| GM Wulfson |
| 1 person marked this as a favorite. |
I'm looking for five players to join me in playing the Hell's Rebels AP. Recruitment will continue until Friday February 13th (aren't you lucky?) @ 6:00 pm CST.
Races: All standard races from the Core Rulebook will be allowed, plus Tieflings and Strix. Any other exotic races will be considered on a case-by-case basis.
Classes: All classes from Paizo published sources are allowed (no 3rd party content). Any Archetypes for these classes will be allowed. Barbarians, Monks, and Rogues may choose between the core or Unchained variant of their class. Summoners must choose the Unchained variant only.
Alignment: Only good or Neutral characters will be allowed, no evil (there's another AP for that). That being said Lawful characters may have a hard time coming to terms with the rebellious nature of this AP.
Abilities: Characters will be built on a 16-19 point buy (15+1d4) (variety is the spice of life, am I right?) No ability may be higher than 18 (prior to racial modifiers) and only one ability can be lower than 10 and that ability cannot be lower than 8 (prior to racial modifiers).
Feats: Let's just get this out of the way now, no Leadership. Otherwise any Paizo published feat will be allowed.
Skills: Background Skills will be in use.
Traits: Character's will start with two Traits, One of which must be from the Hell's Rebels Player's Guide. No drawbacks.
Hit points: Characters will begin with maximum hit points or their class at 1st level. Thereafter, players may either roll for hit points or take 1/2 their Hit Dice, whichever is greater. Character death occurs when their negative hit point total is equal to their Constitution score plus their level.
Starting Gold: Character's may roll for their starting gold or take the average, whichever is greater.
Firearms: Early firearms are available using the emerging guns rules. Gunslingers are a playable class.
Posting Rate: I know most GM"s expect a post a day, but I know that sometimes that's just not feasible. So I would hope for at least 2-3 posts a week. If you're longer than that I will bot you for a time, but if it's been more than two weeks without posting (or giving me and the group a heads up) you will be booted and replaced.
I think I've covered everything, but if you have any questions just ask.
| Albion, The Eye |
1d4 ⇒ 3
I am rolling right away, and suggest everyone should do the same - otherwise it feels like people are using filler posts to preview and wait for a better 1d4 dice result. Just saying ;)
Interested!
I am really feeling a good old grumbling ex-army half-orc mercenary, 'maybe' turned revolutionary. Maybe because of a friend, or the right cause? He’s seen enough bad orders to know when to start thinking about giving his own. A bit of an ass and cynical by nature, he’s still the first one to offer "wise words" (or a harsh reality check) when the stakes are high.
Mechanically he's a Melee/Support Bard using a longspear, with potential martial dips later for more punch. If they get too close, he’s not above drawing a morningstar and going to town. He doesn't shy away from a fight, but he's experienced enough to consider the odds and try to cool things down if needed (Perform: Oratory for that Sense Motive and Diplomacy). He's seen some crap, and knows fire in your loins is not always enough to win a war.
Natural Born Leader Trait maybe.
| Liliyashanina |
d4: 1d4 ⇒ 2
17 actually is enough for a reasonably competent Skald.
"Lucretia de Artois" or "Lucy" to her friends (she is a popular girl) grew up in the mostly elfish boarding school, where her Tiefling nature made her stick out a fair bit.
According to the schools headmistress, someone place her, and several diamonds as well as a letter with her name, and a lot of Abyssal venting about *effing deadbeat Galtese Swashbuckler-pathfinders*, on her desk. In a closed and locked room naturally.
Cleary demonspawn, she never the less managed to achieve a suprising number of friends, owing to her capabilities in things like procuring booze for other, mostly elfen, members of the boarding school.
Some at the opera saw her innate talent for disguise, making shit up, and being a completely bald faced lier (though rarely a malicious one),
This culminated in her being succesfully cast to play her first significant (if supporting) role, as a hyperviolent Sarkorian warlord in the Opera "Wrath of the righteous", with well regarded one liners such as
"Blood for Gorum, Girls for me!", "I trust you considerably less far then I could throw you", "I cast fist" and "What do you mean this was not a flying meatball from the first world but a Ghibrileth?".
