ado will be able to figure out where she is in short order, but the door to the west of C3 looks like it might lead into a less obvious dark corridor.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

Oops. Dice. Yeah.

Perception w/ Canny Observer to find door: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31
Perception w/ Canny Observer & Trapfinding to check for traps: 1d20 + 12 + 4 + 3 ⇒ (8) + 12 + 4 + 3 = 27

Disable Device w/ Tools vs Trap, if required: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24
Disable Device w/ Tools to open door, if required: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37

Til starts by examining the floor, looking to see fi there's evidence of something having been moved back and forth here over time. Then he examines the wall, keeping his hand less than an inch from the surface, but moving it over the area, checking for any signs of air movement while he looks for gaps or elevation changes in the surface.

The rest of the description really depends on what he learns. <shrug>


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Sorry, didn't get a chance to log in over the last 2 days, a lot can happen. yes, I was going to point out the concealed doors


Male High Azlanti DM

The door to the south leads into a small room used as some kind of basic sleeping area, which then has a door which leads into the main guild room you were in earlier.

Tilorean you can see that the western secret door leads into a passage, there are some tracks here that show occasional traffic from the large guard room down a passage to the storeroom. You think that this was an additional secret route that the cultists would use to avoid detection. There is nothing else of interest in there.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Well, now we know that there might be rats in the woodwork. Lets be vigilant that they don't come out to play when we are occupied.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“Indeed,” Adonara agrees with Ragnar’s assessment as she quietly leads the way down the hall to where the ghost is supposed to lurk.

As she goes, she quietly goes over some strategic considerations. “I think we’ll want to be subtle here – well, always, but that’s beside the immediate point. Don’t all the stories say that ghosts are bound to this plane by unfinished business? I wouldn’t look forward to fighting the damned thing more than once, so let’s keep an eye out for clues as to what’s keeping it here? Our informant suggested the ghost doesn’t always immediately manifest itself, or always immediately violently, though that’s how it seems to end.”

“And there’s something else to the north that they were happy to just lock up and not fuss about identifying, so I imagine we’ll see our fair share of sending things off in pieces or splattered ectoplasm for the Lady of Graves to sort out beyond this one ghost. Maybe shadows or something, this close to Nidal? It might explain why the cultists didn’t get a good look at them.”


Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision

Bran takes a deep, slow breath, ”So, we need to... not kill... defeat this ghost. Then lay it truly to rest.”
He shakes his head, ”Well, now seems like the time.”

The bestial tiefling draws a wand and activates it.
mage armour


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"Ghost? Are we really sure about this? I mean, yeah, hopefully it will talk to us. I think."


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

I hope it will be peaceful, but I guess we will see.


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Fulk does his best to look around for anything unusual, though i's hard to know what counts as 'usual' down here. I've still got Detect Magic running, if it matters. Also Darkvision

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara hangs her whip back on her hip and checks that she has easy access to the ghost-hunting weapon she just bought. Here’s hoping the alchemists know what they’re talking about.

“The goddess…es will see us though,” she says devoutly, politely remembering to pluralize out of respect for the other cleric present. “We’re as well-armed as we can be, and we can retreat as necessary.”

“Apparently the ghost is fond of cards but impatient, and didn’t cause too much trouble if the Night Queen cult stayed out of its way. Still not something I’d want behind us as we go deeper, though.”

She waits a few moments longer in case any of the others have more spells they wish to cast in preparation, and then sets to opening the doors to the haunted room.


Male Human Monk 6/Paladin 4/Champion of Irori 10/Liviing Weapon L. Fighter| AC 33 T 30 FF 28| HP 280/280 | F +25 R +29 W +32;+2 vs. Enchantments, sleep effects, paralysis effects, and stunning effects | Init +4 | Perc +32

Bachu pulls out a wand and asks "Can any of you use this wand of Mage Armor on me?"


Male High Azlanti DM

Opening the door to where the ghost is supposed to be you find a long mahogany gambling table sits at the centre of this chamber, surrounded by richly carved chairs fitted with silk cushions. Shelves carved into the walls hold old broken bottles, while benches with padded seats sit against the walls under these shelves. All of the furnishings are mouldering and decaying...as is the skeleton of a halfling clad in dark leather armour and clutching a handful of bone dice, slumped in a chair at the northern head of the table.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Taking in the Vista, Ragnar shakes his head.

I bet the ghost is of yonder halfling, who was probably murdered for his winnings.
Now we just have to figure out what we can do to allow his soul to get to rest.

He still keeps a solid grip on his bow while he looks around.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7
Bachu wrote:
Bachu pulls out a wand and asks "Can any of you use this wand of Mage Armor on me?"

“I can try,” Adonara says, “though as in many things, I only dabble.”

She tries to remember what Erisia always said, back home, about coaxing magic that is not directly the gift of the goddess out of an item. UMD (DC 20): 1d20 + 6 ⇒ (19) + 6 = 25 Haha! Yes! Dilletantes FTW!

Ragnar Grudgebearer wrote:

Taking in the Vista, Ragnar shakes his head.

I bet the ghost is of yonder halfling, who was probably murdered for his winnings.
Now we just have to figure out what we can do to allow his soul to get to rest.

He still keeps a solid grip on his bow while he looks around.

Advancing into the room beyond, she takes a quick look around. “Her winnings, based on what we overheard on our last expedition. But yes, the famously incorruptible Hellknights certainly seem to have been quite eager. I wonder, did they get so far, or was this treachery once things all fell apart down here? It seems strange that her body would just be left here, unless it was arranged deliberately after, or she was killed where she sat.”

She doesn’t know much about such matters – enough for cleaning up after a scene, or for fighting, but for anything else, well – that’s why there are dedicated healers and spells in the world. She checks for any obvious clues of the cause of death, traces of an arrow through the breast from the door, maybe, if the room’s occupant was surprised during a raid, or a knife between the ribs if during something else. Perception: 1d20 + 7 ⇒ (1) + 7 = 8 OK, feast or famine again this morning, with these rolls. :/

The courtesan tries, but as she examines the body, considers the furnishings of the room and tries to imagine what they might say about their ghost, she just can't focus. Adonara’s normally pretty good with scenes of violence, but the idea that their quarry might not have been expecting it, or had her corpse posed spitefully afterwards, gets into her head and raises unhappy memories. Via. At least we were able to end it before those monsters did anything to her, and – and – bury her properly. The thought of the scroll of resurrection magic now resting in the Ravens’ treasury prickles again in the back of her mind.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

I stand corrected, her

Ragnar goes over behind the body and then roughly tries to determine cause of death.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Heal: 1d20 + 7 ⇒ (6) + 7 = 13


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"I agree, it seems unlikely that she happened to be at the head of the table when she was slain, especially given the number of options in the room. I think our best bet to identify if this happened in here will be looking for the discoloration of old blood stains. Even a bolt through her body could have been staged afterwards."

And so Til joins the effort to try to guess where she might have been in this room if she was killed in here.

Perception: 1d20 + 12 ⇒ (10) + 12 = 22 Canny Observer, +4 to spot hidden or concealed. Trapfinding, +3 for traps. Danger Sense, +2 to avoid surprise.


Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision

As the group begin investigating, Bran stands in the doorway watching his new companions in action, Well, that's what you do then, is it. Interesting...


Male High Azlanti DM

Ragnar and Tilorean you can see that the body has several marks including a final thrust into the centre of the chest from a falchion. It would match with the halfling being attacked by a member of the Order of the Torrent. It also appears that the body was deliberately placed here as a form of warning. You do not find any signs of traps or secret doors.

As you look around a faint milky shimmering dances in the air around the corpse and quickly coalesces into the ghostly form of an attractive but wild-eyes halfling woman. She smiles sweetly at you and a set of bone dice float in the air as she speaks:

"A wager? A game? I've waited ages for a game. These bones are lucky tonight? Will you wager part of yourself for my secrets, my friends?"

