[PF 1E] Hell's Rebels Adventure Path


Recruitment

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1 week left until GM stated cut-off for submissions. Please note that the GM has not expressed whether answers only or full builds are required. I am drawing the distinction purely for comparison's sake, as I don't know for sure how much is desired, either!

All non-character aliases are listed by the account's primary handle.

Submissions with presented builds (alphabetic by character name):

Andrea1- Liz Ardoc - NG F Human Druid - Child of Kintargo - Staying up on Current Events
hustonj - Kizzy Purrun - CG F Varisian Cleric (Hidden Priest) of Milani - Diva in Training - Protest government/Meeting a contact?
Louxman - Uli Sabaniero - CN M Varisian Bard (Archivist) - Gifted Satarist - Meeting a contact - build not within limits
Camris - Idril Ssethan - CG F Varisian Bard (Dervish Dancer) - Diva in Training - Looking for Idol
Mightypion- Kriemhild Stridsottir - CN F Half-Orc Bloodrager (Steel Blood) - Fed up mercenary (citizen) - Not getting paid!

Submissions with questions answered but no alias/build that I see (by alias):

Critzible - ? F Tiefling Inquisitor (Living Grimoire Preacher) - Gifted Satirist - Keep up with current events
Malinor - ? M Human Arcanist - Child of Kintargo (Vashnerstil) - ?
pinvendor - ? ? Human Vigilante (Magical Child) - Child of Kintargo - Looking for trouble
Smiles-a-lot - ? M Halfling Vigilante (Teisatsu) - Historian of the Rebellion - Meeting a contact
Snow_Tiger- ? M Half-Orc Rogue (Thug) - Starstruck - Looking for your Idol
SqueezeMeNow - L?? M Human Fighter - Child of Kintargo -Protest Government

Dots (by alias):

Rabscuttle

Withdrawn (by alias):

Chapel36
Robert Henry

Dark Archive

GM- would you rather the full build? I could get something together if you do.


I am definitly amendable to switching my buil up a bit, given how full faces we have, and given that the module has a relaively hard reputation even on higher point buys.

-->More combat focused version:
Sphinx rather then infernal bloodline
Alternate racial trait toothy instead of war leader

Result is 3 natural primary attack while bloodraging (2xd6 1xd4) and not neccesarily needing a weapon. Sphinx gets pretty nifty crowd control down the line too.


dot


SqueezeMeNow here!

I updated an existing alias from a campaign that had it's DM drop. Since it was also a first level fighter (dragonheir scion) it saved me a ton of time. The only thing not filled in at present is character advancement and a detailed backstory. The general background and advancement I gave in my initial post, but should have them written out in more detail soon.

The feats, trait, racial details, attacks, defense, skills, and more are all filled out to the half pound and silver piece.


The trip and disarm weapon qualities do not grant the ability to make those combat maneuvers without provoking.

The disarm quality gets you a bonus on the combat maneuver check.

Originally, the trip quality was required to use the weapon to make a trip combat maneuver. Now it just grants you the ability to drop the weapon instead of being counter-tripped, which the maneuver itself does not normally allow.

Now, don't get me wrong, I LOVE me a battlefield control fighter! It is just a horribly feat intensive build.

Feat discussion:

Block 1:
Combat Expertise
Combat Reflexes
Improved Disarm
Improved Reposition (NOT usable as an AoO)
Improved Trip

Block 2: (6th level prerequisite)
Greater Disarm (weapon flies away from the creature)
Greater Reposition (move provokes from those who threaten the movement path [except for the acting fighter])
Greater Trip (being tripped provokes for all who threaten [including the acting fighter])
Quick Reposition (allows Reposition as an iterative attack instead of a Standard action [still not usable as an AoO, though])

Weapon Training bumps the CMB for these attacks, as does Weapon Focus & Greater Weapon Focus (2 more feats!)

And if you've got your dex cranked up for the AoO count, then you may also want the feat Agile Maneuvers to get the higher CMB using your Dex instead of Str.

Then there are more advanced feats that can increase the fun. There's one that lets you Reposition the opposition into dangerous areas and one that lets you determine which way the disarmed weapon flies, for instance.