She played an Irriseni mercenary in the critically panned *reign of winter*, but the panning was mostly due to the libretto, which was mostly seen as highly unplausible.
She is looking forward to her next role in *huntress of heroes* in which she is to play the demonlord Nocticula! Funnily enough, that was her prefered role in wrath of the righteous, but the director decided to cast someone with less massive biceps.
Having the opera house closed naturally makes her protest violently.
With a poster reading "Look Barzilai, if you want to crossdress in my Nocticula outfit, just do it, nobody minds, but keep the effing Opera open!"
Traits: Diva in training, Irrepressible;
Chaotic good Skald (archetype to be determined based on other characters)
STR 15 (+2) Dex 12 Con 14 Int 10 (-2) Wis 8 Cha 14 (+2)
STR 17 Dex 12 Con 14 Int 8 Wis 8 Cha 16
Feat: Probably combat reflexes
Build: Likely straight Skald
Tropes: Opportunistic attachment to reality, really nice to kids, equal opportunity prankster, pretty fun to be around
| Chuck8 |
1d4 ⇒ 3
One short of the highest. Thinking of going with a Cleric with the Ex-Asmodean background. Either a Milanite or a Sarenite that is looking to atone for the evils they've done in Asmodeus' name by freeing the city from his followers. Mechanically, I think they'd be a healer/buffer that's still capable of contributing in melee if necessary.
Gold: 4d6 ⇒ (4, 4, 4, 4) = 16
160gp, I'll take it. Character will come tomorrow.
| Liliyashanina |
Museings on Skald archetype:
--Fated Champion lets you spoof on weaponized main character syndrome, it is mostly a direct upgrade, as initiative boni are powerful, and having better access to divination via spell kenning is very desireable. it is in essence a straight upgrade on the basic Skald.
--Spell warrior Skald is the most caster friendly Skald, on account of weapon song fully working with other peoples casting. Weapon Song peaks at level 5, where it is highly potent, but then plateaus there.
--Urban Skald doesnt actually, strictly raw, stops rage from preventing spell casting, those there is table variation on that.
--Court Poet boosts casters, by increasing int and cha, but offers, other then rage powers, little to increase melee prowress.
| Albion, The Eye |
My character would probably look something like:
Reknar
Half-orc bard 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longspear +3 (1d8+4/×3) or
. . cold iron morningstar +3 (1d8+3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1)
Bard Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, saving finale[APG] (DC 12)
. . 0 (at will)—detect magic, message, read magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike
Traits fate's favored, natural born leader
Skills Acrobatics +4, Bluff +5, Intimidate +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perform (oratory) +5, Profession (soldier) +4, Use Magic Device +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bardic knowledge +1, orc blood
Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron longspear, cold iron morningstar, sling
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Once a soldier for hire, Reknar has seen others buried for bad causes and worse commanders. He learned early that orders are cheap, and loyalty is usually spent by people who don’t pay the cost.
He came to Kintargo as muscle, nothing more - but stayed when he saw how tightly the city was strangled, and how many people were pretending not to notice. He doesn’t call himself a hero, or even a rebel - just someone watching more closely this time.
Reknar lends his voice and steel when it seems useful, offering blunt advice, battlefield songs, and the occasional reality check when passion outruns sense. He doesn’t believe in people yet - but he knows revolutions need more than fire. They need survivors. And watching from the sidelines has its own price...
| DBH |
I've been is a couple of HR games, neither got past 1st level sadly. So I'm hoping for a longer run. :)
stats: 1d4 ⇒ 4 Nice!
Haven't seen anyone building an arcane caster yet, so I'll go for one of those. Arcanist, Sorcerer or Wizard?
The number of Bards and other skill types makes me think going Sorcerer for a change could work.
starting gold: 1d6 ⇒ 5 Average it is.
I'll decide on a race and bloodline and have my Sorcerer up soon.
| GM Wulfson |
| 2 people marked this as a favorite. |
@Lapyd: Why Kitsune? As you can tell From my post I'm not that big on the more exotic races, but go ahead and build it and let's see if you can change my mind.