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara shivers a bit as the unearthly light condenses into an identifiable figure. She’s not entirely sure, given the wild eyes, compared to the portrait further into the lair, but it’s the best guess she’s got, and maybe she can play it as flattery.

“Mistress Lorelu, I presume?” she smiles politely, though with just a hint of teeth. “Part of myself? What exactly do you have in mind?”

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22 +4 more if her obedience applies.
"Because - to be perfectly candid, darling - I prefer to come to a mutually agreeable understanding rather than to leave such things to luck. Though I'm not necessarily opposed on principle. Will a game help you rest?" the courtesan strikes a careful balance between brazen, suggestive, and a tactful reference to the fact that her interlocutor is, in fact, dead.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Shuddering slightly at the manifestation, Ragnar moves from behind the ghost around to the front.

He then stands clear to let those a bit more diplomatic than himself carry the conversation.

I will pass on what I found out as soon as able.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"I have to admit that I am also curious about your proposed stakes, but what reassurances do we have the dice will roll true? Few of the upper class are willing to actually risk anything of value. I was taught that good business means making them think they are getting more value than is available, after all."

Yeah, not phrased as pretty as I would like. That's why we have dice, sometimes!

Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk moves to the side, positioning himself close enough to join the conversation, and with a clear line to the ghost. He remains silent, content to let others bargain. Bandying words has never been my specialty


Male High Azlanti DM

"From my point of view, every hand you win I will reveal more of my story/secrets, if you lose you must give me some of your life energy. I have always been a honest gambler but you have impressed me with your words so you may ask me one question without gambling."

Silver Crusade

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Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“That … sounds like rather a poor bargain,” Adonara says, carefully choosing her words to avoid the possibility of a pedantic claim to her having spent the free question while she thinks of a good one, and resolving to take the first round of gambling if it comes to that.

Since being gentle seems to have had limited success, she pushes a bit harder, though stops just short of a direct threat. “I’ve been here before – not that I’ve had the pleasure (She enjoys this sort of fraught back-and-forth too much to entirely drop the niceties.) – and it seems to me that between Mahathallah’s minions and the Hellknights long ago, there’s nothing left that we would worry so much about. And you must know that you’re dead, and even if the dice favour you, I can’t see what draining us gets you in the long run, once we walk away and forget about you. So, my question is, do you know how we can set you to rest, free you to claim your eternal reward, spirit?”

She leans in a bit, her expression suddenly almost as serious as it ever gets. “I’ll be frank: I don’t like your Norgorberite villainy. It’s a bit too … mean-spirited. But by the Savoured Sting, out of both our gods’ admiration for juicy secrets and charming trickery, and because if ever my body were found unburied I would appreciate it, I swear by my goddess that at the very least I’ll see your bones buried properly.”

And may the gods have mercy on your soul, she thinks. Personally, she doesn't see the attraction of putting oneself in the hands of malicious powers, whether they reside in Hell, the Abyss, or wherever, but to each their own, and rotting for eternity beside one's own corpse in some hole on the material plane doesn't sound very promising either.

In any case, Adonara is certainly not above trying to sneak in another question or two, so she quickly adds, “Or is there some object you need especially, or some business you left undone, or…”

A wicked Calistrian smile tilts up the corners of her mouth. “...a score left to settle?”


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

As Adonara goes through her spiel, Til starts grinning. Then shaking his head. By the time she tries to fit the fourth question in, he's both hanging his head and chuckling slightly, waiting to see how this ghost will choose to respond.


Male High Azlanti DM

The ghost of Lorelu pauses for a moment,

"I miss the sun, I want to feel the dawn kiss my bones one last time. Promise to do this for me and I will tell you what I know."

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Adonara cautiously lets out a quiet breath that she didn’t even notice she was keeping in.

“By the love I bear my goddess,” she says, making the sign of the Triple Sting over her chest before holding her hand palm out in promise, “I solemnly swear we will bring your remains into the dawn’s light, and lay them to rest in a proper grave. If not, may Calistria pour down her vengeance upon me.”


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Well spoken lass, well spoken.

Ragnar sighs with relief that this one would be easy.

Now to treat her with the respect that she deserves while we take her up to be properly buried.


Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision

Bran goggles, fascinated, [i]What does she know?"[/b]


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"That was too easy . . .. At least it should be."


Male High Azlanti DM

"In return, what do you want to know?"

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Sorry, guys. I guess I didn’t summarize what we found down here vividly enough for you to feel really happy pursuing lines of questioning on your own. :/ Let’s see what we can do.

“We’re listening,” Adonara says, mind briefly blanking as she’s unnerved by the ghost’s translucent gaze. She narrows down on the most salient points that she can remember, “Do you know what happened to the other guild masters? And what might be left in the north hall, or the lower levels? From what we could tell of the entrance to the latter, something truly dire must have happened.”

“I trust my amanuenses to sort out (She really just means to listen to and retain.) the details,” she adds, gaze flickering to Tilorean in particular, who seemed more than able to play the diplomatic game. “I’ll return forthwith with a shroud for your bones, spirit. You need not fear that you will wait much longer.”

She folds her hands in front of her and retreats solemnly, then speeds to Luculla’s chamber as soon as she’s out of line of sight from Lorelu’s room. She quickly strips the blankets for a suitable sheet before hurrying back, slowing to a ceremonious pace upon entering again and silently gathering up the dead halfling’s remains while her ghost addresses the others. It is beyond disturbing for her to witness, but Adonara persists with grim determination until she has a sad little bundle that should at least be easier to move to the graveyard than armfuls of corpse. She’s grateful, too, that Lorelu wasn’t elf-sized or larger.

Unless Lorelu reveals something truly earth-shattering or any of us thinks of something else, I think that should do the trick. After she’s told us what she knows, no time like the present to bring her body to the surface, fulfill our end of the bargain, and come back to clear the rest of the level and start the next?

And on the way out with her body, we could just check what’s south of C4 on the map? It looks like a fairly small space, so hopefully it wouldn’t take too long, unless it’s full of zombies or something. Just an idea.


Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision

Thinking about what he has seen in his short time here, Bran speaks up, "What secrets lie hidden here? Are there hidden rooms or objects or other things? And, if so, how do we access them? Or protect ourselves from them?"
Is that right? I hope that's right.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"Ah, what treasures are there for us to find? While a good question, I prefer to learn what you know about the things that now occupy the various rooms of your guild facility, here. And if I heard properly, you want to feel the light of dawn, not just the light of day. I'll ensure nobody misses that distinction."

As Adonara starts trying to figure out how to carry the bundled remains, Til takes off his pack and opens it. "It will be easier if you put her in here, and we can continue our immediate task for now."


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Lets get her settled first, then deal with the next issue. I would not want to be haunted by her because we got her remains damaged and she took offence.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"But we can't 'get her settled' until dawn. She won't get hurt in this pack. She really won't."


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

"Anything that's been in this room this long isn't likely to mind a few extra hours. We can hold off searching the place until tomorrow."

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Checking for interest at this stage - looking for 4 players only, starting at 1st level.

General rules for character creation:

No feat taxes

No 3rd party content

25 point point buy

One campaign and one other trait, no flaws

Starting gold as per https://www.d20pfsrd.com/basics-ability-scores/character-creation/ - Take average

Players start with 1 weapon and 1 set of armour (not magical or m/w) for free.


I have wanted to play this one since it came out but never had the chance. I already have a character for it, I would just have to adjust him for your build requirements.


Very interested!


I’m definitely interested; this AP looks like a lot of fun.

Sczarni

Interested, pending an ongoing Ironfang Invasion recruitment.

I'm thinking a fighter type, possibly swashbuckler or cavalier, or maybe straight fighter.


