GM Dak - Hell's Rebels Recruitment


Recruitment


Greetings all! I am looking to fill at least 1 open spot in a brand new Hell's Rebels PbP campaign. I currently have a party of 4, composed of friends I play a regular VTT game with. I will preface this by saying that 3 of us are adept at PbP, the other 2 are new to it. So keep that in mind. Current classes include:

Flying Blade Swashbuckler
Mindchemist Alchemist
Cleaner Slayer
Sanctified Slayer/Urban Infilitrator Inquisitor

I will be giving priority to a focused caster over other classes (Cleric, Sorc, Wizard, Witch, Oracle, etc)

Info about how I run games, about myself, house rules, etc can be found in the campaign section for reference. I would like to wrap up recruitment by 5/20. Below are the character creation guidelines for this game. I look forward to reviewing what you all come up with!

Starting Level: 1st level
Stats: 20 Point Buy, no stat below 10 or above 18 before racial modifiers
Alignment: Non-Evil, preferably non-lawful unless you have good RP reason to be rebelling instead of following the law of the land
HP: Max for 1st level; after, half + 1 + Con
Classes: Anything except Occult classes, Gunslinger, Synthesist Summoner, prioritizing pure casters
Races: Preferably Core, Tiefling or Tengu. You can play something else but as you are likely trying to stay out of the authorities eyes, there may be penalties for not being able to blend in.
Drawbacks: 1 Drawback allowed but you need to make sure you incorporate it into your character
Traits: Up to 3 if you have a drawback, one must be a campaign trait.
Wealth: 180 gp.
Background: If you are not native to Kintargo, there needs to be a good reason why you would be there during martial law that would also make sense why you would take part in a rebellion. Feel free to know other party members, but you can also be strangers. Some important questions to consider:

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can, if not what part of town at least)
2) What do you do for a living? (This doesn't have to equate to a skill, but it can, especially if you want to do downtime things to try and earn money)
3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of?
4) If you take a drawback, why does your character have that drawback?
5) Do you have any family in Kintargo?


PERHAPS A BARD TO SMITE INJUSTICE?


Dotting, have a Cleric of Iomedae into Holy Vindicator concept that I've been chomping at the bit to run in a Hell's Rebels.

RPG Superstar 2012 Top 32

Are you running this as a VTT game or a regular PbP?

I have an idea for a ‘priest’ of Nethys I’d really like to play (it’s an unusual build that ends up mostly a wizard but with some minor divine casting too)


@Beorn A bard could work.

@Frightmare Hope you plan to conceal your holy symbol, Iomedae is not too popular in Cheliax these days. :P

@Nate It is pure PbP, but I use Roll20 for maps and tactical positioning during combat.


HERE IS AM TO SAVE THE DAY!!!!!!

Write up in profile


I was looking at a Hidden Priest for that very reason and it all ties together into the backstory.

Grand Lodge

What kind of timeline are you working on to make a decision? I have a tiefling shaman (slums spirit) in mind for this AP, but need to flesh it out.


@Bristor Want to finalize a decision by the 20th.

Grand Lodge

I swear I can read. Should be able to have character up tomorrow late morning.

Another question: any particular areas of weakness for group? Just wondering about where traits might fill in gaps in knowledges, UMD, social skills, etc.


Tried this character in another Hell's Rebels game that didn't get past the first scene.

Presenting Farrina the Fabulous, human wizard (illusionist).

Hey Beorn! How goes it. :)

Dark Archive

Definitely interested in playing a CG Exploiter wizard, the ultimate rebel/rule-breaker. I'll work up a complete concept tomorrow.


@Bristor The only gap I currently see is in the knowledge areas, the only ones covered so far are Arcana, History, Planes, Local.

@Farrina Thanks for the submission!

@Aether Looking forward to it.


Dotting, I've had an unclaimed summoner build floating around in my head for ages. I'll try and get something up tonight.


@Alexgndl Look forward to it

@Bristor 1 Tiefling, 1 Half-Orc, 1 Aasimar, 1 Human. Currently 2 ex-azmodean's, 1 natural born leader and 1 urban sleuth.