And this is an example of why the Elephant in the Room Feat Tax rules are popular. Using EitR as written, the Block 1 feat list becomes:

Block 1:
Combat Reflexes
Deft maneuvers
Improved Reposition

None of the other feats mentioned above outside of Block 1 get simplified/combined. Still, drops the feat count by 2, and makes both Agile Maneuvers and Weapon Focus much easier to fit in.

Some people extend the EitR rule set to also fold in feats from resources the EitR authors didn't include, like the one Reposition came out of . . ..


I do not recommend doing battlefield control without feat taxes.

The most efficient way to do combat maneuver wihout feat tax is bounty hunter slayer.

You basically make use of dirty fighting Dirty fighting instead of combat expertize, starting at level 2 you do dirty trick instead of sneak attack.
Generally speaking, dirty trick is the best CMB because something will always work, and dirty trick master is absolutely lit.

Total build could look like this:

Level 1 Human Bounty hunter slayer (STR is main stat)
--Dirty fighting, Improved dirty trick (you get a total +4 to dirty trick if flanking)
Level 2: Get Dirty tricks instead of sneak attacks
Level 3: Probably Iron will or steadfast personality
Level 4: Improved two weapon fighting via extra slayer talent ranger combat style
Level 5: Steelblood 1 Abberant/or abyssal bloodline, Power attack
Level 6: Steelblood 2
Level 7: Steelblood 3 Greater dirty trick
Level 8: Steelblood 4: Huuray, spell casting and more reach
Level 9: Bounty hunter 5: Quick dirty trick
Level 10: Bounty hunter 6
Level 11: Bounty hunter 7: Dirty trick master

What does this build do (over a fighter CMB fighter)
--It has faar more skill points and much improved class skills
--It can semi dump dex
--It gets to cast spells
--Abyssal Bloorager at level 4 also boosts CMB by 4 (3 from STR 1 from size), Steelblood has an innate CMB bonus of +1. If you like living risky, dont be human but be a ragebred skinwalker (Dip into Steelblood at level 3, and have 3 primary and 2 secondary natural attacks that can all apply dirty tricks if you flank.


Halvarg Fersen: NG Half-Orc Brawler

select a stat array equivalent to 15-point buy;
Str: 15 (+2 racial = 17) / Dex: 13 / Con: 10 / Int: 10 / Wis: 13 / Cha: 12

pick a class from among the Core classes, the Base classes excepting Summoner, the Hybrid classes, and Unchained Summoner (starting HP is maximized, starting wealth is average);
Brawler

pick a race;
Half-Orc

pick a campaign trait from the Hell's Rebels Player's Guide, but it will not have any mechanical effect;
Pattern Seeker

pick a reason to protest from the Hell's Rebels Player's Guide;
Meeting a contact/Staying up on current events.
Halvarg worked at a tavern that was popular with the radical set in Kintargo, but it was one of the places that burned down in the recent fires. He is concerned about what happened and is hoping to see some of the tavern regulars.

set forth how you learned about the Aria Park demonstration (i.e., through word of mouth, from a handbill, from a poster, etc.);
Word of mouth. Halvarg has been trying to find out what happened since the fires and soon heard about the protests.

summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit - the factions represented at Aria Park will include at least, in no particular order, liberals, radicals, anarchists, and Ravounel nationalists (these terms to have roughly the meanings they had in about 1850 in Europe - if you would like further explanation, please feel free to ask).
Halvarg's politics have bene influenced by where he works. He started with vaguely liberal views, but now he is more radical. He would know some of the radical faction by sight or reputation.

Background:

Halvarg was born in a small half-orc village outside of the city, the son of the village shaman and wisewoman. He grew up fighting and roughhouseing with the other children, and although he didn't get any magical talent from his mother, he did learn how to watch the world (when not in a brawl).

After leaving his village to seek his fortune in the city, Halvarg bounced away between various security jobs before finding permanent work as a guard at a local tavern, one that was a regular handout for the more radical set of citizens, and Halvarg was about to hear much philosophising and arguing about Kintargo, Cheliax and what ought to be done. Occasionally arguments would get particularly heated and he would have to step in to calm things down, one way or another. But generally it was fairly quiet and he could people watch and listen to the sounds of the city.

