A Song for Silver Ravens (Hell's Rebels AP) (Inactive)

Game Master Sensen

Current Chapter: In Hell's Bright Shadow
In which a tyrant rises, argent birds take flight, and a secret history is uncovered.
Date: Moonday, the 11th of Abadius (I) 4715 AR
Time of Day: Early Morning
Season: Mid Winter
Weather: 40° F (4° C), Clear Skies

4715 Calendar

Kintargo Skyline

Geographical Maps
Kintargo
Ravounel, Cheliax
Cheliax


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The year is 4715 AR, and in Kintargo, a new lord-mayor has arrived to take control of the restless city in the name of House Thrune. Barzillai Thrune, himself a member of that Thrice-Damned House, has arrived to restore and maintain order by the will of the monarchy and the Church of Asmodeus. As soon as he arrived, however, he placed seven decrees about the city.

Barzillai Thrune wrote:

By the order of High Inquisitor Paracount Lord-Mayor Barzillai Thrune, the following proclamations shall be put into law.

Proclamation the First: All slayers of city pests (here defined as doves, mice, and ravens) who present said pests to the dottari shall be awarded with a bounty of one copper piece.
Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Majestrix Queen Abrogail II. Said portrait must measure no less than 11 by 17 inches.
Proclamation the Third: Anyone who captures, alive and unharmed, a feral dog of a weight exceeding 50 pounds is to be rewarded with a payment of 2 silver pieces upon transfer of the dog to the dottari. Such noble guardian creatures should find homes worthy of their kind!
Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion...

The list goes on, and on, each proclamation more absurd than the one before it, seemingly arbitrary and somewhat cruel. The freedom-loving people of Kintargo have already begun to agitate against their new lord-mayor, while in the east a group of zealous Iomedaean knights have launched a crusade against Cheliax itself.

Some few Kintargans remember the city's century-old heroes - the Silver Ravens, and they believe that the Silver Ravens must rise once more. In Aria Park, it is said that there will be a protest against the unjust rules of the new lord-mayor, and many in the city flock to the park at the appointed time.

Greetings all! I'm a role-player of more than a decade and a somewhat experienced GM. As the name of the thread and my chosen alias implies, I’m looking to run the Hell’s Rebels AP from the beginning to the end.

Ideally, I want 4-5 players, but if I have too many good options, I’ll choose up to six.

Character Creation Rules:

Attributes: 25-point buy, because I like epic heroes.
Races/Ancestries (I like the 2e term, myself): Most are acceptable. I’ll let you know if you’re considering submitting one that doesn’t fit. Use your common sense, and you should be fine.
Alignment: Any non-evil alignment. Note that lawful neutral or lawful good characters should have good reasons for being willing to lead rebels against the nominally legitimate government. Lawful good characters will be easier to sell me on than lawful neutral ones.
Classes: Paizo classes, no 3PP, and no Synthesist Summoners. Unchained Summoners will be favored over their normal counterparts.
Money: Max gold for first level.
Hit Points: Max for first level, average for each level following.
Traits: One campaign, one other. No drawbacks, please, I don’t need the excess of mechanical considerations.
Skills: I will be using the background skill variant rule from Unchained. I like that it allows for more flavorful characters.
Formatting for character sheets: Please ensure that your stats are easily available to me. If I cannot find something, I’ll let you know, but if I do, I’d like you to change it so that I can more easily find it.
Backstories: While I don’t want a novel, I do appreciate backstories and will weigh in favor of those who have interesting ones over mechanically optimized characters. I’m more invested in a fun story than grindy mechanics, though both have their place.
Final Note: Don't forget to give your characters a "reason to protest!" It's separate from the campaign trait.

On subsystems:

I will likely be using the rebellion rules provided in the Hell’s Rebels Player’s Guide. I may also use subsystems from Ultimate Intrigue, once I remind myself of the specifics. I may use some other subsystems from places like Occult Adventures or Ultimate Combat, but those remain to be seen.

I will expect at least one post a day from my players, and if ever I cannot keep up with that, I will adjust my expectations for the players accordingly - I cannot ask you to post more often than myself, after all! I’m in GMT-5 as a timezone, so I will normally post around midday in that timezone.

Also, I am not as terribly familiar with the rules minutiae as many players here on the message boards. I would appreciate any help people would like to offer. Please don’t take advantage of my lack of knowledge - I’m trusting you guys not to do so!