Dotting


Bristor's humble submission:

Vyrsketsky (Veer-SKET-skee) isn’t sure at what age he learned to sneak into the opera house to hear performances. Or when he realized he could move through Kintargo more easily than most. Or when his friend, the rat Gratnik, began speaking to him. Kintargo sings to him, telling a story of the city it could be. This connection to the city hasn’t gotten unnoticed by his neighbors, and Vyr is something of a leader in his part of the tiefling slum known as Devil’s Nursery. Fellow tieflings come to him for advice, and he’s been known to solve problems and use his fledgling magic to help. He bounces among different menial jobs, enjoying the experience of visiting different parts of the city for each.

Kintargo is his home, despite not being universally accepted by all due to his heritage. That’s why he looks up to Strea Vestori, and hopes for a day when tieflings can come out of the slums. While the arrival of Barzilai Thrune has changed the song of the city, with Gratnik’s encouragement, Vyr does not despair. He sees this clumsy despot as a catalyst for change, and believes with Milani’s guidance Kintargo can be the city it’s meant to be. He planned to approach the Rose of Kintargo, but not before Thrune arrived and now the organization has gone silent. He’s eager to find others to work with for the goal of a free Kintargo.

GM Dak: Stat block in spoiler below. If you were to select Vyr, I’d like to talk with you about perhaps getting rid of his familiar in exchange for something more like Speaker of the Past archetype, where the shaman communes with ancestors. In this case, it would be with the city itself. Not sure what the trade-off would be, but looking at cartomancer witch and zeitgeist binder spiritualist for ideas. Also would need to choose a reason to attend the protest. Would like to have it mesh with others, but thinking “protest the government” or “tagging along” if it makes sense I might know another PC (but with more of an interest in making sure things remain calm than the ambivalence the player’s guide implies).

Vyr’s stat block:

Vyrsketsky
Demodand-spawn tiefling shaman (slums spirit) 1
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +6
Defensive Abilities share will; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged sling +2 (1d4)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—bear's endurance
Shaman Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), cure light wounds; charm person[S] (DC 15)
0 (at will)—daze (DC 14), detect magic, stabilize
S spirit magic spell; Spirit Slums Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats: Improved Initiative
Traits: dangerously curious, star struck (Strea Vestori)
Skills: Bluff +1 (+6 to tell a lie), Diplomacy +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +5, Use Magic Device +6
Languages: Common, Infernal
SQ: beguiling liar, doors to everywhere, prehensile tail, spirit animal (rat named Gratnik)
Combat Gear: acid, alchemist's fire, vermin repellent; Other Gear studded leather, morningstar, sling, cards, chalk, sack, twine (50'), waterskin, wooden holy symbol of Milani, 109 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Beguiling Liar +4 to Bluff to tell a lie.
Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +2 to Fortitude saves
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spirit Animal (spirit animal (rat named Gratnik)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

Grand Lodge

Looking into an Arcanist of sometype


Just a couple more days left if you plan to submit something!

Current list of submitted characters:

Beorn Half-Orc Bard
Farrina Human Wizard
Vyrsketsjy Tiefling Shaman

Just to note, I will do some prelude story leading up to the night of ashes and the protest, before the official start. While these won’t be meant as start of the game, people can definitely describe what they are doing during these events, potentially giving more opportunity for party members to meet before the protest (actual start of game).


Definitely interested in applying. I am putting together a Tiefling Alley Witch from the Devil Nursery area of Kintargo, for your review. I should have it for you before the end of the day.


Dathom here applying with Sarvin Half-Horn. I still need to finish outfitting him, but everything else should be ready for review in the profile


Keeping a close eye on this thread to see what potential group members are out there. Looking good so far! :)

Dark Archive

Backstory is in the hero lab stat block below.