All this changed recently when a series of fires swept through Kintargo, and the tavern was one of the places that burned to the ground. Halvarg was not on that night, but the tavern owners, a gnome husband and wife, haven't been heard from since, are assumed to have died in the fire. Many of the regulars are missing as well, Halvarg doesn't know if they were also killed or are just in hiding. After asking around the other guards, he learnt that there was a protest happening recently, and has decided to go, to see if he can work out more about what is happening, or hopefully find some of the regulars.

Appearance:

Halvarg is a stocky half-orc with broad shoulders and a rugged build. He keeps his thick black hair cropped short and has dark green eyes that seem to watch everything. He has square jawline with small tusks. He has a few prominent scars from when he was less experienced in not getting hit. Despite his intimidating appearance, he is a thoughtful and contemplative individual when with those he trusts.


Battlefield Control Discussion:
Mightypion wrote:
What does this build do (over a fighter CMB fighter)

It is also dependent upon having a flanking buddy instead of being independently viable.

It has short-term effects only, instead of being able to "permanently" break enemy tactics.

Each Dirty Trick, by the book, can provide a minor effect only.

The Dirty Trick route doesn't set up chains of AoOs that provide cumulative bad news for the target.

One of the differences in our outlooks is that I don't say either build is wrong, better, or worse. I note that it has different requirements and actually different results. Some players will want one and some players will want the other.

I was posting in response to an apparent desire to have a character with the benefits of both Improved Trip and Improved Disarm. I was trying to communicate how to do the thing the player seems to want to be able to do, not telling him to aim at a different target.

Just like I've put the details of this sideline conversation in spoilers in order to reduce the direct impact to applicants and the GM who may not want to read the walls of text being created. I'm trying to consider opinions and desires beyond my own.


The plan wasn't so much to go the battlefield control route feats, but you don't always need feats to effectively trip or disarm enemies. You just don't get bonuses to it, and you might take an AoO if you aren't careful.
There are instance where you can do so without the risk of AoO, and the flail is still a superior weapon for it.

I honestly chose the flail due to cost/weight/damage dice. Since I don't plan on having Tern spend a lot of feats on offense critical hits aren't as much of a factor. Smaller threat range, less modifiers that get multiplied on a critical, etc.


I responded to this bit in your attack spoiler:

Quote:
He can use his flail to make disarm or trip attempts without provoking an AoO.

You have nothing on your sheet that will prevent the standard provocation using those combat maneuvers.

I assumed, therefor, that you want to use it for these actions without provoking and started the discussion on how to actually get there.


Nah. It was just a nice little bonus. Still is in the right scenario. If I wanted to use those maneuvers as a focus of the build I never would have chosen a Dragonheir Scion.

Shadow Lodge

Malinor. wrote:
GM- would you rather the full build? I could get something together if you do.

Please do.

Dark Archive

Here is

Name:Malinor Vashnarstil:

-------------------
Male Human Arcanist 1
N Medium humanoid (Human)
Init +1 ; Senses Perception -1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex +0 Deflection, +0 Shield)
hp: 7 (1d6+1)
Fort +1, Ref +1, Will +1
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Club +0 (d6; x2)
Ranged: Ranged Touch +1
Spells (CL 1; Concentration +4)
Level 0 (-):[4] Acid Splash, Detect Magic, Read Magic, Light
Level 1 (3/3): [2] Shield, Magic Missile
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 12, Int 17, Wis 8, Cha 14
Base Atk +0 ; CMB +0; CMD 11

Racial Abilities:
Bonus Feat
Skilled +1 Skill Point Per Level
Class Abilities:
Arcane Reservoir (¾): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
-Armored Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
Cantrips
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Traits
Child of Kintargo (Vashnarstil)
Feats:
Point Blank Shot: +1 to hit and Damage within 30 Ft
Precise Shot Ignore Melee penalty for shooting ino combat
Skills: Knowledge: Arcana +7 [1], Knowledge: Dungeoneering +7 [1], Knowledge: History +7 [1], Knowledge: Local +74 [1], Knowledge: Planes +7 [1], Linguistics +7 [1], Spellcraft +7 [1]
Languages: Common, Infernal, Abyssal, Shadowtongue, Strix

Combat Gear: Club [Walking stick] (0 gp, lbs)
Gold: Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried in Backpack.