To be as transparent as I can, I have sometimes burned out whilst running a game. That may happen whilst I am running this one. If such a thing happens, I will let the players know, and try to help them look for another GM to replace me, if I am able.

As for when submissions will end, I will say 5 January 2021, with possible extension to later that week if there's too much interest but not as many submissions. This is to allow for holidays and the like. Thanks in advance for any submissions and interest!


Right--gonna think of a character to build for this!


Dotting. Surprisingly I hadn't heard of this AP line before and it sounds like a lot of fun.


Dotting


Hmmmm. the Hell’s Rebels AP, I've applied to it a couple of times, but never gotten in. Let me see what I can put together.


dotting for sure.


Since you mentioned Ultimate Intrigue's subsystems getting some possible use, would the Dandy ranger archetype be a good choice for this AP?

Scarab Sages

dotting the dot of dots, thinking some form or bard and or rogue or both... yay multiclass


This young noble wishes to free his native home from the oppression of Thrune.

He is a social rogue, without trap abilities, with a powerful access to knowledge skills, but also without bardic abilities. Not what people expect, for certain.

He has pretty solid personal motivation to rid Kintargo of the blight imposed under Thrune governance.


Dragoncat wrote:
Since you mentioned Ultimate Intrigue's subsystems getting some possible use, would the Dandy ranger archetype be a good choice for this AP?

Hm... looking at the AP, there're a couple places where the Dandy would be somewhat useful, but I don't know that they're enough to justify jumping in whole-hog. It's up to you, of course, but there aren't that many high-society functions in the AP compared to, say, War for the Throne.


Dotting. I'll likely be submitting a human bard (silver balladeer).


Ah, it took me a moment. Silver Balladeer rather than Argent Voice. Argent Voice isn't available - don't look the archetype up if you don't want spoilers for the AP.

While there are some reasons I might accept an Argent Voice, best not to pursue that.

Anyways, you're good.


I'm currently working on submitting an elven Sword-Devil ranger. I've got the crunch worked out--just working on the background now.


interest, and will have to figure something out.


Will be submitting a Half-Orc Sorcerer after in the next day or two.
:D


Dotting for interest (though I'm not sure I'll have time for a submission).

The first idea that springs to mind is a kitsune vigilante (human in their social form and 'hybrid' in their vigilante identity), but I'm sure it won't be the last idea I consider.

A question: I see Cha figures into several of the rebellion sub-system rules, if someone were to make a character who substituted another stat for some of their social skills (like an inquisitor with the conversion inquisition, or someone with the student of philosophy or bruising intellect traits) would you let them substitute that other stat for any of those rolls?


I am considering a paladin, going sword of valor/virtuous bravo for archetypes. I'm kind of thinking of him being an older gentleman who retired awhile ago and is only recently picking up the blade once more now.


Giant Halfling wrote:

Dotting for interest (though I'm not sure I'll have time for a submission).

The first idea that springs to mind is a kitsune vigilante (human in their social form and 'hybrid' in their vigilante identity), but I'm sure it won't be the last idea I consider.

A question: I see Cha figures into several of the rebellion sub-system rules, if someone were to make a character who substituted another stat for some of their social skills (like an inquisitor with the conversion inquisition, or someone with the student of philosophy or bruising intellect traits) would you let them substitute that other stat for any of those rolls?

Hm... It would depend on the specifics of the substitution. Like, the Bruising Intellect trait probably wouldn't be a good substitution for most of the rolls involving the Rebellion system.

Student of Philosophy makes more sense to me, though - it might be less reliable than straight Charisma, but for most uses, I think I'd allow it.

The Conversion Inquisition I'd be most inclined to allow the use of, because it's much more broad than the other two.

Scarab Sages

Very interested! I've not had any luck in the past with Hell's Rebels, a couple of past attempts died out midway through the 1st book. It's among the top couple of Adventure Paths I've always wanted to play though.

I'm thinking about a Seducer/Mirror Witch, either human or half-elven.

Would it be possible to link the character's background to Lady Docur's School for Girls, a current student or recent graduate?


Dragoncat reporting in with his submission: Nyxra Ilphukiir, disgruntled citizen of Kintargo!

I'm planning on mainly having her function as an archer, but one who can eventually switch to front-line combat as needed.


Also, hi Kayleigh & Emi! :D


rdknight wrote:

Very interested! I've not had any luck in the past with Hell's Rebels, a couple of past attempts died out midway through the 1st book. It's among the top couple of Adventure Paths I've always wanted to play though.

