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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I think we all understand that, @Kintargo GM. Is there any chance that those of us who aren't selected can get some feedback from you if we request it? I am always looking for positive criticism (though I obviously hope to be selected)!


If I'm able to do so, I'll definitely offer constructive criticism for people who aren't selected.


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One of the things to remember, though, is sometimes a choice is less about what is right or wrong with your character and more about the GM liking how he thinks the guy selected instead will interact with other characters.

I applied for a replacement character where the specific request was for a major damage-dealing melee combatant. A race-to-zero barbarian with DR and some personality lost out to a heavily armored character with about 2/3 the potential consistent damage. The feedback? My character's AC was too low.

Why do I bring this up? Because sometimes the selection between 2 characters isn't about what you expect it to be about.

A Jean-Luc Picard near quote: "It is possible to make no mistakes, to do nothing wrong, and still lose."

Edit: Another point to remember is that there are players and GMs of all types on these boards. Sometimes you will apply to a game and either the GM just won't "feel" the character, or you'll find that many of the other applicants are submitting characters you don't want to spend time with. In those cases, not being selected can be better for everyone's entertainment value.

Sometimes just waiting for the next game is simply a better choice for you as a player. Counter-intuitive, I know.


Reflecting somewhat on the Leadership feat - I'm still considering how followers (especially) would play into the rebellion system.

I could treat them as supporters, which would make intuitive sense, and probably wouldn't unbalance things. Plus they probably won't be much use in direct combat, from what I can tell, so it would make some sense.

They could also be a specialized team, which I would let the player jointly create with me, but I'm not sure.

A cohort's easier, and might be able to serve as officers - or, heck, might be drawn from the NPCs in the AP that are already able to serve as potential officers (and yes, there are such NPCs).

EDIT: Oh, hey, the Player's Guide actually has a section on this:

Hell's Rebels Player's Guide wrote:
If you select the Leadership feat, your cohort can serve as a Recruiter. Rather than gain a set number of followers when you achieve a Leadership score of 10, your rebellion instead gains a Tier 1 bonus team. Each time you would normally gain a higher-level follower, you instead grant the Silver Ravens an additional Tier 1 bonus team, to a maximum of six bonus teams once you achieve a Leadership score of 21. In addition, if you have the Leadership feat and manage a team, you grant +2 bonus to all Organization checks attempted by that team during an Activity phase.

So, uh, go for it!


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Adding to hustonj's excellent post, and risking unintentional thread hijack, there is much more to character selection than the quality of the submission. Having been through the selector role myself I can safely say that there comes a point where there is much gut feeling and intuitive thinking involved.

All in all, not being selected usually doesn't mean much in terms of a good/bad submission. There are exceptions, of course. For me, when the submission clearly hasn't payed attention to the opening post I can be a little unforgiving. But that varies from GM to GM.


Would a halfling character be too conspicuous given the race's current status as slaves within the borders of Cheliax?


Nope! I mean, there are free halflings. They're rarer, and subject to general racism by Thrune loyalists, but... they're around!


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Also, some of us may be addicted to PbP....lol.


Excellent! Submission coming....


Dorian 'Grey' wrote:
Also, some of us may be addicted to PbP....lol.

And for others it is the last option for playing with PEOPLE, because we can't afford a big consecutive block of time for one reason or another.

With the whole pandemic bit, reasons to do PBP seem to be increasing, too.

Scarab Sages

Yep, that's me. Work, a kid, and a very naughty puppy keep me from table playing, even before Covid-19.

Liberty's Edge

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hustonj wrote:


And for others it is the last option for playing with PEOPLE, because we can't afford a big consecutive block of time for one reason or another.

When I’m not at work I’m either sleeping or traveling for work.

So PbP it is.

I also consider PbP to be the superior storytelling format, so there’s that.


Same. I'm one of those guys at the table who builds to a character and concept, optimization (and survivability) be damned. And then inquire about the friendly NPC's breakfast and love life.

"I know the world is ending, but... I haven't seen this romantic sub-plot through!"

"There won't be one if the bad guy wins, dammit!"

Scarab Sages

That's the thing, at an in-person table the clock is always running so asides for RP take away time from other players. It's hard to do much of it when plot advancement has to be prioritized.

PbP doesn't suffer the constraint since my RP post with an NPC or another PC doesn't take away time from moving the plot along. They can occur side-by-side most of the time.


It is also easier to keep IC and OOC separate in text rather than in voice, in general. That's my experience, anyways.


rdknight wrote:
Yep, that's me. Work, a kid, and a very naughty puppy keep me from table playing, even before Covid-19.

Me too, I haven’t played face-to-face since my first child was born.

Now I’ve got two, I’ll probably have to wait until they’re old enough to join the adventure before I play in person again.


Made a minor alteration to Nyxra's skill set. Switched her point in Stealth to a point of Knowledge (Local).


Ended up going in a different direction after seeing everyone's submissions. Instead of a slayer I've created a human psychic named Vera. Mechanically she'll fulfill the role of arcane caster, albeit one focused far more on buffing/debuffing than blasting.

Please let me know if you have any questions or anything seems off.

A Few Miscellaneous Notes:
The 'Meeting a Contact' reason to protest has come up before in this thread as being rather confusing. I've reflavored it slightly; Vera isn't looking for information on the Silver Ravens, she's trying to find out what happened to her parents, (who unbeknownst to Vera were members of the Sacred Order of Archivists). Neither her nor I know if this contact actually has any useful information, but it's enough for her to take the chance.