Total Weight lbs lbs light or less/ medium / heavy

Grand Lodge

Working on my Teifling hopfully done tonight

Grand Lodge

Asmodia's Crunch:
Asmodia Voralius
Tiefling level 1st Iquisitor(Living Grimoire Preacher) NG Diety: Shelyn
age:25 Hgt:5'6" Wgt:1 Hair: Black Eyes: Goat like Golden Ethnicity: Crimson Skinned
Languages:Common,Infernal,Celestial, Cheliaxian,Abyssal
Str:10 Dex:16 Con:14 Int:16 Wis:10 Cha:8
Init:+3 HP:10 (1d8+2)
BAB:+0 melee: +0, Ranged:+3]
CMB:+0
CMD:13(10+0(bab)+0`(Str)+3(dex))
AC:19(10+4(armor)+3(dex)+2(Shield))
Armor:Armored Coat: +4 Max Dex +3 Check Penalty: -2 Price:50 gp Spell Fail:20%
Speed:20ft Wgt.20lb.
Heavy Wooden Shield +2 Max Dex - Check Penalty:-2 Price:7gp Spell Fail:15% Speed- Wgt.10lbs

Fort:+4[2+2(Con)]
Reflex:+3[0+3(Dex)]
Will: +2[2+0(Wis)]
Traits:
Weapons:
Melee:+0
Sickle +0 1d6 Crit:x2 - 2pd Slashing
Daggers(x6)+0 1d4 Crit: 19-20/x2 10ft. 1pd Piercing
Holy Text+1 1d6 Critx2 Bludgeoning Bonus:Cold Iorn Light Mace

Ranged:+3
Shortbow:+3 1d6 Crit:x3 2lb 60ft Piercing
Ammo: 20 Arrows 5pds

Feats: Persuasive
Level:
Skills:
Acrobatics +0(+4) [1+3(Dex)-4(Armor)]
Bluff +9 [1+3(Int)+3+2]
Diplomacy +9 [1+3(Int)+3+2]
Intimidate +8[1+3(Int)+3+1*]
Linguistics: +4 [1+3(int)]*
Perception: +4 [1+0(Wis)+3]
Stealth: +5(+9) [1+3(Dex)+3+2-4]*
Sense Motive:+5 [1+0(wis)+3+1]
Craft(Calligraphy) +7 [1+3(int)+3]
Perform(Oratory)+0[1-1(Cha)]

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, short bow and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields)

Spellcasting:
A living grimoire must prepare his spells ahead of time and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.
The living grimoire receives the same number of spell slots per day as a war priest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.
At 1st (level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.
This ability alters orisons and spellcasting and replaces cunning initiative.
Holy Book:
At 1st (level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon.

When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus and can be enchanted as a magic weapon.
He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
This ability replaces monster lore.

Sacred Word:
At 1st (level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor benefits from the war priest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a war priest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).
At the 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at the 20th level).
These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the war priest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the war priest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
This ability replaces judgment.
Stern Gaze
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)

Domain/Inquisitions:
Conversion
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Racial Abilities:
+2Dexterity +2Intelligence -2Charisma
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.