I'm thinking about a Seducer/Mirror Witch, either human or half-elven.

Would it be possible to link the character's background to Lady Docur's School for Girls, a current student or recent graduate?

Let me double-check if/how the school is involved in the AP...

A recent graduate would be better than a current student. Lady Docur has some involvement in the plot, which isn't necessarily easy for a current student to do stuff with. A graduate would have better plots, I think.

Scarab Sages

Dragoncat wrote:
Also, hi Kayleigh & Emi! :D

HA! Well hello there Tassira, and Kayleigh as well!

Scarab Sages

Thanks GM! I can work with that!


Paint me interested!

@ Kintargo GM I am attempting to merge Brother of the Seal and Sacred Order of Archivist...as my dissident hook?

Can you see it?

Thank you for running.


Hey there, Dragoncat & rdknight! For those who are wondering, we've been in a Curse of the Crimson Throne game together on these forums for over 4 years.

Maybe they like urban-based adventures as much as I do!


Dorian 'Grey' wrote:

Paint me interested!

@ Kintargo GM I am attempting to merge Brother of the Seal and Sacred Order of Archivist...as my dissident hook?

Can you see it?

Thank you for running.

Hm, how do you mean? The Brothers of the Seal look like they're mostly working in Kaer Maga, while the Sacred Order of Archivists have a very specific role to play, especially in the first adventure. Depending on the specifics, I may have to shoot down the idea, I'm afraid.

That said, I'm more than willing to discuss the specifics, if you are interested. Most likely, such a character will either be from outside Kintargo or just coming home.

The "reasons to protest" are a specific thing in the Player's Guide, if that was what you were referring to.


Thank you for responding; much appreciated.

I like the flavor of the Prestige class. The Archivist seems like a good tie in. I was just reading over the Campaign Traits and was leaning toward this one.

I am thinking that he is from The Order but he is visiting Kintargo to--on the surface--to research the patterns of the Bells. He actually is supposed to be meeting with the Archivist to assist in their endeavors.

I am not married to the Prestige but I do really think it meshes well with the Archivist themes.


Write up under the spoiler for Beorn the Divine!

STATS!:

Full Name : Beorn the Divine
Race: Half-Orc

Classes/Levels Bard

Gender M

Size M

Age 18

Special Abilities : Darkvison 60 feet

Alignment: CG

Deity : Shelyn

Location :Kintargo

Languages :Common,Orc,Infernal

Occupation : BARD!

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10
Charisma 14 (+2)
Height: 6'2" Weight: Hair: Black Eyes: Grey
Favored Class: Bard(HP)
EXP:
Hit Points: 11
Spd: 30
Init: +2
AC: 15(+3armor shield)/Touch 12/FF 13)
BAB: +0
CMB: +3
CMD: 13
Saves: Fort+2 Ref +4 Will +2(+4 vs. fear)

Weapons:
Longsword +3 1d8+3 19-20/x2 +1 for Arcane strike
Longsword 2-handed +3 1d8+4 19-20/x2 +1 For Arcane Strike
Sling +2 1d4+3 50 feet

Skills: 8/level
Swim (1 +3 Stat) 4
Diplomacy (1+ 2 Stat +3 Class) 6
Intimidate (1+2 stat +3 Class +2 Race) 8
Perception (1 +3 Class) 4
Linguistics (1 +2stat +3Class)6 Infernal
Know-Local (1 +2 Stat +3 Class) 6
Know- Nobility (1 +2 stat +3 Class) 6

Background Skills
Perform(Sing) (1+2 Stat+3 Class+1 Trait)7
Perform(Act) (1+2 Stat+3 Class) 6

Feats:Arcane strike (Swift action +1 damage and treated as magic)
Traits:Diva in Training(+1 sing,+1 DC of language dependent spells by 1),Looking for Idol(+2 Perception/Sense Motive at protest),Couragous(+2 trait save vs. fear)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Famous +1 Bluff/Intimidate in settlements/areas of less than 1000 people.Replaces Bardic Knowledge(Jarvis End to start with)
Bardic Performance 6 Rounds Standard action
Countersong
Distraction DC 13
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm

spells per day Unlimited/2////
Known
(12)0.Daze,Dancing Lights,Prestidigitation,Message
(13)1. Saving Finale,Hideous Laughter
2
3
4

Equipment
Longsword (15 gp)
Studded Leather (25)
Sling
20 Sling stones (2)
Bard's Kit (41)
backpack,
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin
Bottle of excellent mead

22 gp

Description: Beorn is a strapping young man with a thick head of black hair and,(to his dismay) a still sparse mustache and beard. His
orc heritage is displayed by somewhat pointed ears and teeth and ruddy complexion. He attempts to dress well but quite often has to
be satisfied with common clothing.