1 person marked this as a favorite.

I’ve tried this a time or two and it always falls through. Totally down for another shot.


Interested... any prohibited classes/archetypes?


I'm very interested, and, like Slayde77, have an existing character tweaked for this adventure path from a campaign that unfortunately fell apart before very far in.

It was a themed gestalt group, so my character would definitely need further adjustment to tone her down for your rules for character creation. Would you consider, say, house-ruling the Mantis Zealot warpriest archetype to accommodate a chaotic good Calistrian? (Basically, swapping out alignment/religious restrictions and a weapon proficiency.)

Silver Crusade

Interested. I presume you'd ONLY be running this OR Mummys Mask (nobody can be crazy enough to start 2 APs at once, right :-))?

If allowed, would likely bring a reflavoured Warrior Poet (Samurai archetype), reflavoured to be of Chelaxian culture rather than Tien (to me, it totally fits Cheliax)


I'm interested in trying it out.


@ TheEmeraldDuke - Only prohibited classes are no 3rd party content.

@Qunnessa - Yeah that sounds Ok

@ Pauljathome - I would be looking to run both if there is interest - character idea seems fine.

To all - Wow, there is a lot of interest here. I am looking to run for 4 (maximum 5) players. To make it fair please can you submit your characters (including background) for perusal and I will make a decision from there.


So I'm in the process of updating this character. I would like to use the shield-trained trait (see here). My character does not have belief in Gorum, but I always felt this trait was more of a combat trait. Would taking this trait be allowed?

Grand Lodge

Interested.

What about background skills?

Dark Archive

Interested! I've had my eye on this AP for a long time and have several character concepts I could submit.

Is this solely an interest gauge or do you want to hear character ideas now as well?

Daniel Penfold 357 wrote:
No feat taxes

I presume this means "no feat tax house rules", and we are in fact paying feat taxes? :)


Cool Beans... thinking about either a vigilante or maybe a bard... we shall see. How long so you plan to keep recruitment open?


@Rutilugus - yeah that's fine.

@PaleDim - Removing feat taxes

@Raltus - Skills as per starting character.

To all - I will keep recruitment open until 9pm GMT tonight (Sunday) and will make a decision on the players/characters then.

Silver Crusade

Daniel Penfold 357 wrote:

@ TheEmeraldDuke - Only prohibited classes are no 3rd party content.

@Qunnessaa - Yeah that sounds Ok

@ Pauljathome - I would be looking to run both if there is interest - character idea seems fine.

To all - Wow, there is a lot of interest here. I am looking to run for 4 (maximum 5) players. To make it fair please can you submit your characters (including background) for perusal and I will make a decision from there.

Right-o! As requested, this is Qunnessaa checking back in with her character submission: everything should be in this alias' profile. As to removing feat taxes, do you mean Michael Iantorno's scheme to consolidate feats? I gather different folks' systems vary a bit.

(The "wasp zealot," of course, is my simple kludge/homebrew take on the mantis zealot archetype: Achaekek > Calistria, lawful evil > any chaotic, and sawtooth sabre > whip. For ease of reference, the original at the Archives of Nethys.)


Yeah consolidate feats.

Dark Archive

Okay, then it sounds like you're taking fuller submissions now (not just interest). In that case, characters I like for this AP.

You can read their background on the profile (but here are short summaries).

  • Nilah Sevrom - a div-spawn tiefling adopted by a Keleshite noble in Qadira, in a pact with a div, so that he could raise her as a "secret weapon" in his political wars with the other nobles. She has since run away, wandering far and wide.
  • Sergil Dalcanu - A loyal knight of a cavalier order. Once, when chasing a known slaver across the planes (in Cheliax), he is attacked by a group of Strix. After finishing with them he happens upon the nest, and an orphaned young Strix. Realizing what he's done, he feels just guilty enough to not kill her when she begins following him. They form an unlikely adventuring duo. (NOTE if another play wants to play the young female strix, this could be a cool shared background, further fleshed out together).
  • Hanah - A tien investigator who's trying to live up to her father's legacy as an even-handed judge in their hometown (and overcome his dark secret). This drives her to be a ruthless investigator, always laser focused on the result causing her to seem reckless at times (think Dr. House). This is a character a created specifically for Hells Rebels some time ago.
  • Argil Dust - Orphan half-orc raised in an orphanage until it burned down in an accident caused by his twin brother. Argil was horribly disfigured while saving him and so often wears a mask. They roam the countryside trying to avoid the attention of those who might think them mauraders.

I'll align the crunch with your build rules for the character selected (if I do get one selected).

Are you running this in campaign mode for PFS? I think you can do that and still use your own build rules (but don't quote me on that).


So I gave him a quick look over and I think I've updated him to your build rules. I may have to tweak something here or there before starting but the build concept should be all there. It can be found in the profile. I've also listed it here for ease of reference

Basics:
AC: 19
Touch: 13 Flat: 16
CMD: 18

HP: 12/12 (dead at -14)

BAB: +1
CMB: +5
Fort: +4 (+2 vs enchantment)
Ref: +5 (+2 vs enchantment)
Will: +1 (+2 vs enchantment)

Init: +3
Speed: 30'

Racial traits:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Ancestral Arms: Half-elves with this racial trait receive Exotic Weapon Proficiency as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
FCB: 1/6 Slayer Talent

Class Features:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Feats and Traits:
Feats
Exotic Weapon Proficiency (Falcata) (B): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Traits
Shield Trained: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Natural Born Leader: You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Basic Attacks:

Falcata: +5, 1d8+4 damage, crit 19-20/x3, slash
Falcata/Shield Bash: +3/+3, 1d8+4/1d4+2 damage, crit 19-20/x3//20/x2

Longbow: +4, 1d8 damage, crit x3, pierce

Skills *Class Skill:

+7 Acrobatics* (-2/-3 ACP) 1r
+1 Appraise
-2 Bluff*
+4 Climb* (-2/-3 ACP)
-2 Diplomacy
+5 Disable Device (-2/-3 ACP) 1r
-2 Disguise*
+3 Escape Artist (-2/-3 ACP)
+3 Fly (-2/-3 ACP)
+0 Heal*
-2 Intimidate*
-- Knowledge (dungeoneering)*
+5 Knowledge (local)* 1r
+7 Perception (Keen Eyes)* 1r
+3 Ride (-2/-3 ACP)*
+5 Sense Motive* 1r
+4 Sleight of Hand (-2/-3 ACP) 1r
-- Spellcraft
+7 Stealth (-2/-3 ACP)* 1r
+1 Survival*
+4 Swim (-2/-3 ACP)*
-- UMD

Equipment:

Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Encumbrance: 75/100 lbs
Gear:
Backpack - 2 lbs
Bedroll - 5 lbs
Flint and Steel
Rope - 10 lbs
Heavy Spiked Wooden Shield - 15 lbs
Falcata - 4 lbs
Leather Lamellar- 25 lbs
Longbow - 3 lbs
Arrows(60) - 9 lbs
Thieves Tools - 1 lbs
Dagger - 1 lbs
Money:
PP: 0
GP: 43
SP: 9
CP: 0

Background:

------------------------------
BACKGROUND
------------------------------
Rutilus has no idea who his parents are and he doesn't care. The priests at the orphanage of the Church of Asmodeus claim his parents died in a fire. However, considering everything else they "claimed" happened who knows whether this is true. The only truth is that it doesn't matter. He can't even remember what their names were, let alone what they looked like. Rutilus rejected the teachings of the nuns of the orphanage and couldn't understand how anyone would willfully choose to follow them. This led to him constantly being "disciplined" (more like tortured) by the nuns. One day he found his opening and escaped from the orphanage never looking back. As this was his first and only experience with organized religion, Rutilus follows no god. Rutilus found living on the streets of Kintargo free and exhilarating. He found he was quite good at sneaking around and taking what he needed to survive. A few months after escaping the orphanage, He met a girl a few years younger than himself named Cassie shivering and cowering in an alleyway. He still can't explain it to this day, but he found himself drawn to her and compelled to take her under his wing. He found what he considers to be his little sister and the first member of his family. The two of them became thick as thieves and before they knew it, several other street kids began following Rutilus and learning from him. These kids became, at least in Rutilus's mind, his family.

