|Jesper Roland Sørensen|
CUrrently recruiting 1-2 new players Hell's Rebels, we had a few dropouts since we started and need to refill the ranks now.
Currently the team is at the beginning of Turn of Torrent about to plan get a group of Hell Knight Armigers out of a holding house.
The party currently consists of a Gunslinger/Alchemist, Urban Ranger, Bwarler and Warpriest of Milani.
4th level Characters
Classes: All paizo classes from the Pathfinder Roleplaying Game books are allowed. Summoners must be unchained.
Races: All core races, teifling and tengu, other races are considered on case by case. But note it will attract more notice from races not commonly found in Kintargo.
Attributes: Characters have 20 points to buy abilities, 18 and 7 can not be brought.
Alignment: Characters must be NG, CG, N, or CN. Lawful and Evil need a good background to be played, as they can be hard to justify in a rebellion against LE opposition.
Traits: 2 traits 1 must be a campaign trait from the Hell's Rebels player guide. A 3rd trait can be picked with a drawback appopriate to the characters background story.
Skills: Background skills
Starting Wealth: Max for your class + 3000gp.
Feats: Point-blank shot are baked into Precise shot. Power attack is removed and can be used by any full bab class from 1st level and 3/4 bab class from 3rd level. Leadership and crafting are allowed.
You can look into the Game Thread if you like.
If you're looking for two, I'd be quite willing to create an arcane caster; I'm not sure if you're looking for any particular IC personality types, but I was thinking curious and scheming with a dash of audacity and uppityness.
There would likely be a focus on knowledgeability and creativity.
Let me know what you think!
|Jacob Trier RPG Superstar 2012 Top 16|
|Jesper Roland Sørensen|
I haven't set a deadline yet, it's summertime and many are more busy with vacation and whatnot. Once I get a good sample supply to choose form I will set up a deadline for new interrests and a deadline for the final concept and crunch.
I'm not looking for any specific personality types, but more characters I feel will add some new life into the campaign. I like to keep my rebellion party a bit of an odd mix. So that I can get a good synergy between the characters as they discuss what to do next going forward.
Interested! Here's a rough character outline as a placeholder and for feedback if desired:
Human Investigator, the third son of a respected Chelish military family. While his brothers distinguished themselves as officers, he was too frail and withdrawn for a military command, and found himself a low-ranking non-commissioned officer in a siege engineer unit. There he displayed a unique talent for putting big things together, and taking them apart.
This literal gift was paralleled by less tangible analogues- an analytical mind that was keen to dissect big problems and assemble big theories, as well as an inclination (compulsion even) to both create and destroy. The only thing that pleases him more than erecting a monolithic siege tower is watching an "impenetrable" curtain wall crumble to the ground. That same spirit applies to people, institutions... and perhaps nations. He's willing to watch Cheliax crumble into the footnotes of history just for the privilege of seeing what might take its place.
|The Kobold Klan|
|Jacob Trier RPG Superstar 2012 Top 16|
Kizime Dragonhand, Local Raised by an Immigrant from Tian Xia. Ex-Asmodian is his trait. Writi g the background now. His family was killed by the church when he was 13, and so he has pledged Revenge and taken up the following of Calistra- Dedicating himself to the destruction of those who took from him everything he love, yet secretly wanting deep inside for it all to end.
Crunch is done, Save for equipment- Although I should have that up soon as he's a Kensai and that's easy to fix. All I need to do is blow 90% of my budget on a weapon.
Carlion (Human CN) grew up as a ward of house Jarvis. Prone to withdrawal and isolation, he was jolted out of it by an agathion named Ostanok who insisted on awakening Carlion’s magical powers and nudging him towards the rebellion:
“Having stood on he sideline of the rebellion, I yearn to set Kintargo free! (and maybe Ostanok might leave me the flip alone about the dam issue)”
Carlion is often out of it and a bit of a Slacker. Ostanok is loyal caretaker whom Carlion completely takes for granted. I might have Ostanok be a quadruped base form who pretends to be a normal animal while in fact is more like Brain/Penny from Inspector Gadget.