Background:Beorn(he insists on adding THE DIVINE as his stage name.) was an abandoned child who was fathered by an orcish mercenary on
a prostitute while on leave. Cared for until he was old enough for the orphanage, he was selected as part of a 'New futures for disadvantaged
children' project by a noblewoman's group and given an education in numbers, writing that included the elegant Chelish dialect and the Infernal language to act as an entryway into the higher ranks of Chelish society and the classic presentations of Chelish arts. Taking a liking to the arts, Beorn took every chance he could to learn
singing and became a talented amateur who longed for the chance to stand on a grand stage. However, with the occupation by Thrune forces and the closing of the opera, Beorn found his hopes dashed and his resentment at the ridiculous laws by the new order grew until he found himself actually thinking of committing treasonous acts.
Short term goal: Perform in the opera in Kintargo
Long term goal: Travel beyond Cheliax to train and sing in halls around the Inner Sea
Character in Nutshell:EXUBERANT
Character describing themselves: A HUMBLE STUDENT OF THE ARTS WHO WISHES TO ONLY HAVE THE CHANCE TO PROPERLY EXPRESS MY TALENTS! MY DEEPEST THANKS TO MADAM VIVIAN AND HER FROCKED MINI-PIGS FOR HER PATRONAGE!


I will surely work up a submission- most likely a Unicorn Sorcerer.


Dorian 'Grey' wrote:

Thank you for responding; much appreciated.

I like the flavor of the Prestige class. The Archivist seems like a good tie in. I was just reading over the Campaign Traits and was leaning toward this one.

I am thinking that he is from The Order but he is visiting Kintargo to--on the surface--to research the patterns of the Bells. He actually is supposed to be meeting with the Archivist to assist in their endeavors.

I am not married to the Prestige but I do really think it meshes well with the Archivist themes.

Oh, I see. Yes, the prestige class could be reasonably reflavored to suit the Archivists. As to the rest, yes, that would work too. It all seems good to me!


Thank you very much! I shall write him up this weekend!

I had a back up plan too.


Should we include our reason for attending the protest now, GM? Or should that wait until after you've made your picks?


Either or, Dragoncat. Both work for me.


Alrighty then.


I've been considering implementing some weather effects from Ultimate Wilderness, but if those are widely disliked, I'll drop the thought.


Would a worshipper of Calistria aggrieved about treatment of their faith by House Thrune work? I'm thinking hot-headed dancer or wench from one of the city's seedier establishments, tasting blood in the water now that Thrune rulership is threatened and feeling it's time to express their dissatisfaction by way of a knife to the back. Doubly so with how much the entertainers suffered under martial law recently.

Mechanically, start with rogue, and then multiclass into sacred fist with the intended flavour being that of a divine caster equivalent to arcane trickster.


Yes, many Calistrians - being infamously vengeful and having been repressed for at least 80-or-so years - would probably deeply adore shoving a knife in the back of House Thrune, Cheliax, etc. That is to say, the concept works.

As to the rest of it, with a dancer-turned-vengeful knife, I don't see why that wouldn't work, to be honest. It seems logical to me!


Here's Jessibel. I still have to pick out a bit more equipment and might tweak her background a bit, but most of her character is set.

Some Knowledge (Nobility) Checks That Might Affect Her Backstory And Set a Baseline:

Jessibel Knowledge (nobility--Aulamaxa [secrets, maybe?: 1d20 + 10 ⇒ (10) + 10 = 20
Jessibel Knowledge (nobility--Aulorian) Check: 1d20 + 10 ⇒ (7) + 10 = 17
Jessibel Knowledge (nobility--Delronge) Check: 1d20 + 10 ⇒ (7) + 10 = 17
Jessibel Knowledge (nobility--Jarvis) Check: 1d20 + 10 ⇒ (16) + 10 = 26
Jessibel Knowledge (nobility--Jhaltero) Check: 1d20 + 10 ⇒ (2) + 10 = 12
Jessibel Knowledge (nobility--Sarini) Check: 1d20 + 10 ⇒ (4) + 10 = 14
Jessibel Knowledge (nobility--Tanessen) Check: 1d20 + 10 ⇒ (1) + 10 = 11
Jessibel Knowledge (nobility--Vashnarstill) Check: 1d20 + 10 ⇒ (4) + 10 = 14
Jessibel Knowledge (nobility--Victocora) Check: 1d20 + 10 ⇒ (1) + 10 = 11
Jessibel Knowledge (nobility--Solstine*) Check: 1d20 + 10 ⇒ (20) + 10 = 30