Equipment:
Pathfinders’ Kit:(12gp 22lb.)
Backpack, Bedroll, Belt Pouch, CLay Mug, Dagger,2 Fish Hooks,Flint and Steel, Sewing Needle, signal whistle,50 feet of String, 50 feet of Thread , Water Skin,1-week Rations, whetstone

Grooming Kit(1gp)
Comb, scissors,nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder

Holy Symbol: Wooden

Book Lariat
Ink
Journal
Inkpen

Explorers outfit. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Magic gear:
PP-
GP- 5
SP-
CP-
Spells per day:
0-3
1-2 [1+1]
2- [+1]
3- [+1]
4-
5-
6-

Spells Book:
0- Acid Splash, Bleed, Brand, Create Water , Daze, Detect Magic, Detect Poison, Disrupt Undead, Guidance, Light, Read Magic, Resistance, Sift,Stabilize, Virtue
1-Cure Light Wounds, Detect The Faithful, Disguise Self, Inflict Light Wounds, Magic Weapon, Shield Of Faith
2-
3-
4-
5-
6-

History/Background:


Hmmm...I'm rethinking my submission for a Magical Child archetype. I'm not a super crunchy guy for the most part, and based on what I'm reading, it might take a much more min/max mindset to make that archetype worthwhile. A lot of stuff I read about it mostly recommended asking the GM permission to house rule certain aspects like the spell list. Not a good sign for an archetype I'd say especially when the GM has specifically announced the game to be pretty tight in requirements to players' builds and strategic thinking.


Uli Sabaniero wrote:

Louxman here - presenting Uli Sabaniero, Varisian street trader and part time spy.

Select a stat array equivalent to 15-point buy:
10, 14, 12, 13, 10, 14,

Pick a class:
Bard (Brazen Deceiver)

Pick a race:
Human (Varisian)

Pick a campaign trait:
Gifted Satirist

Pick a reason to protest:
Meeting a contact (hoping to at least)

Set forth how you learned about the Aria Park demonstration:
A hand bill here, a loose tongue there, people let things slip when there's only old Uli about, what harm could come of it. "Everyone knows old Uli's a bit cracked up top." Those that need to know knew, so Uli knew too.

Summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit:
A man has to make a living, selling hot pies and cold drinks will only go so far. Sometimes a rumor whispered in the right ear or a favor performed payed best of all. Uli had been working for rebels for years, small timers mostly, lone wolves, passing messages or listening for information, for the right price of course. One contact was pretty obviously part of something bigger, he was smart and clearly had clout, it turned out he was with the Ravens.
Then everything went quiet, the Ravens were gone and even the small fry were scared into hiding, or worse. Uli needs to find new sources of income, and help out the rebellion a bit too...

I'll have Uli's profile updated at the weekend.

Uli's profile should be all updated now. Good Luck all.

Shadow Lodge

pinvendor wrote:
A lot of stuff I read about it mostly recommended asking the GM permission to house rule certain aspects like the spell list.

What specifically do you want? It doesn't hurt to ask.


1 person marked this as a favorite.

Actually, the concept I came up with can still work with other magical Vigilante archetypes like the Warlock (or just a race with spell-like abilities) and the Transformation Sequence social talent.

I’ll try and get the full sheet before end of day tomorrow.


1 person marked this as a favorite.

1 DAY left until GM stated cut-off for submissions. Please note that the GM has expressed a preference for full builds over simply answering the questions.

All non-character aliases are listed by the account's primary handle.

Submissions with presented builds (alphabetic by character name):

Andrea1- Liz Ardoc - NG F Human Druid - Child of Kintargo - Staying up on Current Events
SqueezeMeNow - Tern Bismeth - NE M Human Fighter (Dragonheir Scion) - Child of Kintargo - Protest Government
hustonj - Kizzy Purrun - CG F Varisian Cleric (Hidden Priest) of Milani - Diva in Training - Protest government/Meeting a contact?
Louxman - Uli Sabaniero - CN M Varisian Bard (Archivist) - Gifted Satirist - Meeting a contact
Camris - Idril Ssethan - CG F Varisian Bard (Dervish Dancer) - Diva in Training - Looking for Idol
Mightypion- Kriemhild Stridsdottir - CN F Half-Orc Bloodrager (Steel Blood) - Fed up mercenary (citizen) - Not getting paid!
Malinor - Malinor Vashnarstil- N M Human Arcanist - Child of Kintargo (Vashnarstil) - ?
Critzible - Asmodia Voralius - NG F Tiefling Inquisitor (Living Grimoire Preacher) of Shelyn - Gifted Satirist - Keep up with current events

