Hell's Rebels Recruitment


Recruitment

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Hello all you aspiring rebels! I've heard a lot of good things about this adventure path and I've always wanted to run it. So I am!

Looking for 4 players to light the flame of rebellion in Kintargo, and hopefully have some fun along the way!

Level: 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, leaning towards Good. Chaotic is fine as long as it's not that CN.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the rebellion can't be picky.
Traits: two normal and one Campaign, which must be from the Hell's Rebels Player's Guide.
Wealth: maximum starting for your class
Skills: we will be using the extra Background Skills rule.

Alongside your character sheet and background, I'd like you to answer these 20 questions. They're just meant to help both me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.

Background Questions:
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why would you join the rebellion?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Looking to close recruitment in two weeks from today, at midnight CST July 1st.

If I missed anything, feel free to ask!


Dot. I think a vigilante would be great for this. Let me see what I can cook up.


Dotting with a future bard. Thanks for running!


Perfect time to have a chance to play my rogue again, Litsy! Will make her Unchained if you allow it. Fluff should cover most of the questions.

Thanks for GMing!

Crunch:
“Tiny” Litsy
CN Human Rogue (Discretion Specialist) 1
Age: 16
Hair: Black
Eyes: Brown
Height: 5f 2 inches
Weight: 96 lbs
Deity: None
Init: +4 Perception: +5
Favored Class: Rogue (+1 HP)
Languages: Common, Sign Language

Special Abilities:
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/b]
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.

Fast Talker: A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks.

-------------
Statistics:
-------------
Str 9 Dex 17 Con 14 Int 12 Wis 12 Cha 14
Base Attack: +0; CMB : +0; CMD: 13

-------------
DEFENSE
-------------
AC 16, touch 14, flat-footed 12 (+2 Armor, +3 Dex+ 1 Dodge)
HP: 11
Fort: + 1
Ref + 5
Will: + 1 (+2 vs illusions)
------------
OFFENSE
-----------
Spd: 30 feet
Melee: Rapier (+0/1d6/18-20 x2)

Ranged: Shortbow (+3/1d6/x3/60ft)
20 Arrows
---------------------------
Equipment and Money
---------------------------
Starting Money: 240 GP
Combat gear:
Defense: Lamellar Cuirass
Offense: Rapier
Shortbow (20 Arrows)

Other possessions: Bedroll, Masterwork Backpack, Flint and Steel, Silk Rope (50ft), Soap, Tieves' Tool, 2 Trail Ration, 2 Torches

Spare Money:
PP: 0
GP: 81
SP: 3
CP: 8
Other valuable:
Carried Weight: 36
Encumbrance:
0-33 (38) lbs: Light Load
34 (39)-66 (76) lbs: Medium Load
67 (77)-100 (115): Heavy Load

-------------
Feats:
-------------

Light Armor Proficiency
Simple Weapons Proficiency (plus the hand crossbow, rapier, sap, shortbow, and short sword )
Dodge (+1 AC)
Point Blank Shot (+1 attack and damage on targets within 30 feet)

Skills: 10 (Base 8/ +1 Int/ +1 Racial Bonus)
Acrobatics +7
Bluff +7
Diplomacy +7
Disable Device +7
Escape Artist +7
Intimidate +7
Knowledge (local) +5
Perception +4
Sense Motive +5
Stealth +7

Background Skills:
Lvl 1: Appraise +5
Sleight of Hand +7

Traits:
Natural Born Leader: You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Hardly a Fool: You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you’ve studied the human condition long enough to read a person’s face and get to the heart of his message. You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

Background:
At the age of five, the existence of Elizabeta Lancarius came to an end in the blaze that took her home and her parents. What was left of her, a haggard child in rags, was unceremoniously dumped on the steps of Old Kintargo's orphanage on a bright morning.
The decrepit old building was rumored to have been quite beautiful before it left the care of the Iomedaen church, driven away by the spread of violence and poverty in the district. Without much financial support, it had become a mere way to house the poor, the unwanted and the forgotten until they were old enough to leave.

As a child who remembered nothing but her name, which she mispronounced with the lisp of a five year old, Litsy probably wouldn't have lasted long if it hadn't been for Connor- at least, that was what he liked to boast about. Not that it was strictly untrue. Otherwise, her first and strongest memories wouldn't have been spending time with him, curled up with a book, telling him a story he couldn't decipher, and pointing to him words that he would get wrong on purpose to make her laugh.

Connor was a year older than she was, a solid foot taller, and nearly twice as large. He could have easily become one of the little brutes of the playground if he didn't keep to himself so much, and because he could throw a mean punch, few dared to disturb his solitude. There were rumors, said in a very low whisper, that his mother had been a "prostitute", though Litsy didn't know what that word meant.

At first, she didn't get why he had taken a liking to her, with her "tiny body, hella big mouth, and a knack for getting in trouble", as he used to say. It certainly hadn't earned her many friends. She was being pushed around a lot because of her slight build, and when she eventually got fed up with being mistreated and started to talk back, it had made things even worse. Why Connor had chosen one day to step in and chase off her bullies was, for many years, a mystery to her. Then, one day, he had opened up and told her about his little sister, whom he didn't see anymore because she had left the city with their mother. Litsy had wondered why she hadn't brought Connor along then, and said nothing but understood things a little better.