Sorix Seraxis, human Exploiter Wizard:
Sorix Seraxis
Female human (Chelaxian) wizard (exploiter wizard) 1 (Pathfinder RPG Advanced Class Guide 133, Ultimate Wilderness 210)
CG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2
Defensive Abilities share will
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . gauntlet +0 (1d3)
Special Attacks arcane reservoir (1/4)
Wizard (Exploiter Wizard) Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), grease
. . 0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Scribe Scroll
Traits azlanti scholar, magical lineage, historian of the rebellion
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Spellcraft +8, Stealth +2
Languages Azlanti, Common, Elven, Halfling, Infernal, Shadowtongue, Strix
SQ zealous
Combat Gear scroll of enlarge person, scroll of infernal healing (x5), scroll of magic missile (x2); Other Gear haramaki[UC], dagger, gauntlet, backpack, bandolier[UE], belt pouch, ink, inkpen, journal[UE], silk rope (50 ft.), spell component pouch, wizard starting spellbook, 26 gp, 4 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
--------------------
Sorix Seraxis grew up in the hinterlands north of Kintargo near the border with Nidal, where her family still resides. She was born into the underground cult of Desna who actively opposes the Kuthite government of Nidal. Her family and network have been waging an underground resistance against the Umbral Court practically from the moment it took control of the nation. As a devout follower of Desna (Zealous drawback), freedom is one of Sorix’s most fundamental principles.

Astoundingly bright from a very young age and intensely interested in the arcane, Sorix came to Kintargo as an adolescent to begin her formal education in the magical arts as an apprentice under the court wizards of Count Auxis Aulorian. There, she earns her keep as a scribe and assistant to the court wizards and as a tutor and nanny to the Aulorian children.

The recent events and takeover of Kintargo has made Sorix decide enough is enough, and it’s time to act. Rumors of the Silver Ravens have intrigued her immensely, as she’s already very familiar with life as a member of an active resistance (Historian of the Rebellion campaign trait). She’s attending the protest hoping to meet the Silver Ravens and intends to ally with them as soon as possible. She was recently contacted by a friend of a friend who instructed her to look for a man there wearing one black glove on his right hand and no glove on his left hand.

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Alright, my Cleric is done. Ended up dropping Hidden Priest as his story took on more of a "rogue priest who says f&!+ it and does vigilante acts of goodness before absconding into the night" instead, and with how I'm building him it felt like having the buffing potential from both his domains felt better than some small skill bonuses when he doesn't have the points to really invest into that feature anyway. Hope you dig him.

Background:
Living in Kintargo had given Colm what he felt was a very unique experience, as far as a life in Cheliax went. It was still a Chelish city, still rife with devil worship, but it had a certain freedom and culture to it that could not have flourished under the more oppressive and brutal of cities. At least, it had been, until Barzillai Thrune took over the city, seized the opera house and shut down all of its performances, and began to press what freedom the city had been able to muster under a steel boot heel. Everything about Kintargo that Colm had felt made it a city worth living in was gone, and the faults behind it? His own faith.

When Colm Ceannair was born, he had a myriad of scars all over his body, and the doctor who delivered him had no idea why. Through his childhood, he had a strange relationship with health, finding it was easy for his scars to open up and bleed, but also that he rarely caught sicknesses, even when a flu tore through the rest of his family. Healers could not find anything wrong with him, and as the fifth of six children, that reassurance was enough for his parents to not drag him across Golarion in pursuit of someone who could help him. For years, he simply went about his childhood and learned how to bake, his parents both bakers who wished for their children to take over the job. The quiet little storefront, Hearts and Flours, fit the eclectic nature of Old Korvosa, and the family lived up on the second floor, rising up before the dawn to begin preparing the day's loaves. It was a modest upbringing, but generally free of trouble. He was a well behaved and well principled child who spent his days baking and cleaning, content with the unspectacular.

As he grew older, his scars grew with him and remained firm and strong. But what was curious was the scarring on the back of Colm's right hand; he was about eleven when it had grown enough to be clearly distinguishable, startled to find that the scar in question was of Iomedae's holy symbol. Not ambiguously, either; it stood in stark clarity, well defined and clear. Confused, his parents brought the boy before one of the few Iomedaean priests in Kintargo, who was startled by Colm's scar and believed it to possibly be a sign from the Inheritor that he was born to join her faith. After an interview of sorts and with the permission of his parents, Colm was sent to a small Iomedaean church in northern Cheliax where he was inducted into the faith as a priest.