Also, as long as Barzillai Thrune is a threat to the city Vera will have no issue working with a rebel group to take him down. She's lawful good, not lawful stupid.


Looks good, ClearSpring!


Oh, hey, the AP does actually give a timeframe for when the Night of Ashes happened relative to the adventure's start:

The Night of Ashes happened during the week before the AP's start.

Just in case that makes changes (however minor) to prospective PCs' backstories.


Totally agree! PbP allows for really expansive role playing; as the table always has time constraints.

The allowance for those not able to game live (Covid notwithstanding) is truly a fantastic thing!

Also, the opportunity to game with 4-7 folks from 4-7 different States, Countries and Continents is really amazing.

@ Kintargo GM I believe that Jaidu's timeline is fine?


It shouldn't change anyone's timelines too much, honestly. Just a bit of trivia I just dug up.


I've been playing and DMing play-by-post (usually on GitP forums, but also here and on Myth-Weavers) for nearly seven years now. It's fun and great when it works.

I still appreciate input from DMs when I'm not selected. I generally don't do open advertisements, but when I do have found the decisions to be challenging. That feedback is important, IMO.

Looking forward to selections soon(?)!


DarkOne7141981 wrote:
Looking forward to selections soon(?)!
Kintargo GM wrote:
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!

Ummm, define soon?

I've been reading along enjoying everyone's perspective on characters, feedback, PBP Vs. TT and recruitment styles. Fun reading.

But unless our esteem GM moves up the date, we've got about a week.


For your consideration, Rufius Falco, trusty barrister of the church of Asmodeus.

Stats:

Rufius Falco
Male devil-spawn tiefling inquisitor (infiltrator, sanctified slayer) of Milani 1 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 45)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4; +1 vs. abilities that detect lies or force the truth, +2 trait bonus vs. charm and compulsion
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +3 (1d8+4/×3) or
. . shortspear +3 (1d6+3) or
. . shortspear +3 (1d6+3) or
. . silver morningstar +3 (1d8+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—deathwatch
Inquisitor (Infiltrator, Sanctified Slayer) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—divine favor, heightened awareness[ACG]
. . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity
. . Domain Liberation
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Additional Traits
Traits birthmark, ex-asmodean, lost origins (any city), student of philosophy
Skills Acrobatics -2 (-6 to jump), Bluff +5 (+8 to lie (as a result of using Int instead of Cha)), Diplomacy +7 (+10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise +3, Heal +6, Knowledge (local) +6, Linguistics +3, Perception +6, Profession (barrister) +6, Sense Motive +8, Stealth +2; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Abyssal, Common, Halfling, Infernal
SQ forbidden lore, liberation (1 rounds/day), misdirection, necessary lies, pass for human
Other Gear scale mail, heavy wooden shield, longspear, shortspear, shortspear, silver morningstar, manacles, masterwork backpack[APG], spell component pouch, 8 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator, Sanctified Slayer) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Misdirection (Lawful Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +1 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

The above would be subject to change based on circumstances/needs of the party.

Rufius Backstory:

Rufius was born in Kintargo to salt merchant parents. His parents were followers, perhaps providing lip service alone, of Asmodeus, and there had been rumors in his ancestral bloodline that the family had found wealth and success from pacts with devils, but the stories were old enough that it didn't seem to be much of a concern by the time Rufius was born. Thankfully, he was a perfect pale pink baby, other than the odd-shaped port-wine stained-birthmark on his palm - one which almost looked like a rose when he stretched his hand out. The parents thought little of this, simply glad that his thumbs weren't backward.

He was a big kid, and though he was quiet, he excelled at school and sports. He cared little for the ruthless merchant trade, and had few friends, other than his parent's halfling slaves. As well kept as halflings could be, he and his parents lived a quiet life. As he grew up, he realized quietly by the time he was eight years old that he was 'different'. He could see in the dark. He was hard to burn or chill. And even more oddly, he knew about how healthy everyone was, more or less, all the time. He could look at someone and see if they were sick or well. He never told anyone, but he looked piteously at the tieflings of the redroof slums when he walked by, saddened that most were burdened with a curse that seemed to have missed him.

His parents fell on hard times, as did he, especially when they couldn't afford to pay clerics of Abadar and Asmodeus to heal them from a terrible disease which left them wasting away to nothing, and eventually caused their death and the collapse of their small business. Even his second family of halflings were sold away as part of the estate, and a penniless rufius could do little more than watch, and promise that he would track their owners down and pay for their freedom when he could.

He took one of the few well-paying jobs that he could find, as a scribe in the church of Asmodeus. He kept his head down and worked diligently, rarely for steep reward, and saved up what funds as he could. The priests tried to teach him the ways of a priest, noting his skill and wisdom with the written word, but it didn't take especially well, as he wasn't willing to go along with them in the more cruel endeavors. He still provided healing, for a price, to those he was directed to heal. They gave up and had him work in civil litigation cases, ultimately deciding they could still meet their needs from the big, soft-hearted soul, and eventually corrupt him in the process.

However, during this time, Rufius had more and more strange dreams. Of roses growing from cracks in the sidewalk. His birthmark - which he kept hidden most of the time using gloves, as he was told to keep this hidden all the time, began to tingle sometimes. He gave to the poor, and kept out of trouble as he could.