I think I have a summoner that would be a good fit for the campaign after a few tweaks. I'll make the modifications and see what it looks like.
My biggest concern is converting the eidolon to a ranged character to balance out all of the melee types. Every time I have built this character up, the eidolon has been melee focused. It will be an interesting change.
Here is Bicks healer oracle gnome I have put together to hopefully complement the group. Cheliax has a notable gnome population so I hope he fits.
Bicks Velin grew up in the back of an alchemist shop in Brastlewark, a long way from his current home in Kintargo. Brastlewark was an amazing place for a young gnome to grow up. The town is teeming with wizards, alchemist, engineers, and architects making the most visually distinct city in Cheliax and a great way to satisfy wanderlust. Every day, as a young boy, Bicks would be sent out by his father to gather the necessary fauna for the potions and elixirs that were to be brewed the next day (Pei Zin Practitioner). And, every day while gathering these plants Bicks would carve out a bit of time to seeks out some spell component indigenous to the area and pocket it to be sold later to town mages too busy to track these things down themselves. It did not take long before Bicks had created a small business for himself. This progress allowed him to start to travel a little further the greater the distance he travelled the more interesting ingredients he found. It seemed there was nothing that grew that he could not find (Psychic Searcher).
In his travels Bicks seemed always to find himself in the path of the sick and injured, people and animals, which was fine for him both his herbalism and affinity for healing magic allowed him to help people of every stripe. Being so close to the border with Andoran and travelling through remote locations meant that Bicks would meet people, people whose view often differed from those of the ruling class of Cheliax. At first, these ideas were met with pleasant befuddlement, but seeds were planted and as such seeds have a bad habit of growing. Bicks learned that people travelling had things of value, and the best part was that they were often worth less to them then they were to Bicks. Things common in Andoran were occasionally rarer in Cheliax. So, being quick and resourceful he led to barter, this for that never getting the worse deal.
The second seed was planted by Bicks mother. A talented architect and a bit of an iconoclast, she would always push the boundaries of what the government would allow building. She would add a bit too much ornamentation, the building would be too tall, or the wrong colour was used, but her favourite way to push their buttons was to make something look enough like unlawful religious iconograph but not so much like it that she would be accused of intent. The most stunning example of which was a series of pillars and windows that created a silhouette of a butterfly as the sun moved the wings raised. Her excuse was that the government has ordered the windows moved to those positions because her submitted-design was not to code so it had to be a head office problem. This initial design error was a surprising mistake because she had all the building codes memorized to the letter. That image of the butterfly never left Bicks mind. There were days where his mother would sit quietly in that building her demeanour almost pious.
Bicks grew to understand what had gone unsaid in his house his whole life and one day brought a new logo design to put on the potions he and his father brewed, blue and white shooting stars. With that last gift given to his parents he left. They knew he had a reason, so they packed a bag with food and equipment, and he left. He was drawn north by the rumours that butterfly wearing rebels fought in the hinterlands surrounding Kintargo, particularly in the North Plains near the border with Nidal. Bicks plied his wears on the way.
Bicks would, by most be considered quite serious for a gnome. As a medic and businessman, he likely acts more inline with most humans than gnomes. He has an almost compulsive need to keep his word (legalistic curse cause by infernal influences of Cheliax). He will fight when he needs to but generally, he would rather talk his way out of situations. He has learned how to hide his faith through the example his parents set. He has, throughout his interactions, realized that helping oppressed people is more important than profit so he committed to funneling anything he can back into various rebellions. Bicks want desperately to see freedom come the people of his home land, but has been instilled with cautiousness it is why he watch and quietly hoped for the success of the recent protests but did not participate other then to provide healing to people in need.