It was him who first had the idea to leave the orphanage. His head was filled with impossible dreams. He was persuaded that they could make a living out in the streets by becoming thieves, like many other children. They could bring some of the kids along, the ones who were sick of never getting adopted, and form a kind of big family. Litsy voiced her concerns, but a dangerous life outside with Connor was better than a half-life walled in the prison of the orphanage.

For five years, they just about managed to make a living on the streets. Because pickpocketing or heists were extremely risky, they turned to cons, which Connor and Litsy became experts at creating. They shared their profits, more or less equally, and found abandoned flats to shelter everyone at night.

Yet, the street urchins were frequently exposed to hunger, sickness and fatigue, which dwindled their numbers. Worse still were the grown-ups-the deranged and the criminals roaring the streets for fresh prey, drug-dealers seeking credulous clients, police officers on the lookout for easy-to-deal crime that could improve their arrest records and reputation. While Connor's dreams shrank, focusing on renting a tenement in Old Kintargo, Litsy's expanded. At the age of fifteen, she used most of her savings to hire a detective, who unveiled the existence of the minor noble house of Lancarius, fervent supporters of the late Monarch Carellia. Their estate had burned down in the wake of a political purge, leaving no other survivors than some distant family and a few servants, who had promptly left the country. Litsy refused to try and contact any of them and never talked of what she had learned to another soul, yet she started eyeing the Greens and its luxuries with a newfound resolve, persuaded that one day, it would be her and Connor's home.

The rise to power of Mayor Barzillai, however, destroyed whatever fragile equilibrium the two friends had managed to achieve. Increased patrols in the streets forced the gang to take more and more risks in order to make a living. One day, Connor's luck ran out, and he got recognized while trying to cheat a man from his purse. Litsy wasn't even there when the police constables dragged him away.

Some of his former partners in crime were foolish enough to think of breaking him out, or assist to his military trial, which Litsy categorically forbade out of fear that it would only end up in more arrests. Consequently, neither she nor her gang have any idea what exactly happened next to Connor. She believes that he was probably taken away to the old salt manufactory, now turned prison, where even rumors have trouble getting out.

There was, of course, nothing to be done. He'd never have wanted more people to get into trouble anyway. Still, Litsy sometimes lay awake at night thinking of the new Mayor's infamous fondness for dogs, and what they did to prisoners, and felt her heart sink and her eyes water.

Worse still, her authority over her own gang members was now waning, as they grew more and more distrustful and defiant of the traitor who had abandoned one of their own numbers.

It would only be a question of time before she ended up, once again, in serious trouble.

Appearance and Personality:
Litsy doesn't look like much, in every sense of the word. Aside from her incredibly petite stature that prompted Connor to nickname her "Tiny", there is nothing particularly remarkable about her. After a good wash, her plain but agreeable features might even be generously called pretty, though she rather disdains such infantilizing and under-handed compliments.
With her pale skin, dark eyes, even darker hair that she wears at shoulder-length and expressive eyebrows, she looks like many Chelaxian girls of around the same age. Few of them, however, would be caught dead with Litsy's worn-out but practical and comfortable clothing, or her disheveled hair that she cuts with her own knife. Living on the streets has taught her to distrust others and always watch her back, so she does her very best at trying to conceal any distinctive feature she might have, out of fear of being recognized by previous targets or the police. She is particularly exasperated by a mole above her left eye, that she typically attempts to hide beneath her hair.

In spite of her slight build, or perhaps because of it, Litsy has developed a boisterous and cheeky personalist that has rendered her an expert at talking her way in and out of trouble. Ever the staunch materialist, she has learned to rely on that ability as a way to make a quick profit. However, Connor's arrest has proven that not only were there problems against which her sharp tongue couldn't do anything, but that material goods would not wholly suffice to her happiness.


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Might dust off my bard, Beorn.


Yay! Beorn!

Dark Archive

I'm working on a barbarian, an old half orc fisherman with a bad temper, a tragic background and a very personal score to set against Barzilai Thrune (or some other relevant NPC if the story doesn't fit!).


Quote:
Will make her Unchained if you allow it.

I prefer it, actually. Way more in line with other classes design wise.

Quote:
a very personal score to set against Barzilai Thrune

Will have to see the details to decide if it fits!

Also I see that two of you are from that HR game that fell apart a few months ago, I hadn't seen that. I'll be starting again from the start, don't have much interest in picking up a campaign from in the middle. Just so you have the right expectations.


GM Thrune wrote:
I prefer it, actually. Way more in line with other classes design wise.

Perfect!

Quote:
Also I see that two of you are from that HR game that fell apart a few months ago, I hadn't seen that. I'll be starting again from the start, don't have much interest in picking up a campaign from in the middle. Just so you have the right expectations.

I wasn't expecting you to pick up the abandoned campaign. I got in the recruitment thread knowing we'd start anew. I just happened to have a character ready for that AP :)


Dotting, I've got a bard I've wanted to play for while but it seems we already have two so I'll have to think something else up.


Right. I've been in two of these campaigns and they both died. Would like to see one through.

Class will be Golemfist Magus.

Background:

Lars is a native born son of Kintargo's prestigious Villegre district. Born to mages who worked within the Alabaster Academy, he had thought himself destined to follow in their footsteps. That was, until one night when he learned that his parents, in an effort to move up in the world, had publicly accepted the Asmodean faith. Already a fervent follower of Sarenrae, what followed was an heated argument of base-pragmatism against religious fervor and idealism. It ended with Lars slamming the door and storming out. It was then that he made a fateful mistake...he crossed Barzillai Thrune. Young, full of himself and hot-headed, he wrote what he thought would be an anonymous letter. In it, he denounced Cheliaxian rule and the worship of Asmodeus. Furthermore, he put to pen his opinion as towards the self-determination and independence of his city. Finally, he nailed it to the front door of the Alabaster Academy, in the hope that likeminded mages and students would read it.