During the Night of Ashes, Rufius was tasked with some other barristers, of serving some of the more well-to-do tieflings with orders to leave Kintargo - perhaps they had bribed the right person, but it wasn't clear. They hadn't been served like lambs to the slaughter, and Rufius and his companions of the church were told to make them know they were to leave. He and two other neophytes, both barrister, approached one of the homes, and knocked on the door. One was his friend, Latila, and the other was a bullying snake named Attino. Their task was merely to serve them with the papers that needed to go to them, and give them time to pack their things and leave. Attino began to take the job too far, going beyond the bounds of their orders. Latila stood by quietly, afraid of Attino, who was favored by the priesthood, and seen as on the fast-track to priesthood. Attino made lewd remarks to the woman in the family, and her daughter. Attino struck the father when he stood up to the priest, knocking the man to the floor, unconcious. He told Latila and Rufius to stay outside, and that he would get "Asmodeus' Tribute" for their disrespect. Latila scurried out, and tried to pull Rufius along, successfully for a moment. He held his head down in shame and waited ... and waited... until he couldn't wait any more. He saw through the window that the father was dying, and the rest of the family wasn't well either.

Frowning, Rufius told Latila, "this... isn't what we were tasked to do." He asked her to wait, and enterd the front room. Quickly stabilizing the father, he watched the movements of Attino. He drew his morningstar, and the weapon, somehow glowing in his hands, was brought down on the back of Attino's unsuspecting head as he man approached the family's mother. Attino was knocked out instantly, and Rufius was as surprised by this development as anyone. He quickly healed the father, and allowed the family to flee, helping them gather what they could of their belongings before they fled Kintargo, grateful for the priest's help. He grabbed Attino's prone form, and pulled him out of the house. To complete the ruse, he made a pact with Latila that they would claim that Attino had been ambushed by a tiefling rebel. He and Latila finished their rounds without incident, finally healing Attino at the end of the process. They wrote up a report of Attino's behavior, lauding the barrister for his efficiency, and returned to work. Rufius's heart was broken to hear about what had happened to many other of his 'cousins'. Attino and Latila rarely spoke to him again afther the night, though they both advanced as priests, quite successfully, though Attino was ever more ruthless.

Rufius has been keeping his head down and working, but the church grows tired of his "agreeability" in courtrooms, and are unhappy with the fact that he keeps 'missing' important elements of briefs and filings that seem to often be in favor of the downtrodden, slaves, and halflings.

Acquaintences:

Latila - an asmodean priest, and one of Rufius' former friends. They went through a lot with him, and she has advanced while Rufius has stayed stagnant in his role.

Attino - an asmodean priest who doesn't care much for Rufius, and looks at him with suspicion when they meet.

Cade Brimblefoot & family - Halfling slaves that he grew up with. He is trying to save money to buy their freedom

Appearance:

Rufius is a tall, muscled, young-man of plain facial features and dark eyes. He wears barrister's clothes as he travels through the city, and the holy symbol of Asmodeus, openly, marking him as a priest/scholar of the church. His hair is black, and his skin is pale, with a slightly overlarge nose and slightly underbitten mouth. He smiles easily, and laughs at the jokes of others. He seemingly knows a good amount about human behavior, and leverages this when talking to people, though this is almost an affectation. He does poorly at gatherings of large numbers of people, though he can represent himself and others in front of a judge relatively well.

What's going on?:

Rufius is an inquisitor of Milani, but he doesn't know it quite yet. His holy symbol on his left hand is of the deity. As an infiltrator inquistor, he can move relatively seamlessly around the city. I would like for the connection to Milani to be uncovered to him over time. He also looks like a regular human, which prevents him from being subject to most prejudice that other tieflings face.


Iiinteresting.


Ahh, I thought I had avoided errors in my statblock - but I didn’t! There’s some changes I made in a different version of the character that gave him healing spells, etc. As I noted - it’s subject to change.

Liberty's Edge

Hmm. I’m sure the Raven would be interested in the events of the Night of Ashes. Might amend the story a bit to account for that.


Gear, then I can do combat stats.

Tighten up/expand the background.

Pick an actual name.

Might finish her up tomorrow. Might. Gear doesn't USUALLY take that long. Took the day off work, but I have some errands that will eat time instead. <shrug>

Night of Ashes was one week ago? Hmmm . . .. Reduces her time cowering, but, that's good, too, really. Keeps her from resisting her responsibilities as long.

Edit:
Rufius would be hard to get to know, but he and "A" would complement each other pretty well, I think. Maybe not. <shrug>


Okay, I finished her tonight. Not something I could have done if I needed to get up for work tomorrow.

Still very open to feedback and thoughts.

Titia Rulla Used a Golarion Name Generator and looked up the rough definitions of the names. Tatia is roughly Swallow's Song (or other songbird). Rulla is roughly commander, leader, or governer. Seemed a solid choice for the character.

Description: The young woman before you has raven black hair cascading over her pale shoulders, indicating a clear Chelaxian heritage. Her pointed ears and amazingly large emerald irises betray her elven heritage. She is very tall for a Chelaxian woman, but short for half-elven norms (5' 8"). Her half-elven build makes her appear very frail (102#) compared to Chelaxian women. Her 24 years is still quite young for a half-elf, with her appearing more like a 17 or 18 year-old human.

Dressed for a night on the town, she wears form-fitting silk pieces which reveal flashes of shoulder, leg, and belly. Most of the silk draped over her legs is various shades of red, while the higher silks are almost exclusively white, except for one piece that hangs like a tiny shawl, draped down her back, over her shoulders, and hanging down either loosely between her arms and torso, or wrapped around her arms, based on her whims of the moment. The purest white piece of silk wraps her neck, further accenting the darkness of her hair and framing her face. She has a simple dagger and a few other assorted items fit into the silk garments.

