[PF1] Hell's Vengeance Recruitment


Recruitment

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It's not too late - we still have until the end of next week. :)

Sczarni

Ezemin:
Ezemin Graeme
Male Human Necromancer 1
LE Medium humanoid (human)
Init: +5; Senses: Perception +0
Speed: 30, Languages: Common, Infernal, Celestial, Goblin, Draconic, Necril

Defense
AC 11 Touch 11 FF 10
HP 7 (1d6+1)
Fort +1 Ref +1 Will +2

Offense
Melee: Masterwork quarterstaff +0 (1d6-1)
Ranged: crossbow +1 (1d8 19-20/x2) Range 80; Ammo: 10
BAB 0 CMB -1 CMD 10

Statistics
Abilities: Str 9 Dex 12 Con 12 Int 17 Wis 10 Cha 16
SQ: Favored Class (Wizard; Skills 1), Arcane Bond (item;Staff)
SA: Command Undead (6/day; DC 16), Grave Touch (touch; shaken 1 rd, 6/day)
Traits: Caretaker (+1 Heal, class skill), Asmodean Acolyte (+1 Intimidate, Kn(Planes), Kn(Religion), Infernal Language)
Feats: Scribe ScrollB, Command UndeadB, Improved Channel, Improved Initiative
Skills: AppraiseB +7, Heal +4, Intimidate +8, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Knowledge (Religion) +8, LinguisticsB +7, Spellcraft +7
Combat Gear:
Equipment: dagger, crossbow, 10 bolts, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches, trail rations
Coin 1 gp
Spells Prepared (Caster Level 1 // Concentration +4 // Ranged Touch +3), Save DC = 14 + Spell Level
Specialist School: Necromancy, Prohibited Schools: Evocation, Divination
0th: Mage Hand, Message, Touch of Fatigue
1st: Ray of Enfeeblement, Color Spray, Enlarge Person
Spellbook
0th: all except Evocation, Divination
1st: Charm Person, Color Spray, Enlarge Person, Grease, Ray of Enfeeblement, Shield

Description: Ezemin is a fairly nondescript Chelaxian, fair-skinned and with short dark hair and brown eyes. He wears a heavy linen cloak over black and red robes, with a symbol of Asmodeus on both his neck and embossed on the cover of his bound spellbook. He carries a stout black oak quarterstaff, with a military-style crossbow strapped onto his pack and a stout dagger at his hip.

Backstory: Ezemin was surrendered to the church as a young man, his mother unable to adequately care for him in her young age and relative poverty. As a result, he is well read and studied in the lore of Asmodeus, as well as the laws and obligations of Cheliax. Not one to cast from faith or channel the inherent power of the deity, he nonetheless learned to wield magic, focusing on the power to directly influence life and death itself. He strives to gain a powerful undead minion to shield him on his adventures, and feels no compunction to be gentle or circumspect in his experiments. All so long as he maintains the letter of the law, of course.

Here's my Necromancer submission. I kept his background a bit vague, so as to allow others to slot in or work around NPC.


Cool- I’ll get to work


Well, I thought through my cleric’s fluff a couple different ways and really just wasn’t feeling it. So, I’m going to withdraw my interest. Enjoy the game those who get picked.


I'l ltry my luck with this Urgathoan warpriest (need to rework some stuff)


So... I know there’s already a lot of melee (or melee-caster) submissions, including the 1 guaranteed spot, and it’s probably not a good idea to pitch one more... but... I just had an idea that immediately clicked in the way my cleric just wouldn’t. So, I’m going to submit a daring champion cavalier with the order of the lion. He’s actually going to be lawful-neutral instead of evil (which the players guide said should be ok), with the idea that he doesn’t care at all about good or evil he’s just fiercely, zealously devoted to the crown. Her word is law, so he’ll carry out any command that comes from her (or her duly appointed agents) without any consideration of morality. I won’t have time to write him up today but I’ll try to get him done tomorrow.