The same principles he applied to baking, Colm applied to his studies. He learned how to cast spells, how to give sermons, and perhaps most startlingly, how to fight. Iomedae was a goddess of war, and his role in learning the faith often felt more like that of a squire than of a priest. He took well to it, eager to learn and to adapt. For the most part, he held fully to the church line and agreed wholeheartedly with the ideals of protecting the innocent, but there was one problem he came around to again and again: if their job is to root out evil, and Cheliax is a nation held by tyrants and devils, why don't they rise up and overthrow House Thrune for the good of the people?

There was no easy answer to that, and Colm was too young to fully grasp the nuance of matters, but even as he grew older and the answers became more complicated, he never fully found himself satisfied with them. Not when Halflings were oppressed and enslaved, when law and justice were perverted, when faiths of freedom were persecuted. These questions grated away at him, and at his teachers as they tried to calm the restless youth, but ultimately he kept in line, and was otherwise a well behaved and well spoken man. In time, he graduated from his studies, and chose to return back to Kintargo, where the faith was not so strong, and seek to spread Iomedae's word there. Reunited with his family again, he returned home a holy man, the sickly and easily-bled boy replaced by a man who wore armor and carried a sword, whose principles had been tempered by a need for justice, but who was still in every way that counted the boy who had left them.

Colm often still helped out at the bakery. Bread making was a calming activity for Colm, and he could only sermonize so often. He offered healing to the people who needed it and preached on the street corner about the Inheritor, framing his sermons around valor and acts of kindness or charity toward your fellow man rather than about overthrowing evil. But even in Kintargo, now, Colm could see it all. The diabolists hadn't grown stronger, they just bothered Colm more. Halfling slaves being beaten in the street by their 'masters' made Colm's blood boil and as much as he wanted to reach for his sword, he used impassioned pleas and words to try and stay angry fists. Sometimes it worked. Sometimes the fists flew his way instead.

Public interventions became a public scene, and Colm began to form notoriety around some of his more frequent haunts for being a bit of a rabble rouser. The guards began to side-eye him suspiciously, and through it all, Colm struggled to keep his rhetoric to things that would not have him branded a radical. He had returned to Kintargo at age twenty, and over three years, the city's failings and atrocities began to weigh on him heavier and heavier. Frustration mounted as he witnessed atrocities he couldn't take a stand to, watched as people suffered under House Thrune's rule. This was not law; law was not worth the day-to-day oppression and horrors that came with life in Chelish society, and if Kintargo was a more metropolitan and varied city than the rest of Cheliax, he shuddered to think about what terrors went on in areas far more prominent in the worship of devils.

Finally, it became too much of a burden for Colm. One day, his temperance failed him, and he raised his sword in protection of a Halfling being beaten in public. The man in question was a very powerful one, a rich man with somewhat distant ties to a noble house, but with enough connections to cause problems for Colm. He was not found guilty of any crimes, but he was forbidden from his street practice any longer, silencing him and forcing him to run back to the bakery, no longer able to extol his faith in the city of Kintargo.

Disgraced, Colm return to bread making full time, but more restless and frustrated than ever. He began to grow his hair and a full beard out, which tacked age onto what was a very youthful face beneath. Partly out of a depressive frustration with the world around him and partly due to the worries that he had spent years learning to be a priest of Iomedae only to be barred from ceremony in the city he grew up in--in the one city he cared about most--he found himself sliding deeper away. He tried to stay to just bread making, but that only made him feel more restless. He needed to do something, lest he go mad struggling to keep himself together.

Refusing to let up on what was right, Colm decided to wait until he had grown his hair and beard enough to look like a different man before setting out into the streets. Not often, as he still had his full time bakery commitments to deal with, but Colm believed he could do some good even if the city wouldn't let him. With a hook drawn over his head, Colm continued to heal and continued to find little places where he could do good; vigilante justice may have been questionable, but it was all against evil, and certainly for the greater good.