@Delightful: Yes, Nocticula would be acceptable
@noral: As long as you can keep character knowledge and player knowledge separate I don't see a problem with it.
| Lapyd |
@Lapyd: Why Kitsune? As you can tell From my post I'm not that big on the more exotic races, but go ahead and build it and let's see if you can change my mind.
Kitsunes have some fun and thematic little quirks, like this awesome feat Realistic Likeness that really shine in intrigue-heavy adventures! Combined with vigilante, I feel it's a solid concept :)
However, I prefer respecting your preference around avoiding the exotic races, and not "stimulate" people to start submitting a zoo for you to deal with, so I will actually go with another fun concept I used before: a kitchen cook! Yes, character will simply be a kitchen cook with a frying pan, mechanically a brawler fighting with improvised weapons. Or maybe I'll build a mason with a sledge hammer, still debating - but the concept is that of a common peasant with improvised weapons, human. The sledge seems fun as well, and at least it's different than the cook I used years ago for a Skull & Shackles game :D
Rolling to build the sheet:
1d4 ⇒ 4
3d6 ⇒ (3, 5, 4) = 12
Oh, I know why somebody would want to play a kitsune. I started an HR game in person with a kitsune. But the GM burned out quickly.
I was considering bringing in the same character for this game. But I don't want to step on another person's conce
Please go for it mate! I'll step out of the kitsune vigilante game, so that's your cup of tea...
| Draco Vorens |
NG Medium Humanoid (Human)
Init +0; Senses Perception +3
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
HP 11/11
Fort +4, Ref +0, Will +5
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OFFENSE
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Speed 30 ft.
Melee Scimitar +2 (1d6+2/18-20 x2)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 12
Traits
Illuminator
Ex-Asmodean
Feats
Selective Channel
Alignment Channel
Skills (3 points; 2 class, 1 race, 0 INT)
ACP -6
Acrobatics -6
Appraise 0
Bluff +1
Climb -4
Diplomacy +7
Disguise +1
Escape Artist -6
Heal +3
Intimidate +1
Knowledge (history) +4
Knowledge (nobility)+4
Knowledge (planes) +4
Linguistics +0
Perception +3
Perform +1
Ride -6
Sense Motive +7
Spellcraft +0
Stealth -6
Survival +3
Swim -6
Use Magic Device +1
LanguagesCommon
------------------------------
SPECIAL ABILITIES
Ex-Asmodean: +1 to Spell DCs vs. Thrune agents and all worshippers of Asmodeus.
Illuminator: When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
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).
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).
1d6 Healing, 4/day
Domains: Good and Healing
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Protection from Evil, Cure Light Wounds
------------------------------
------------------------------
Spells| CL1
------------------------------
0th (at will): Guidance, Stabilize, Light
1st (3/day)Blessx2, Protection from Evil
------------------------------
GEAR/POSSESSIONS
Scimitar
Heavy Steel Shield
Scale Mail
Backpack
Bedroll
Belt pouch
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Holy symbols of Sarenrae
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 64 lb.
Money 58 GP 0 SP 0 CP
Until one day, where he was working to get some slaves ready to be auctioned off. Most of the time the slaves would merely whimper pathetically in the face of their upcoming fate or if they felt truly daring, try to plea for mercy or act defiant.
Except one slave that when they were being prepared for sale, they didn't show any fear or defiance in regards to what would happen to them, but instead they seemed to care more about the sake of their captors, telling them that "None of this will result in a good end for you."
They ended up being taken away for punishment until they were broken enough to be sold, or worse. Either way, Draco would never see them again, but their words and the look they gave him lingered enough to haunt him. He wondered how someone could care enough about another to look into the face of someone about to sell them off and try to warn them about what is coming for them, as if they're the ones that are doomed.
It shook the foundations of Draco's faith and everything he had been taught about the order the world ought to have. He left the faith, a move that forced his family to disown him entirely in order to save themselves from being punished by the church.
Without a family or a home, Draco lived as a wretch until a Shelynite felt pity for him and took him to their temple. There, he lived the Sarenites taking shelter in the temple, learning about their faith and belief in redemption. Eventually, he came to be a believer in the Dawnflower and while he himself is doubtful about whether he truly deserves redemption, he believes that the city deserves to be free from Cheliax and Asmodean rule.