*The Solstine family is introduced in the latter part of the AP. A couple of members of the family are supposed to join the Silver Ravens as followers but get killed in action. I've worked a bit on fleshing out some Solstines as a side project, and it's possible that Jessibel has a friend in that family (and could be used to indirectly be involved in getting that friend killed to fulfill that plot device in the future).

Heh--the dice rolls confirm a familiarity with the Solstines. They also remind me that my first version of Jessibel was infamous for her poor dice rolls (7 of 10 d20s I just rolled were 7 or less!).


Nyxra's reason for attending the protest is quite self-explanatory--she and her family have every reason to hate House Thrune and protest their governance of Kintargo. She's there To Protest the Government.


Jessibel L. Aulamaxa wrote:
Here's Jessibel. I still have to pick out a bit more equipment and might tweak her background a bit, but most of her character is set.

Only thing that jumps out at me is that she's Neutral - Silver Balladeers have to be good. Other than that, I definitely appreciate the Kintargo modifiers. I will put that up in the campaign tab, now that you've reminded me of it.

Thank you!


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).


Looks fine to me. One thing I'd ask you is to think about how Ragnar feels about the Glorious Reclamation - the crusade that Iomedaeans are fighting in eastern Cheliax at the time of this adventure.


I would very much like to join the Adeventure and would like to suggest this character:

Avino Laetus (Raven Master)

Background:

Avino grew up Magnimar in southern Varisie where his uncle worked as a falconer for a local noble. A few month ago his uncle finally answered all his questions about his lost family. He learned that his father was a member of the famous silver ravens in the city of Kintargo who died when his cell was found by the Thrune Networks.

Trying to find out more, Avino has arrived in Kintargo a few weeks ago and his since tried to find a contact within the organisation. Yesterday he finally found someone giving him the description of a contact. Hoping to find him on the rallye, Avino joined the protest in front of the opera house.

Avino is a enthusiastic youth full of idealistic stories and dreams about the grand role of his father in the organozation. I intend for him to be delighted to join the organisation and become a very enthusiastic member.

Mechanics:

CG Half Elf Ranger (Archetype Raven Master)

Base Stats:
STR: 14 (5)
DEX: 15+2 (7)
CON: 14 (5)
INT: 10 (0)
WIS: 14 (5)
CHA: 13(2)

Offense
Rapier +2 1d6+2
Dagger +2 1d4+2
Thrown dagger +4 1d4+1

Defense
HP 13 (+1 FC)
AC 16, FF 12, Touch 14
Studded Leather Armor

Traits
Meeting a Contact
Historian of the Rebellion (Campaign)
Trustworthy
Fav Eneny Human

Feats
Weapon Finesse
Two Weapon Fighting

Skills
Perception +6
Stealth +8
Handle Animal +5
Know Local +1
Disguise +5
Bluff +5
Background
Know Geo +4
Sleight of Hand +5


I humbly submit a concept I cooked up for this campaign a long time ago. Jack, aka "The Dreamweaver", a former drug peddler turned wannabe vigilante after being bit by a dream spider and convinced his fever dream was a vision from Desna.

ALSO! I had a question about pre-game crafting. Specifically, are you allowing it? It doesn't change the concept, only effects how many alchemical items he's got available at the beginning. (Mostly spider sacs.) Once I know, I'll hammer out his equipment better.

*******************************

"Looks like you got yourself in a sticky situation! ...sorry, I'm getting better at that. Honest."