To his surprise, he visited in the night by inquisitors and was dragged off to a location that was unknown to him. After waiting in the dark for many hours, they came and said that they had good news to him. Given that his parents were in good standing with the Cult of Asmodeus, they would show him mercy. First they asked for a written confession, in which he vowed to never write such traitorous words again. And when that was done, they asked him if he would prefer to never see them again, or never speak to them again. Confused and terrified, he said that he'd prefer to never see them again, thinking that it meant that they would leave him be. They responded, that in their mercy, that not only would they let him live, but they would ensure that he would not break his word, even by accident. When he returned home, he was missing both his right arm and his eyes. Lars' days as an aspiring mage had come to an end.

He now lives within Old Kintargo. Before he was banished from his home, for his parents were terrified that if he stayed there then they might share his fate, they gave him one last gift. His mother used her alchemical knowledge to grow a new pair of eyes for him, and his father enchanted a prosthetic arm. So equipped, they begged him to never come home, nor to let anyone know what they had given him, lest the Thrune Inquisitors punish them for going against their will.

He now is laying low and trying to keep his head down as a manual laborer at the city docks, lest the brutal rule of House Thrune decide that showing mercy was a mistake. Yet still, his hearts burns with a desire for vengeance. He just knows that he cannot act alone....

Crunch in profile


Dot


I have played this AP for a hot second, but that was ages ago. We got to the end of book 1, I believe? Not too far, that's for sure.

If that is okay with you, I would be interested in dusting off my 1E drawing board.


I’m fine with people who have played parts of it, as long as they separate in character and out of character knowledge.


I'm already a member of the Glorious Reclamation since I adopted a Hell's Vengeance campaign, should add some depth of plot to also be a player in Hell's Rebels.

How do you feel about Paladins in the party? I know the rebellion works against the law of the land and some GMs might feel that strays too far from a Lawful alignment, but if you don't feel it's too big a conflict of interest, I would love to play Believer again. I drew this Oradin up for a Planescape campaign that never made it out of diapers and I think she deserves another chance. She has some background to review already, but again, was written for Planescape but she'll still be the same person at her core.

It won't take long at all to drop her her back to level one Pally and I will get to work on it immediately. I might be able to try her as a pure oracle is the Paladin angle is frowned on, but she won't be as good in a fight. XD


GM Thrune wrote:
I’m fine with people who have played parts of it, as long as they separate in character and out of character knowledge.

I like to think I can do that. Besides, it was a while ago and is a little hazy.

I'll try to cook something and see where that gets us.


Dotting for interest! I don't have much of a character concept in mind at the moment, but I'll be trying to think of something. Currently leaning towards a frontliner martial-type, but I do love support/utility characters, so we'll see if I can resist the urge to do that.


Dotting for my Inquisitor Living Grimiore Tiefling of Shelyn


Quote:
How do you feel about Paladins in the party?

The player's guide actually has a solution to feeling like this!

Fed-Up Citizen Campaign trait:
Fed-Up Citizen: Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae —a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. If that means aligning yourself to a rebel faction such as the Silver Ravens, so be it.

Note that this trait works particularly well for paladins or other characters who wish to venerate lawful causes but still oppose the government. Your GM should be open to allowing lawful characters to perform actions out of character for someone of lawful alignment, provided the end goal is a new and better government for Kintargo, but with this feat, characters tied strongly to law (such as lawful clerics, monks, or paladins) can hide those ties in ways that help them perform as rebels without giving up their actual convictions.

You’re good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standardaligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won’t radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you’re on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects.

Now, there are some gods that I think wouldn't fit the campaign as well as others, but if you picked an appropriate god and took this trait (and also played up the "I'm doing this for the right reasons" angle) then I think a Paladin would be fine.


Beorn stats!

Spoiler:
=Crunch]
Full Name : Beorn the Divine
Race: 1/2 Orc
Classes/Levels Bard(Chelish Diva) 1
Gender: M
Size : M
Age 24
Special Abilities :
Alignment: CG
Deity : Sheylen
Location : In trouble
Languages :Common,Orc
Occupation : BARD!
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 14 (+2)
Height: 6'2" Weight: A secret! Hair: Black Eyes: Grey
Favored Class: Bard (hp)
EXP:
Hit Points: 11
Spd: 30
Init: +2
AC: 16 (+4 armor shield +2 dex)/Touch 12/FF 14)
BAB: +0
CMB: +3
CMD: 15
Saves: Fort +2 Ref +4 Will +2 ( +4 v. Fear)
Weapons:
LongSword(two-handed) +3 1d8+4 19-20/x2
Longsword(Arcane strike) +3 1d8+5 19-20/x2
Dagger +3 1d4+3 19-20/x2
ShortBow +2 1d6 x3 60 feet
Skills: 6/level
Intimidate (1+2+3+2) 8
Perception (1) 1
Acrobatcs (1+2+3) 6
Diplomacy (1+2+3) 6
Climb (1+3+3) 7
Use Magic Device (1+2+3) 7
Background Skills 2/Level
Perform-Sing (1+2+3+1) 7
Know-History (1+2+3) 6