While usually very cautious, deliberate, and exacting when enacting their food raids, recently Rutilus made a mistake that nearly cost him everything he holds dear. There was word of a large food cart that could feed his group for months en route through town. The owner was supposedly very wealthy, but stingy and arrogant so it would be poorly guarded. However, when they made their move it turned out it was trap and they were all captured. Rutilus's captor, who claimed his name was Patch (whether true or not can't be said), couldn't believe that a boy could lead a bunch of other children and evade capture for years. Patch saw Rutilus's potential and made him a deal. He would allow all Rutilus's "family" free provided Rutilus trained with Patch and came to work with him and his organization. Patch wouldn't say who this organization was, but said they were working to make Kintargo a better place for everyone. Rutilus was uncertain, however, what choice did he have? Damn himself or damn everyone he cared about, so Rutilus agreed. True to his word, Patch let everyone go and began to train Rutilus.

On their first day of training, Patch gifted Rutilus a falcata and began to teach him in its use. Patch also would teach Rutilus how study his targets and wait for the right opportunity. Slowly, their bond went from Boss/employee to mentor/mentee. In fact, Rutilus looked at Patch as a sort of father figure. However, no matter how many times Rutilus asked, Patch wouldn't say what organization he worked for or let Rutilus meet any other members. Patch claimed it was for Rutilus's own protection. Things started to fall into a routine, training during the day then relaxation at night with his family. Then everything changed. Recently, Kintargo new mayor Barzillai Thrune has declared martial law making things hard on his family. To make matters worse, about a week ago Patch vanished. Rutilus searched and found no trace of him. All Rutilus could find were vague rumors that the Silver Ravens were destroyed around the same time Patch went missing. Could Patch have been a member? Was that the organization Rutilus was training to join? Rutilus began searching for anything he could find on the Silver Ravens and everything came up empty until today. A friend of a friend of a friend claims to know something and says he will meet at the Aria Park protest. He left no name but says he will be wearing a black glove on his right hand and no glove on his left. Maybe its finally time to get some answers.

Appearance and Personality:

------------------------------
APPEARANCE AND PERSONALITY
------------------------------
Rutilus appears before you as someone who is largely non-descript. His armor and clothing is very plain without any adornment. If you weren't looking directly at him, he would easily blend in to any crowd. Rutilus wears a hood over his head concealing his features. However, as he turns you catch a quick glimpse of his features. Rutilus's hair is dark as night and cut short and neat. A dark five o'clock shadow covers his face. His eyes, as blue as the mid-day sky, are constantly searching looking for threats or anything out of the ordinary. His hands, which are heavily calloused, rest at his side ready to act at moments notice.

To outsiders, Rutilus gives a look as someone who is stern and unforgiving. However, the truth is that he is constantly on the lookout against threats to him and those he cares about and takes this task seriously. To those who count Rutilus as friend, he is friendly, jovial, caring, and loyal to a fault. Rutilus understands the need for work and the need to play, he just keeps those two acts separate. When its time to get to business, Rutilus allows nothing to distract him. When business is done Rutilus has no issues sharing a pint with those he holds dear.

Vignette:

------------------------------
VIGNETTE
------------------------------
Takes place sometime after starting training with Patch but before he went missing...

Rutilus exhaustedly entered the ramshackle he and his "family" call home feeling aches in muscles he didn't even know he had. In the corner of the room conspiring together were Sera, a lithe dark haired elf, and Cassie, a small blonde haired human girl whose eyes lit up when she sees Rutilus enter. At the table with a bowl of food, sits Tesario, a tall human with sandy colored hair. If any of them held rank, Tesario would be Rutilus's second in command. The two of them trust each other implicitly and always push each other to be better, almost like a sibling rivalry. Rutilus smiled seeing Cassie and Tesario were safe and grabed some food before dropping himself in a seat in front of Tesario with a sigh. "A little sparse in here, any issues while I was out?

"All quiet here, Several guys left a bit ago to see whats going on in the streets. So what the ol' man show you today and when can you show me so I can do it better than you?" Tesario smirked.

Rutilus thought of their training that day and every bruise Patch inflicted on him with the training swords. Though the training was hard and painful Rutilus saw himself getting better and learning unlike the lessons inflicted on him by the nuns of Asmodeus. With a jovial grin Rutilus replied, "Patch taught me to take a beating, if you'd like I can show you now? I'm sure that's one thing you are better than me at."

Tesario looked a bit chagrined and replied, "yeah yeah ... you were lucky last time, I'll best you next time.

"Any time you want to try, just say the place," Rutlius said with the smile. At that moment, Cassie sidled up against Rutilus and said in a happy voice, "Sooo... What are two up to?

Rutilus was about to speak when Tesario interjected, "Rutilus was just telling me how the ol' man whooped him today."

"OH NO! Are you ok?" Cassie responded looking over Rutilus for any sign of injury.

Rutilus wrapped his arm around Cassie in a brotherly show of affection, "Nothing I couldn't handle, where'd Sera go?" Rutilus didn't hear Cassie's answer as he was distracted by the glare Tesario was directing at his arm around Cassie. "What's wrong with him? If he's interested in Cassie he should just go for it. She's my sister." Cassie finished up her story about Sera and Rutilus realizes he didn't catch a word of it. Quickly Rutilus responds, "Good for Sera, Everything ok with you Tes?"

Tesario jumped in surprise at hearing his name. "Huh? Yeah... I'm good... Why don't you show me that sword move you learned again. I think I've almost got it." Tesario stammered

Rutilus knew Tesario was holding back but let it go. "He'll tell me in his own time," he thinks to himself. "Can I show you tomorrow? I'm exhausted and Patch wants me to meet him at the market first thing tomorrow. He's supposed to be teaching me to read people and focus on one person out of the crowd."

"As long as you show me that reading people thing too, you got a deal"

"Its a deal then. Gonna turn in, G'night you two." With that Rutilus kisses the top of Cassie's head and starts to head off to his bed.

"Good night Ruti," Cassie replies with an exasperated sigh.

Rutilus collapses on his bed with a loud sigh. Everything ached but his training was going well. Rutilus just wish Patch would tell him who he worked for, but he couldn't complain. Since he started training with Patch, Rutilus has been supplied with a small stipend to help provide for him and his family. Rutilus worried about the future though. There were rumors in the street about uprisings throughout Cheliax and a new Lord-Mayor coming to town. Rutilus hoped it wouldn't be anything to threaten his small little slice of life. However, these were all thoughts for another day because he needed sleep if he were to be quick enough to block Patch's strikes. With one last yawn and stretch, Rutilus fell into a deep sleep waiting for a new day.

Level Up Info:

Level 1: +1/6 Slayer Talent FCB | Skills: Acrobatics, Disable Divice, Knowledge(Local), Perception, Sense Motive, Sleight of Hand, Stealth
EXP: 0/2000


A tough choice between this and your other offering - I'll see which ideas percolate farther before writing one up tomorrow!

I'm thinking a witty shadow-barrister at the moment.


I have been wanting to play through this game for some time. I have an idea for a cleric of Cayden Cailean bar owner who keeps his fair in the Drunken Hero specter that should work well for this campaign.

Silver Crusade

Here is my application.

Note - I've applied for this and Mummy's Mask. I really don't have time to participate in 2 more games at this point. So, please pick me for at most one of the games :-).