Bicks is covered in all manor of pouches and bandoliers. Pulled snuggly around his neck is a deep green cloak. He is tall and thin for a gnome with dark near black indigo hair giving him a slightly devilish look. His movement give a way a hardiness that his frame would otherwise hide. He stomps and trundles more like a dwarf than a human.
Healer: HP build like a mono-class oracle paladin. Status removal and recovery spells.
Offensive caster: The other spells taken will the offensive ones
He has Desna shooting star technique, for a lot of build it’s seen as cheesy for this one it’s just to give him something to do between healing. He will never have TWF, rapid shot or anything else that will make him formidable in combat. That said I’m happy to take something else if the gm and players don’t like it.
Here is my summoner. I may have to go back and rethink equipment, but this seems like a pretty good start.
Female half-elf unchained summoner (spirit summoner) 4 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2 (+1 when adjacent to open flames or on fire)
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 19 (4d8-4)
Fort +0, Ref +3, Will +4; +2 vs. enchantments, -1 vs. fire effects, -1 when adjacent to open flames or on fire
Defensive Abilities shield ally; Immune sleep
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 17, 2d6)
unchained summoner (Spirit Summoner) Spells Known (CL 4th; concentration +9)
. . 2nd (2/day)—create pit[APG] (DC 18), glitterdust (DC 18)
. . 1st (5/day)—glue seal[ACG], grease, mage armor, obscuring mist
. . 0 (at will)—acid splash, detect magic, light, mage hand, mending, read magic
. . S spirit magic spell; Spirit Life
Str 8, Dex 14, Con 9, Int 14, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 14
Feats Selective Channeling, Skill Focus (Knowledge [nobility]), Spell Focus (conjuration)
Traits calistrian courtesan, historian of the rebellion, unpredictable
Skills Acrobatics +2 (+1 when adjacent to open flames or on fire), Appraise +2 (+1 when adjacent to open flames or on fire), Bluff +11 (+10 when adjacent to open flames or on fire), Climb -1 (-2 when adjacent to open flames or on fire), Diplomacy +10 (+9 when adjacent to open flames or on fire, +11 to gather information), Disguise +5 (+4 when adjacent to open flames or on fire), Escape Artist +2 (+1 when adjacent to open flames or on fire), Fly +2 (+1 when adjacent to open flames or on fire), Heal +0 (-1 when adjacent to open flames or on fire), Intimidate +5 (+4 when adjacent to open flames or on fire), Knowledge (arcana) +9 (+8 when adjacent to open flames or on fire), Knowledge (geography) +7 (+6 when adjacent to open flames or on fire), Knowledge (history) +7 (+6 when adjacent to open flames or on fire), Knowledge (nobility) +10 (+9 when adjacent to open flames or on fire), Knowledge (religion) +7 (+6 when adjacent to open flames or on fire), Linguistics +7 (+6 when adjacent to open flames or on fire), Perception +2 (+1 when adjacent to open flames or on fire), Ride +2 (+1 when adjacent to open flames or on fire), Sense Motive +1 (+0 when adjacent to open flames or on fire), Spellcraft +9 (+8 when adjacent to open flames or on fire), Stealth +3 (+2 when adjacent to open flames or on fire), Survival +0 (-1 when adjacent to open flames or on fire), Swim -1 (-2 when adjacent to open flames or on fire), Use Magic Device +10 (+9 when adjacent to open flames or on fire); Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Halfling, Infernal, Strix
SQ arcane training[APG], bond senses (4 rounds/day), burned, eidolon (unchained), elf blood, life link, spirit ()
Other Gear crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, soap, waterskin, 356 gp
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bond Senses (4 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman/Summoner (Unchained, 6/day, DC 17) Channel Positive Energy 2d6 (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Her dark clothing is form-fitting, but cut with long sleeves and pants so that very little of her skin shows, covering the scars and burns that cover the majority of her body.