The blurb for Ex-Asmodean says that as retaliation for leaving the church, the family gets exiled or executed, but I had the idea that they'd do the realistic thing and disown him in order to save their skins, which might make for a neat narrative moment later on. However, if that goes against the spirit of things too much, I can remove that detail and say they were simply exiled.
| Qunnessaa |
For point-buy purposes: 1d4 ⇒ 3
I've got a wizard in the works that I might like to try out. An elf with too many maxxed-out library cards and her nose in too many secrets. I think there's an elf gate canonically close to Kintargo that she might conceivably know about. :)
Planning ahead, might we be able to work out some sort of homebrewed variant multiclassing for the arcanist? (E.g., like this, maybe?) No rush, and no problem if that's too much trouble. I just haven't been able to figure out what I would ideally have in mind for her through stacking archetypes.
I have played in a couple of Hell's Rebels games before (up to about early into the third volume, I think), but I can keep past experience separate.
| Charlize Kudd |
Lapyd here with my submission - Charlize is a Chelaxian stonemason, part of the working class, commonfolk that is oppressed in Kintargo :)
Her profile has the backstory, sheet, and other details as I flesh her out :) still a work in progress, and happy to make any adjusts if needed. As I said before, HR is one of the few APs I haven't played or GM before - so excited to see it being proposed! I think some people in the past refrained from proposing it because of the special rulesets, or maybe to avoid Intrigue stories.
| Albion, The Eye |
Lapyd here with my submission - Charlize is a Chelaxian stonemason, part of the working class, commonfolk that is oppressed in Kintargo :)
Her profile has the backstory, sheet, and other details as I flesh her out :) still a work in progress, and happy to make any adjusts if needed. As I said before, HR is one of the few APs I haven't played or GM before - so excited to see it being proposed! I think some people in the past refrained from proposing it because of the special rulesets, or maybe to avoid Intrigue stories.
Abilities: Characters will be built on a 16-19 point buy (15+1d4) (variety is the spice of life, am I right?) No ability may be higher than 18 (prior to racial modifiers) and only one ability can be lower than 10 and that ability cannot be lower than 8 (prior to racial modifiers).
So I think you can't have a 7 in Cha for Charlize :/
(I believe she is human, right?)
| Albion, The Eye |
Albion, The Eye wrote:I'll actually let the GM reroll if they so desire. I should have rolled in my first post. Or maybe the GM can simply consider to use 1 for everyone that didn't roll immediately.Lapyd wrote:So lucky! Congrats on the 4!Rolling to build the sheet:
1d4 => 4
Or the second ;)
But fair enough, that is up to the GM!| Lapyd |
Charlize Kudd wrote:Lapyd here with my submission - Charlize is a Chelaxian stonemason, part of the working class, commonfolk that is oppressed in Kintargo :)
Her profile has the backstory, sheet, and other details as I flesh her out :) still a work in progress, and happy to make any adjusts if needed. As I said before, HR is one of the few APs I haven't played or GM before - so excited to see it being proposed! I think some people in the past refrained from proposing it because of the special rulesets, or maybe to avoid Intrigue stories.
Abilities: Characters will be built on a 16-19 point buy (15+1d4) (variety is the spice of life, am I right?) No ability may be higher than 18 (prior to racial modifiers) and only one ability can be lower than 10 and that ability cannot be lower than 8 (prior to racial modifiers).
So I think you can't have a 7 in Cha for Charlize :/
(I believe she is human, right?)
I believe you should probably focus on your own character. We're all still working through our characters.
| Seth86 |
Here she is, Ashen, or Ashe
Ashen
Human (Chelaxian) slayer 1 (Pathfinder RPG Advanced Class Guide 53)
N Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
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Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . short sword +4 (1d6+3/19-20) or
. . short sword +4 (1d6+3/19-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Double Slice, Two-weapon Fighting
Traits ex-asmodean, red mantis bleeding
Skills Acrobatics +4, Climb +5, Craft (weapons) +7, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +4, Stealth +4, Survival +4, Swim +5
Languages Common, Infernal
SQ track +1
Other Gear lamellar (leather) armor[UC], arrows (20), blunt arrows[APG] (20), dagger, short sword, short sword, shortbow, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork weaponsmithing tools, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), waterskin, whetstone, 5 sp
--------------------
Special Abilities
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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.