Dressed for conflict, she has hard boots stained a reddish brown below her green woolen skirt. Her armor is a cuirass, with pleats extending below her waist, but little actual armor from there down. This unusual cuirass is made from many small leather plates stacked and held together with bindings the plates themselves protect from direct damage. It includes pauldron-style attachments covering her shoulders and upper arms, as well as a cap built to match. The leather plates are lacquered mostly in a darker brown, but the pieces along the edges are lacquered in an emerald tone instead. The armor has obviously seen use and been repaired. Weapons at hand include a morningstar, a dagger, and a sling. Her arms and neck show a red silk shirt is worn beneath the armor. A piece of white silk is wrapped around her neck, framing her face.

If the neck wrapping is removed, a large color tattoo can be seen on her neck. a simple street runs along the left side of her neck and down towards her collarbone. The street has rivulets of red running along it. Super-imposed above the street is a crimson rose, with the green stem crossing the street, and the flower blooming above the street, extending between her ear and jawline.

Background:
Titia was born and raised in Kintargo, a fourth generation half-elf born of two half-elven parents. As such, her race was never the kind of issue it so frequently is for half-breeds. Instead, she is the granddaughter of Silver Ravens and was raised within the Rose of Kintargo. These provided quite enough stress and oppression as she grew up to keep her strongly grounded and to teach her to recognize social limits, even as they shaped her world view and perception of right and wrong.

Titia's grandmother was captured on a Silver Ravens mission. Her grandfather turned their toddler son over to some friends in the Rose of Kintargo for safekeeping. Neither of them ever came back, so her father was raised in the Rose of Kintargo. His foster parents only knew that his parents were publicly identified as executed Silver Ravens, which led to them hiding what little evidence existed tying the young boy to his parents. If they knew more than that, they never shared it with anyone Titia knows about.

Titia was still relatively early in her training as a Cleric of the Everbloom, when things began to happen. On the Night of Ashes, Titia had gone to the Silver Star, in a pack of other fans, trying to see Shensen. After Shensen gave them the attention they wanted, she disappeared into more private space, and the group was assisted in migrating to a nearby tavern. They were enjoying themselves, talking about the encounter with Shensen, when the sounds of a major fire could be heard. Investigating, Titia saw the Silver Star burning brightly. Standing there in disbelief, with no one around willing to claim they saw anyone get out of the building, Titia eventually went home with a depression settling in.

When she got home, Titia saw the door standing open, with a lantern burning inside, but no one there and the place had been trashed. She started to straighten things up, but even as she sat the first chair upright, the hackles on her neck stood up. The Silver Star was known to be a place where Shensen went with other followers of Sarenrae. Her family's association with Milani and the Rose of Kintargo was certainly not a closely guarded secret. This gave her cause to consider the potential religious extermination, and she fled her home without further delay. Following the advice she had been given, she took nothing with her that would attract attention, so she left with the party outfit she had been wearing and the family's stash of gems which was still hidden in a wall Finding the gems still there caused her to worry even more about her parents' well-being. Near the break of dawn, she reached Songbird Hall, looking for allies or guidance. This is when she learned Shelyn's priests were providing sanctuary to the leaders of the outlawed faiths. She pleaded for at least one night's shelter, so she could get a full night's rest and the opportunity to seek out anyone she knew amongst the refugees. She didn't find any.

When Titia awoke the next day, into a city with growing oppression and her old support structure gone, she awoke changed. A color tattoo had expressed itself on the left side of her neck, matching the holy symbol of Milani. Titia sought the guidance of the Shelynite priests over what the appearance of the tattoo could mean. Zachrin Vhast himself examined her. He congratulated her on being selected by The Everbloom to work against the new oppression, but warned her that when she decided to follow that charge and leave Songbird Hall, the charge itself would preclude her returning for sanctuary.

She prayed and considered the situation. The first few days were enough for Titia to learn that along with the tattoo, she had apparently been granted the full capabilities of a Cleric of Milani, despite having had years of training still in front of her. Studying and learning as quickly as she could, Titia began sparing with anyone she could find willing to do so. She also began trading to better equip herself for the days to come. As she managed to secure an unusual set of armor, she overheard rumors of a contact who would be at the Aria Park protest the next day. A contact who should be able to make connections to people ready to oppose Thrune. Titia knew that this was the sign that it was time for her to take what she had gathered, what she had learned, and what she had been gifted out into the streets and start representing Milani to help guide the populace to throw off the cloak of oppression weighing Kintargo down.


Combat:
Init +1 (Dex+1)
Speed 30'

Melee+1, Ranged/Finesse+1, CMB+1 (BAB+0, Str+1, Dex+1)

Standard Attacks
Morningstar +1 for 1d8+1 @ x2 B and P
(Melee)
Dagger +1 for 1d4+1 @ 19+, P or S or +1 over 10', 1 dagger
(Melee or Ranged)
Sling +1 for 1d4+1 over 50' @ x2, B, 10 bullets

Spells
Channel Energy (non-good Dazzled) x8
Restorative Touch x7

AC 13, T 11, F 12, CMD 12 (Armor+2, Dex+1, BAB+0, Str+1)

HP 8 (1x8 + 1xCon+0 + 0xFavored Class+1)

Fort +2 (Base+2, Con+0)
Ref +1 (Base+0, Dex+1)
Will +6 (Base+2, Wis+4)

Obedience +1 Sacred vs Charm and Compulsion effects.