She walks somewhat stiffly and appears to live with a low level of constant pain.
Her elven mother, Tiatha, from the Barrowood, fell in love with a human knight and moved with him to his home in Kintargo, where she would regale Zoastria with tales of knights and fair maidens.
While Zoastria was still very young, her father undertook a quest to defeat a great dragon that ended in his predictable death.
Tiatha was a devout Calistrean, who found one of the undergound temples in Kintargo and spent most of her free time there helping out in whatever ways she could.
Growing up around Calistreans made an impression on Zoastria, and she learned to love the beauty and freedom taught by the faith. With her mother's blessing, she entered training for priesthood, eventually entering service as a courtesan.
Zoastria was very successful in this lifestyle, due to her great beauty, charming personality, and exotic appearance. Life was good and appeared as if it would only get better, until one night when a worshipper became violent.
On this particular night, something went wrong with the wards and safeguards in the temple. Either the alarms did not sound, or the listeners were distracted. Zoastria was beaten mercilessly and burned by some magic the man controlled. She hovered on the brink of death.
At the boundary between two worlds, a power reached out to her. "If you would live, take my hand. Accept my power, and I will be your protector." Taking the barely seen hand, a sudden glowing warmth filled Zoastria's body, bringing her back from the brink of death. When she became fully aware, a voluptuous, deeply tanned female stood over her with a bloody dagger.
The man had run, and the temple knew who he was. Unfortunately, he was also a Thrune. Fearing the certain reprisal, the temple was forced to break apart and scatter, reforming in a different location a few months later.
Zoastria eventually healed from the attack, but her health suffered, leaving her weak and unable to copulate without pain. No longer able to serve as a courtesan, and with new powers, the church instead assisted Zoastria in learning about her new powers and in training her to serve the church as an instrument of vengeance.
Seeking to put those skills to use, Zoastria seeks to join the rebellion to finally gain a measure of vengeance on the house of Thrune.
CG Medium outsider (azata)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 24 (3d10+3)
Fort +4, Ref +3, Will +3
Defensive Abilities evasion; Resist cold 10, electricity 5, fire 10
Speed 30 ft., climb 30 ft.
Melee bardiche +6 (1d10+4/19-20)
Ranged +1 composite longbow +6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Str 17, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 18
Feats Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Skills Acrobatics +6, Climb +11, Escape Artist +7, Intimidate +6, Knowledge (planes) +4, Perception +4, Stealth +7
Combat Gear cold iron arrows (10); Other Gear +1 composite longbow (+3 Str), arrows (20), bardiche[APG], blunt arrows[APG] (10), backpack, bedroll, mess kit[UE], pot, torch (10), trail rations (5)
Climb (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Long white hair sets off what appears to be deeply bronzed skin that is shown off by tight, revealing clothing.
Under closer examination, her features become even more exotic. Her eyes are yellow, like a cat's. The bronze skin is actually covered by a thin layer of brown fur, and her fingers are tipped in small claws.
Actually, If there is a deficit with respect to ranged damage I'll adjust the character. I'd go for a kineticist with Void as my primary element.
Carlion Ostranok grew up in an Asmodean household.
Prone to withdrawal and isolation as a youth, he was jolted out of it by the betrayal of his parents by the Church of Asmodeus. They languish in prison and may have already died.
"The night they took Mother and Father away, Clerics of Asmodeus arrived at the house to let us know that everything we possessed was property of the Church. Well, Father resisted. The Cleric released some sort of shadowy pulse, draining the life out of every living thing in the room. My baby sister died from that energy and I was changed forever. That darkness is part of me now. Living on the charity of family friends, I tried to hide from it. Even as I heard whispers of a rebellion brewing I couldn't bring myself to let it out. It hurts when I let it out. What's changed I wonder? Why am I now suddenly contemplating joining with those who would challenge Thrune and the Asmodeans? Perhaps I just want to help. Or perhaps the darkness in me quickens at the thought of the coming chaos. All I know is that I long to pay back what I owe to those who took my family from me!