Track +1 Add the listed bonus to Survival checks made to track.
| GM Wulfson |
| 1 person marked this as a favorite. |
As long as you roll the dice here on the forums and incorporate it into your build, I'm good with letting the players roll whenever they can.
Albion is correct, no single stat can be lower than 8 prior to racial modifications. I'll be going over the early submissions this weekend and see what's what.
| Albion, The Eye |
Albion, The Eye wrote:I believe you should probably focus on your own character. We're all still working through our characters.Charlize Kudd wrote:Lapyd here with my submission - Charlize is a Chelaxian stonemason, part of the working class, commonfolk that is oppressed in Kintargo :)
Her profile has the backstory, sheet, and other details as I flesh her out :) still a work in progress, and happy to make any adjusts if needed. As I said before, HR is one of the few APs I haven't played or GM before - so excited to see it being proposed! I think some people in the past refrained from proposing it because of the special rulesets, or maybe to avoid Intrigue stories.
Abilities: Characters will be built on a 16-19 point buy (15+1d4) (variety is the spice of life, am I right?) No ability may be higher than 18 (prior to racial modifiers) and only one ability can be lower than 10 and that ability cannot be lower than 8 (prior to racial modifiers).
So I think you can't have a 7 in Cha for Charlize :/
(I believe she is human, right?)
Also fair - will do!
It is just a bad habit I have from being a PF DM, to look over (audit :D) other people's characters. I will refrain.| Aldizog |
Empiricist Investigator for your consideration. He's really good at forgery and at Knowledge skills. And pretty solid at Disable Device. And... that's about it, at least at 1st level.
Point Buy: 1d4 ⇒ 2 17-pt buy
Gold: 3d6 ⇒ (1, 1, 6) = 8 So the average 105 GP.
Tiefling (Grimspawn) Investigator (Empiricist) 1
CG Medium Outisider (Native)
Init +3; Perception +4 (+1 rank, +3 class skill); Darkvision
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DEFENSE
-----------------
AC 15, touch 13, flatfooted 12 (Armor +2, Dex +3)
HP 9 (1d8+1)
Fort +2, Ref +5, Will +2; Resist Fire, Cold, Electricity 5
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20)
Ranged Sling +3 (1d4)
-----------------
STATISTICS
-----------------
Str 10, Dex 14 (16), Con 12, Int 16 (18), Wis 12 (10), Cha 8
BAB +0; CMB +0; CMD 13
Feats Skill Focus (Linguistics)
Traits Historian of the Rebellion, Resilient
FCB Investigator +1 Skill Point
Skills (11 per level)
Perception 1 +4 (+5 vs traps)
Stealth 1 +8
Sleight of Hand 1 +9
Disable Device 1 +10 (+1 rank, +3 class skill, +3 Dex, +1 Trapfinding, +2 racial)
Linguistics* 1 +11/+13 (+1 rank, +3 class skill, +4 Int, +3 Skill Focus; +2 book in Kintargo)
Disguise 1 +3
Knowledge (Local)* 1 +8
Knowledge (Planes)* 1 +8
Knowledge (Arcana)* 1 +8
Knowledge (Religion)* 1 +8
Knowledge (History)* 1 +8
Background Skill
Knowledge (Nobility)* 1 +8
Knowledge (Engineering)* 1 +8
Languages Common, Abyssal, Infernal, Draconic, Elven, Orc, Celestial
Alternate Racial Traits Prehensile Tail, Light From the Darkness
Special Incorruptible (Corruption Resistance 1/day; hours/level if on self), Alchemy, Inspiration 4/day, Trapfinding +1
Extracts 1: True Strike, Shield, Adhesive Spittle, Disguise Self, Cure Light Wounds, Monkey Fish
Equipment (105 GP)
Pathfinder’s Kit (includes dagger) 12 GP
Book of Letters 50 GP
Thieves’ Tools 30 GP
Sling
10 bullets 0.1 GP
Leather Armor 10 GP
Remaining: 2.9 GP
| Delightful |
And here's Nyxia. Or at least here's her crunch. I got her speec'd as a pretty typical Cleric who do damage, heal, and support when needed. Just wanted to post it here so it might get a once over incase I missed something.