Submissions with questions answered but no alias/build that I see (by alias):

pinvendor - ? ? Human Vigilante (Magical Child) - Child of Kintargo - Looking for trouble
Rabscuttle - Halvarg Fersen - NG M Half-Orc Brawler - Pattern Seeker - Meeting a Contact/Staying up on current events
Smiles-a-lot - ? M Halfling Vigilante (Teisatsu) - Historian of the Rebellion - Meeting a contact
Snow_Tiger- ? M Half-Orc Rogue (Thug) - Starstruck - Looking for your Idol

Dots (by alias):

Ironperenti

Withdrawn (by alias):

Chapel36
Robert Henry


Time got away from me, and I didn't get a complete character sheet done. If that's a penalty, I will have to accept. Good luck to everyone.


Saw this today, here's a last minute submission.

Valarie Tanessan, disgraced Gray Maiden recruit, disowned anarchist.

Select a stat array equivalent to 15-point buy:
14(16), 13, 10, 10, 12, 14

Pick a class:
Vigilante (Masked Maiden)

Pick a race:
Human (Chelish)

Pick a campaign trait:
Child of Kintargo

Pick a reason to protest:
To Protest the Government

Set forth how you learned about the Aria Park demonstration:
As near as she could tell, a flyer was slipped into her door

Summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit:
Valarie Tanessan is an anarchist, or she would like to think so. She's much more talk than deeds.

She has family in the Court of Coin, but being disowned is not in regular contact with them- they might even think her dead. She worships Milani, dreaming of an independent Ravounel, but was never brave enough to involve herself with the Rose of Kintargo. Val has also had minor but lengthy contact with the Silver Ravens- altho she did not know at the time; upon her return to Kintargo and time spent homeless, members helped her find her feet, over the years they have put her in touch with members of the Scarlet Rose to help her overcome her conditioning, to mixed success. As such, she owes these Ravens a great debt, should they ever reveal themselves to her.

Background/Further Examination:
Even when the old system was serving her best, she was at most a pawn, a trading chip. As a lesser noble in a powerful house, she was given every advantage in society, being well educated and trained extensively in warfare, but soon after she came of age, she was sent off to pay an old debt between her father and his school chum Ileosa Arvanxi- now Queen Ileosa Arabasti, monarch of Korvosa. There, thru magic, manipulation and torture, her mind was broken into a Gray Maiden, the fanatically loyal bodyguards of the Queen.

Ileosa saw Valarie's beauty as insult, a challenge to her own, and thus her face was scarred and twisted, a worthy sacrifice, she thought, so conquered her mind had become. The Queen would become immortal, and Valarie would be her protector until death. But immortality never came for Ileosa. Before Val could pass her initiation and serve, the Queen was beaten back and murdered by a band of rebels. Val managed to escape and returned home, where her father disowned her, refusing to acknowledge her until his recent death.

It has been seven years. Seven years since her scars were cut and burnt into her face, seven years since she was manipulated into fanaticism and hero worship, seven years since the death of Queen Ileosa. Valarie has largely shed this past, worked to become someone else, forget her conditioning, and there are few who know of her involvement in Korvosa.

But three weeks ago, it all came back. The peasants revolting, the city guard disposing rebel groups, martial law, the city burning. It was too much. She began to lose track of time, waking up in strange places or polishing her old armor. Soon, she understood; she was surrendering to her conditioning. Present conditions were too triggering. The Gray Maiden within her has awoken.

Both halves of her want an independent Kintargo. For Val, the tyranny that she had served in Korvosa is her biggest regret, and this time she can stand up and make things right. For the mask, all the mask cares about is keeping Thrune out of her home. Many of her sisters now serve the Majetrix Abrogail Thrune, but she does not deserve their loyalty. As far as the mask is concerned, only the Queen Ileosa can command them, and with her dead, any pretenders must be beaten back by any means necessary.

