It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Welcome to my recruitment for Hell's Vengeance!

I've been a face-to-face GM for several years at this point. Over the last six months or so I've gotten hooked with play-by-post as a good way to scratch the itch of being a player that I don't get while GMing, and I've enjoyed it so much that I want to spread the fun and run a game now that I'm familiar with how it works. I'm able to post frequently and can support as fast-pased a game as the players are capable of maintaining. I'm not going to put a minimum requirement on posts/day because, as I've seen in the games I play in, posting frequency can be a fluid thing. I do ask, though, that if you know you won't be able to post something for more than a day that you give a heads-up beforehand. I'm looking for a group of five despicable villains interested in working for House Thrune.

Character Creation Guidelines:

The Hellfire Compact wrote:
The player characters should all be at least tacit supporters of House Thrune’s rule—far better if they harbor ambitions to work for House Thrune or the Chelish government in some way, even if only to increase their own power and prestige. At this point, however, the PCs are little more than amoral mercenaries, common street thugs, conniving con artists, diabolic dabblers, or petty criminals. They should either be residents of Longacre or ne’er-do-wells recently come to town, and have no qualms against doing bad things to good people. In short, they should be more than willing to be villains. In addition, the PCs should all have some reason to know an ambitious local crook named Cimri Staelish, who is eager to prove herself more than just the town troublemaker.

-Characer Level: Level 1, as per normal AP beginnings.

-Ability Scores: 15pt buy. No restrictions on the buy except what's presented in the table (i.e. can't buy lower than 7 or higher than 18). Default age category is adult. If you want something other than default, that could be arranged on a case-by-case basis. Ask me first, though.
-Races Allowed: All core and most "featured" from the ARG, except Aasimar or Drow. The wierder your race, the more compelling backstory you need. No "uncommon" races.
-Alignment: No good. No exceptions. Evil is preferred, but I'm open to characters that start neutral with the expectation that the moral event horizon is inevitable. That being said, characters should be willing to work with others. Just because you're evil doesn't mean you have to be stupid, and I don't want this to degenerate into a PvP-fest.
-Classes Allowed: Everything on the PRD except Ninja/Samurai/Paladin. Summoners must be unchained, all others may choose.
-Hit Points: Maximum for 1st level. Every level after that will use my HP house rule: each point of Con bonus adds extra dice to roll, from which you pick the best result. Example: a bard with 13 Con (+1 bonus) would roll 1 extra die for 2d8, take the better result, then add the +1 con bonus as normal. If said bard rolled a 2 and a 6, the end result would be +7 HP before favored class bonuses.
-Skill Ranks: Normal, but background skills from Unchained are available
-Traits: 2 traits, one of which must be a campaign trait from the Player's Guide. No drawbacks for extra traits, no exceptions.
-Starting Wealth: Average for your class.
-Resources Available: Most anything on the PRD. Emerging guns only, Technology Guide and Mythic Adventures are both out. No third-party stuff since I'm unfamiliar with it. Paizo books not on the official PRD count as third party for this restriction since I'm not familiar with them, with the exception of Inner Sea Gods because I own that one and can look things up in it. Additionally, while it won't come into play for a while, the spell Magic Jar from the CRB is completely replaced by Possession from Occult Adventures for all purposes and the former is considered to not exist.

How To Apply:

I appreciate that alias bloat is a real thing, and as such I do not require an alias for your application. Having one is fine, but doesn't grant any special consideration. That said, to consider an application complete there are a few things that I require:

-Backstory: It doesn't have to be elaborate -- your story is going to be building to the future -- but it needs a solid foundation upon which to stand. It should give a good idea of who your character is and how the character came to know and work with Cimri. I can help with this part, since the Guide doesn't say a whole lot about her. Please put your backstory in spoiler tags if it is more than a single paragraph long. This is the single most important part of the character. The more compelling the character presented, the more likely it will make the cut.

The Hellfire Compact wrote:
Who is Cimri? A sharp-tongued hellion with a penchant for drinking and long knives, Cimri has lived in Longacre most of her life. Recently, she’s gotten involved with some powerful, if shady, folks willing to spend well to advance their goals.