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Hey people! Here's how our list of submissions is looking now. If you haven't completed your concept/background/sheet, there are still some days to go. We will start looking at it close to the end of next week. Don't worry about the competition for your role, focus on playing what you want and building a good submission :)

Archlich - Aramant Drakkuskail - LE Tiefling Antipaladin (Tyrant) - Hellknight Aspirant (Order of the Claw)

Crisischild - Fighter going Sanguine Angel?

Ouachitonian - Bayard the Axeman - LE Tiefling Bloodrager (Primalist/Steelblood) - Ex-Iomedaean

eriktd - Bellana - LE Witch (Gravewalker) - Good Slip

Grandlounge - Abadar Worshipping Inquisitor?

psionichamster - Ezemin Graeme - LE Human Wizard - Asmodean Acolyte

Bender is great - Cata Vistalis - LN Human Ranger (Dandy) - Hellknight Aspirant(order of the scourge)

Grandlounge - Victor Grem - NE Human Inquisitor - Thrune Informant (Knowledge (Local))

Kulko - Danio Vibolus - LE Human Ninja - Thrune Informant

KingHotTrash - Evil monk?

Memorysquid - Dexter Evil Wizard?

theasl - Oracle into Hellknight Signifier?

MauveAvengr - Albino Dwarf Druid of the Uskwood?

Saashaa - Procchus Henderthane II, Human Cleric?

Sha'ir - Iuliu Moldis - NE Dhampir Spiritualist - Amoral Mercenary

Stalwart - Astrid Tith'kali - LE Human Slayer - Scion of the Nine Circles

rorek55 - Kineticist or Occultist?

Edelsmirge - Jarithe the Hunter - Human Magus (Eldritch Archer/Hexcrafter) - ?

Quen Pah - Cleric of Asmodeus or Evil Enchanter?

Oxnard Kettlebeak - Erliana de Armagine-Thrune - LE Human Psychic - Chelish Noble

Giant Halfling - Daring Champon Cavalier?

Anthorg - Masin - LE Human Alchemist (Vivisectionist) - Thrune Informant

Escharid Blackrose - Khor Feynn - NE Half-Orc Warpriest - Local Tough

Silver Crusade

looking over the list... I'm debating now.

I'm still considering my fiendish vessel, being able to heal with channel on an evil cleric is pretty legit.

but I'm also considering a rogue type. Either eldritch scoundrel rogue or an investigator for trapfinding.

I love kineticists, but they don't bring a whole lot except good, consistent damage. At least not until later levels. (and then, only aether/water are apt at that.) I still might submit one. But its less likely.


The Asmodean Acolyte trait got me thinking about a young tiefling who was the bastard of some minor scion of house Thrune and decided that the way to earn the respect of his father and a position in the house was to join the church. Despite being able to Pass for Human (racial trait) he was shunted out of the official clergy before he really got started and kind of fell into the more underworld aspects of the church, eventually leading a ring of informants and other street types. He's still trying to earn the respect of House Thrune, just doing it in a way he's more suited to.

I'm putting together a tiefling investigator. He'll do skill monkey stuff and party face. He'll have the Mastermind and Bonded Investigator archetypes, which seem like pretty good flavor for this type of wannabe mob boss. Eventually getting an imp familiar seems like a good way to show the character becoming more influential with devils as he gets more powerful.


I got accepted to another game so I’m going to fully and officially bow out here. If I post in this thread again someone please tell me to go play the game I’m already in, lol. Good luck everyone!


dotting. NE Slayer is what I'm thinking.

Silver Crusade

actually, no. I can't seem to mesh a good story together for a character that fits evil divine.

As such, I'm going to make either human or elf, with the chelish noble trait to have him be the first(son) of his line in a brand new, backwater troublesome domain.

I'm going to be making a blaster wizard (sin magic, evocation).

or an eldritch scoundrel unrogue.