Magic:
** Spells Prepared **
Orisons DC14
1 Detect Magic
2 Mending

Level 1 DC15
W Blessing of the Watch
D CLW

Channel Energy DC13
1d6 in 30' burst, exclude up to 3 valid targets, up to 8 times per day
Nongoods affected are Dazzled for 1 round, no save

** Domains **
Devoted Domain: Healing (Restoration)
Granted Powers:
Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal
Secondary Domain: Liberation (Freedom)
Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—plane shift, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

ObedienceSpend time meditating among roses you have planted yourself, so you can inhale their sacred scent while offering prayers to Milani. If no such roses are available, you can instead brew tea from herbs and rose petals and share the tea with close friends or neighbors. Preferred topics for conversation during this teatime include hopes for the future and preparations for times of need, but the act of sharing is itself enough. During times of war or conflict, though, you must instead spend time sparring, preferably with friends or neighbors whom you plan to fight alongside during the conflicts to come. If you are imprisoned and unable to spar, you can instead sing any song of hope or resistance in unison with one or more fellow prisoners. You gain a +2 sacred bonus on all saving throws against charm and compulsion effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.


Skills and Languages:
2 + 2 Int modifier + 1 Favored Class for 5 Adventuring and 2 Background per Cleric level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics 1+0+0(+ACP)
+ 2 Appraise 2+0+0
+ 8 Bluff 3+1+3+1 Fast Talker
+ 1-Climb 1+0+0(+ACP)
+ 2 Craft 2+0+0
+ 7 Diplomacy 3+1+3
+ 3 Disguise 3+0+0
+ 1-Escape Artist 1+0+0(+ACP)
+ 1-Fly 1+0+0(+ACP)
+ 4 Heal 4+0+0
+ 3 Intimidate 3+0+0
+ 6 Knowledge (history) 2+1+3 [Background]
+ 6 Knowledge (religion) 2+1+3
+ 6 Linguistics 2+1+3 [Background]
+ 4 Perception 4+0+0 (Lowlight)
+ 3 Perform 3+0+0
+ 1-Ride 1+0+0(+ACP)
+ 8 Sense Motive 4+1+3
+ 6-Stealth 1+1+3+1 Historian of the Rebellion(+ACP)
+ 4 Survival 4+0+0
+ 1-Swim 1+0+0(+ACP)

Armor Check Penalty: -0

Languages known: Common (Taldane), Elven, Celestial, Infernal; Shadowtongue


Feats and Traits:
** FEATS **
Angelfire Apostle: Extra Channel
Divine Paragon: Deific Obedience
1: Selective Channeling
3: Purifying Channel?
5: Beacon of Hope?
7: Reviving Channel?
9: Extra Channel?

** TRAITS **
Campaign: Historian of the Rebellion: +2 on an Organization Check of my choice, set during each Upkeep Phase; +1 trait to Stealth, Stealth is a Class Skill
Social: Fast Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you


Gear:
240 Gp Budget
xFREE Courtesan's Outfit, 4#, (fine silk garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets )
xx1.0.0 Belt Pouch (0.5#)
xx5.0.0 Spell Component Pouch (2#)
xx1.0.0 Flint & Steel (-#)
xx5.0.0 Holy Text (1#)
x25.0.0 Silver Holy Symbol (1#)
xx8.0.0 Morningstar (6#, 1d8/x2/B and P)
xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S)
xFREE Sling (-#, 1d4/x2/50'/B)
xxx.1.0 Sling Bullets, 10 (5#)
x15.0.0 Lamellar Cuirass (8#, +2/+4/-0/5%/30')
xx1.0.0 Traveler's Outfit (5#, boots, wool skirt, sturdy belt, shirt, jacket, ample cloak w/ hood)
x50.0.0 MW Backpack (4#)

For 113.1 spent and 37.5# weight (27.5# w/o Pack), leaving 126 GP, 9 SP on hand.

Light <= 43# (50# w/ Pack) (By armor)
Medium <= 86# (100# w/ Pack) (+3/-3/20'/x4)
Heavy <= 130# (150# w/ Pack) (+1/-6/20'/x3)


Cleric (Anglefire Apostle/Divine Paragon) of Milani:
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis. Angelfire Apostles must be Good or Neutral.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills
The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Aura, channel angelfire, channel energy 1d6, devoted domain, divine brand, extra channel, orisons
2nd +1 +3 +0 +3 —
3rd +2 +3 +1 +3 Channel energy 2d6
4th +3 +4 +1 +4 —
5th +3 +4 +1 +4 Channel energy 3d6, versatile healing channel remove blindness/deafness;lesser restoration
6th +4 +5 +2 +5 —
7th +5 +5 +2 +5 Channel energy 4d6, versatile healing channel remove disease/paralysis
8th +6/+1 +6 +2 +6 —
9th +6/+1 +6 +3 +6 Channel energy 5d6, cleansing flames, versatile healing channel neutralize poison
10th +7/+2 +7 +3 +7 —
11th +8/+3 +7 +3 +7 Channel energy 6d6, versatile healing channel breath of life
12th +9/+4 +8 +4 +8 —
13th +9/+4 +8 +4 +8 Channel energy 7d6, versatile healing channel heal
14th +10/+5 +9 +4 +9 —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6, versatile healing channel regenerate
16th +12/+7/+2 +10 +5 +10 —
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6, versatile healing channel restoration
18th +13/+8/+3 +11 +6 +11 —
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6, versatile healing channel resurrection
20th +15/+10/+5 +12 +6 +12 —

