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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For your consideration:
Ragnar Grudgebearer LN warpriest of Iomadae
I view him as Lawful in following the edicts of his church but not the current laws of the Lord Governor.
As well as Neutral in actions in regards to how he will follow those doctrines.
He is in the square as a fed up citizen of the city and getting tired of the capricious proclomations that have been coming down.

Basics::

Ragnar Grudgebearer
LN Dwarven Warpriest
Senses: Darkvision 60’

STATISTICS::

STR 16 DEX 12 CON 14 INT 14 WIS 16 CHA 9

Offence::

BAB 0 CMB 3 CMD 14
Speed 20 ft
Space 5 Reach 5

2 Handed Melee
Dwarven Waraxe +3 (1d10+4 /20/x3)
Morning Star +3 (1d8+4/20/x2)

1 Handed Melee
Dwarven Waraxe +3 (1d10+3/20/x3)
Morning Star +3 (1d8+3/20/x2)
Dagger +3 (1d4+3/19-20/x2)
Shield Bash +3 (1d3+3/x2)

Ranged
Longbow +2 (1d8/20/x3)

Defence::

With / Without Shield
AC 17/16, touch 11/11, flat-footed 16/15
Fort 4 Reflex 1 Will 5
hp 10

Skills::

With / Without Shield

Acrobatics -4/-3,
Appraise 2/2,
Bluff -1/-1,
Climb -2/-1,
Diplomacy -1/-1,
Disguise 4/4,
Escape Artist -4/-3,
Fly -4/-3,
Handle Animal -1/-1,
Heal 3/3,
Intimidate -1/-1,
Knowledge (engineering) 6/6,
Knowledge (religion) 6/6,
Perception 4/4
Profession (Sailor) 7/7,
Ride -4/-3,
Sense Motive 3/3,
Spellcraft 6/6,
Stealth -4/-3,
Survival 3/3,
Swim -2/-1,
Use Magic Device 0/0

Feats::

Steel Soul
Weapon Focus Longbow (Class Feature)

Languages::

Common
Dwarven
Draconic
Celestial

Gear::

Armour:
Scale Mail,
Small Wooden Shield

Weapons:
Dwarven Waraxe
Longbow with 60 Arrows
Dagger
Morning Star
Adventuring Gear
Warpriest Kit (Medium Creature)

Consumable Items:

None

Money::

PP
GP 88
SP
CP
Gems/Jewels

Traits::

Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.

Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.*
When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes.
You gain +1 trait bonus on saving throws against mind-affecting effects.

Class Features::

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.
Blessings (Su) (ACG 60): 3 times per day, you can call upon blessings to aid yourself or your allies. (DC: 12)
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Blessings::

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)

Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability.
Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.

Spells Prepared::

Level 0
Detect Magic
Read Magic
Light

Level 1
Divine Favour
Divine Favour

Fluff/Background::

Ragnar was born in Old Kintargo of a merchant shipping family.

While he was young, he went on a couple of hunts with his parents where he was taught the use of the bow.
He eventually started as a deckhand on his parents ship shortly thereafter.
When he reached the age of 14, his parents ship went down with all hands leaving him an orphan.
With nothing to really live for, he turned to the one thing that seemed to keep his parents spirits up, religion.
For the next few years, he followed the church of Iomadae, which was practiced under severe restrictions, whom taught him the use of the axe and blade.
As soon as the crusade became active, he stopped openly practicing the churches doctrine, and started following his own tenants of the church.
With the proclomations, becoming more and more asinine, he got fed up and started to agitate to remove the leadership.
With the broadsheets announcing another protest, he joined in bringing only a dagger, and leaving his stuff at what was his parents shipping company (Now defunct).


I'm not convinced posting here has been a good idea, but, "In for a penny, in for a pound!"

Here's this character reimagined as a thiefie-thief without the little bit of background rework that should go along with it, and levelled up to 6.