And a little more about Longacre:

The Hellfire Compact wrote:
In the better part of a century since House Thrune came to power, Longacre has changed little. Many of those who came to escape now find themselves prisoners of their own memories, entering their twilight years burdened with old scars and regrets. The families of the waning veteran population tend to either linger, knowing nothing but the town’s quiet life, or—in most cases—drift away down the Whisper River. A slow sort of pessimism taints the town, one that its ruler, Archbaron Darellus Fex, either hasn’t noticed or cares nothing about. Many residents seek one last adventure, one last chance to be great. These days, Longacre is coated in the dust of years, making it easy to ignore the powder keg hidden just beneath.

-Stat Block: This is second in importance to the backstory, but still quite important. If you're familiar with the standard Bestiary/NPC format, that is my preferred arrangement. If you get a stat block generated by a program (like Hero Lab or whatever) that's fine as long as it's coherent to read. See any of the character aliases associated with my profile for examples. This should definitely be in spoiler tags for length unless it's in an alias. Provide stat blocks for any animal companions, eidolons, familiars, phantoms, mounts, etc. They'll get their own alias during the game and will act on their own initiatives (except familiars, and unless they're currently being ridden or otherwise unable to act separately).

-Theme Song: Link to at least one song that really fits your character's ethos or personality, or makes good background music for them if instrumental.
-Sample Combat Turn: This can be in a separate post after everything else is done, but I'd like to see it in the format which I would like used during the game. For the purposes of this sample post, assume that your character is currently under the effects of inspire courage +1 or the spell bless. Note that, depending on what your character likes to do, some of this format might not make sense, in which case those parts should not be included. The specifics of what you do and who you're fighting are less important than making sure the format is followed. An example post that closely resembles this format can be found here.

1. Roll initiative (I'll usually do this for everyone during the actual game for speed)
2. Blank Line
3. Round # (1, in this case): Initiative Count # (what you rolled) in bold and bigger.
4. Blank Line
5. Descriptive text for your turn. Be creative, and bear in mind who your character is and what they do. What or who you're fighting is up to you. Make it interesting!
6. Blank Line
7. OOC-text summary of your turn in terms of rules elements. Spells cast should be formatted as a link to the spell on the PRD.
8. Blank Line
9. OOC-text summary of non-intrinsic bonuses/penalties to die rolls (if any)
10. Rolled dice, keeping any separate bonuses from item 9 as separate parts of a long chain, in the same order as listed in item 9.
11. Blank Line
12. Summary of Active Conditions. Use a spoiler to list any active conditions or modifiers you are recieving or providing here, along with a short description or link for an easy reference for everyone. This includes feats such as Combat Reflexes which change how the normal rules of combat function for your character.

Some Final Thoughts:

I'm more interested in recruiting a stable of really interesting villains than I am in recruiting a traditionally balanced party. Two of my home games get on just fine with the only arcane caster being a bard, for example. I want characters who will take the opportunity to work for Cheliax and run with it, using this interesting opportunity to its full extent. That said, there is one degree of villainy that is completely unacceptable for this game: Rape. Characters may not be the sort who perpetrate rape, nor may they be raped as part of their backstory. I have a pretty hefty tolerance for most everything else, but will give the chosen players a chance to offer other areas that would make them uncomfortable if included in the game. This is supposed to be fun, after all!

I'll be checking in as frequently to answer any questions and keep tabs. Recruitment will be open until two weeks from today: Tuesday May 3rd, 5 PM US-Pacific


Hmm I might actually be able to play that tielfing priest I had to abandon from Way of the Wicked...


I would lo-o-ove to play a Vigilante in Hell's vengeance. Social identity is the "mercenary's" manager, while the Vigilante identity takes out the trash.


Very, very interested.

I need to work on a background that would make this PC be 'evil' or at least 'amoral' and I'm thinking that 'bullied all his life' with a view of life sucks and everyone is out to get their own, sprinkled with some tough breaks, might just do it.

From a class perspective, I'm thinking witch, which goes nicely with 'runt, picked on when younger' theme.

Question: where is Longacre? Is it a port-city or close to a port city? I want this guy to be from Mwangi Expanse or Sargava and have him be a recently escaped slave.

Do you see any red flags in the above concepts that would preclude me from developing this further?

Thanks for hosting.


Fabian Benavente wrote:

Very, very interested.