CRUNCH:
SHEET
Spoiler:
Skinwalker (Seascarred) Tidal Hunter Ranger 1

Init +2; Perception +1
-----------------
DEFENSE
-----------------
AC 22, touch 11, flatfooted 21
HP 10 (1d8+1)
Fort 0, Ref +3, Will +3
-----------------
OFFENSE
-----------------
Speed 20ft.
Longsword d20+4(d8+3, 19-20x2, S)
-----------------
STATISTICS
-----------------
Str 16, Dex 13, Con 10, Int 10, Wis 12, Cha 14
BAB +1; CMB +4; CMD 15
Racial Traits Bonus Feat, Skilled.
Feats Noble Scion (Tanessan/War), Gray Maiden Initiate[/url (Faceless Maiden, Scarred).
Traits [url=https://www.aonprd.com/TraitDisplay.aspx?ItemName=Child%20of%20Kintargo]Child of Kintargo
(no mechanical benefit).
FCB 1 HP
Class Features Dual Identity, Imperfect Control, Scars of the Past, Social Talent (Obscurity)
Skills (7/Vigilante) Bluff +6 (1 ranks, +2 CHA, 3 class skill), Diplomacy +5 (1 ranks, +2 CHA, 3 class skill, -1 feat), Disguise +5 (1 ranks, +2 CHA, 3 class skill, -1 feat), Intimidate +8/10 (1 ranks, +2 CHA, 3 class skill, +2 feat, +2 feat), K. (Local) +4 (1 ranks, 0 INT, 3 class skill), K. (Nobility) +4 (1 ranks, 0 INT, 3 class skill), Sense Motive +5 (1 ranks, +1 WIS, 3 class skill)
Languages Common

GEAR
Spoiler:
175 starting GP

Battered Gray Maiden Plate (free, worth 4d6gp if sold) (made masterwork if Child of Kintargo/Noble Scion combo still gives single nonmagical item worth 200gp or less)
(Noble's Outfit, Signet Ring if same, free)
Heavy Wooden Shield 7gp
Longsword 15gp
Vigilante Kit (mw backpack) 58gp
Crowbar 2gp
Book of Letters (Kintargo) 50gp
Blue Book (Kintargo) 5gp
Silk Rope 10gp
Courtier's Outfit 30gp
Reversible Cloak 5gp

3gp

If I can be a Tanessan without the Noble Scion feat, I might take Iron Will instead. Also considering changing one of the Gray Maiden Initiate bonuses to be the "sleep in armor" one, and the disguise being clothes worn over the armor being removed/the helm being placed on, but otherwise this is pretty final.

Shadow Lodge

pinvendor wrote:
Time got away from me, and I didn't get a complete character sheet done. If that's a penalty, I will have to accept. Good luck to everyone.

I'll extend the submission deadline to March 5.

Grand Lodge

Nice I can finish typing up my backstory


1 person marked this as a favorite.

Hopefully I can get his backstory finished up and posted Sunday night. Sinus issue and an extended work week have kicked my ass. I know I already posted the TLDR, but I'd like a nice story snippet to really sell it.


Good luck all


Okay, wow. Updated Tern's alignment and languages to go along with his backstory. Probably makes him come off rather different not being an evil Azmodean!


Ope, I had the wrong class/race summary up at the top of my sheet, it should read CN Human Masked Maiden Vigilante 1, copied a different sheet and forgot to edit that as part of the changes. Since it's a regression into a time when she was brainwashed, the vigilante identity will probably be LE but maybe NE or LN.

Shadow Lodge

Congratulations to:

hustonj - Kizzy Purrun (CG female human cleric (hidden priest) of Milani 1)
Camris - Idril Ssethan (CG female human bard (dervish dancer) 1)
Critzible - Asmodia Voralius (NG female inquisitor (living grimoire preacher) of Shelyn 1)
The Lobster - Valarie Tanessan (CN/NE* female human vigilante (masked maiden) 1)

* "A vigilante's two alignments cannot be more than one step from each other on a single alignment axis," so of the proposed Maiden identity alignments, only NE fits with the Social identity's CN.

I'll set up a campaign threadset and post the opening some time this week.


Congrats all. Enjoy your game!


Drat. Congratulations to those chosen.

Grand Lodge

Alright time to create a new Avatar


Here

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