Feats:Arcane strike (Swift action +1 damage and treated as magic),
Traits:,Courageous(+2 trait save vs. fear),Diva in training(+1 Perform Sing +1 DC language dependant spells)
Special Abilities:+2 to intimidate,Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Darkvision 60 feet
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Famous +1 Bluff/Intimidate in settlements/areas of less than 1000 people.Replaces Bardic Knowledge
Bardic Performance 6 Rounds Standard action
Countersong
Distraction DC
Inspire Courage +1 Hit/Damage/Saves vs. fear and charm
Prima Donna:At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.
Versatile Performance Act(Bluff,Disguise)
Devastating Aria (Su)At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object(1d4+3), or half this damage to a living creature.
spells per day Unlimited/2////
Known
0.(13) Light,Mage Hand,Message,Detect Magic
1.(14) Cure Light Wounds,Hideous Laughter
2
3
4
Equipment
Longsword (15)
Dagger (2)
Shortbow (30)
20 arrows (2)
Chain Shirt (100)
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin

20 Questions!:

1. What is your character’s name?
BEORN THE DIVINE!

2. How old is your character?
TWENTY FOUR!
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
A DASHING AND TALL MAN WITH A GOOD TAN, BLACK HAIR AND GREY EYES. HE DOES BEAR THE TRAITS OF AN ORC UPON HIM AND HAS A WELL TONED FIGURE. ALAS HIS BEARD HAS YET TO BE IMPRESSIVE.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
HE LOVES TO RAISE HIS VOICE IN SONG AND BATTLE!
5. Where was your character born? Where were you raised? By who?
MY DEAR MOTHER HAS SADLY PASSED AND MY SCOUNDREL FATHER ABANDONED ME. I WAS BORN IN KINTARGO
6. Who are your parents? Are they alive? What do they do for a living?
SEE ABOVE! SNIFF! I CANNOT BEAR TO REPEAT IT!
7. Do you have any other family or friends?
THE MOST WOUNDERFUL DAME TARD'IGARDIAN SPONSERED ME AND FUNDED MY EDUCATION!
8. What is your character’s marital status? Kids?
SINGLE! NO CHILDREN!
9. What is your character’s alignment?
I HAVE PERFECT POSTURE!
10. What is your character’s moral code?
FREE TO LIVE A MORAL LIFE AND BE RESPECTFUL OF OTHER'S
11. Does your character have goals?
SHOW THE LOUT OF A MAYOR THAT HE IS NO LONGER WELCOME!
12. Is your character religious?
PRAISE THE LOVELY ROSE THAT IS SHELYN!
13. What are your character’s personal beliefs?
ACHIEVE HAPPINESS AND FULFILMENT!
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
I AM TOLD THAT I TEND TO RAISE MY VOICE A BIT TOO MUCH
15. Why does your character adventure? Why would you join the rebellion?
WHEN GOOD PEOPLE, AND ALSO NOT SO GOOD PEOPLE SUFFER,I MUST STEP UP!
16. How does your character view his/her role as an adventurer?
PROVIDE A STRONG ARM AND SINING VOICE TO SUPPORT ALLIES!
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
NONE!
18. How does your character get along with others?
WONDERFUL!
19. Is there anything that your character hates?
THOSE WHO WOULD DEPRIVE PEOPLE JOY OF THE ARTS!
20. Is there anything that your character fears?
BEING HIT WITH ROTTEN FRUIT!


Awesome! Thanks so much for your consideration. I realized that since healing is her core focus, she didn't work as a level one Pally so built her as a Pei Zin Practitioner Oracle. And so I present:

Crunch:

BELIEVER

Female Tiefling (Kyton-Spawn) Oracle 1
LG Medium outsider (native)
Init +0; Senses Darkvision (60 ft.), Perception -1,

DEFENSE

AC 14, touch 10, flat-footed 14 ()
hp 12 (1d8)+4
Fort +3, Ref +0, Will +1, +1 trait bonus vs. mind-affecting, +2 vs. death
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee spiked gauntlet +2 (1d4+2)
Melee quarterstaff (two handed) +2 ((two handed) 1d6+3)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +0 (1d4+2/19-20)
Ranged sling +0 (1d4+2)
Melee longspear (two handed) +2 ((two handed) 1d8+3/x3)
Racial Spell-Like Abilities: web ( DC 16, 1/Day)
Known Oracle Spells (CL 1st, concentration +6):
1st (5/day) - barbed chains (DC 16) , bless , cure light wounds (DC 16)
0th (at will) - detect magic , guidance (DC 15) , read magic (DC ) , stabilize (DC 15)

STATISTICS

Str 14, Dex 10, Con 16, Int 10, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 12
Feats Fey Foundling
Skills Acrobatics -2, Acrobatics (When Jumping) -6, Bluff +4, Diplomacy +8, Disguise +9, Fly -2, Heal -1, Intimidate +6, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception -1, Perform (Untrained) +4, Ride -2, Sense Motive -1, Stealth -2, Survival -1,
Background Skills: Profession (Herbalist) +9, Knowledge (Nature) +4
Languages Celestial, Common, Infernal, Tongues,
Archetypes Pei Zin Practitioner,
SQ Fiendish Oracle, Fiendish Resistance, Healer's Way, Life Mysteries, Master Herbalist, Orisons, Skilled, Spell-Like Ability, Tongues ~ Celestial,
Possessions spiked gauntlet; explorer's outfit; armored coat; quarterstaff; dagger; Backpack, Common [ Candles (10); Flint and Steel; Mess Kit; Soap; Trail Ration (x5); Healer's Kit; ]; Belt Pouch ; Sling [ Sling Bullets (10) (x2); ]; Sack [ Bedroll; Pot; Silk Rope (50 ft.); Waterskin; Longspear; Winter Blanket; ]; Pot ;