I need to work on a background that would make this PC be 'evil' or at least 'amoral' and I'm thinking that 'bullied all his life' with a view of life sucks and everyone is out to get their own, sprinkled with some tough breaks, might just do it.

From a class perspective, I'm thinking witch, which goes nicely with 'runt, picked on when younger' theme.

Question: where is Longacre? Is it a port-city or close to a port city? I want this guy to be from Mwangi Expanse or Sargava and have him be a recently escaped slave.

Do you see any red flags in the above concepts that would preclude me from developing this further?

Thanks for hosting.

While Longacre itself is not on the coast, it's adjacent to the Whisper River which gets to the coast, and the coastal city of Remesiana, fairly quickly. I think Longacre is probably one of the best places in Cheliax for an escaped slave to try to start over, since a lot of people go there to disappear. I don't see any red flags so far.


derpdidruid wrote:
I would lo-o-ove to play a Vigilante in Hell's vengeance. Social identity is the "mercenary's" manager, while the Vigilante identity takes out the trash.

I think Ultimate Intrigue is out? I haven't had the chance to look through it at all, so unless they put it on the PRD in the next two weeks I'm going to have to veto the Vigilante, unfortunately


Leedwashere wrote:
Fabian Benavente wrote:

Very, very interested.

I need to work on a background that would make this PC be 'evil' or at least 'amoral' and I'm thinking that 'bullied all his life' with a view of life sucks and everyone is out to get their own, sprinkled with some tough breaks, might just do it.

From a class perspective, I'm thinking witch, which goes nicely with 'runt, picked on when younger' theme.

Question: where is Longacre? Is it a port-city or close to a port city? I want this guy to be from Mwangi Expanse or Sargava and have him be a recently escaped slave.

Do you see any red flags in the above concepts that would preclude me from developing this further?

Thanks for hosting.

While Longacre itself is not on the coast, it's adjacent to the Whisper River which gets to the coast, and the coastal city of Remesiana, fairly quickly. I think Longacre is probably one of the best places in Cheliax for an escaped slave to try to start over, since a lot of people go there to disappear. I don't see any red flags so far.

Great then! You will definitely hear from me again as I progress on the development of this PC.

Game on!


Leedwashere wrote:
so unless they put it on the PRD in the next two weeks I'm going to have to veto the Vigilante, unfortunately

As of this weekend I believe the class was added to the PRD along with all its bits and pieces. Not sure about the whole rest of the book though.


derpdidruid wrote:
Leedwashere wrote:
so unless they put it on the PRD in the next two weeks I'm going to have to veto the Vigilante, unfortunately
As of this weekend I believe the class was added to the PRD along with all its bits and pieces. Not sure about the whole rest of the book though.

I'm not seeing it. Can you give me a link?

Dark Archive

Maybe.


I'm not especially familiar with the PRD, but I've had the idea for an infernal sorcerer going into Hellknight Signifer and/or Diabolist over time for quite a while now. Would I be right to assume that neither of those PrCs are available for this?


Newbonomicon wrote:
I'm not especially familiar with the PRD, but I've had the idea for an infernal sorcerer going into Hellknight Signifer and/or Diabolist over time for quite a while now. Would I be right to assume that neither of those PrCs are available for this?

Yeah. While those sound really flavorful for this AP, I'm not familiar with the source from which they come. I have to draw the line somewhere, and I think the PRD is the best place to draw it. Sorry!


Okay Thinking of two characters.

First is a barbarian who is 'Angry for House Thrune!' ALL ANGRY ALLL THE TIME! A part time stonemason who likes chiseling and strengthening fortifications, he uses a Earthbreaker in the shape of a spiked fist.

Second is odder. Halfling Apocolypse Oracle who secretly preaches to halflings not to continue having children so that their generation is the last to suffer as slaves. Why is he helping Thrune? Cheliax is where he can spread his dogma the best. Helping Thrune doesn't matter in the long run since Thrune will end sooner or later(Groteus worshipper) He follows behind like a good little slip(Even though he isn't) and will aid the party while staying hidden(Perhaps looking for a permenant Sanctuary spell later on) Killing other halflings as a last resort is okay since they will be free from bondage.