The more acts of clandestine kindness Colm performed, the more he began to wonder if this was his path. A cleric of Iomedae hiding and disguising themselves was not by any consideration a proud mode befitting such a lofty, valorous position, but something needed to be done about House Thrune, and there was a certain revolutionary spark that bloomed within him over the passing months, increasingly enticed by the idea of finding some way to do what the other priests had never been willing to do and never truly been able to explain why they wouldn't.

And then came the Glorious Reclamation. News swept across the region about the Iomedaean knights who had lashed out in rebellion and began to work to liberate Westcrown. It whipped Colm into action and excitement as he realized some radical element within the church had finally decided that enough was enough, and that such evil and perversion of law could no longer be abided by. There was an opportunity at last for Colm, in a sense. He was cut off from the mainstream of the church, in a port city to the north that didn't hold much following for the Inheritor, but Colm didn't wish to flee south and join them. He ached for revolution at home; Kintargo was the city he had grown up in, the city that molded him, and he wished for it to change above all else. To strike out against corruption and fiendish influence here felt like a much more reasonable goal than to flee into a revolution he had not been invited to and to engage in open battle on the front lines, something he had never done before.

The iron fist of martial law bore down upon Kintargo, which enraged Colm further. Art was choked out as the new lord mayor took the opera house as his own personal headquarters, the sensibilities and more open minded nature of the city compared to the rest of Cheliax began to fade away, and everything that Colm began to love about the city was harshly suppressed. A Thrune now ruled the city directly and he brought with it all of the diabolism and tyranny that Iomedae refused to stand for. Fittingly, worship of Iomedae was suppressed, driving what few other priests were in the city into the same kind of hiding as Colm. But Colm held one special advantage; his scars, and an increasing willingness to play in the shadows, to do things that felt perhaps to be bordering the line a little bit on the measure of valor.

Colm would never stab someone from the shadows. He was still a warrior trained to fight with honour and to wield his blade with principle and control. But disguises and lies felt like a grand departure from the knight in shining armor ideals he was told were the proper way to carry oneself. This was the time to strike, however. To fight tyranny and find the means of liberating Kintargo, and Colm didn't yet know how, but as the protest against martial law in Aria Park sounded as good a place as any to make an impact and to seek some means of fighting against things; even if he could not play the priest, perhaps impassioned rhetoric could win some hearts regardless.

Personality:
In some ways, Colm carries himself like a warrior priest of Iomedae should. Proud, valorous, principled, driven by honour and a belief that good is something one should live, not just do. He values discipline and martial excellence, cares deeply for the weak and downtrodden, and devotes himself to fighting against acts of evil, no matter how small they may be. Slavery and diabolism are crimes he cannot forgive, and he sees himself and his blade as extensions of a righteous will that doles out justice and honour in equal measure. Someone in Cheliax needs to stand up for the weak, and Colm has decided he will take on that responsibility.

But within the ranks of Iomedae's priests, he also grates against doctrine when it comes to doing something. He wished to see the church rise up against House Thrune years before they did, and in truth the Glorious Reclamation's very church-centric ideals of wishing to reclaim an important relic feels less like a gesture of justice than he would like. Still, he has been whipped into a revolutionary fervor, and he's willing to go to many lengths to get it. Hiding his faith and stalking the streets in disguise and under cover of darkness is not valor, but Colm does not stand with an army, and he understands that unless one finds itself one Kintargo's doorstep, anyone he fell in with would likely be someone with those sorts of skill sets. It cast him as an odd man, a valorous holy man traipsing about in the darkness. But the real madness may lie in being a man of goodness in a nation like Cheliax.

Waking up before the dawn to make bread as a child instilled a firm discipline in Colm, but when he doesn't have need of it, he is a warm and caring man. He has to be, in a city as pained as Kintargo has become. Bitterness and cynicism offer nothing to the world and only serve to keep people from rising up and doing what is right. No matter how hard, he strives to be kind and to be open, believing in turn that it will enrich those around him and perhaps open their hearts and minds up.