SPECIAL ABILITIES

Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Fed-Up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects

Fiendish Oracle Tiefling oracles treat their Charisma score as 2 points higher for all spell casting abilities.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Drawback taken to allow third trait on Sheet

Healer's Way (Su) A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability 5 times per day. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin's lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

Kyton-Spawn (Shackleborn) Fascinated with mutilation and torture, these tieflings are often found in Nidal and are born already covered in scars.

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Magical Knack (Oracle) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Master Herbalist (Su) A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to +1, and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

Oracle
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled Shackleborn have a +2 racial bonus on Escape Artist and Intimidate checks.

Spell-Like Ability Shackleborn gain web as a spell-like ability.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Celestial You gain Celestial as a bonus language.

Fluff(20 Q):
Will re-write full background if chosen for the campaign. 20 questions for now.

1. What is your character’s name?
Believer, a name given to herself by herself.

2. How old is your character?
33, old enough to be an established practitioner, young enough to be disillusioned by the rule of the Thrice Dammed House of Thrune.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
She is very distinctive looking, both beautiful and strange, even among tiefling kind. Her coloring is like the portrait. She wears common enough clothing and an armored coat. Her weapons are simple, using a quarterstaff as a walking stick.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She bears many scars and wears a multitude of piercings as well.

5. Where was your character born? Where were you raised? By who?
Unknown, she was a foundling raised by a Gnomish cleric of Milani. He taught her the ways of Herbalism.

6. Who are your parents? Are they alive? What do they do for a living?
Natural parents unknown, adoptive father was a healer and secretly a member of the Rose of Kintargo. He went missing and is believed to have fell afoul of agents of Thrune.

7. Do you have any other family or friends?
No family, but still has a loose association with a few members of the Rose of Kintargo. Also open to friendships with other PCs.

8. What is your character’s marital status? Kids?
Single, no children. She would not desire them in such a state of unrest.

9. What is your character’s alignment?
Lawful Good, with more stress on the Good than the Law.

10. What is your character’s moral code?
Heal the hurt, protect the weak, believe in what you wish to be true so that it will become so.

11. Does your character have goals?
To take the suffering of others onto herself, preserve life whatever cost to herself. To find out what happened to her adoptive father.

12. Is your character religious?
Yes, her gift as an Oracle has come to her most likely from Milani. She tends her father's rose garden faithfully and meditates on the nature of the rose and it's duality to inspire reverence by it's beauty and inflict pain upon those who try would possess it with it's thorns.

13. What are your character’s personal beliefs?
Believer is driven by Pain. In her early life it was all she knew. It shaped her and made her strong. Mercy, love and kindness all came later in life after her adoption. On some level she understands her desire to bring the pain of others into herself is influenced by her infernal ancestry, but she also believes that sacrifice is holy and that she might redeem herself by it.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Machoistic, but not to the point of self harm only body modification.

15. Why does your character adventure? Why would you join the rebellion?
To help those who suffer, to solve the mystery of her father's disappearance.

16. How does your character view his/her role as an adventurer?
The healer, supporting those who are bold enough to fight.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Many, many scars as well as the piercings.

18. How does your character get along with others?
She is kindly, almost motherly.

19. Is there anything that your character hates?
Needless suffering, the cruelty of others with the desire to inflict pain.

20. Is there anything that your character fears?
Discovering that her father abandoned her of his own volition. Failing to save lives that depend on her.


Ok, here is Sir Longears' character.

Crunch is on the alias.

Background:
Hors was born and raised in Egorian. The son of a prostitute, he grew up mostly in poverty. When he reached the proper age, he became a soldier. Fifteen years he spent in the army of Her Infernal Majestrix, mostly of which was spent abroad. He only left the army because it was clear he'd not rise thanks to the color of his skin and his bad temper.

He was in his late twenties when he returned home. His mother and grandfather were dead and the house he grew up was no more. He got some work on the docks and soon was noticed by his employer, a merchant of some success, for his good work. The merchant had a daughter, Teresa, a lovely woman. Smart, funny, kind, and soon Hors was smitten. He proposed to her. She said no. He was a no one and to be fair, even if she had said yes, her father would not have blessed the marriage.

Couple weeks later, he discovered she was being wooed by a young noble. Then, a couple days later he found the same young noble with another woman. He was furious and before he could control himself the man was on the ground unconscious. He was arrested and locked for six months since the nobleman was a Thrune. Everyone told him he wasn't executed by some miracle.

Upon his release, he discovered Teresa pregnant and disowned by her family. The father of the child? Barzilai Thrune. Hors took care of her but was unable to make her happy. About six months after the child was born, a boy, Teresa vanished. Hors looked for her for a while. He likes to think that she boarded a ship and is still alive and happy, having forgotten everything that made her miserable... but he actually believes she killed herself, for she had tried before.