Spells Per Day - Angelfire Apostle modified
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 0+1 - - - - - - - -
2nd 3 1+1 - - - - - - - -
3rd 3 1+1 0+1 - - - - - - -
4th 3 2+1 1+1 - - - - - - -
5th 3 2+1 1+1 0+1 - - - - - -
6th 3 2+1 2+1 1+1 - - - - - -
7th 3 3+1 2+1 1+1 0+1 - - - - -
8th 3 3+1 2+1 2+1 1+1 - - - - -
9th 3 3+1 3+1 2+1 1+1 0+1 - - - -
10th 3 3+1 3+1 2+1 2+1 1+1 - - - -
11th 3 3+1 3+1 3+1 2+1 1+1 0+1 - - -
12th 3 3+1 3+1 3+1 2+1 2+1 1+1 - - -
13th 3 3+1 3+1 3+1 3+1 2+1 1+1 0+1 - -
14th 3 3+1 3+1 3+1 3+1 2+1 2+1 1+1 - -
15th 3 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1 -
16th 3 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1 -
17th 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18th 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19th 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20th 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. Altered by Angelfire Apostle.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Divine Brand (Ex): At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

This ability alters aura.

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Diminished Spellcasting: An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Modified by Angelfire Apostle

Extra Channel: At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

Channel Angelfire (Su): An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

This ability alters channel energy.

Devoted Domain: A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons (Evangelist) at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat).

When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting: Inner Sea Gods). At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

This ability alters domains.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.


Half-Elf (ARG modified):
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Kindred-Raised: While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
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.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
25 Point Build
Base Race Level Magic Current
x2 12 +0 12 +0 12 +0 S 12 +1
x3 13 +0 13 +0 13 +0 D 13 +1
xx 10 +0 10 +0 10 +0 C 10 +0
x5 14 +0 14 +0 14 +0 I 14 +2
10 16 +2 18 +0 18 +0 W 18 +4
x5 14 +2 16 +0 16 +0 H 16 +3


It seems Ausra encountered a terrible Misfortune. She's no longer to be found in Kintargo. This is very sad, but there's someone new on the scene. Meet Vantine!

So egg on my face, I figured out how to make a Mirror/Seducer Witch work pretty well. The main thing was realizing I could use Changeling to get an INT/CHA bonus.

I'm withdrawing Ausra the Swashbuckler in favor of Vantine as my submission.

I'm still working on her backstory and and other non-mechanical characteristics, but she won't stray any farther from Ausra's personality and inclinations than absolutely needed so she can still still be Jessibel's good pal and partner in mischief.


The layout's a little confusing hustonj, but I like what I see so far! Seems decent.

Farewell to Ausra, hello to Vantine! If anyone else wants to change their submission in a like manner, they're welcome to do so, just make sure to let me know when you do, and do so before the 5th!

Happy New Year's to those who are already past midnight where you are!


Heh. Layout is something I developed building characters by hand and trying to make everything easy enough to find and clearly justified, since I build by hand and not software.

Edit:
I've had one game where I maintained that format on my local hard drive so I could more easily level the character, and provided a hand-jammed version of the software summary sheet in the profile.


Sounds good to me, hustonj. It's not a huge deal - I just would have to get used to the formatting if you were chosen. So long as I can find stuff reasonably easily, it won't impact the selection process. I'm more interested in an interesting story than a specific setup and format for one's character sheet.


To provide you with an update, I am still interested in playing a Wizard. My race will be elf. I have plans for a background and for crunch, but am still in the process of writing everything up.

I have a question.

Subsystem stuff:
I've read through the rebellion subsystem and I think I understand most of it. I imagine my character as somewhat socially awkward and the charisma score I want to choose to reflect this is 8. However, I'm wondering if this would be wise from a mechanics standpoint, since it might preclude me from participating in the subsystem to some extent. The player's guide specifically mentions that charisma is more important in this adventure than in others for this reason. As far as I understand, there are two particularly important things charisma does.

1) You get to manage bonus teams if your charisma bonus is higher than +1

2) You apply your charisma bonus or penalty to any rebellion rolls the teams you manage make

There may be other things that you can do with charisma, but I think these are the ones that would be most affected by a low charisma score. Additionally, a charisma score of 8 is the same as a charisma score of 12 for the purposes of #1. Additionally, there are other ways to boost rebellion rolls, and the DCs eventually stop scaling. This makes me think that I could still be an active participant in the subsystem with a charisma score of 8. But maybe I missed something or I'm just wrong.

I could adjust my charisma score to be 10 or 12 without making concessions on other stats that are more mechanically important to my character's core functionality. If this seems important, I can make changes to my character's backstory and to my conception of them as a person to accommodate that. I could also boost my charisma higher than that if it seems important, but this would require even more concessions. Another alternative is to take the Natural Born Leader trait. This would fit my character conception and backstory better, but would still require a few changes here and there. It would also preclude me from taking another campaign trait, Historian of the Rebellion, which is very fitting for my character.

I would appreciate some guidance on this matter. How important do you think it is that I make a character who is good at participating in the rebellion subsystem? I would enjoy that aspect of the game, but I'm not sure how much time we're going to be spending on it compared to more traditional elements of play. Do you need to see my character's backstory/crunch to offer me advice? Is there more specific information you would want to know in order to help me make this decision?