Combat:
Init +5 (5 Dex)
Speed 30'

Melee +5; Ranged/Finesse +9; CMB +5/9 (BAB+4; Strength+1; Dexterity+5)

Hand Crossbow +9 for 1d4 @ 19+ (P, 30')
(Ranged)
+1 Adamantine Rapier +10 for 1d6+6 @ 18+ (P)
(Finesse, +1)
Dagger, Alchemical Silver +9 for 1d4+4 @ 19+ (P or S)
(Finesse)
Sap +9 for 1d6+1 @ x2 (B, Nonlethal)
(Finesse)

Bleeding Attack: Inflict Sneak Attack number of dice as non-stacking Bleed Damage on successful Sneak Attack
Debilitating Injury: Bewildered (-2 AC); Disoriented (-2 Attack); Hampered (half move)
Deft maneuvers: +2 CMB for Dirty Trick, Disarm, Reposition, Steal, Trip w/o provoking; Feint as move action
Sneak Attack +3d6

AC 20, T15, FF15, CMD20 (5 Armor, 1 Str, 5 Dex, 4 BAB)

Danger Sense +2: to AC vs Traps
Deft Maneuvers: +2 CMD vs Dirty Trick, Disarm, Reposition, Steal, Trip
Uncanny Dodge: Cannot be caught flat-footed, does not lose Dex vs invisible opponents, can be immobilized or feinted for Dex loss

HP 39 (8 + [5x5] + [6xCon+1])

Fort +4 (Base+2, +1 Con, +1 Resistance)
Ref +11 (Base+5, +5 Dex +1 Resistance)
Will +4 (Base+2, +1 Wis +1 Resistance)

Danger Sense +2: to Reflex vs Traps
Evasion


Skills:
8+2 Int+1 Skilled+1 Favored Class for 12 Adventuring skills and 2 Background skills per level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) [Notes]
+ 5-Acrobatics (Dex) 5+0+0(+ACP)
+11 Appraise (Int) 2+6+3 [Background]
+13+Bluff (Cha) 2+6+3+2 Deceitful(+2 Gesture Expertise to send hidden messages)
+ 1-Climb (Str) 1+0+0(+ACP)
+ 2 Craft (Int) 2+0+0
+11 Diplomacy (Cha) 2+6+3
+19-Disable Device (Dex) 5+6+3+3 Trapfinding+2 Deft Hands(+2 MW Thieves' Tools)(+ACP)
+13+Disguise (Cha) 2+6+3+2 Deceitful(+2 Disguise Kit)
+ 5-Escape Artist (Dex) 5+0+0(+ACP)
+ 2 Intimidate (Cha) 2+0+0
+12 Knowledge (local) (Int) 2+6+3+1 Noble Scion (Vashnerstill)
+14 Knowledge (nobility) (Int) 2+6+3+2 Noble Scion (Vashnerstill)+1 Child of Kintargo [Background]
+11+Linguistics (Int) 2+6+3(+2 Gesture Expertise to understand gestures)(+2 Forger's Kit to make forgeries)
+12+Perception (Wis) 1+6+3+2 Alertness(+4 Canny Observer to overhear conversation or find concealed or secret objects)(+3 Trapfinding to locate traps)(+2 Danger Sense to avoid surprise)
+11 Perform (dance)( Cha) 2+6+3
+12 Sense Motive (Wis) 1+6+3+2 Alertness
+16-Sleight of Hand (Dex) 5+6+3+2 Deft Hands(+ACP)
+14-Stealth (Dex) 5+6+3(+ACP)
+ 1-Swim (Str) 1+0+0(+ACP)
+11 Use Magic Device (Cha) 2+6+3

ACP -0

Rogue's Edge: Perception: Range Penalty +1/20'; halve penalty for sleeping
Trap Spotter: AUTOMATIC Perception for Traps when w/i 10'

Languages: Taldane, Infernal, Sign Language; Draconic, Dwarven, Elven, Halfling, Shadowtongue, Strix
DC 15 Linguistics to deliver messages to those who do NOT know sign language via gestures


Class Feature Selections:
** Finesse Training **
Light Blades use Dex for damage

**Rogue Talents **
2 Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
4 Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus..
6 Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