Will have it up in a day or two with final decisions.

question, since eldritch scoundrel gain spells like a wizard and from the wizard spell list, would they gain additional 1st level spells from a dip into wizard, or would it simply just "merge" like BaB?


They’re treated as two different classes with their own spellbooks, allotment, caster level, etc.

Silver Crusade

well thats hot garbage. So much for that idea. Thanks for the quick reply.


Ok, been thinking about this one for a while. Looking at a fiendish vessel cleric of asmodeus. Got some cool ideas on how his crossed heritage has warped him.

However, I have a couple of questions first.

I have quite a few of the PF1 books. But I don't own everything and I haven't read every little bit of available publications. So I'm not an 'expert' on the asmodean faith. I don't know every ceremony, chant, and obligation that might be expected.
Is that going to cause issues?

I have been in a few evil campaigns that had 'issues' which caused me to quit. Some players feel the need to describe in utmost excruciating gruesome detail exactly how they torture, abuse, and otherwise act villainously. I do not find that level of disturbance helpful, entertaining, or enjoyable.
Yes, a LE group will I am sure need to torture information out of someone. But I don't want to read 2 pages of bloody pathos laden sadism. Is that what you folks are envisioning?


Very few people actually know these things deeply and I doubt it was ever asked from a cleric player to have any knowledge beyond the basics. As for gore, gruesome, etc. - I’m on the older side of the prism and I like playing in more adult games; this basically means people that are already beyond the more teenage-driven tendencies, which boils to a matter of taste in what’s being narrated and what’s not necessary. Not only in terms of violence, but other taboo topics as well. With that said, however, this is an evil game so the characters being played are bound to be somewhat twisted.


Here is Mazer Afin - the albino dwarven druid of the Uskwood.

Brief description:

Parents gave him up for adoption since he was albino. Druids of the Uskwood, known for their worship of Zon-Kuthon, took him in. Now, he seeks vengeance and wants to hunt down his parents. Last he heard, they were somewhere in Cheliax.

Will probably be focusing more on the neutral side of NE, but wont let anything get in his way. As with Revolving Door, I'm not a huge fan of gruesome detail and will probably only be glancing over those details.

Fluff:

Mazer has a dire bat companion named Klyf. Not 100% I'll stick with an animal companion. He also took the feat Shades of Uskwood - a very thematic feat for any druid of the Uskwood.


I'm certainly interested. I'm building a NE Dhampir UnRogue (Shadow Rebel) - leaning toward Thrune Informant for her campaign trait. I'm currently working on the crunch and fluff and will post those soon.

Thank you. :)


Well, speaking for myself, I'm certainly not interested in thinly veiled snuff. My character will be awful and creepy but most of the creepiness will be via implication.


Octavian Toma
Moroi-born dhampir (svetocher) sorcerer 1 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—obscuring mist
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—corrupting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—charm person (DC 16), mage armor
. . 0 (at will)—detect magic, disrupt undead, mage hand, read magic
. . Bloodline Infernal
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 13, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Spell Focus (enchantment)
Traits sensual graces, thrune informant
Skills Bluff +6 (+8 vs. humanoids attracted to you), Diplomacy +8 (+9 to gather information), Disguise +3, Perception +2, Spellcraft +6; Racial Modifiers +2 Diplomacy
Languages Common, Infernal, Varisian
SQ bloodline arcana (+2 DC for charm spells), resist level drain
--------------------
Special Abilities
--------------------
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Corrupting Touch (1 round, 5/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.


I decided to make him a diabolic dhamphir who is an informant for House Thrune, He uses his spells and his CHA to gain information, treating people like cattle to be used as he pleases.


I'm very interested in Hell's Vengeance.

At the moment I'm stuck between two, quite different concepts.

The first is a Holy Beast, or probably a Unholy Beast, Shifter who is dedicated to the Infernal Duke Alocer. Like his patron he'd be a predator who lives for the hunt, regardless of whether that hunt ends in a kill or a capture. He'd be willing to side with anyone who gives him the opportunity to hunt and, emulating the lion that's sacred to his patron, prefers working in a pack.
He'd be using the Local Tough trait.