Stats:
Male Human Unchained Rogue 1
CG Medium Humanoid (human)
Deity: Desna Homeland: Cheliax

Init +3; Perception +6
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13
HP 11/11
Fort +2 Ref +5 Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +3 (1d3+1/x2)
Dagger +3 (1d4+1)
Ranged Dagger +3 (1d4+1/19-20, x2)
Special Spider Sac +3
Sneak Attack +1d6

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Statistics
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Str 13, Dex 16, Con 14, Int 14, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Improved Unarmed Strike, Deadly Aim
Traits Fed-up Citizen, Pillager
Skills
(1) Acrobatics +7
(1) Bluff +5
(1) Climb +5
(1) Disable Device +8
(1) Disguise +5
(1) Escape Artist +7
(1) Kn. Local +6
(1) Perception +6
(1) Sense Motive +6
(1) Sleight of Hand +7
(1) Stealth +7
Background Skills
(1) Craft (Alchemy) +6
(1) Kn. Engineering +3
Languages Common, Undercommon, Infernal
SQ Trapfinding, Finesse Rogue, Sneak Attack +1d6
Combat Gear Studded Leather, Dagger x2, Spider Sac x10, Spring-loaded Wrist Sheath x2, Acid x3
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Equipment
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Backstory:
Cheliax is hard enough to grow up in with parents watching your back. It's even harder as an orphan. Growing up in Wheatflat Orphanage in Kintargo, Jack has only known two parental figures in his life: "Grammy" the kindly, if tired, older woman who runs the place, and the harsh streets of the city. His faux grandmother taught him that the people who truly love you are those who don't abandon you, even when you have nothing. The streets taught him that if you want anything, you need to snatch it when nobody's looking, and put up your dukes when someone is. It's not hard to see why Jack started working in the drug trade when he demonstrated an aptitude for mixing chemicals. Shiver in particular was a hot commodity, and even if the money he made from producing the tincture was going to a good cause (funding his orphanage family), it probably did not help those who were addicted to the stuff he made.

But that all changed after one fateful accident in his little lab. Working on harvesting some venom from Webdoline, his dream spider supply pet, she bit him on the hand, sending him into shock and knocking him out. During his trip, he glimpsed a vision of what he believed to be Kintargo, black shadowy tentacles pulling it apart at the seams and threatening to destroy the city. But a dream spider, bearing the holy symbol of Desna on its back, scuttling in and began weaving webs, tying the city back together. In fact, the reconstructed city not only looked as good as new, but better! Brighter! And the dream spider turned on the shadow tendrils and began chasing them back into the darkness and protecting the city!

Jack woke up to find himself back in his workshop. Back in Kintargo... but it had somehow lost all its prior appeal. It couldn't even compare to the splendor he saw in his dream. Jack believed that the accident had given him a vision - a mission from Desna herself! Darkness was coming to Kintargo, and without help, it would pull the city apart and leave everyone destitute! But there was hope - he could divert things, somehow. Kintargo needed a new hero, now that the likes of Jackdaw and the Silver Ravens were gone. It needed a new champion who could pull the broken fragments of Kintargo back together, and beat back the coming danger! Jack set to work destroying his shiver production and began working on new uses for the spider silk from his pet. Along with it, he started to create a new costume... and a persona to go with it! A champion of Desna, who would bring about the Kintargo he'd seen in his dreams! He might be a ruddy Chelish orphan, and certainly not the champion the city might need... but he had to try, at least until the real deal showed up! Until then, he's stand strong, clad in the bright blues and yellows of the dream spiders he worked with. He would champion the weak and downtrodden of Kintargo, and make the dream he saw a reality.

Jack became "The Dreamweaver"!

Personality:
Jack knows Kintargo needs a new hero that her people can rally around, and he's quite confident that the Dreamweaver will do the job. The big problem underlying it is... well, Jack himself. He doesn't think too highly of himself, having never been adopted, and being a former drug dealer makes him worry if he really has the chops to tackle the job he's given himself. Nevertheless, he is ready to step up to the plate and try his best, willing to give it his all so that folks like his charges in the Wheatflat Orphanage and the drug addicts he's strung out have a second chance at a much better life. Politics have never been something Jack was heavily invested in, but the martial law instated by House Thrune worries Jack, believing it to be one of the shadowy tendrils he saw threatening to tear Kintargo apart. He makes it a point to try and keep up with current events so that he can find the proper chance to unveil "The Dreamweaver" to Kintargo. (Indeed, half the reason he is going to the protest in Aria Park is to see if, maybe, it might be a good time to show the city her new champion).