Sounds like you're not allowing Paizo material found on d20pfsrd, which is really unfortunate. There's a lot of great stuff out their for villains in the various player's companions and campaign setting books, which are not on the PRD due solely to them containing intellectual properties of Paizo(anything from Golarion is not allowed on the official Paizo PRD. Inner Sea World Guide, Inner Sea Gods, books on Cheliax, etc).


MannyGoblin wrote:

Okay Thinking of two characters.

First is a barbarian who is 'Angry for House Thrune!' ALL ANGRY ALLL THE TIME! A part time stonemason who likes chiseling and strengthening fortifications, he uses a Earthbreaker in the shape of a spiked fist.

Second is odder. Halfling Apocolypse Oracle who secretly preaches to halflings not to continue having children so that their generation is the last to suffer as slaves. Why is he helping Thrune? Cheliax is where he can spread his dogma the best. Helping Thrune doesn't matter in the long run since Thrune will end sooner or later(Groteus worshipper) He follows behind like a good little slip(Even though he isn't) and will aid the party while staying hidden(Perhaps looking for a permenant Sanctuary spell later on) Killing other halflings as a last resort is okay since they will be free from bondage.

They both sound interesting, though I have a question about the second. I can't seem to find Apocalypse Oracle, is that a mystery or an archetype and which book is it in?


Monkeygod wrote:

Sounds like you're not allowing Paizo material found on d20pfsrd, which is really unfortunate. There's a lot of great stuff out their for villains in the various player's companions and campaign setting books, which are not on the PRD due solely to them containing intellectual properties of Paizo(anything from Golarion is not allowed on the official Paizo PRD. Inner Sea World Guide, Inner Sea Gods, books on Cheliax, etc).

I agree it's unfortunate, though I'm going to stick to my guns here to limit the amount of stuff I have to learn, mechanics-wise. Any flavor or Golarion information in those books is fine to use, though, and the mechanics stuff in Inner Sea Gods is expressly permitted because I'm already familiar with the contents of that book, since I own it.


Vigilante on the PFSRD


derpdidruid wrote:
Vigilante on the PFSRD

That's not the SRD he's using, I'm afraid.


Ah I see its not on the paizo SRD then.


Yeah. It's a shame, because after my sorcerer, I considered a vigilante, but that's ALSO not on the PRD, and I honestly can't think of another character idea that speaks to me. I thought maybe a mesmerist, but that's not really exciting me.

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So it looks like the only thing from the Player Companion and Campaign Setting lines that is in play is Inner Sea Gods and then the books available on the PRD are what's available for regular rule books, correct?


Leedwashere wrote:
MannyGoblin wrote:

Okay Thinking of two characters.

First is a barbarian who is 'Angry for House Thrune!' ALL ANGRY ALLL THE TIME! A part time stonemason who likes chiseling and strengthening fortifications, he uses a Earthbreaker in the shape of a spiked fist.

Second is odder. Halfling Apocolypse Oracle who secretly preaches to halflings not to continue having children so that their generation is the last to suffer as slaves. Why is he helping Thrune? Cheliax is where he can spread his dogma the best. Helping Thrune doesn't matter in the long run since Thrune will end sooner or later(Groteus worshipper) He follows behind like a good little slip(Even though he isn't) and will aid the party while staying hidden(Perhaps looking for a permenant Sanctuary spell later on) Killing other halflings as a last resort is okay since they will be free from bondage.

They both sound interesting, though I have a question about the second. I can't seem to find Apocalypse Oracle, is that a mystery or an archetype and which book is it in?

Whoops, it is not on the PRD, but the other one. I guess a Bones oracle could work just as well.

"You just found out you were expecting? Oh dear. Take this mixture, you will feel nauseous and there will be discharge, but soon you will be well."


Zahir ibn Mahmoud ibn Jothan wrote:
So it looks like the only thing from the Player Companion and Campaign Setting lines that is in play is Inner Sea Gods and then the books available on the PRD are what's available for regular rule books, correct?

Exactly correct. Though any non-mechanical flavor insight added by books that pertain to the campaign setting are fine for connecting yourself to the world.

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This being Cheliax, I assume tieflings are good to go without some extraordinary backstory, right?