The other idea is for an Unchained Summoner using the Soulbound Summoner archetype. He'd be an orphan of the Goblinblood wars that raged across Isger some time ago and was placed in an orphanage run by the Sisters of the Golden Erinyes. To survive there the then boy created an imaginary friend matching his then mental view of the world. Upon discovering that he had the power to make this imaginary friend real the Sisterhood shipped him of to the Egorian Academy of Magical Arts. There they tried to separate his bond his creation in hopes of having him bind a devil instead. They failed. The training both there and in the monastery before then did change his look on life though and his bound companion changed with him.
He'd be using the Apprentice Devilbinder trait. His eidolon will be using either an Agathion or a Psychopomp base form, but they'd be Lawful Evil like him as a result of the Soulbound Summoner archetype.


Hello. :) This is Ariarh Kane's submission: Damla Zaris - Dayborn Dhampir UnRogue (Shadow Rebel).

The crunch is done and I'm finalising the fluff currently and that'll be up on her profile soon.

Thanks!


I do not tend to create an alias unless I am chosen for the game.


Updated Danio to be a unchained rogue. He is going to become a spymaster or assassin depending on how the campaign goes.


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Updated list! So many quality submissions! People are truly getting creative with their evil intents :) Thanks! Still a couple more days to go - the decisions should happen over the weekend. Please make sure to have everything complete by end of day Friday if you want to be considered (including background and sheet).

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

Archlich - Aramant Drakkuskail - LE Tiefling Antipaladin (Tyrant) - Hellknight Aspirant (Order of the Claw)

Crisischild - Fighter going Sanguine Angel?

Ouachitonian - Bayard the Axeman - LE Tiefling Bloodrager (Primalist/Steelblood) - Ex-Iomedaean

eriktd - Bellana - LE Witch (Gravewalker) - Good Slip

Grandlounge - Abadar Worshipping Inquisitor?

psionichamster - Ezemin Graeme - LE Human Wizard - Asmodean Acolyte

Bender is great - Cata Vistalis - LN Human Ranger (Dandy) - Hellknight Aspirant(order of the scourge)

Grandlounge - Victor Grem - NE Human Inquisitor - Thrune Informant (Knowledge (Local))

Kulko - Danio Vibolus - LE Human Ninja or Unchained Rogue? - Thrune Informant

KingHotTrash - Evil monk?

Memorysquid - Dexter Evil Wizard?

theasl - Oracle into Hellknight Signifier?

MauveAvengr - Mazer Afin - NE Dwarf Druid (Nature Priest) - Amoral Mercenary

Saashaa - Procchus Henderthane II, Human Cleric?

Sha'ir - Iuliu Moldis - NE Dhampir Spiritualist - Amoral Mercenary

Stalwart - Astrid Tith'kali - LE Human Slayer - Scion of the Nine Circles

rorek55 - Kineticist or Occultist or Fiendish Vessel or Eldritch Scoundrel Rogue or Investigator or [Insert here any other class/archetype from Pathfinder]

Edelsmirge - Jarithe the Hunter - Human Magus (Eldritch Archer/Hexcrafter) - ?

Quen Pah - Octavian Toma - LE Dhampir Sorcerer - Thrune Informant

Oxnard Kettlebeak - Erliana de Armagine-Thrune - LE Human Psychic - Chelish Noble

Giant Halfling - Daring Champon Cavalier?

Anthorg - Masin - LE Human Alchemist (Vivisectionist) - Thrune Informant

Escharid Blackrose - Khor Feynn - NE Half-Orc Warpriest - Local Tough

Lekkric - Tiefling investigator, young bastard?

Veltent - NE Slayer?

Revolving Door Alternate - Fiendish Vessel?