Hors and the baby, called Ertran, left Egorian for Kintargo. He jumped jobs until he became a fisherman. Simple work, but it kept both of them fed and healthy. Ertran grew up a fine lad and Hors was... pleased. It was the best he could manage, for while he loved the boy deeply, he could not stop to remember all the tragedy they've endured. And then, freaking Barzilai Thrune decides to come to Kintargo.

Questions:
1. What is your character’s name?
A: Hors Dolor, but everyone knows him as Old Man Hors.
2. How old is your character?
A: 46 years old.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
A: Large frame, pale green skin, white scruffy beard and sideburns but hair still greying, tired eyes, simple clothes of a fisherman.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
A: When he is calm, he speaks slowly or not at all. When worked up, he speaks faster and much more, with a good amount of colorful curses.
5. Where was your character born? Where were you raised? By who?
A: Born and raised in Egorian by his single mother and grandfather.
6. Who are your parents? Are they alive? What do they do for a living?
A: Never knew his father. His mother was a prostitute and long dead.
7. Do you have any other family or friends?
A: A couple good friends, but no family that is blood-related.
8. What is your character’s marital status? Kids?
A: Single, but has raised Ertran as his son, who is now 14.
9. What is your character’s alignment?
A: Total neutral.
10. What is your character’s moral code?
A: Does what needs to be done to stay alive and raise Ertran. Doesn't like breaking the law and prefers to do good deeds here and there, but doesn't balk from some wrongdoing if absolutely necessary.
11. Does your character have goals?
A: Just live in peace and see his son doing good with his life.
12. Is your character religious?
A: No.
13. What are your character’s personal beliefs?
A: Life is hard, but you gotta do it what you gotta do. Crying at home will help no one.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
A: Pessimist and conformed with life.
15. Why does your character adventure? Why would you join the rebellion?
A: He doesn't adventure. He'd join the rebellion because he hates Barzilai. Ertran is now old enough to take care of himself, so he is fine with risking his own life in a petty vengeance.
16. How does your character view his/her role as an adventurer?
A: He is a fighter, a large man who does anything to beat his enemies.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A: No.
18. How does your character get along with others?
A: Yes, as long as he isn't put in a situation outside of his comfort zone.
19. Is there anything that your character hates?
A: Womanizers.
20. Is there anything that your character fears?
A: Darkness and he gets pretty mad when people mock him or do not take it seriously.


Maybe I should have dotted when this thread went up. :P

Seems we have a couple of bards, some rogues, a vigilante, a barbarian, an inquisitor, a magus, and an oracle going to oradin.

Hmm. I built out a rogue, but I was also thinking about going either bard or vigilante. We only have one full caster applying.

Sorcerer? Swashbuckler? Seems like the only full martial we have is a barbarian at the moment.

I'm thinking I need to read through some backgrounds and see if that sparks anything.


Everyone should be a bard!


Maaaaybe.

I do think I'm going to submit a noble, though. I think it'll be an interesting contrast with a lot of the submissions I've seen.


dotting.

Vague ideas of a cleric/warpriest, or maybe an illusionist wizard. Gotta percolate.


I am contemplating an unarmed strike paladin of Ragathiel. A little monk-ish, but out for vengeance against the current establishment. A slave on the run, so either halfling or tiefling (since Cheliax and all that) with a bone to pick with the Thrunes and their lackeys.

They would be from the Redroof district, hiding there and chilling with their community.

Since the concept is a pally, if I gowith a tiefling, it will probably be a div-spawn for the racial stuff.

Last resort would be a half-orc because half-orcs are the shiz.

Is that something you can work with, GM?

Beorn the Divine wrote:
Everyone should be a bard!

I am also down for this if there is a consensus. A traveling punk band to stir up trouble. Sign me up!


All right, here is my bard.

Character concept:

Who he is
Nory is a bard that came from nothing in Kintargo. He started his acting career hoping to become an opera diva, but he discovered fairly quickly that he participates in politics talk more often than performing. He is grateful to be in a place where the arts are blooming, but he cannot fathom turning a blind eye to what is happening there.

Party role
Out of combat
Since the plan is for a 4 people party, I feel no remorse in trading out Inspire Courage with the archetype. I am going for bard (Negotiator), which focuses on being a party face with full force. Trading out Versatile Performer for Rogue tricks is my favorite part of this, since I'll go for those extremely fun sounding tricks that empower social skills, such as rolling social skills twice or the one that allows you to heckle someone's story (Obfuscate Story).
This also means that Knowledge skills will not be thoroughly covered by Nory, since he trades out Bardic Knowledge.

In combat
Analogously to out of combat, in combat Nory will mess with people's heads. He'll focus on Enchanting and Illusion spells. The Fast Talk bardic performance (which replaces inspire courage) makes sure that Nory's DC stays up to par with full casters and their superior spell levels.