Fluff will be forthcoming in time but the basic brief is that she's a native of Nidal and a former Kuthite who found Nocticula and exiled herself to Kintargo to found a less murderous religious group in the city while also moonlighting as a singer in the opera.
Nyxia
Female half-elf cleric (hidden priest) of Nocticula (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +5
Immune sleep
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +5; +2 vs. enchantments, +2 vs. shadow spells and effects, -2 vs. evil spells
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/18-20) or
. . spiked chain +2 (2d4/18-20)
Ranged dagger +2 (1d4/18-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of darkness (1 round)
Cleric (Hidden Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, obscuring mist[D], shadow trap (DC 14)
. . 0 (at will)—detect magic, mending, stabilize
. . D Domain spell; Domains Darkness, Travel
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Blind-Fight, Weapon Finesse, Exotic Weapon Proficiency (spiked chain)
Traits diva in training, shadow dissident
Skills Craft (paintings) +5, Diplomacy +5, Heal +7, Knowledge (religion) +5, Perform (sing) +6
Languages Common, Elven, Shadowtongue
SQ elf blood, false arcanist
Other Gear scale mail, daggers (5), spiked chain, backpack, spell component pouch, waterskin, silver holy symbol of Nocticula, 22 gp.
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric (Hidden Priest) Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric (Hidden Priest) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (6/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
False Arcanist +2 (Ex) Gain +2 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Darkness (1 round, 6/day) (Sp)
| Rianna Tommas |
DBH here with my potential character.
Korva Tauranor. A Sorcerer with the Maestro bloodline.
I still need to work on her background a bit more, but see her as someone who starts with little real interest in all the trouble taking place.
She has the Pattern seeker trait and Staying up on current events as her reason for going to the protest.
Someone who has been poking around Kintargo to satisfy her curiosity until things go wild.
KORVA TAURANOR
Female Human (Chelaxian) sorcerer 1. NG medium humanoid (human)
Init +2; Senses Perception +5, Languages Common, Draconic
AC 12, touch 12, flat-footed 10
hp 7 (1HD). Fort +1, Ref +2, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +1 trait bonus on all saving throws against illusion effects.
Speed 30 ft. (6 squares)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Ranged sling +2 (1d4), within 30 ft. +3 (1d4+1)
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Base Atk +0; CMB +0; CMD 12
Special Actions Beguiling Voice 7/day (1 HD),
Known Sorcerer Spells (CL 1st):
1st (4/day) - color spray (DC 15) , mage armor (DC 15)
0th (at will) - dancing lights , detect magic , mage hand , prestidigitation (DC 14)
Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Special Qualities Bloodline Arcana (+1 caster level to spells with only verbal components),
Bonus Feat, Cantrips, Maestro Bloodline, Skilled, Spells, Weapon and Armor Proficiency,
Feats Eschew Materials, Point-Blank Shot, Precise Shot
Skills
Acrobatics +2,
Appraise +1,
*Bluff +8,
Craft (Untrained) +1,
Diplomacy +4,
Disguise +4,
Escape Artist +2,
Fly +2,
Intimidate +4,
*Knowledge (Arcana) +5,
*Perception +5,
*Perform (Sing) +8,
Perform (Untrained) +4,
Ride +2,
*Spellcraft +5,
Stealth +2,
Possessions Backpack, Common [ Grooming Kit; Mess Kit; Survival Kit (Common); ]; Belt Pouch [ String (50 ft.); Soap; Sewing Needle; ]; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ; Sling ;
Beguiling Voice (Ex) You can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature with no more than 1 Hit Dice. You can use this ability 7 times per day.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
Bloodline Powers You hear music whenever you cast spells, and can use the songs in your head to create magic effects.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Maestro Bloodline The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, your family's artistic bent shows itself strongly in your magic.
Maestro Bloodline ~ Bonus Spells
Pattern Seeker There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you've uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil's Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil's Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
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Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Any questions or problems let me know.