Assuming the first question is a "yes" then how about the Variant tieflings from Blood of Fiends. I'm guessing this is a "no" but it can't hurt to ask.


dotted!
Will create a character ASAP


I am running this AP currently, but I would like a chance to play in it. I can keep player and character knowledge separate I believe.

Dark Archive

I have an Asmodian Infiltrator Inquisitor I am willing to submit to the group. She could be acting openly but concealing her identity to those outside of the party, or she could be pretending to be a mercenary in order to act as a spy for the church of Asmodeus to test the loyalty of this bunch of unscrupulous mercenaries. Its up to you to decide what would work best.

And 15 point buy! That is way too low, especially for characters that require multiple stats like Inquisitors, Monks and other classes that need multiple stat scores to function. I had to take Dual Talented to even be competent!


Yes! I've been waiting for another Hell's Vengeance recruitment to come up! Here's a character I built for a previous recruitment: a human Brawler (Strangler). Definitely just coming off of being a petty criminal and looking to join up with Throne for the chance to get his hands on some throats.


This is GM Gathrix's submission.


Zahir ibn Mahmoud ibn Jothan wrote:

This being Cheliax, I assume tieflings are good to go without some extraordinary backstory, right?

Assuming the first question is a "yes" then how about the Variant tieflings from Blood of Fiends. I'm guessing this is a "no" but it can't hurt to ask.

Both assumptions are correct


GM-Gathrix wrote:
I am running this AP currently, but I would like a chance to play in it. I can keep player and character knowledge separate I believe.

I'm fine with that


Amanda Malburne wrote:

I have an Asmodian Infiltrator Inquisitor I am willing to submit to the group. She could be acting openly but concealing her identity to those outside of the party, or she could be pretending to be a mercenary in order to act as a spy for the church of Asmodeus to test the loyalty of this bunch of unscrupulous mercenaries. Its up to you to decide what would work best.

And 15 point buy! That is way too low, especially for characters that require multiple stats like Inquisitors, Monks and other classes that need multiple stat scores to function. I had to take Dual Talented to even be competent!

I'd say you should have no fear for acting openly, but I'm sure catching heathens is easier when they don't know who you are. It's really up to you, since I think both are fine.

As for the point buy, I'm basing that on the AP expectations and the fact that I'm recruiting larger than I'd really like. If someone ends up dropping out, I'll let those who are left retroactively improve their buy rather than recruiting another.


I'm quite liking the submissions so far! Don't forget about the sample combat turn or theme songs

The submissions so far:

  • Amanda Malburne - LE Infiltrator Inquisitor of Asmodeus (still need sample turn and song)
  • Boaz the Breathless - NE Strangler Brawler (still need sample turn and song)
  • Nikolai Sarini - LE Court Bard (still need sample turn, but loved the choice of song)

Dark Archive

Ok I've got a theme song that might be good for my character. Here is the link.

Theme Song


Dot

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Leedwashere wrote:
  • Amanda Malburne - LE Infiltrator Inquisitor of Asmodeus (still need sample turn and song)

I recommend the Inquisition song from History of the World Part 1.


Leedwashere wrote:
Boaz the Breathless - NE Strangler Brawler (still need sample turn and song)

Sorry about that. Forgot that part, I was so excited. Haha.

Sample Turn:
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Round 1, Initiative Count 11

With his prey standing mere feet away from him, Boaz quietly steps forward, shifting his weight to assume a familiar stance. His hand lashes out like a striking snake, seeking a grip around the rebel's wrist, while his other arm extends over his opponent's shoulder to put him in an under-arm headlock. He applies the ends of his Dan Bongs in the rebel's wrist and throat, finding the perfect points to bring the man under his control.

5ft step into threat range, Martial Flexibility to gain Improved Grapple, Grapple Check

Grapple check with +2 bonus from Improved Grapple, +2 bonus to grapple with Dan Bong
Grapple: 1d20 + 4 + 2 + 2 ⇒ (15) + 4 + 2 + 2 = 23

[spoiler=Conditions]Grappled and Bless

[/spoiler]


Dotting for interest! Right now I'm considering an Isgeri orphan from the Sisters of the Golden Erinyes for an interesting take on the monk.

Btw, loving the musical interludes. The Heavy is my favorite band of the moment, and have been since they released The House that Dirt Built.