Lodoro Balbus is a Warrior Poet who worships Shelyn (and who will likely become a Paladin of Shelyn in due course). Although he tries to hide it he has some Azata blood in him. He is Fed Up with Cheliax and the local regime.

Background:

Lodoro is from a fairly impoverished minor noble family that has fallen on hard times since House Thrune came to power.

Although it is a carefully guarded secret outside of the family, there is Azata blood in the bloodline and many of the family (including Londoro) are actually Aasimars, albeit all Aasimars who can pass as human.

Not surprisingly, the family has always been dedicated to Shelyn (while they don't advertise this they also don't really hide it either). From an early age Lodoro has trained in the use of martial weapons (especially the Glaive). He is trained to treat combat as its own art form, fighting with beauty and grace. He has also been taught to honor Shelyn in all forms and follows the Shelynite paladin code.

He was just starting his career as an Opera Singer in the opera house when it got shut down.

This was the proverbial straw that broke the camels back. Long an opponent of the Thrune regime, this has caused him to realize that it is time to take up arms and actively try and throw the regime down.

Personality:

While he can be a bit of a stickler for "doing things properly" at times his heart is always in the right place. He is cheerful but dedicated to his art and to doing what is right and proper.

He fully embraces his family creed. "Never destroy art unless doing so is part of an artful act or performance of your own. I must respect the skill of my opponents and never desecrate or purposefully humiliate a foe. If I takes a sapient life, I must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what I have taken from the world."

Stats:

Lodoro Balbus
Azata-blooded aasimar (musetouched) samurai 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 18)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0; +1 trait bonus vs. mind-affecting effects
Defensive Abilities resolve 1/day; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee glaive +6 (1d10+3/×3) or
. . katana +5 (1d8+3/18-20)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks challenge 1/day (+1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—glitterdust (DC 15)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 17
Feats Weapon Focus (Glaive)
Traits fed-up citizen, reckless
Skills Acrobatics +9, Bluff +7, Diplomacy +5, Disguise +6, Intimidate +7, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +9; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), Perform (sing)
Languages Common
SQ Order of the Songbird[ISWG], scion of humanity[ARG]
Other Gear chain shirt, glaive, katana[UC], disguise kit, wooden holy symbol of Shelyn, 124 gp
--------------------
Special Abilities
--------------------
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Dancers Grace (Ex) Can use Dex with Glaive and Katana
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Flourish - Kitsunes Mystique Improved Feint as part of move or full attack
Graceful Warrior + Cha to AC when unarmored (max level)
Weapon Focus (Glaive) +1 with glaive
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.


I had an idea for a gnomish Oracle. The backstory is a little sparse due to the time limitation, but I'll fill it out more if selected.

Character Build:

Statistics:
Spoiler:

Kira Namfoodle
Female Gnome Oracle 1
CG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex.,+1 Size)
HP 10 (1d8)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Crossbow +3 (1d6+0, 19-20/x2)
Melee Light Mace +3 (1d4-1, x2)
Melee Dagger +3 (1d3-1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 10

Special Abilities:

Spoiler:

Feats:
Spell Focus (Illusion): +1 bonus on save DCs for one school

Traits
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
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.

Skills:
6 skill ranks per level (4 class, 2 Int) + 1 FCB

Bluff [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)
Diplomacy [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)
Knowledge Local [1]: +8 (+3 Class Skill, +2 Racial, +2 INT, +1 Rank)
Knowledge Planes [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Perception [1]: +7 (+3 Class Skill, +2 Racial, +1 Trait, +1 Rank)
Sense Motive [1]: +4 (+3 Class Skill, +1 Rank)
Use Magic Device [1]: +8 (+3 Class Skill, +4 CHA, +1 Rank)

Languages
Common, Draconic, Elven, Gnome, Infernal, Sylvan

Spells Known (CL1):

Spoiler:

Spell-Like Abilities:
Dancing Lights (1/day): Create torches or other lights
Ghost Sound (DC16) (1/day): Figment sounds. (+1 DC feat, +1 DC racial)
Prestidigitation (1/day): Perform minor tricks
Speak with Animals (1/day): You can communicate with animals

Orisons (Default DC14):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.

Level 1 (4/day) (Default DC15):
Bless: Allies gain +1 on attack rolls and saves against fear.
Charm Person: Make one person your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.

Class Features:

Spoiler:

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Heavens):
Bonus Class Skills: Fly, Knowledge (arcana), Perception, and Survival

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Selected Revelations:

Awesome Display: Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Curse (Tongues):
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Racial Traits

Spoiler:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Eternal Hope (Alternate Racial Trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Thoughts (Alternate Racial Trait): The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. (Chosen Skills: Bluff, Use Magic Device)
Student of the City (Alternate Racial Trait): Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.

Equipment:

Spoiler:

Combat Gear:
Light Crossbow: Free, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Light Mace: 5gp, 2lbs
Dagger: 2gp, 0.5lbs
Studded Leather Armor: Free, 10lbs

Other Gear:
Backpack (Common): 2gp, 0.5lb
Bedroll: 1sp, 1.25lbs
Belt Pouch: 1gp, 0.125lbs
Explorers Outfit: Free, 2lbs
Flint and Steel: 1gp, -lb
Gnome Trail Rations (5): 10gp, 2.5lbs
Mess Kit: 2sp, 1lb
Obsession Log: 25gp, 1lb
Silk Rope: 10gp, 5lbs
Soap: 1cp, 0.5lbs
Spell Component Pouch: 5gp, 0.5lbs
Thieves Tools: 30gp, 1lb
Traveler's Outfit (x3): 3gp, 3.75lbs
Waterskin: 1gp, 1lb

Gold: 5gp, 6sp, 9cp

Total Cost: 99gp, 3sp, 1cp
Total Weight: 36.625 pounds (Medium Load)

Character Backstory:

Kira’s parents are both professors of botany at the famous Alabaster Academy. While their focus is on the many plants and wonders of this world, Kira was always more interested in the stars. Astronomy wasn’t one of the primary areas of study at the Academy, but there were a few esoteric professors happy to indulge her curiosity.

With the takeover of the city by Lord-Mayor Thrune, Kira worries about the effect his strange proclamations will have on the Alabaster Academy. She joins the protest in Aria Park hoping Thrune can be convinced that protecting the Academy is in the best interests of the city.


Here is my submission for a Cleric (Hidden Priest) of Cayden Cailean. Character sheet is pretty much complete except for spell selection and starting gear purchasing. Basic fluff below and character sheet can be found in the profile.

Backstory:
With the Church of the Drunken Hero having burned to the ground during the Chelish Civil War and its worshipers hunted to near extinction, it is indeed Kintargo's strong spirit and the former Lord Mayor's light hand that ensured an underground resurgence of the Drunken Hero's worship. Born to two such worshipers, one a guard in Jilia Bainilus' service and the other a priestess to the Drunken Hero who quietly expressed her faith through a small inn called "The Plentiful Tankard", Baolo was secretly raised to respect Cayden's tenets of freedom and bravery.

A native Kintargan, that inn that was his home in the seedier part of the city, his first work was assisting his mother in running the inn where at night he would listen to his mother tell tales of the history of Kintargo's rebellious spirit. It was these stories that fueled the young human's interest in the history of the rebellious groups that came before. As he grew, Baolo applied his mother's lessons and hid his faith behind the brewing done at the inn. In this brewing, he found a closer connection to the Drunken Hero, eventually becoming a priest in secret.