Ariarh Kane - Damla Zaris - NE Dhampir Rogue (Shadow Rebel) - Throne Informant

Cuan - Shifter Unholy Beast or Soulbound Unchained Summoner?

Silver Crusade

I feel attacked. I clearly stated which ones I was NOT considering at this point :P


rorek55 wrote:
I feel attacked. I clearly stated which ones I was NOT considering at this point :P

Hehe :P


Updated Mazer's profile and fleshed out his backstory a bit.

TLDR: albino dwarf abandoned by his parents goes to Longacre to hunt down his parents.

Right now, Mazer has a dire bat companion. Thinking of adding the Auspice archetype. But depending on the group, may switch to the Law/Kyton domain for a nature bond.


Alright, I added a general backstory to Damla's profile (plus there's a section for her physical appearance and a picture). If chosen for the game, I can flesh it out into some greater detail, if required.

Thanks for the consideration and good luck to all! :)


I'm a bit stuck on my idea and I can't really think of anything else I want to do, so I'll withdraw...maybe next time. Hope you all have a good game!


I went Chelish Noble


Pathfinder Adventure Path Subscriber

I'm thinking that I'm a little light on Astrid's backstory -- raised to be a Red Mantis from birth. It is, essentially, all she's done and has known in light of the circumstances of her conception.

So here's a little vignette to give you a sense of my writing and style, and shed some light on what Astrid is like.

Proving ground:

Astrid crept along the back of the warehouse, staying within the deep shadows behind the bolts of cloth stacked high to the ceiling. She was excited, but tried to keep her mind from dwelling on the fact that she was on her first solo assignment and would soon have her first assassination under her belt. She couldn't afford to be sloppy; it would only be her first if she succeeded.

She had slipped into the warehouse earlier that day, when the man standing guard had stepped away, likely for a bathroom break. Her target, the textile guildsman who owned the warehouse, evidently didn't want to go to the expense of doubling up on his guards. Greed can be costly, she thinks to herself with a smile.

The textile guild had called for the removal of Harlan Grimes for breaking of some guild rules or something. Horning in on another textile merchant's turf, or undercutting the costs set in order to make a bit more profit. Astrid didn't care what his crime really was, all that she cared about was that the Red Mantis had been hired to end his life.

There was another guard patrolling the floor of the warehouse, and she had to keep moving between the stacked pallets to avoid being spotted. Her dark red-and-black leather armor blended nicely with the shadows, and she moved slowly and cautiously while waiting for Grimes to get within reach of her blades. She decided to risk climbing one of the stacks of pallets in order to get off the floor. Thankfully, the bolts of cloth absorbed sound pretty well and she was able to get to the top of the stacks without detection.

Her intel told her that Grimes usually would walk through his warehouse at least once per day, so she needed to wait for that to happen. From her new vantage point, she could see the door to the offices attached to the warehouse. Her target would be there, but she could afford to wait until he came to her.

Wait she did, as the light through the windows tracked across the floor and stacks of cloth, signifying the passing of time. This was the hardest part -- the part her masters and trainers back on Mediogalti Island had warned her incessantly -- keeping one's mind focused and alert while hours passed.

It was all good in theory, but extraordinarily difficult in practice. She ran through her exercises, visualizing the kill in detail and slowly flexing her muscles so she didn't tighten up. Soon.

But as the hours passed, Astrid succumbed to a rookie mistake -- second-guessing her current ambush spot. While she had a decent location, she noticed a spot poised over a much better-traveled path in the warehouse. She decided to clamber over the stacks of pallets to reach it, rather than dropping down to the floor and climb up again.

She was just about there when she disturbed a pile of bolts of cloth stacked precariously at the top of the pallets. Before any of the heavy material falls, she catches it. But its weight was far too much for her to pull back up into a secure position. She found herself straining hard against gravity, lest the bolts of cloth fall and alert everyone in the warehouse to her presence.