**Rogue's Edge**
Perception
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.


Gear:
WBL 16,000 budget
TRAIT. Noble's Outfit 10#
TRAIT. Signet Ring
TRAIT. Kit, Forger's 6# (Pathfinder Pouch)
FREE.. Traveler's Outfit 5# (Handy Haversack)
xx,xx2.0.0 Crossbow Bolt, hand x20 (2#)
x3,020.0.0 Adamantine Rapier (2#,1d6/18+/P)
xx,xx1.0.0 Sap (2#,1d6/x2/B)
xx,x22.0.0 Dagger, Silver, Alchemical (1#,1d4-1/19+/10'/P or S)
xx,100.0.0 Crossbow, Hand (2#,1d4/19+/30'/P)
xx,x50.0.0 Kit, Disguise (8#, 10 uses) (Handy Haversack)
x2,000.0.0 Handy Haversack (5#)
x1,100.0.0 Mithral Shirt (10#, +4/+6/-0/10%/30')
x1,000.0.0 +1 Enhancement on Mithral Shirt
x4,000.0.0 Belt of Incredible Dexterity +2 (1#)
x1,000.0.0 Cloak of Resistance +1 (1#)
xx,x75.0.0 Ioun Torch (-#)
xx,250.0.0 Traveler's Any-Tool (2#) (Handy Haversack)
x1,000.0.0 Pathfinder Pouch (1#)
x2,000.0.0 +1 Enhancement on Adamantine Rapier
xx,100.0.0 MW Thieves' Tools (2#) (Pathfinder Pouch)

15,720.0.0 Spent for 37# when carrying EVERYTHING; 32# w/o Handy Haversack

280 GP on hand

up to 43# Light
up to 86# Medium +3/-3/20'/x4
up to 130# Heavy +1/-6/20'/x3


Feats & Traits:
Elephant in the Room Base Options
Weapon Finesse Dexterity to attack for light, one-handed, agile weapons
Defensive Stance -2 attack for +2 dodge
Risky Strike -2 attack for +4 damage

Feats
1 Noble Scion (Vashnarstill): You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
H Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
R Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with dirty trick, disarm, reposition, steal, and trip combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to dirty trick, disarm, reposition, steal, or trip you.
3 Deft Hands
5 Deceitful
7 Persuasive ???

Traits
Campaign: Child of Kintargo You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Social: Gesture Expertise You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.


Unchained Rogue:
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Human (ARG):
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
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.

Attributes:
25 Point Buy
Base Race Level Magic Current
2 12 +0 12 +0 12 +0 S 12 +1
7 15 +2 17 +1 18 +2 D 20 +5
2 12 +0 12 +0 12 +0 C 12 +1
5 14 +0 14 +0 14 +0 I 14 +2
2 12 +0 12 +0 12 +0 W 12 +1
7 15 +0 15 +0 15 +0 H 15 +2

Silver Crusade

I’m not Daniel, obviously, but I’m happy to see folks bounce character ideas around. I’m afraid we’re still just getting our feet back after taking a break for the hols, so comment might be a bit slow.

Tilorean looks fun, whether as an agitator or closer to a cutpurse. But for what it’s worth, I have no objection to seeing him turn into a fighter or swashbuckler depending on what our GM and other current player think. I do know some people like sticking more closely to the “classic” party composition, so I thought I’d mention my character’s limits. Adonara’s happy to keep on disarming traps with her face, if everyone else is OK with having to stay back and possibly dive for cover at more menacing-looking doors and the like. :)


Story in my head is more industrial/governmental espionage and less cutpurse, but, yeah. Broad strokes picture can be similar.


hustonj, for what it's worth, the GM asked for a PM and then told me to follow it up by posting my character here.

You might want to send a PM?


Oh, we exchanged several. Even got a couple of rules calls from him. Last thing I got was "looks good".

As the conversations started to wander through the space my build intersects, I started asking myself how far back I should wait. Until I decided to just go ahead and jump in.

Might make Daniel unhappy with me. Don't know. That's why it is a risk.


Bachu, Mokshai, Bran and Tilorean welcome to the game.

Plan is that the current party returns to the coffee house at this point so we can introduce your characters and allow Ryker to say goodbye.


Recruitment is now closed.

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