Thanks for reading.


Let's see, officers can definitely be useful without strong charisma - at least in terms of raw numbers. Teams definitely rely on it, though - as you're aware. Mind you, you seem to be incorrect on one thing - a Charisma penalty doesn't actually affect the rebellion rolls for the teams you manage - its minimum bonus is +0, so you won't actively disrupt your team.

So, on to your actual question, though. I think that with Intelligence, you'll definitely be able to interact with the rebellion subsystem somewhat. I would say that while participation is encouraged, and probably enjoyable, it's not mandatory to be able to play/enjoy the AP. Most of the time, the rebellion's doing stuff in downtime, while the focus on the PCs is more in missions only they can accomplish.

There're a few events that rely on the rebellion system to function, though they can be handled by the PCs in person, too. But I don't think you'll feel useless if you don't design yourself around the rebellion subsystem.


Thanks for the swift response.

Based on what you've said, I think a charisma score of 8 will be totally fine. This is especially true because I've selected a class that already has a lot of stuff to do during downtime such as crafting and copying spells and so forth.

Happy New Year everyone.


@Kintargo GM, would you like some in-character presentations from us, perhaps to help you select PCs? It's easy for this sort of thing to get out of hand, but it can be fun too.

Please let us know - if you'd like this, I know that both my brother, FarmerBink, and I will be glad to present some writing for everyone's enjoyment. There are probably plenty of others excited about this opportunity to play too. It could be fun!

Also, Happy New Years, everyone!


1 person marked this as a favorite.

I'm not sure, honestly. It tends to get pretty cluttered, and I think it makes people feel more enthusiasm towards actually playing their characters, which may lead to more disappointment in the long run when people aren't chosen, as, unfortunately, most will not be.

Admittedly, this is just my perspective, and others might disagree, but at the moment I feel like it's unwise. Maybe if I run another recruitment I'll do it!


I agree with what you said Kintargo GM.


Likewise.


1 person marked this as a favorite.

The few times I've seen a pre-game posting opportunity, it turns into a way for those who will happily post 20 times a day to drown out all their competition.

If the judge wants a game that runs that fast, it can be advertised that way, and the rest of us know not to apply.

I've also seen where potential players posting simply ignore the characters they don't want to play with, trying to exclude them from the opportunity supposedly being provided.

There are other ways to make (or find) writing samples if desired.

I know that I have an outline of who my proposed character is, but I will spend a while trying to find her voice instead of mine. A major part of finding the differences in our voices comes from how the character responds or reacts to things versus how I would want to personally. Challenges or situations I do not script provide more opportunity for me to learn these differences than something I write on my own can.

I'm a grumpy old dude with a military background. She's a paragon of hope and liberation. We really should NOT have the same responses in most circumstances.


I totally understand - I figured it was worth asking.

To be fair, I've been the "victim" of this going wrong before, in several of the ways hustonj describes. I'm just excited about the chance to play, I guess.

Anyway, worth asking. Have a good evening, everyone!


Limiting recruitment RPing was something that was brought up when Skull and Shackles first came out. There was massive RPing in the recruitment rheads, leading to RP fatigue for those who didn't get picked.


1 person marked this as a favorite.

Huh, yeah, that makes sense, too. If you've been putting so much energy into the pre-RP, then don't get picked, you have less energy to spend on any other RP. Well, I hope it's not a problem for anyone, but I am reassured of my decision now.

That said, I remain impressed at the interest and characters this has generated. I'll have a tough decision ahead of me in a few days' time.


1 person marked this as a favorite.

Well, at the end of the day, I've learned that I would rather get non-selected so that the judge can build a table the judge will enjoy than push my way onto a table the judge is less enthusiastic about.

The GM puts a lot of work into running a game. Their only pay-off is enjoying the character interaction and what the players do.

If the judges don't enjoy themselves, the games STOP.

I would rather get passed over than not have opportunities.


I fully agree with Hustonj


Expanded on Nyxra's background and made a couple of adjustments. Hopefully, she'll feel more 'integrated' with the setting now.


I've written the first draft of my background. I would appreciate it if you gave me feedback on anything that seems odd, that you don't like, or that you think could be better. I will be undertaking a revision.

Background:
Maeglome’s parents lived in the southeast corner of Villegre, Kintargo’s scholastic centre, and that’s where Maeglome was raised. His father was a silversmith, peddling his wares at the Blackbridge or the Whitegate Market, and making the occasional piece on commission for a temple. His mother worked at the docks, and could never stay away from a tavern for too long. Hecile, his father’s father would call her. Outcast. He said she had drow blood, and that her own mother had been as impulsive and reckless as she had been skilled with magic. Maeglome would learn not to trust his grandfather too much about such things.

When he was first born, Maeglome had kept his eyes shut for a month. When he was older, and when his mother was deep in her cups, she would tell him stories about how this upset his father. He had taken it as a sure sign that Maeglome had drow blood, and had nearly left the family. She also told him how she had brought him out under the moonlight, past the city walls and down the Night Road to visit her great aunt Mordren, who had opened his eyes with a whisper of magic and a brush of fairy wings. He was always his father’s least favorite child.

While his younger sister had always been good with silver, and his older brother was a tall and broad shouldered youth who started working early, Maeglome was a sickly and awkward child. A burden, his grandfather never failed to remind him. He had trouble talking to other children, his bony arms were too weak for farm work, and he was always blinking the sun out of his ice blue eyes. He showed some talent for magic, but his father couldn’t always afford consistent lessons. Especially after his mother moved to Old Kintargo, and stopped talking to them. Ehtelë lende, his grandmother would say, his father and grandfather nodding along. Good riddance. So Maeglome grew as a waifish youth.