Human CN Chaokineticist 4th level
Traits: Ex-Asmodean, Reactionary, Child of the temple
Feats: Precise shot, Weapon focus (kinetic blast), Improved Initiative
Does the 20 points for Character creation include the 4th level ability bump and the human +2 racial bonus?
|Jesper Roland Sørensen|
A religious family of Asmodeus, Weller was treated well for the first time since being taken from his homeland. He began to worship the dark god, believing he had found some reprieve from the pain and suffering he had endured as a dock worker. Going so far as to brand the foul God's symbol on his left wrist, mimicking the tattoos of the family patriarchs. And for a time he was indeed happy. However his size and the reputation of Northern ferocity had intrigued the family, having purchased him to be their enforcer.
He was made to beat other slaves who disobeyed the masters. At first it was for major transgressions and his loyalty was unquestioned, but later it grew ever more petty. The family finding his brutish strength more and more entertaining. Before he knew what was happening he was beating serving girls to an audience in dinner parties for the crime of spilling drops of wine.
When he was ordered to execute a slave for attempted escape, he began to have his first doubts. The halfling woman begged for his life, but he carried out his duty with the Ulfen axe provided. Afterwards he tried to put it out of his mind, but only later discovered that the halfling had not tried to escape. Only chipped a glass that the lady of the house was especially fond of.
It was then that Weller forswore his faith to Asmodeus. Swearing retribution against the horrible things that had been done to him and through him in his ignorance. In revenge, he used his position to send the servants on errands, leaving only the most loyal and sadistic ones in the small manor home. When the family began a night's rest, Weller saw to the nightly defenses of barring all exits so slaves could not escape.
Once this was done he spilled lamp oil all over the ground floor near the exit doors and tossed a candle, waiting outside with the axe he'd been made to use. Only two escaped. The lady of the house and one of the sadistic loyalists. Weller killed both with the axe, throwing their corpses back into the blazing house to be crushed under the rubble as he fled.
He made his way into Kintargo a year later, seeking a way to help put an end to Thrune rule. He had only recently gotten in contact with the Silver Ravens before they were all but wiped out.
Now he's looking for a way to rebuild or replace the group somehow in order to overthrow the occupation of Kintargo.
Here's my submission. Weller the Skald. Former slave, buffer of parties and drinker of ale.
If these new Silver Ravens want the oppressed to rise up and cast off the boot of Thrune, they need a way to stir the courage and outrage in people's hearts. And in Kintargo, there is no better way to do that than through music and song. Silver wings need a silver voice to inspire their glorious deeds and spread word of their heroics across the city.
Presenting Mirabella "Nightingale" Lindenbrook, halfling bard (argent voice) focused on inspiring moments of greatness, winning hearts and minds, fighting devils with her voice and generally being helpful.
For as long as she can remember, Mirabella's silver voice has been a source of joy, inspiration and hope to those who heard it. Born a slave to a branch of the Aulamaxa family in Westcrown, she used to sing while working to ease the hardship of slave life. One day, a relative from Kintargo named Victoria Aulamaxa visited her masters home and heard her songs. A great patron of the musical arts, Victoria bought Mirabella and brought her back to Kintargo.
At first, Victoria only intended for Mirabella to sing for herself and her household guests, but Mirabella's talent convinced her she could go further. Without children of her own to sponsor, Victoria used her influence to secure Mirabella a part in one of Kintargo's famous operas. As motivation, she granted Mirabella her freedom, on condition that she would give a truly stirring performance on opening night.
Mirabella was trained by the best bards and tutors in Kintargo, and some of them taught her more than just singing. Their training unlocked the magic within her, letting her infuse spellcraft into her lyrics and harmonies. She also spent hours perusing her mistress' library, picking up tidbits of knowledge on a variety of subjects.