Baolo continued to help in the running of the inn, keeping his head down and his thoughts to himself. The inn itself was rather simple, and offered a place for the common working man to retreat too after a long day's work. Indeed, the only discreet sign that the inn held anything more than a friendly and boisterous atmosphere was the silver tankard that shared a place among the other wooden and iron tankards gracing the tavern's wall. However, about two weeks before the protests that overran Aria Park, his life changed. His father disappearing at the same time as the former Lord Mayor and the new Lord Mayor Thrune levying ever harsher edicts, Baolo decided it was time to do something about the new Thrune who had the gall to stifle Kintargo's freedom even further. Recalling his mother's stories, and growing tired of seeing the image of Queen Thrune in the window of his family's business, he decided to protest the government. Hearing rumors of such a gathering forming at Aria Park, he decided to go and let his voice be heard.

Description:
Standing at 5'9" tall, Baolo is broad-shouldered and decked out in a finely crafted breastplate. In contrast to his study form, a slim rapier is sheathed at his hip and he holds a steel tankard in his left hand, which he occasionally takes a drink from. Under his armor is tough, durable clothing though his boots are soft-soled. When not wearing his armor, a simple innkeep's apron is tied off over his stained clothing.

Personality:
Cheerful and boisterous, Baolo often acts if he doesn't have a care in the world. Though, deep down, his love of his home city keeps him up at night. He often grows impatient and is one who prefers to react instantly to a situation. This impatience does cause him to get riled up at times and some who don't know him well think that he is short-tempered. To his friends however, he is loyal, and endearing. Slightly superstitious, he can often be seen taking a drink of good, strong alcohol to steel his resolve.

Progression Plan:
Will continue in cleric and later multiclass into the Brewkeeper prestige class, if allowed


OK, throwing together a human Bard (Chelish Diva archetype) that I will hopefully have together in time for the cut off. Working on Eastern Time so not quite sure how much that leaves me... might not have the gear or spells fully fleshed out as a result of the rush, but if selected you have my word to get them done in a timely manner.

I am estimating about 3 hours or so to get at least the basics drafted and posted here (barring IRL emergencies that is).


So its been about 3 hours and I have a lot done (see spoilers below). I still need to fully flesh out the items owned (only items picked so far were the free ones granted), I need to pick out spells known, and I probably could flesh out the backstory a bit more... but it's enough for a basic idea of who he is.

Obviously if I am picked I will make a proper alias with all of this info... just trying to keep my alias bloat manageable.

Pellius Aulamaxa: NG Bard (Chelish Diva) 1

Stats:

STR: 13
DEX: 13
CON: 10
INT: 16
WIS: 12
CHA: 17

Skills:

  • Bluff (Bonus: 7)
  • Diplomacy (Bonus: 7)
  • Disguise (Bonus: 7)
  • Knowledge: Nobility (Bonus: 10)
  • Knowledge: Local (Bonus: 8)
  • Linguistics (Bonus: 7)
  • Perform: Dance (Bonus: 8)
  • Perform: Sing (Bonus: 9)
  • Sense Motive (Bonus: 5)
  • Use Magic Device (Bonus: 7)


Feats:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Noble Scion: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.
Aulamaxa: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.


Traits:

Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Diva in Training: The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage!
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. (Perform: Sing)


Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (CHA chosen)

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Class Skills:

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: Bards learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Famous: At 1st level, a Chelish 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.

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 such performances are language dependent. A deaf bard has a 20% chance 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.

Performances Known:
Countersong (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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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.


Random Crunch:

Hit Points: 9/9
Hit Dice: 1d8
Armor Class: 15
Touch Armor Class: 11
Flat-Footed Armor Class: 14
Saving Throws:
Fortitude: 0
Reflex: 3
Will: 3
Initiative Bonus: 1
Base Attack Bonus: 0
Melee Attack Bonus: 1
Ranged Attack Bonus: 1
CMB: 1
CMD: 12
Spell Resistance: N/A
Bardic Performance: 10/10 rounds
Spells Per Day:
Level 1: 2
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less
Languages: Common, Infernal, Halfling, Elven, Strix
Deity: Shelyn
Favored Class: Bard
Experience Points: 0
Hero Points: 0

Items Equipped:

Armor:
Chain Shirt: Armor Bonus: +4; Max DEX: +4; AC Penalty: -2; Arcane Failure: 20%; Max Speed: 30 FT; Weight: 25 LB
Weapon:
Longsword: DMG: 1d8; CRIT: 19-20/x2; Type: S; Weight: 4 LB
Other:
Entertainer's Outfit: Weight: 4 LB; Description: Simple, yet colorful, these clothes are designed to call attention to the wearer. Useful when performing.

Items Owned:

NAME*****WEIGHT*****VALUE
Chain Shirt*****25 LB*****100 GP
Longsword*****4 LB*****15 GP
Entertainer's Outfit*****4 LB*****3 GP
Total Weight/Value: 33 LB / 118 GP

Wealth:

0 PP 105 GP 0 SP 0 CP

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.

Background:

Raised as the fifth son of a third son, Pellius knew from birth that his chances of inheriting anything significant from his esteemed family were slim at best. Some would have found that to be troubling and begun plotting and scheming to... advance... up the chain of inheritance. But Pellius was not such a person. In fact, not having to worry about taking over for the family was actually quite liberating as it allowed him to instead focus on his real passion in life: the stage. Having a real talent for singing (and no small amount of talent at dancing) did not hurt matters, and soon he was on the fast track to perform his debue opera at the Kintargo Opera House. It was not to be, however, as the the recent changes in the governance of his home city have shut the venue down indefinitely.

More than a little upset at being so unjustly upstaged, Pellius has headed to the rally at Aria Park to voice his displeasure with the recent actions of House Thrune.


Ok, I've now had a chance to look at all the sumbmissions. It has been a really tough decision but the chosen players are the following:

Slayde77

Ever-Anon

Emerald Duke

Qunessa

Pauljathome

Dathom

To everyone else - thank you for your interest, sorry I couldn't take you all.


Sweet, thank you for the selection. Will be creating an alias shortly.


Holy cow. Less than 30 hours from start to finish? Good luck to those who could put together a character in such a short time. If only I didn't work weekends, I guess.

Silver Crusade

Thank you for including me.

I won't be able to create an alias until probably tomorrow morning.

One question - are you allowing background skills? You did in the other campaign so I thought that I'd ask :-)


Yeah background skills fine


Oooh, lovely. My mind’s awhirl! Thanks for having us, too!

Looking forward to meeting all the other rebels soon, as well. :)


Looking for 4 new players to join the existing group- please message me if interested.


Daniel Penfold 351 wrote:
Looking for 4 new players to join the existing group- please message me if interested.

You know there is another Hell's Rebels recruiting thread active currently (here). Both my brother and I have applied - you might watch that thread and see who isn't chosen that might join your game.


Here is my submission Bachu. He is a monk paladin going to go into the champion of irori prc if allowed. I built him to level 5 with standard wealth by level. Let me know if I need to make any changes.

Thank you for your consideration.

Sovereign Court

Yes, it seems inappropriate to apply for two games at once with the same character.

The other Hell's Rebels' recruitment ends today. If not chosen, I will submit my PC (levelled up) over here.


Interest. Will work something up.

Sovereign Court

Where it says 'no feat taxes' does that mean you are playing with The Elephant in the Room?


Woah, so this is interesting. How deep in is the party, and you want four additional players? Is anyone from the party still left?


@ Geraint - yeah playing with elephant in the room.


This is Bran.