Applying with Davy Dagaroth, a charming swashbuckler who pretends to be your friend! A bon-vivant who doesn't mind siding with House Thrune to get what he wants.

The backstory is more ellaborate than that, I'll include it in the profile once I have the time to write it down.


Combat, This is in my profile also
Roll initiative: 1d20 + 5 ⇒ (9) + 5 = 14

Round # 1 Initiative 14

Feeling the blessing of the infernal powers surge through him, Nikolai is inspired to mock his would be attackers for their sheer futility.

Bardic Performance Satire -1 to enemy attack, damage, and save vs fear or charm

No Bonuses
Dice would go here: 1d1 ⇒ 1

Active effects :


Is Variant Multiclassing from Unchained in? You didn't mention it, but Unchained is on the PRD, and you specifically included Background Skills, so I thought I'd ask.


The Dread Pirate Hurley wrote:
Btw, loving the musical interludes. The Heavy is my favorite band of the moment, and have been since they released The House that Dirt Built.

Glad to hear it! I'm planning on doing the same sort of thing during the campaign when introducing new NPCs or locations. It's the closest I can come to the playlists I like to put together for my home games.

-------------------------------------

Submissions So Far (Updated):

  • Amanda Malburne - LE Infiltrator Inquisitor of Asmodeus (still need sample turn)
  • Boaz the Breathless - NE Strangler Brawler (complete)
  • Nikolai Sarini - LE Court Bard (complete)
  • Davy Dagaroth - NE Inspired Blade Swashbuckler (still need background and sample turn. Cool song, I hadn't heard that one before!)


The Dread Pirate Hurley wrote:
Is Variant Multiclassing from Unchained in? You didn't mention it, but Unchained is on the PRD, and you specifically included Background Skills, so I thought I'd ask.

Sure, though it's an either/or scenario with regular multiclassing.

EDIT: for anyone thinking about multiclassing, feel free to choose whether regular or variant works better for your concept, then stick with it

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So none of the Hellknight prestige classes will be available I take it. Will a character have the opportunity to become a Hellknight?


Zahir ibn Mahmoud ibn Jothan wrote:

So none of the Hellknight prestige classes will be available I take it. Will a character have the opportunity to become a Hellknight?

Actually, that opportunity to join them will be available for sure. In fact, there are opportunities to achieve the devil-slaying prerequisites with the proper witnesses is hard-coded into the parth as early as book 2. Now that I'm into the process of reading The Inferno Gate, I'm finding that several NPCs are using Hellknight prestige classes. Since I'm going to have to become familiar with those anyway to understand them, to use them properly, I'm going to make that an exception to the PRD-only rule. By the nature of prestige classes, though, that shouldn't have much of an effect until later, I think.

I'm aware that this is a reversal of a call I made upthread. I've read through more of the AP since then.

If anyone who has already submitted wants to tweak their characters with that knowledge, feel free and let me know when you do so I can take a look. I'm hoping that they'll make the prestige classes available on the PRD, but thank you to those who linked to the other PRD since it's made it findable for me in the mean time.

EDIT: Also, as a heads-up, as far as I've gotten in reading through the adventure, the three with the most involvement so far are Orders of the Pike, Rack and the Godclaw, though the latter has been all but eradicated by the Glorious Reclamation as part of the setting of the table for this AP

Sovereign Court

I've been trying to find an AP for my Dark Tapestry Oracle. I'll get him rolled up this week. Thanks for getting the game started Leedwashere!

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Next question: the Chelish Nobility Campaign Trait. Among its benefits is the ability to take Noble Scion without the Charisma requirement.

However, that feat is from a forbidden source.

Is there an alternate boon for that Trait to give?

Dark Archive

May I present Benzin Grimmle - Oracle of the Dark Tapestry

Background:
The funny thing about thoughts is how easy they are to sell to the right person. Benzin loves the feeling of probing into an unsuspecting mind especially when he finds dark thoughts that can be sold to the authorities. Cheliax may be a land of laws but law thrives on the existence of chaos and Benzin walks the line between the two to both profit and feel alive. What is the true measure of a gnome if not the controlled chaos of their experiences?