Sheet:
Colm Ceannair
Cleric 1
Neutral Good Medium Humanoid (Human)
Init +1; Perception +3
------------------------------------------
DEFENSE
------------------------------------------
AC 16, touch 11, flatfooted 15 ( +1 Dex +5 Armor)
HP 9 (1d8 + 1 Con)
Fort +3, Ref +1, Will +3 (an additional +1 against mind-affecting effects)
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-Longsword +1 (1d8+1, 19-20/x2, S)
Spells Prepared:
0th DC 13: Detect Magic, Enhanced Diplomacy, Light
1st DC 14: Obscuring Mist, Shield of Faith (D), Summon Monster 1
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Attack +0; CMB 1; CMD 12
Feats: Extra Channel, Alignment Channel
Traits: Magical Knack, Fed-Up Citizen
Favoured Class: Cleric (1 skill point)
Skills:
Diplomacy +6
Disguise +7
Heal +7
Knowledge (Religion) +5
Stealth -2 (2 -4 armor check penalty)
Languages: Common, Celestial
Equipment: Longsword, Scale Mail, Treveler's Outfit, Iron Holy Symbol, Holy Text, Spring-Loaded Wrist Sheath, Dagger, Holy Water, Healer's Kit, 1 flask of Holy Water

Current encumberance: 40 lbs
Money: 8 gp
Carrying capacity: 43, 44–86, 87–130
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Domains: Good and Glory (Heroism)
Channel Positive Energy: 1d6, 7/day, DC 12
Spontaneous Casting: Cure

-Domain Abilities-
Touch of Glory: 7/day, can touch a creature as a standard action to give a bonus equal to Colm's Cleric level on a single Charisma-based check. Lasts for one hour or until the creatue elects to apply the bonus to a roll.
Touch of Good: 7/day, 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 Colm's Cleric level (minimum 1) for one round.

-Equipment Notes-
Colm has both Leather and Scale Mail armor. He wears one or the other depending on the situation, leaving the other at home, and whether he feels he will need to be stealthy more than he'll need to be protected, he suit up as needed. At the start of play, he has his Scale Mail on.
Colm has a dagger located inside of his spring-loaded wrist sheath, and gains a +2 on Sleight of Hand checks opposed to Perception checks to locate the dagger.

[spoiler=Role]Colm is built primarily for casting and channeling. He will not be going full bore on a crazy his WIS, but a gradual focus on powerful support spells from his domains will ensure that that won't hurt him, while being able to keep the party healed up between combats will likely be very appreciated depending on the difficulty of the AP. I imagine we will be fighting a fair amount of evil outsiders and possibly undead, which will allow his channeling to also take on offensive purposes as well. His role early on will be to buff, but in later levels he will be taking Holy Vindicator, which will allow him to also become a secondary frontliner sort of character and use his channeling in destructive offensive ways. HV will still allow him access to 9th level spells even if taken all the way, and he will still generally be a primary caster who simply has lots of options in combat situations. I'm playing him slightly closer to Paladin than the typical Cleric, but he is still very much a Cleric.[/role]


Just a brief reminder for anyone interested that hasn’t submitted details yet, I will be cutting off recruitment tomorrow and working to finalize a decision.


I'd like to throw my hat in with Concetta Sarini; a human oracle with ties to the nobility and several places in town, with a heavy focus on charisma, skills, and RP. Everything's in the profile. :)


Final list of submitted characters:

Beorn - Half-Orc Bard
Farrina - Human Wizard
Vyrsketsjy - Tiefling Shaman
Savin - Tiefling Witch
Sorix - Human Wizard
Colm - Human Cleric
Concetta - Human Oracle

I will be going through submissions and making a decision this week. I will send you a Private Message if you are selected so keep an eye out. If I haven't heard back from you within 24 hours I will move onto my next selection. I will make a post once we have finalized our player just so everyone is aware.


Going to officially close this recruitment. Thank you all for the applications. It was a tough decision. If we should be looking for any replacements in the future I will be sure to post a note here.

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