Although she was happy in her gilded cage, Mirabella did not forget her family, still slaves in Westcrown. Since she was more or less allowed to roam as she pleased, Mirabella was able to seek out the Bellflower network and work with them to free her family. Her search led her to Liara at the Long Road Coffeehouse.
When Barzillai Thrune took control, he crushed the hopes and dreams of both Mirabella and her mistress. Victoria traveled to Absalom to escape the increasing oppression, leaving Mirabella to her own devices. With the spark of rebellion igniting all over the city and word of new heroes spreads, Mirabella seeks out Liara to see if she can use her talents in the fight.
Mirabella is charming and outgoing, quick to smile and genuinely kind. She truly loves to sing, and although she is aware of the privileged life she has led, she has loved to be able to devote herself to her music.
With the rise of Barzillai Thrune threatening not only her own freedom, but that of the entire city, Mirabella is compelled to act. Her greatest fear is that the cosmopolitan Kintargo will be transformed to the oppressive version of Cheliax she knows from her childhood in Westcrown.
She has no qualms about letting others take the spotlight, and knows that she is no great warrior or hero herself. Her voice is her strength and she is determined to wield it to the best of her ability.
Mirabella is mainly a support characters, built to enhance the entire party and turn the tide at key moments. Her bardic knowledge means that she knows something about almost anything and her linguistic training lets her decipher codes and ciphers.
In combat, Mirabella will use her performance, magic and improved aid another to buff the party. She can be a backup healer and her charms and suggestions can be very hard to resist. Finally, her Argent Voice archetype provides her with abilities tailored to fighting devils and other evil outsiders.
Out of combat, her impressive social skills often lets her talk her way of even the most threatening situations.
Crunch in profile - subject to minor edits.
|The Second One|
I'm going to submit Morant Aulorian. I need to finish picking his equipment and writing about his personality and appearance, but the crunch is pretty much done. He can provide summons, buffs, crowd control, knowledge skills and alchemical crafting.
|Jesper Roland Sørensen|
I have made a tiefling sorcerer and I have started to transfer their information into an alias. While double checking I'm in line with creation rules, I noticed you wrote no 7 or 18 brought to the campaign. If a player wanted to eventually get an inherent 18 would it be fine to bring them in with a 17 and spend the point at fourth level? At eight?
Currently going with Empyreal sorcerer and Healer's Hands as a healer from the Devil's Nursery.
|Jesper Roland Sørensen|
I seem to have forgot to answer your question, you buy 20 points and then add your racial bonus and 4th level bonus.
I set the rule that a 7 and 18 buy is not possible as a means to drop the extreme min/max chars some like to build, I started the rule in my home group because some build fighters with 7 str and cha to max physical stats.
You can handle your racial and bonus ability scores in any way you like.
You always cuont as having power attack if a feat requires it, I just freed up a few feat slots on those two feats since everyone wanting to go melee picks it up and point-blank is a feat tax that I never really liked because it means some archers have it hard in combat untill 3 level unless they go human or something with a bonus precise shot feat.
To everyone I will close for dotting for interests on friday the 26th. There have been so many great applications faster than I expected when I opened recruitment. After closing you'll get a week to finish the crunch and stories afterwards I will ask the current party for recommendations and than decide on the lucky few. Thanks for your hard work everyone.
Mirabella Lindenbrook wrote:Thank you for posting the deadlines. Perhaps I can now stop checking this thread constantly :-DYou would think that might be possible, wouldn't you? Like me, I am sure you will be checking the thread regularly anyways.
Darn it, I believe you may be right... :-)
|Game Master Scotty|
I'm working on a Vigilante who can also act as face, it will be complete soon.
