
Daniel Penfold 357 |
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.

Qunnessaa |

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.)

Daniel Penfold 357 |
@ 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.

Rutilus Rathgan |

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?

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

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@ 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.)

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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).

Rutilus Rathgan |

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

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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.
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.
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."
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
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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
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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.

Ever_Anon |

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.
Statistics:
Kira Namfoodle
Female Gnome Oracle 1
CG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +7
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex.,+1 Size)
HP 10 (1d8)
Fort +2, Ref +2, Will +2
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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:
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):
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.
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.
+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:
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)
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.

Baolo Halden |

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.
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.

The Emerald Duke |

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).

The Emerald Duke |

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
STR: 13
DEX: 13
CON: 10
INT: 16
WIS: 12
CHA: 17
- 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)
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.
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)
+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).
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.
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
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.
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
0 PP 105 GP 0 SP 0 CP
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.
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.

DarkOne7141981 |

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.

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

Bran Elberion |

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.

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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.
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.

Bran Elberion |

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: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 delightThis 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.
...my innerme 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.

Farmerbink |

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
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
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 |

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.

Tilorean Vashnarstill |

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.