Jack has never been one for worship or religion, but his brush with a fever dream has put him squarely in Desna's corner. For worshipers of the goddess, Jack is a very... pale member of the faith. He isn't entirely sure how he's supposed to pay service to her, and he lacks a lot of funds or anything that isn't unseemly to devote to her cause. Still, he's all on board with protecting her flock, and indeed, it's the only way he knows to contribute to her faith. Whether his fever dream was a vision from Desna herself or not, Jack believes it so, and if it helps her priests, so be it.

His quip-hurling alter ego and former criminal enterprise aside, Jack is shockingly brilliant and alert for someone with no formal education to speak of. He has a love of engineering and alchemy to rival even some professionals in the field, and indeed, much of the tricks he carries with him, including his "spider launchers" (a wrist mounted sheath with spider sacs), were crafted by him. If there is one area that Jack is confident and excels in, it's alchemy, even if his experience comes from peddling shiver. Even as he is constantly working on developing new ways to carry of his duty at The Dreamweaver, Jack is consistently diving ways to make his new persona come to life, including magical means.


Ragnar is a bit frustrated by the Glorious Reclamation, due to it forcing his church to no longer practice openly.

Forgot to mention, that I will create an alias if selected.


Always curious how the competition looks.

2 Bards, 2 Rangers and 2 Rogues already, with 7 mechanical submissions.

I see (in alphabetic order by player handle):
Andrea1 - Beorn the Divine - CG M Half-Orc Bard
CaptainFord - Jack Callahan - CG M Human Rogue
dragoncat - Nyxra Ilphukiir - CG F Elf Ranger (Sword-Devil)
hustonj - Tilorean Vashnarstill - CG M Human Rogue (Agitator)
Kulko - Avino Laetus - CG M Half-Elf Ranger (Raven Master)
Mokshai - Ragnar Grudgebearer - LN M Dwarf Warpriest of Iomadae
Profession Smith 6 ranks - Jessibel L. Aulamaxa - N F Human Bard (Silver Baladeer)

Dotted - as they suggested:
adsapiens (as The Archlich) -
Dorian 'Grey' - Brother of the Seal/Sacred Order Archivicst or Hidden Priest of Irori
Giant Halfling - Kitsunce Vigilante
KingHotTrash - Paladin (Sword of Valor/Virtuous Bravo)
Nathanael Love (as Oxnard Kettlebeak) - Unicorn Sorcerer
Plastic Dragon (as Reldek) - Half-Orc Sorcerer
rdknight - Secducer/Mirror Witch
Robert Henry -
Tavarokk - Rogue/divine of Callistra
TheNine - Bard/Rogue


@ Kintargo GM I am brainstorming ideas for race. How does an Oread Monk of Irori grab ya?

He is from Kintargo originally. He has been educated at a monastery in Kaer Maga with the Brothers of the Seal. The Archivist of Kintargo invited their help; and he was sent to access the issue(s).

Gotta comb handy?


GM Kulko wrote:

I would very much like to join the Adeventure and would like to suggest this character:

Avino Laetus (Raven Master)

** spoiler omitted **

** spoiler omitted **

So, his father must be either an elf or a half-elf, or - he can't be human, unless Avino's already middle-aged, because the Silver Ravens went extinct as an organization around 80 years ago. Just something to keep in mind.

Jack Callahan wrote:
ALSO! I had a question about pre-game crafting. Specifically, are you allowing it? It doesn't change the concept, only effects how many alchemical items he's got available at the beginning. (Mostly spider sacs.) Once I know, I'll hammer out his equipment better.

I'm not sure. On one hand, it doesn't make sense for people to, y'know, not practice their craft until we zoom in on them. On the other, it can be a bit of a pain to balance, where you can spend like, a tenth of the money to outfit yourself really well, or get loot to sell...

Eh, what the heck, go for it. I'm not here to make everything perfectly balanced anyways.

Mokshai wrote:
Forgot to mention, that I will create an alias if selected.

Entirely reasonable.

Dorian 'Grey' wrote:

I am brainstorming ideas for race. How does an Oread Monk of Irori grab ya?

He is from Kintargo originally. He has been educated at a monastery in Kaer Maga with the Brothers of the Seal. The Archivist of Kintargo invited their help; and he was sent to access the issue(s).

Oreads are rare, but Kintargo's one of the most cosmopolitan cities in Cheliax. No reason one couldn't show up there. As for the backstory, you know you don't have to send him to Kaer Maga, right? I wouldn't mind making the Brothers of the Seal's PrC available to a member of the Order of Archivists. But either way, when you're ready I'll judge it then.


Thank you!

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