One of Maeglome’s most formative memories occurred around this time. He had been brought along to the Whitegate one day, and had slipped his father’s notice to meander through the parks. There was a tall building by the Greengate with an unattended ladder leaning against it, and he had scaled the ladder, clambered over a wall, and found himself in the back of the Jhaltero estate. Through a cellar window he saw a man tied to a chair, the floor slick with blood. A dark hooded woman with a knife was at work, laughing grimly. Maeglome watched in rapt horror as the man was tortured, struggling at his bonds with fading strength. The worst part was the sound the man made, a high, keening, feeble noise that grew more and more urgent. It was a long time before Maeglome would sleep. He would never stop feeling guilty. He could have snuck inside, could have stuck a dagger in the torturer from behind and saved that man. Why had he just stared dumbly?

After that incident, his father decided Maeglome needed something, anything, to keep him occupied. He had brought the adolescent elf to the Alabaster Academy, where a historian agreed to take him on as a student. Maeglome was a quick study, and got on well with the snowy haired old man. The lessons he learned were not pleasant. His teacher was no friend of Thrunes, and speculated openly about what might be missing from the historical record. Maeglome began to see things he might have missed before, the way a halfling flinched when someone turned quickly, and the difference between a true believer in the Asmodean faith and someone who merely mouthed the sacred words. The injustices he witnessed made his blood boil, but what could he do, alone and unaided?

Maeglome’s brother joined the city guard. He was a mean and vicious youth, but he cared genuinely for Maeglome. He was doing it for coin, he would say, and he was dumb enough to think that Maeglome believed him. Once, Maeglome had seen him in the city, swinging his cudgel at an old woman who was bleeding on the ground. He had stayed his brother’s hand, and they had had a difficult conversation which left both of them dissatisfied. Why couldn’t he see the error of his ways?

From time to time his grandfather would invite his brother’s coworkers to come and drink with him. They were a brutal lot, tall, vulgar, and uncaring. His grandfather would ask about their work, about how it felt to be feared by everyone they met. Later he would always tell Maeglome’s sister that she should marry one of the men, a tall red haired human with a strange glint in his eyes and a silver brooch on his cloak. Maeglome could never look at them. He had long since learned that the city guard was not to be trusted, and he would hide in his room whenever they were around. Malwa úlaire, his father started calling him, not totally uncaringly. Pale ghost.

He talked often with his sister. They would visit the gardens of the Greens as often as they could, or share a drink at the Long Roads Coffeehouse. She was growing into a beautiful lady, with nimble fingers and quick wits. She understood some of the things Maeglome told her, about the lessons he learned at the Academy. She agreed that things in the city were bad, and growing worse, but she always told him that there was nothing they could do. And he listened to her. He also listened to her when she said to him, one hand on his shoulder, the other on her heart, that he needed to move out of the house. It was for his own sake, she told him, and she meant it. He was living an empty, cold life, and she knew he didn’t deserve that. But he heard only his grandfather’s words on her lips, and they stung.

Maeglome left home and moved to Old Kintargo, searching for his estranged mother. He found her in the cemetery, dead for more than fifty years. It was a cold revelation, one he had long suspected, but which hurt nevertheless. His sister wept when she heard the news, and visited her grave with him. His father came later, alone, with flowers and a tear in his eye. The rest of his family never bothered.

Maeglome got a translating job at the Old Harbor, making just enough coin to get by. He knew he had to do something, and he wasn’t a helpless child anymore. He had become certain of himself, his purpose and position in the world. Even if he still didn’t understand other people, he could do something to change history. When martial law was declared, Maeglome readied himself. When he heard of the protest in Aria Park, he knew he needed to attend. His sister told him not too, that he might be beaten, that he might even come to blows with his brother. But Maeglome could not sit idly by while Barzillai Thrune was in power. On the day of the protest, he readied his spells and sat quietly on his bed, waiting until it was time to take to the streets. Maeglome, he would be now. Piercing darkness.

Additionally, I have a spreadsheet which details most of my crunch. There's obviously some stuff missing, and I am going to put it in a more standard format, but if you want to take a look, here it is.


Nyxra Ilphukiir wrote:
Expanded on Nyxra's background and made a couple of adjustments. Hopefully, she'll feel more 'integrated' with the setting now.

Looks good to me!

GM Trifty wrote:

I've written the first draft of my background. I would appreciate it if you gave me feedback on anything that seems odd, that you don't like, or that you think could be better. I will be undertaking a revision.

** spoiler omitted **...

It took me a moment to recall he was a full elf. Anyways, are he and his family Forlorn? If so, it'd be nice to mention how many childhood friends have had grandchildren since he first met them, etc. Alternately, if his family insulated him from that sort of thing, noting something about how he doesn't really know much about Kintargo because of it, or how isolated he felt as a child (or not!) would be neat.

If his family/he himself is not Forlorn, where did they come from and when did they arrive in Kintargo? The Mierani Forest is in Varisia, while Kyonin isn't too far from Cheliax. I mean, it is, but they move around a fair bit, and there's a fair number of expatriates/ambassadors to other countries. Mind you, the Empire of Devils isn't really high on Kyonin's list for ambassadors.

Also, three children in a family of elves! Neat. Anyways, otherwise it looks fair to me.

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