He's a complete outcast in Cheliax: a demon-spawn tiefling. He was also born into slavery. If it weren't for his incredible strength and natural gift with animals he would have been worked to death in some mine before he reached adulthood.
As it is, Bran became a stablehand at the estate of minor nobility. Far out in the country, spending time mostly with other slaves and his horses. Of course, they weren't really his horses but it felt that way. That might be where the trouble started.
Or maybe it began with Fellendre, the halfling slave who taught him about Milani, who got him thinking about life free from these shackles, who lifted that rage within that he had for so long internalised into self-loathing and let him turn it against his true enemies?
Either way, Bran probably couldn't hide his secret forever. He communed with animals because he was, after a fashion, an animal himself. His demonic taint grew in power as he got older but Bran was always careful to hide the claws, to stay in a humanoid shape. Until, one day, he couldn't hold it in anymore.
A young nobleman, perhaps 18 or 19 years of age, decided to show off and master the most powerful horse in the stables, newly bought from distant Shoanti breeders. Unsurprisingly, the half-wild stallion threw the manchild across the stableyard, scraping his face to bleeding on stone, tearing and muddying his clothes. The ladies in attendance rolled their eyes. The nobleman narrowed his. He ordered Bran to kill the horse.
Bran tried to plead the horse's case: it would make a fine charger one day, the boy's father had spent a pretty penny on the horse, he just needs breaking in, you should never have tried to ride him- that final plea earned Bran a slap in the face with a riding crop, then another and another and another as the young man vented his embarrassment in a furious tirade against the stablehand.
After the fifth or sixth blow, something in Bran snapped. And it felt like a release. With a roar, Bran's claws extended from his hands and he swang out a blow that caught the nobleman in the chest, blood gouting from the wound.
The boy, pale from his wounds and the shock of being struck by such a slave, fled.
Bran did too. He took the horse that he had prepared for the boy, fine saddle and all, and rode out like his life depended on it. Because it did.

Eventually, Bran made it to the city, sold the horse, the saddle, anything that might tie him to the his masters. He even burned the clothes they had given him. He wears a bandage across the brand on his left bicep at all times, even when he sleeps.

Blending in with the city, taking odd jobs from people who don't ask questions, Bran has been getting by. And thanks to Fellendre he knows the signs of Milani, knows what to look for, what to follow up, and this has led him in a way that makes sense to the GM and the party to the nascent rebellion.

Marrying story to stats, Bran is a shifter who takes the form of a tiger. I would like to RP it as some kind of hellcat, if that's okay? He loathes the government and nobility, seeing them as one and as the force that enslaves. His bloodrager level represents his deep-seated rage and making him a celestial bloodrager and a holy beast shifter is all about representing the powerful influence of his faith and a kind of understanding of evil outsiders because his blood is corrupted by one. He has no training beyond that of a stable-slave so the lack of weapons and armour makes sense. As he spends more time with the rebellion, I might be able to justify getting a bow (for ranged enemies) or, eventually, some wild armour.

Stats are in this profile. I hope everything checks out. let me know if you have any questions.


As mentioned. I could flip Bran to a druid or sorcerer pretty easily.

Silver Crusade

Farmerbink wrote:
Woah, so this is interesting. How deep in is the party, and you want four additional players? Is anyone from the party still left?

One of the current players here. I think we’re into the last third of the second volume of the adventure path, maybe?

Our bard’s radio has gone silent, so I’m not sure if he’s returning, in which case I might be the last of the original party. 2020 was rather brutal, but the other player who’s definitely still around came in around the start of the year, if I recall correctly.

Bran Elberion wrote:

This is Bran.

He's a complete outcast in Cheliax: a demon-spawn tiefling. He was also born into slavery. If it weren't for his incredible strength and natural gift with animals he would have been worked to death in some mine before he reached adulthood.
...

Bran looks interesting! Not least because he would be coming from a completely different world than my character, who’s a fancy foreign courtesan with some really bad history with demons. Which would delight my inner me as a drama queen! (Not to worry – I’m really not into intra-party conflict, so more tortured internal monologues and maybe verbally bouncing gently off another from time to time than anything more serious.) Looking forward to seeing what my GM and fellow player(s) think.


Adonara Strixis wrote:
Farmerbink wrote:
Woah, so this is interesting. How deep in is the party, and you want four additional players? Is anyone from the party still left?

One of the current players here. I think we’re into the last third of the second volume of the adventure path, maybe?

Our bard’s radio has gone silent, so I’m not sure if he’s returning, in which case I might be the last of the original party. 2020 was rather brutal, but the other player who’s definitely still around came in around the start of the year, if I recall correctly.

Bran Elberion wrote:

This is Bran.

He's a complete outcast in Cheliax: a demon-spawn tiefling. He was also born into slavery. If it weren't for his incredible strength and natural gift with animals he would have been worked to death in some mine before he reached adulthood.
...

Bran looks interesting! Not least because he would be coming from a completely different world than my character, who’s a fancy foreign courtesan with some really bad history with demons. Which would delight my inner me as a drama queen! (Not to worry – I’m really not into intra-party conflict, so more tortured internal monologues and maybe verbally bouncing gently off another from time to time than anything more serious.) Looking forward to seeing what my GM and fellow player(s) think.

That would totally work because there would be some cool initial misunderstanding but Bran also has a bad history with evil outsiders and is totally against them (they are his favoured enemy). It's just for him, demons, devils, daemons, qlippoths, etc... it's all the same filth.

So, they're not so far apart.


Adonara Strixis wrote:


One of the current players here. I think we’re into the last third of the second volume of the adventure path, maybe?

Our bard’s radio has gone silent, so I’m not sure if he’s returning, in which case I might be the last of the original party. 2020 was rather brutal, but the other player who’s definitely still around came in around the start of the year, if I recall correctly.

If you don't mind me asking, what class/role are you playing? I generally prefer getting in on the ground floor, but more than that prefer good writing, reliable GMs, and the long-lasting games that tend to follow- which this appears to be. I once played through about the first book, so I don't feel too bad about missing that content. We'll do some reading to get caught up on the story as it stands, if we end up involved.

The character I have in mind has fluid enough motivation to plug in mid-scene, as it were- he's a bastard son of one of the nobles, more angry at the regime and the system than he is particularly altruistic towards the idea of making it "right." He just wants to tear down what is. He's a brawler, so it's easy to explain getting him into places "without weapons," or other social scenes- but he's something of an unrepentant jerk, so he won't exactly fit in anyway (by design. Hopefully that's not a turn off to you and the GM).

I wrote him with my brother, because we're complementary dorks and like lots of the same things. He designed the *not* bastard son of the same nobleman, who becomes a battle oracle and a simultaneous outcast essentially for being too nice. We deliberately wrote them with some deep jealousy and resulting (mostly one-sided) animosity to start their relationship, with the intention that they learn over time that they have more in common than not, especially with regards to their daddy issues.

The two would form a very cohesive front line, capable of all sorts of mechanical shenanigans (both have martial flexibility, so all of the specialized and teamwork feats end up as options at some point or another), and willing to put their lives on the line for each other (eventually).

If that's a dynamic that fits in you guys' iteration of the story, we'd love consideration.

My character: Janneh Murrey

Rumors:
Janneh Murray is not a nice fellow. He's not known for being polite, or altruistic, or really any other generally positive things. He is, however, quite good at his job. What's his job? Oh, he's a bouncer. No, not like that. He won't scare you off, he'll make you leave. If he's got you in his sights, you're already past the stage of asking nicely. The really impressive part, though, is how little he has to hurt you to make you do it.
Janneh Murrey background:

The world can be an unhappy place, and Janneh knows it well. He's the bastard son of Count Geoffe Tanessen, which is never a good start. His mother, one of several Half-Orc servants in the Count's household was always a good slave- she attended to her master's needs and even worshipped Asmodeus as demanded by him. It wasn't tremendously surprising when she became with child, as the count's indiscretions are sometimes well-known.
Through the vagaries of fate or some fouler force, she gained the count's ire. She was taken by the count and sacrificed, her bastard son forgotten and left to rot in his cot in the servant's quarters. When one of his late mothers' friends noticed, she rescued the young man, and took him to the only place she knew he'd have a chance: a secret coven of Calistrians- hiding from the authorities as well as the count.

These Calistrians were fond of little Janneh. He was big for his age, and quickly getting bigger, and was such a ripe field for their ideals to be sown. Revenge and trickery sprung up like weeds in the fertile mind of a teenager functionally orphaned by a selfish and unyielding father. With hardship already a part of his life, anger towards those responsible- as well as those simply benefiting from the system flourished.