Still filling out Beltheal Sarini's profile, rolling HP.HP d8: 3d8 + 8 ⇒ (4, 5, 2) + 8 = 19 how very average
Flesh out backstory
The idea is that he has taken the mantle of the Raven in honour of the Silver Ravens. Whether this is official or not is up to the GM- he could have been mentored by a Silver Raven (whether he knows this or not) or has chosen to put the mask on to use the fear associated with the Silver Ravens. I'm more than happy to change things to suit the game.
Looks like the party lost a player with arcane magic and knowledge skills so here's a Magus.
Logan opened his mouth to equivocate but Nestor rode roughshod over him, ”I might just be able to save your worthless neck from the gallows, but there are limits! So much effort was wasted on you and how do you repay it? By killing two of the Mayor’s men over a couple of halfling slaves. You must have taken leave of your senses, the old man is going to hit the roof! Look Logan, I always liked you but you must realize you’re own now. The only thing I can do for now is recommend you plead guilty, they’ll put you to the question otherwise. Do this and we’ll demand a merciful end, beheading with a sword as befits your rank.”
When Nestor started to sweep out of the room, Logan only had one thing to say, ”S@$%”. As day stretched into evening, a chained and Battered Logan had a chance to look around the dank cell. In it where the usual ne'er do wells and, of course, a number of halflings. When he looked, one of them winked at him. ”What?” asked Logan, and the halfling boy, well man really, put his fingers to his lips. Logan sighed and sunk back down, the chains clanked as he did so. Hours passed and Logan had lost focus, adrift in his thoughts. Suddenly the jailor, an unwashed brute of a man, came to the door and pointed at him and the halfing and spat, ”You and you come ere.” The pair where manhandled over to the desk sergeant who looked them up and down disapprovingly, while examining a richly illuminated parchment. ”Most irregular! A writ of habeas corpus for a murderer and known malcontent, I’ve never seen the like” The man examined the parchment again and sighed heavily, ”Stamped with the proper seal and countersigned by his eminence. It seems I have no option but to release you… Don’t travel far and don’t miss your court date. If you make us come find you, I’ll make an exception to the rules and ensure your last feed days are highly uncomfortable d’ya hear me!” the man roared. The pair of them were then unceremoniously thrown out into the night.
Logan muttered, ”What just happened?!” The halfling winked and replied, ”If you want to find out, you’ll have to follow me! We could use somebody like you…”
Human magus (hexcrafter) 4 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human)
Init +1; Senses Perception +0
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 38 (4d8+10)
Fort +7, Ref +3, Will +5
Speed 30 ft.
Melee mwk cold iron rapier +7 (1d6+3/18-20)
Special Attacks arcane pool (+1, 5 points), hex arcana (arcane deed, flamboyant arcana), spell combat, spellstrike
Magus (Hexcrafter) Spells Prepared (CL 4th; concentration +7)
. . 2nd—bladed dash, mirror image
. . 1st—frostbite[UM], frostbite[UM], shield, vanish[APG] (DC 14)
. . 0 (at will)—acid splash, brand[APG] (DC 13), detect magic, light
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Artful Dodge, Extra Arcana[UM], Power Attack, Redirect Attack
Traits bruising intellect, child of kintargo
Skills Climb +6, Intimidate +10, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (history) +9, Knowledge (nobility) +11, Knowledge (planes) +12, Linguistics +7, Spellcraft +10, Swim +6
Languages Common, Elven, Halfling, Infernal
SQ hex (slumber[APG]), hex arcana, hex magus
Combat Gear pearl of power (1st level), weapon blanch (silver)[APG] (4); Other Gear mwk chain shirt, mwk cold iron rapier, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork tool, masterwork tool, masterwork tool, masterwork tool, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Redirect Attack Once a turn redirect a failed attack from opoonent to another target.
Slumber (4 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Oh man so many good applications!
Hi!!! Im Canacha your friendly uhm Alchagunslinger and noted rebel! . . .ish.