Character sheet:

Nory Kaar
Male Human Bard (Negotiator) 1
NG Medium humanoid
Init +4; Senses Perception +4
Fav class Bard
Fav class bonus +1 hit point
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
hp 9 (8 (lvl 1 bard) + 1 (1 * 1 FC bonus))
Fort +0, Ref +4, Will +2 (+2 vs fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee -
Ranged crossbow +2 (1d8/19-20x2)
--------------------
Magic
--------------------
Concentration: +7
DC: 14 + Spell Level (mind Spell Focus Feat(s))

Spells known (slots)
Cantrips (-): Detect Magic, Ghost Sound, Light, Mage Hand
1st level (2): Charm Person, Color Spray
--------------------
Bardic performance
--------------------
Uses per day: 8

Performances:
Counterargument (Su)
Distraction (Su)
Fascinate (Su)
Fast Talk (Su)
--------------------
Other abilities and SQ
--------------------
Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks.
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 11
Traits Desperate Focus, Reactionary, Gifted Satirist (campaign)
Reason for participating in the protest: Staying up on current events
Feats Lingering Performance, Spell Focus (Enchantment)
Armor check penalty: 0
Skills Diplomacy Bluff +9, Diplomacy +9, Disguise +8, Intimidate +9, Knowledge (local) +6, Perception +4, Sense Motive +5, Stealth +6
Background skills Linguistics +6, Perform (comedy) +8
Languages Common, Infernal, Elven
Common items
Leather armor, Crossbow, Backpack, Bedroll, Chalk x 10, Belt pouch, Hemp rope, Sewing needle, Soap, Waterskin, Acid (flask) x2
Money left: (not yet calculated, will do if selected)

Background:

Nory has never known his parents. They could be a couple of vagabonds as well as an illegitimate child from one of the nobles that was discarded. Over his childhood, he has learned that dwelling on his parents leads to nowhere. Instead, he learned to consider Kintargo his family. Making friends easily and having a quick wit and tongue, Nory found himself participating in the city's arts scene from an early age.

Being a city of artists, the competition for the spotlight is indeed very cruel. Nory soon found that he had little chance in accomplishing his dream of becoming one of the city's greatest. He often found himself discussing with others how unfair it was that luck and birth mattered more than skill and talent. And so, Nory finds himself discussing politics very often, and likes to practice his discourse with others. Of course, as things escalated, he found himself needing to stay up to date with what was happening, so he must participate in the protest to see things happening in real time.

20 questions:

1. What is your character’s name? Nory Kaar
2. How old is your character? 18 yo
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? His green eyes. Not the color, but how comforting they are.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? He always looks you in the eye when talking, but somehow when you say something it seems like he turns to you to look at you, even though you never realized he looked away.
5. Where was your character born? Where were you raised? By who? He was born in Kintaro and has lived there his entire life. He was raised by Shellyn's faithful who took pity on his loneliness.
6. Who are your parents? Are they alive? What do they do for a living? His parents were Kintargo Sarenites who were killed by the Thrune. This is an information that Nory has never uncovered, and has given up on.
7. Do you have any other family or friends? He has many friends in the theater. He befriends tavern keepers who let him perform for some coin. His best friend is an Shellynite priestess who took care of him.
8. What is your character’s marital status? Kids? Nory is single. He realizes that his political posture will either make him find extremely passionate love or single for life. He is not bothered by this.
9. What is your character’s alignment? NG. He doesn't break the rules unless the situation calls for it.
10. What is your character’s moral code? Always respect someone else's performance. Fight injustice when and where possible. If not possible, live to fight another day.
11. Does your character have goals? Not explicit hard goals. He just keeps up to date with the politics. Deep down, he wishes to become a noble, but fantasizes a nobility that isn't tyranical as the one he knows.
12. Is your character religious? Not particularly, but he is very thankful and feels indebted to the church of Shellyn.
13. What are your character’s personal beliefs? He believes that a fair society is possible, and that one day there won't be orphans in the world. He believes in kindness, but also that he will be able to make an impact in the world by being politically charged.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Nory is often optimistic but can never resist to make some satire. Especially towards people he dislikes.
15. Why does your character adventure? Why would you join the rebellion? He finds the martial law unfair and that it will stifle his goals of growing politically. He will say out loud that he hates what is being done to the people. While this is true, the main reason is that he wants a chance to make a name as an important figure.
16. How does your character view his/her role as an adventurer? He finds himself responsible for the group, in that he can work the bureaucracy.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? He has beautiful black hair. Other than that, he hides his scars he gathered as an orphan.
18. How does your character get along with others? He does his best to get along very well, especially since he doesn't know who will turn out to be useful, in need of him or just a prick. He will only be (openly) rude in the rare occasion when he loses his temper.
19. Is there anything that your character hates? He hates injustice, but also hecklers on his show.
20. Is there anything that your character fears? He fears oppression and the idea that art will be stifled.


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Okay, I think I have an interesting idea. GM, would you be alright with the Soulbound Summoner archetype? I'm thinking of a daughter of the Serini family who was almost sacrificed and that triggered her awakening.

Main reason I'm asking is because it's from the Tyrant's Grasp AP.

Dark Archive

I'd like to politely ask for any discussion about everyone going for a single class (bard in this case) or a single race to stop.

If this was the GM's intention, they'd have stated so in the OP. While amusing for sure and funny, this kind of comment is not helpful or fair to the recruitment for a couple reasons depending on how much traction it gets:

1) It could 'force' the GM going a route they did not want;

2) Confuse a lot of applicants if they should go this route or not;

3) Leave the recruitment with a lot of duplicates that will make the GM's life harder;

4) Unfairly disqualify others who have already devoted their time to build a different character;

5) Even if this ends up being a thing, it could kill the game once it starts. Some classes aren't all that varied and this you'll have a bunch of PC's focused on the same aspects.


So you're saying I should submit a skald? ;)

Anyway seriously I'm considering a Transmuter.

Question for GM, what map solution are you planning on using?