When he came of age, the time came to find his own way, or at least give back to the people who fed him for so many years. He found work, though never of the "Good" sort. He helped bring in a few criminals, when the guard didn't want to risk their own. The coin from bounties was good, but inconsistent.

As proclamations began to flow, it became more difficult in some ways to do business in Kintargo. For Janneh, one of the happy consequences was a relatively newfound need for muscle in the local establishments. Willing to get his hands dirty, able to reliably win the fights, and lacking any sort of compunction in finishing them, he quickly found work as a bouncer.

Now the night of ashes has come, and talk of protests has flittered over drinks in shadowey corners of the bar. Oddly, fights are less common, but the tension is on the rise. Something is coming, and Janneh has his suspicions that it's going to be big. It might even be big enough to bring down "The Count" and this whole crooked city around him. The thought makes Janneh smile.

It isn't a pretty smile.

My brother IRL's character: Aaron Tanessen

Aaron's background:
Backstory (More detailed) -

The youngest son of Count Geoff Tanessen and his lovely wife, Aaron Tanessen was born at their estate in the Greens of Kintargo to some celebration. A handsome child, the family immediately set about grooming him for glorious combat, courtly intrigue, and the worship of Asmodeus, the Devil-Lord of ambition and tyranny. However, from even a very young age the child demonstrated a disconcerting tendency towards kindness, gentleness, and honesty that constantly strained the patience of his father.

While the lad took to the martial arts with great talent, he never did seem to understand why one would slay a fallen opponent, asking questions like, "Why should we kill him? Couldn't we try and convert a fallen warrior to our side?" or offering quarter to his opponents when an injury threatened to cut their sparring short. His talents in courtly intrigue were flummoxed repeatedly by a naivete and clueless nature that made him easy to fool and easier to read. Lying seemed to be incomprehensible to the child, and while he could negotiate mutually beneficial agreements as well as any of his siblings, he could not seem to grasp threats or trickery.

However, this did not stop the family's efforts to teach and train young Aaron, for his role was determined long before his birth. Sent to see the world and given anything for which he asked, the family hoped to instill in him the ambition and greed that would eventually lead to his worship of the Archfiend. His travels did educate him, but he returned no more ambitious or cruel than he left. Aaron would say the right phrases, enshrining the values of pride, greed, and power, but he never seemed to understand.

As the boy blossomed into a handsome and well-built young man the family sent him to learn of the ways of the flesh at one of the sanctioned brothels in the city. Entering the room of the lovely woman hired by his father - Aurora, a secret devotee of Calistria - Aaron awkwardly introduced himself and asked of the prostitute's health and interests. Shocked by his manners and apparent lack of interest in her naked form, they both talked long into the night, developing an odd friendship. Over the course of the next several months Aaron would visit her often, eventually sharing her bed only after learning of music, art, and the ways that a man and woman could have more than a physical relationship. The two never became romantically involved - instead they were like friends "with benefits" that discovered a shared appreciation for the finer things in life and the culture that still thrived in Kintargo in spite of the tyranny of House Thrune and the church of Asmodeus.

When his father realized that Aaron had not learned the lessons intended of his visits to the brothel, he devised one final test. On the eve of Aaron's 19th birthday the family attended a private service in reverence to Asmodeus along with one of the many slaves they owned. The old man had been a frequent servant to Aaron and the two had always found a degree of pleasure and respect in the other. It wasn't until the service came to its peak that they realized what was to happen.

As Count Geoff Tanessen dragged the old man in chains to the alter and his mother led Aaron up to meet them, the cleric directed the youngest scion of the house of Tanessen to cut out the heart of the sacrifice. Shocked, Aaron froze - he did not move as family and church ranted and railed at him. Finally, fed up with his errant son, the Count threw him out of the chapel after forcing him to watch the old man die. That night Aaron was turned out into the streets, disowned by the family that he had tried to make proud all his life.

That first night and day were long and confusing. Word of his failure and rejection spread quickly and Aaron found his many courtly contacts and noble connections suddenly distant and cold. It took him till the following evening to find an inn in town that would accept him and provide a room where he felt comfortable (the Tooth and Nail). That night he resolved to go see Aurora and perhaps leave Kintargo with her forever.

The next day she was gone. No one at the brothel would, or could, tell him what had happened, but she had disappeared and left no way to contact her. Further shocked and left friendless and lonely, the displaced noble walked the streets of town all day, eventually making his way to the Alabaster Academy. Making his way to the library there, he found the declining building to be open and went inside where he began browsing the stacks. By luck or providence he picked up a book of planar and divine texts that referenced many of the documented powers of Golarion. Idly flipping through the pages he discovered an entry on the Empyreal Lord Ragathiel.

After reading of the paragon of chivalry and duty he left the library and made his way to Villegre Park where he drew his weapons and began going through the martial drills with which he was familiar. As he practiced the familiar forms he meditated on the precepts and ideals of the Empyreal Lord and began to feel something powerful take over him. As if another set of strong hands were guiding his, he found the weapons strikes and footwork to be easier and found himself more comfortable in his armor. Nothing loud, nor flashy happened, but he began to feel a connection with some divine power of light, justice, and vengeance that made him feel clean and righteous and gave him purpose. After several hours he walked the streets of Kintargo, seeing the city in a new light. Where before he had blindly missed the destitution and suffering of the poor, now he saw the unholy touch of Asmodeus and the cruelty of an aristocracy that cared nothing for those they ruled.

He knew he wasn't in a position to change it all, but swore to the powers that seemed to be guiding him that he would fight for the right, no matter what his family or anyone else had taught him. Aaron began a personal crusade to help lift others out of poverty and make little changes for the better. Careful to never break the law nor to draw the attention of either the noble houses or the church of Asmodeus, he nevertheless began to make a name for himself by working to make things a little bit better.

Then Barzillai Thrune came and declared martial law. Quietly, Aaron slowed his efforts and watched, unsure what to make of the changes, but concerned. When he heard about the Silver Ravens and other rebel groups he began to listen. When the idea struck him that perhaps one of them would know what happened to Aurora he quietly reached out and was rewarded with a lead. "Go to Aria Park and look for the human man wearing one black leather glove on his right hand and nothing on his left. He can help you..."

So he went there, swearing to find some answers.


Farmerbink, the two remaining players posted about their characters in the last two posts under the discussion tab.


I guess I will resubmit my warpriest for this one.


Bran Elberion wrote:
Farmerbink, the two remaining players posted about their characters in the last two posts under the discussion tab.

I see that now, thanks. I'm not at all familiar with the Paizo brand of forum sorting, so I didn't think to look in there. It seems we're not the best options, perhaps by far. I'll talk with my brother to see if he wants to change the game plan or if we'll look for a different opportunity altogether.

Again, thanks for the pointer. I'll remember to check the other branches of game forums in the future.


I have a member of the aristocracy who was slumming to anger mommy and daddy, and fell in love.

Thrune's Thugs killed her, because she was deaf and never heard them tell her to get out of their way.

The submitted build is a Rogue (Agitator) - more a well educated combatant than thief.

Was thinking about rebuilding him as either a Fighter (Lore Warden) or Swashbuckler (Veiled Blade), because his big combat schtick looks to really be combat maneuvers. Those full BAB builds would let him do those better. But the Rogue build still has Feint and Sneak Attack.

<shrug> Always trade-offs.

I got a "looks good" from Daniel on Monday, but no directions or further comment. Decided to join the conversation. See what happens.

Edit: Reading the last Discussion post, I could rework him as a thiefie-thief. Would need to reconsider most everything on the build, though. Archetype has to go, mechanically, for instance. Doable. Will take an evening at least.

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