Before she's able to figure out a solution, she hears the voice of Grimes starting his round. Her muscles straining, she craned her neck to get a glimpse of the guildsman. He was coming her way, but she couldn't get into position to strike without letting go.

An idea struck her, though it's laced with disappointment. Looks like my blades won't be quenched today, she thought, but ultimately it didn't matter how the Red Mantis' targets die, just that they do.

With a mental prayer to Achaekek, she waited until he's below the heavy bolts of cloth she's straining to keep from falling and then let go. She didn't stick around after the panicked scream is cut off by an echoing crash. She moved along the tops of the pallets to stay hidden, though she took a quick glance back at the scene of Harlan Grimes being quickly suffocated by his own product. His work crew rushed to his aide, but they were all too late.

The ritual was completed.

As Astrid slipped out of the warehouse and into the evening air, she allowed herself a satisfied smile. Time to go see Master Brin. I'm sure he'll have plenty of things to say about my performance, but the man's dead. He can't have a problem with that.


Dexter Horst Feversham
Human, 1st-Level Diviner
Medium Humanoid (Human)
Hit Dice: (1d6)+3 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares) ,
Armor Class: 10 ( ) touch 10, flatfooted 10
Base Attack/CMB/CMD: +0/+0/+10
Full Attack:
Attack:
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks/Qualities: +2 Intelligence, Arcane Bond (Ex), Arcane School, Asmodean Demon Hunter (Asmodeus), Arcane Bond (Object), Bonus Feat, Bonus Hit Point, Bonus Languages, Cantrips, Class Skills, Divination School, Diviner's Fortune (Sp), Focused Arcane School, Forwarned (Su), Humanoid Traits, Human Traits, Language, Metal Opposition School, Necromancy Opposition School, No Racial Subtype, Pragmatic Activator, Scribe Scroll, Skilled, Spellbooks, Spells, Weapon and Armor Proficiency, Wizard,
Saves: Fort: +2, Ref: +0, Will: +2
Abilities: Str 10, Dex 10, Con 14, Int 19, Wis 10, Cha 12
Skills: Appraise +8; Bluff +1; Craft (Untrained) +4; Diplomacy +1; Disguise +1; Fly +4; Intimidate +1; Knowledge (Arcana) +8; Knowledge (Local) +8; Knowledge (Planes) +8; Perform (Untrained) +1; Spellcraft +8; Use Magic Device +5;
Feats: Spell Focus (Enchantment), Spell Penetration

Scribe Scroll
Challenge Rating: 1/2
Alignment: Neutral Evil
Level Adjustment: -
Languages: Abyssal, Aklo, Common, Draconic, Infernal

Possessions:

Spells:

Prepared Spells Prepared Spells:
Wizard (CL 1): 0th - daze (DC 15) , detect magic , *read magic (DC ) 1st - charm person (DC 16) , mage armor (DC 15) , *true strike (DC )
Wizard: Spells per Day: (3+0/2+1/0/0/0/0/0/0/0/ DC:15+spell level), Spells Known: 0th - Daze, Detect Magic, Read Magic 1st - Charm Person, Mage Armor, True Strike


When are you looking to make a determination of who the party will be>?


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The Archlich wrote:
(...) Still a couple more days to go - the decisions should happen over the weekend. Please make sure to have everything complete by end of day Friday if you want to be considered (including background and sheet).

And judging by our list, we might be lacking in some roles, despite the quantity of applicants. I'm already going through everybody and starting to think in a group, but people are still welcome to apply all day today.


Hello All!

This is Dorian Grey's submission for Hell's Vengeance! I have played Hell's Rebels; and I would definitely see how the other half lives!

Any questions, concerns, comments are welcome!

Thank you for organizing....


The Archlich wrote:
The Archlich wrote:
(...) Still a couple more days to go - the decisions should happen over the weekend. Please make sure to have everything complete by end of day Friday if you want to be considered (including background and sheet).
And judging by our list, we might be lacking in some roles, despite the quantity of applicants. I'm already going through everybody and starting to think in a group, but people are still welcome to apply all day today.

