Hells Rebels

Game Master Daniel Penfold 351

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

The Proclamations

Treasure List




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

General rules for character creation:

No feat taxes

No 3rd party content

25 point point buy

One campaign and one other trait, no flaws

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

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

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

Very interested!

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


Interested, pending an ongoing Ironfang Invasion recruitment.

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

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

Interested... any prohibited classes/archetypes?

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

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

Silver Crusade

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

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

I'm interested in trying it out.

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

@Qunnessa - Yeah that sounds Ok

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

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

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

Grand Lodge


What about background skills?

Dark Archive

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

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

Daniel Penfold 357 wrote:
No feat taxes

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

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

@Rutilugus - yeah that's fine.

@PaleDim - Removing feat taxes

@Raltus - Skills as per starting character.

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

Silver Crusade

Daniel Penfold 357 wrote:

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

@Qunnessaa - Yeah that sounds Ok

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

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

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

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

Yeah consolidate feats.

Dark Archive

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

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

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

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

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

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

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

HP: 12/12 (dead at -14)

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

Init: +3
Speed: 30'

Racial traits:

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

Class Features:

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

Feats and Traits:
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.

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

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

Basic Attacks:

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

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

Skills *Class Skill:

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


Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Encumbrance: 75/100 lbs
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
PP: 0
GP: 43
SP: 9
CP: 0


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.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Level Up Info:

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

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

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

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

Silver Crusade

Here is my application.

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

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


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
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
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)
Str 14, Dex 19, Con 12, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 17
Feats Weapon Focus (Glaive)
Traits fed-up citizen, reckless
Skills Acrobatics +9, Bluff +7, Diplomacy +5, Disguise +6, Intimidate +7, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +9; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), Perform (sing)
Languages Common
SQ Order of the Songbird[ISWG], scion of humanity[ARG]
Other Gear chain shirt, glaive, katana[UC], disguise kit, wooden holy symbol of Shelyn, 124 gp
Special Abilities
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Dancers Grace (Ex) Can use Dex with Glaive and Katana
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flourish - Kitsunes Mystique Improved Feint as part of move or full attack
Graceful Warrior + Cha to AC when unarmored (max level)
Weapon Focus (Glaive) +1 with glaive
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.

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

Character Build:


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


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

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.

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)

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.

Class Features:


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

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

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

Selected Revelations:

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

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

Racial Traits


+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.



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

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

Gold: 5gp, 6sp, 9cp

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

Character Backstory:

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

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

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

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

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

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

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

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

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

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

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

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

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

Pellius Aulamaxa: NG Bard (Chelish Diva) 1


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)

Racial Traits:

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

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

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

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

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

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

Class Skills:

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

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

Famous: At 1st level, a Chelish diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces bardic knowledge.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Performances Known:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Random Crunch:

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

Items Equipped:

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

Items Owned:

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

Reason to Protest:

To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.


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

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

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



Emerald Duke




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

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

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

Silver Crusade

Thank you for including me.

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

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

Yeah background skills fine

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

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

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