Benzin's ancestors, when making the journey from the First World, crossed the barrier as a denizen of the Dark Tapestry reached out from the cosmos to understand the connection between the two worlds. Hundreds of years later, Benzin is now haunted by a long dead family member that died from uncontrollable madness. Benzin does not necessary know where his increased magical prowess comes from but he intends to exploit his abilities for as much power and gold as possible.


I'd rather not create an alias just yet, but here's my submission.

Sister Ismene, Devil Nun of Isger:
Sister Ismene
Female human monk (uncahined) 1
LE Medium humanoid (human)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12
HP 11 (1d10+1)
Fort 3, Ref 3, Will +2
Defensive Abilities AC Bonus
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5 (1d6+3) or flurry of blows +5/+5 (1d6+3)
Ranged shuriken +2 (1d2+3) or light crossbow +2 (1d8)
Special Attacks flurry of blows, Stunning Fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Traits Asmodean Acolyte, Reactionary
Skills Acrobatics +5, Climb +7, Diplomacy +4, Knowledge (history) +4, Knowledge (planes) +1, Knowledge (religion) +5, Perception +2, Profession (farmer) +6
Languages Common, Infernal
SQ
Gear

Background:
Born in Isger during the tumult of the Goblinblood Wars, Ismene was orphaned as a baby and left in the care of the Sisters of the Golden Erinyes. She was babtized in unholy water and raised under the strict discipline of Hell, administered with zeal by the nuns. Her many mothers were not warm or nurturing, but they kept her safe from the chaos of the outside world and taught Ismene to defend herself. In time, she learned that the perfect law of Hell, while harsh, kept society safe from anarchy. Having witnessed the destruction wrought throughout Isger by the Wars, Ismene grew to appreciate the Asmodean doctrine. Its cold, unfeeling justice comforted her and gave her life purpose; she pitied those who clung to their notions of freedom. Couldn't they see that they were merely trading sureness for uncertainty, enslaving themselves to the whims of 'fate'?

As the years passed, Ismene grew into a devout young Asmodean while what was left of Isger struggled to put itself back together. When she finally came of age, she eagerly took the vows that brought her into the fold as a Sister, eager to repay the nuns for all that they had done for her. To her surprise, she was not to be staying at the orphanage that raised her. The needs of the Isgeri orphanages were waning as the glut of orphans from the Goblinblood Wars was beginning to taper off. Instead, many of the young nuns would be sent back to Cheliax to aid in missions there.

At first, Ismene was apprehensive about this mission, but she accepted it without complaint. She owed her life to the Sisters, and House Thrune by extension, and she would do whatever she could to serve the Empire. Now attached to the Asmodean temple in Longacre, Sister Ismene seeks to make good on her vows. Disgusted with the undercurrent of dissent and rebellion in the small town, she stands ready to dispense Hell's justice on the ungrateful isurgents who would see Cheliax plunged back into civil war.

Sample Combat Turn: A Friendly Demonstration of Hamatulatsu

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Round 1: Initiative Count 23

Sister Ismene bows to the opponent before her, a Hellknight armiger. She takes a deep breath to center herself, feeling the energy flowing through her body. She bends her knees slightly, preparing to spring into action. Her face is expressionless as she sizes up her opponent. Young. Arrogant. Terrible stance. Strong frame, but his joints look weak. Chanting in Infernal, she aligns her energies for her opening salvo. The Hellknights were about to get a demonstration of the power of Hamatulatsu.

When the call goes out to begin the match, she darts forward, closing the distance between the combatants in the blink of an eye. Before the surprise can register on her opponent's face, she drives her fist into his solar plexus, finishing her chant and releasing the infernal energy into her victim's body.

Declaring use of Stunning Fist. Move action to move 15'. Standard action to attack with unarmed strike and Stunning Fist (DC 13 vs. Fort save).

Active bonuses: bless (+1 to attack rolls and saving throws vs. fear)
Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Active Conditions:

Theme song

Some notes - I don't have HeroLab or anything, so the stat block was hand-typed. It should be correct, but I'd be happy to fix any discrepancies. I haven't finalized gear selection yet. Finally, I don't really know anything about Cimri, so I'm not yet sure how to work her into Ismene's story.