<Hypnotism voice> Remember that alchemists are versatile...


There's a voice in my mind talking about alchemists! :-O

Well, even if I consider the versatility of alchemists, investigators, etc. - there will still be some roles that are not really there, although we can certainly get creative.


What are we kind of missing in general? I may throw something together since a bunch of my games are eerily silent right now.


Well, we're quite light on heals and ranged physical damage dealing, but I always tell people to try with what they actually want to play. It's funny, but at some people three people wanted to try fiendish vessels, but ended up changing concepts or leaving. Regardless... Between all the more flexible/versatile applications, of course, we could cover our bases.


I'll bow out.

Too many different ideas to choose from and build up combined with being tired as it's almost 2 am here doesn't work.

Good gaming.

Dark Archive

I'm always late with these. It looks like recruitment isn't closed yet though, so I'll submit!

Jagen Marvisian is a half-orc cleric of Asmodeus.

Background:
Jagen Marvisian was raised in Westcrown by his human mother, Reine. They were poor, and lived near the docks district where Reine could find enough odd jobs to keep them fed. He didn't go hungry often, and Reine found enough ways to keep her young son busy so he wouldn't turn to the street gangs.

Jagen's fortune changed when he was ten years old as his father came back into his life. Haazek Marvisian was a large half-orc that had been discharged from the Navy, and he invited Reine and her son to move with him to Longacre, where an old friend of his had offered to help him get back on his feet. Reine was unsure about whether to trust her son's father, but given her lack of prospects in Westcrown, she accepted.

The move proved to be a mix of blessings and curses. Haazek proved to be a wastrel, and rarely found much cause to look after Jagen and Reine, spending most of his time in drink. Traven Valiser was Haazek's old friend from the Navy, and he did what he could to keep the makeshift family afloat. Over time, Jagen began to look to Traven as a father figure more than Haazek, who was rarely present.

As Jagen started approaching adulthood, he found himself indulging in his baser instincts. Jagen was big and strong, and it was much easier to force some of the older pensioners in town to turn their money over to him than to make money working in the Whisperwood. He usually didn't even have to hurt anyone. He often worked with Cimri Staelish, another young tough in town.

For his fifteenth birthday, Jagen decided to try something bigger. He borrowed some money from Cimri, promising to help him later in return, and went back to Westcrown where he planned to raid the Dockworker's Guild and return with money filling his pouch. Instead, he was caught right away.

A year into his prison term, the prison's warden gathered the prisoners together and told them that he could give them an offer for clemency. A local noble wanted to seek their fortune at the Worldwound was in need of soldiers to go with him. One of the local judges had given the noble a writ to free anyone in prison that would sign up. Tired of sitting in prison and figuring that being a soldier might be a way to commit some violence without anyone complaining, Jagen volunteered.

After months of travel across Avistan, Jagen's tour of duty at the Worldwound lasted only weeks. While on patrol to one of the wardstones, his band was overrun and his noble benefactor slain. With his unit being overpowered by demons, Jagen was saved by happenstance. A manhunter detachment from Cheliax returning from their pursuit of a demonaic happened upon the battle and rode down the attacking demons. After learning of their situation and the death of the noble that the survivors had sworn to, the Chelaxians agreed to return the former prisoners back to their home nation, according to the contract they had signed.

Jagen had lived in Cheliax all his life, but until that months long journey back from the Worldwound had never witnessed Asmodeans in their element. The order and precision they underwent in even small tasks contrasted heavily with his youth and the ramshackle army that had met its doom in the Worldwound. By the time they returned to Cheliax, Jagen knew that he had found what had been missing in his life and took his oaths as an acolyte of Asmodeus.