AS one of the key leaders of this ah hmm group im just want everyone to know that we are working hard to restore Mint to the staple of peoples tea! Also, despite it being a totally viable and workable plan I will not be loading a cart full of black powder and rolling it into the Opera house to take out that stupid ugly smelly Jerk Barzillai Thrune...
They made me promise not to do that
Anyone have any questions about the group from a player's perspective? Im here to be super helpful!
|Game Master Scotty|
Now, a reckoning has come from one thrown away, namely, myself.
I am known as Dame Resadona Jarvis. I married into the family many decades ago, before my name became synonymous with devil worship and wickedness.
My maiden name is Thrune, but , I find it laughable if you try and find mention of me after so many years of purges.
I doubt any even know of me.
Now, this lout with my blood in his veins sickens my city and my home.
I will no long stand for it, I will no long tell myself I am to old to be of use.
I cannot battle a country, but, for this city, my home of the many decades, I will rise and stand with what heroes I can find and take back our home.
Dame Thrune stands just over six feet four in height with waist length silver grey hair, purple eyes and a plump figure. A steel gaze and stern look greet all before her, giving way to a kinder smile when in private with friends and family. Her Garb matches the occasion, but her sword stays strapped to her side unless common sense dictates otherwise.
The Dame is a serious person, dedicated to her cause and her allies, but not strictly bound to the notions of absolute law and order. She has no compulsions of voicing her unfiltered opinions and cutting holes in thin, poorly thought out ideas and plans, bu twill also make sure everyone is allowed to speak and voice their ideas.
Resadona's party role is firepower, party support, and knowledge skills.
Also, comedy as she is more than a little bit of a grumpy old lady!
ake Dame Thrune
Female old archon-blooded aasimar (lawbringers) cleric of Iomedae 1/evoker (admixture[APG]) 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init -1; Senses Perception +3 (+1 to avoid being surprised)
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 23 (4 HD; 3d6+1d8+4)
Fort +4, Ref +0 (-2 to avoid traps or hazards), Will +8; +2 vs. [evil], +2 circumstance vs. blinded or dazzled
Speed 30 ft.
Melee mwk longsword +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6), intense spells (+1 damage)
Spell-Like Abilities (CL 4th; concentration +6)
. . At will—halo
. . 1/day—continual flame
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 1st—bless, divine favor[D], weapons against evil
. . 0 (at will)—enhanced diplomacy, guidance, resistance
. . D Domain spell; Domains Good (Archon[APG] subdomain), War (Tactics[APG] subdomain)
Evoker Spells Prepared (CL 3rd; concentration +7)
. . 2nd—bull's strength, scorching ray, scorching ray
. . 1st—burning hands (2, DC 15), grease, hydraulic push[APG]
. . 0 (at will)—mage hand, mending, message, ray of frost
. . Opposition Schools Enchantment, Necromancy
Str 10, Dex 8, Con 13, Int 18, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 10
Feats Angelic Blood[ARG], Noble Scion of Magic[ISWG], Scribe Scroll
Traits child of kintargo, innocent, magical knack
Skills Appraise +8, Craft (armor) +7, Diplomacy +7, Heal +8, Intimidate +2 (+4 circumstance vs. evil creatures), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +12, Knowledge (planes) +9 (+11 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +9, Linguistics +9, Perception +3 (+1 to avoid being surprised), Sense Motive +8, Spellcraft +8 (+10 to identify evil outsiders or items or effects created by evil outsiders)
Languages Celestial, Common, Daemonic, Dwarven, Elven, Gnome, Halfling, Infernal, Tengu
SQ arcane bond (Arcane Familiar, cat), celestial crusader[ARG], halo[ARG], seize the initiative, sentimental, versatile evocation
Other Gear mwk longsword, wizard starting spellbook, 3,377 gp, 1 cp
Admixture Associated School: Evocation
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Archon (Good))
Cleric Domain (Tactics)
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Noble Scion of Magic (1/day) You are a member of a proud noble family.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.!
|Game Master Scotty|