Okay Here are the starts and back ground of Trevor Culexes

Trevor:

Full Name : Trevor Culexes

Race: Halfling

Classes/Levels Oracle(Bones) 1

Gender : M

Size : S

Age 20

Special Abilities :

Alignment: LE

Deity : Groteus

Location : Cheliax

Languages :Common,Halfling,Infernal

Occupation : 'Healer'

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 16 (+3)
Height: 3' Weight: Average Hair: Brown Eyes: Brown
Favored Class: Oracle(Skill)
EXP: 0
Hit Points: 10
Spd: 20
Init: +2
AC: 16 (+2 armor shield +3 Dex +1 Size)/Touch 14/FF 13)
BAB: +0
CMB: -2
CMD: 12
Saves: Fort +3 Ref +4 Will +3 +2 vs. Fear

Weapons:
Dagger +0 1d3-1 19-20/x2
Sling +4 1d3-1 50 feet

Skills: 5/level
Heal (1+3 FCB ) 4
Bluff (1+3 Ability +3 FCB +1 Trait)8
Stealth( 1 +3 Ability +3 FCB +4 Size) 11
Diplomacy (1 +3 Ability +3 FCB) 7
Perception (1 +2 Racial) 3

Background skills 2/Level
Craft(Carpentry) (1+3 FCB) 4
Craft(Alchemy) (1+3 FCB) 4

Feats: Point Blank Shot(+1 Hit/Damage to targets within 30 feet)
Traits:Good Slip +1 Bluff. Bluff is class skill 1/day when next to a human of Chelish descent, reroll will save.Well Informed+1 Diplomacy to gather info.Diplomacy is class skill
Special Abilities:SmallHalflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks,FearlessHalflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.[b]Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Oracle Curse Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
RevelationsArmor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
spells per day Unlimited/4////
Known DC 13+Level
0. Stabilize,Detect Magic,Light.Guidance
1. Cure Light Wounds(Mystery),Murderous Command,Sanctuary
2
3
4

Equipment
Healer's Kit (50 gp) 10 uses
Oracle's Kit (9 gp)
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Dagger (2 gp)
Sling
20 sling bullets (2 sp)
Leather armor (10 gp)
33 gp 8 SP

Description: Trevor keeps himself neat and unobtrusive as possible. His hair is kept short and free of any decorations and his shirt and pants are dull browns with a plain brown cloak. He does have several tools he keeps for carpentry and enjoys whittling.

Background: Trevor was born to slaves and thus became a slave. Working in the kitchen day after day eventually became assisting in an infirmary and thus it seemed that Trevor would become yet another one of the endless slips that were held in thrall to Thrune. Trevor however, had a very odd mission come to mind and a rather disturbing way of helping his fellow
halflings achieve freedom. Trevor was no grand rebel, ferrying his kin by hidden roads to Bellflower safehouses and to safety. Instead, his heart, as empty and resigned to his toil came to understand the inevitable end of everything and sought to preach this to other halflings that could not rid themselves of their yoke; let themselves be the last generation of
their line live in slavery. Bear no children and if able to, end their pregnancies with one of his drinks for a somewhat uncomfortable but endurable termination. If they could escape, fine, start your family but let not the chain or rope bind your line any further.
Trevor doesn't expect to have any great effect and expects his mission to be just a tiny speck of dust swallowed by the void, just as he expects Thrune to one day crumble to ash until all is silent under the face of Groteus. He is thinking of a way to introduce 'Mercy splinters' to his fellows. Sharpened shards of wood that are perfect for opening a vein if their lives
become unbearable. But again, he doesn't really expect it to catch on.
With humans, Trevor is quiet and softspoken, never speaking unless spoken to unless danger looms("My goodness, there seems to be a large bear objecting to our presence.") with halflings, he is courteous and will lend an ear to listen to worries. He will slip in some tidbits of his philosophy to them and if any seem planning on starting a family, will become somewhat more
animated and caution against it.
Theme Music Ashes seek Embers


Sample combat, an avoidance of close combat.
Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Round 1 Initiative 12

Trevor's head jerked up as the bandits erupted from their ambush spots in the woods. His voice slipping into the infernal tongue that emerged during times like these, Trevor chanted a few words and he seemed to become even more unnoticed in the swirling melee.
Casting Sanctuary. DC 14 to attack Trevor

Active effects:
Bless

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