Statistics:
Cleric of Asmodeus 1 – Jagen Marvisian
Age 23 (Birthday: 18 Sarenith); Height 6' 6"; Weight 290 lbs
LE Medium humanoid (half-orc)
Init +1; Senses Perception +2; darkvision 60'

DEFENSE
AC 18, touch 11, flat-footed 17, CMD 14 (+5 armor, +1 shield, +1 natural, +1 dex)
Hit Points 10 (+8 cleric, +2 constitution)
Fort +4, Ref +1, Will +4

OFFENSE
Speed 20 ft. (wearing medium armor)
Melee heavy mace +3 (1d8+3/20/x2), dagger +3 (1d4+3/19-20/x2), CMB +3
Ranged javelin +1 (1d6+3/20/x2) 30 ft
Cleric Spells Default Memorization (CL 1th; Concentration +5)
1st (DC 13) – Cure Light Wounds, Disguise Self, Protection from Chaos
Orisons – Create Water, Light, Stabilize
Special Abilities — Channel Negative Energy 3/day (1d6, DC 10)

STATISTICS
Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats – Ironhide
Traits – Focused Mind, Local Tough
Skills (ACP -4) – Bluff +4, Disguise +4, Intimidate +7, Knowledge (Religion) +5, Linguistics +5, Profession (Soldier) +6, Stealth +1
Skill Ranks (+2 cleric +1 skilled +1 Intelligence +1 favored class bonus) – Bluff 1, Disguise 1, Intimidate 1, Knowledge (Religion) 1, Stealth 1
Background Skill Ranks – Linguistics 1, Profession (Soldier) 1
Languages – Infernal, Orc, Taldane
SQ – Aura (Evil & Law), Domains (Evil (Corruption) & Trickery (Deception))

Combat Gear – scale mail (30 lbs), buckler (5 lbs), heavy mace (8 lbs), dagger (1 lb), 3 javelins (6 lbs)
Other Gear explorer's outfit (8 lbs), cleric's kit (32 lbs)
Consumable Items: 1 Potion of Cure Light Wounds
Carrying Capacity Light: 76, Medium: 153, Heavy: 230
Total Carried 90 lbs

Grand Lodge

The Archlich wrote:
Well, we're quite light on heals and ranged physical damage dealing, but I always tell people to try with what they actually want to play. It's funny, but at some people three people wanted to try fiendish vessels, but ended up changing concepts or leaving. Regardless... Between all the more flexible/versatile applications, of course, we could cover our bases.

I have a version of victor grim that is ranged I made for another game. With reasonable some investment in consumables inquisitors have all the important healing spells.

If healing is a concern I have a cleric I could submit that is a crazy healer. A version of the build is Senn in my profile but I'm in the mountains for the weekend so I can't get a level 1 version up in time, but take a look. It uses feather and eagle domain to have three bodyguards on the field then channel to heal all three.

Good luck choosing.


I have been researching Cheliax (again...lol) for further background hooks.
I do enjoy reading the history of Nations; learning the geography, notable locations. Fun times!

Hell's Rebels takes place in Kintargo. I like that we get a look at a different area in Vengeance.

Good luck all!


Recruitment is now closed and the GM is going over my reviews for his decision :) it might take some days, so stay tuned.


1 person marked this as a favorite.

Hello All!

Thank you for all of your applications, and especially Archlich for running the recruitment!

Archlich has made his recommendations and after reviewing them , I've given my Thrice-Damned stamp of approval...in triplicate!

So, without further ado, the minions of Her Infernal Majesty are as follows:

Aramant Drakkuskail (The Archlich)
Dexter Horst Feversham (Memorysquid)
Mazer Afin (MauzeAvengr)
Masin (Anthorg)
Jarithe the Hunter (Edelsmirge)

Those not chosen, I hope you're able to exercise your evil , Machiavellian plans elsewhere.

Those chosen, stay tuned for a link to my new campaign discussion thread where we can discuss expectations etc...

Grand Lodge

Thanks for the select! Posting with Masin and waiting for the link.


Best of luck all!


Thank you for the consideration. Good luck to all. Please do not contact me if a space opens.

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