After giving it some thought overnight I've got two possible character ideas. Either a dandy archetype ranger nobleman, or a recently ex-asmodean heretic inquisitor. Currently I'm leaning towards the ranger, that seems like a slightly more fun and less dour character.

RPG Superstar 2015 Top 8

I'm interested. Best character I have in my backlog for the setting is a tiefling rogue. I know some other folks are looking at rogue or similar skillmonkeys, but if I go with her it will because it's the best I have to offer, with no intent of stepping on toes. (I may also decide I've got another character who works better anyway, or rework the rogue into a Slayer, but anyway, we'll see.)


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NotEspi wrote:
Is that something you can work with, GM?

Yeah, all of that sounds good. Do note, however, that if you go with tiefling that Cheliax will not view your heritage as a positive thing. I'm sure you know cause you mentioned it but Chelish loyalists will see your existence as a weakness in dealing with Hell, not a benefit.

Quote:
GM, would you be alright with the Soulbound Summoner archetype?

Absolutely, I don't discriminate on material just because it's in an AP. There may be other problems with said material, but not in this case.

Sir Longears wrote:
I'd like to politely ask for any discussion about everyone going for a single class (bard in this case) or a single race to stop.

I appreciate the sentiment, but for everyone here just know that I don't intend to take any "all one class" or "all one race" party. You won't be at a disadvantage for your choice of class/race for that sake (although some ideas just won't fit, but that's normal), and I won't feel any pressure to take any of those team comps.

Delmoth wrote:
Question for GM, what map solution are you planning on using?

We'll be using Roll20. I've tried a few others but Roll20 is the one I'm familiar with and don't particularly have any interest in learning a new one.


Fair enough. I will remove myself from consideration because I really dislike roll20.


Delmoth wrote:
Fair enough. I will remove myself from consideration because I really dislike roll20.

Can I ask why that is? I've never had a problem with it, but of course my viewpoint isn't the only one.

RPG Superstar 2015 Top 8

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Delmoth wrote:
Fair enough. I will remove myself from consideration because I really dislike roll20.

Whoops, same here. Not making new accounts at my age just to play PBP. Have fun!!


GM Thrune wrote:
NotEspi wrote:
Is that something you can work with, GM?
Yeah, all of that sounds good. Do note, however, that if you go with tiefling that Cheliax will not view your heritage as a positive thing. I'm sure you know cause you mentioned it but Chelish loyalists will see your existence as a weakness in dealing with Hell, not a benefit.

I did consider that, but thank you for pointing it out. Tiefling with a good aura running around Cheliax? It's like I'm a piece of bread and guards are hungry seagulls.

The thing that bothers me more is that there are already two other tieflings in the submissions. While I get the appeal, given the setting, a full tiefling party running around MIGHT turn some heads. I'll make a different race version just in case, and have that as a backup within one submission, if that is fine.


GM Thrune wrote:
Delmoth wrote:
Fair enough. I will remove myself from consideration because I really dislike roll20.
Can I ask why that is? I've never had a problem with it, but of course my viewpoint isn't the only one.

It's terrible on mobile vs google sheets. Sheets isn't the best either but workable with a GM who knows how to use static layers. Whereas I've never had a workable experience on mobile with roll20. Also, one more login syndrome, roll20 you need a login, sheets you can still edit via link.

Anyway I'd rather not distract from your recruitment further because people who like roll20 should use it.


Interested in submitting an urban ranger. I'll get to work on it ASAP, assuming I don't melt first.


Hey! Just leaving my submission here. Yet another Rogue, unchained and without archetypes. The intent is to go for the Rose Warden Prestige Class.

Crunch:

Maccha Licinus
Female human unchained rogue 1
N Medium humanoid (human)
Init +6 [+2 from Reactionary trait]; Senses Perception +5
Favor Class Bonuses: +1 skill point
------------------------------------------------------------------------
Defense
------------------------------------------------------------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +3 [+1 trait bonus on Will saves against mind-affecting effects and on Fortitude saves against drugs or poisons]
------------------------------------------------------------------------
Offense
------------------------------------------------------------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) [piercing or slashing]
Ranged dagger +4 (1d4+4/19-20) [piercing or slashing, 10ft.]
Special Attacks sneak attack +1d6
------------------------------------------------------------------------
Statistics
------------------------------------------------------------------------
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Base Atk +0; CMB 0; CMD 14
Feats
Two-Weapon Fighting [Human’s Bonus Feat]
Iron Will [lvl 1 feat]
Weapon Finesse [Granted by Unchained Rogue’s Finesse Training feature]

Skills 12 Ranks (8 from class, +1 from Human Skilled Racial Trait, +1 from Favored Class Bonus, +2 for Background Skills)

Adventuring Skills:
Bluff +6 [+2 from Cha Mod, +3 from Class, +1 from Rank]
Disable Device +8 [+4 from Dex Mod, +3 from Class, +1 from Rank] [+1/2 level to disarm traps]
Disguise +6 [+2 from Cha Mod, +3 from Class, +1 from Rank]
Escape Artist +8 [+4 from Dex Mod, +3 from Class, +1 from Rank]
Knowledge (Dungeoneering) +4 [+0 from Int Mod, +3 from Class, +1 from Rank]
Knowledge (Local) +4 [+0 from Int Mod, +3 from Class, +1 from Rank]
Knowledge (Religion) +1 [+0 from Int Mod, +1 from Rank]
Perception +5 [+1 from Wis Mod, +3 from Class, +1 from Rank] [+1/2 class level to detect traps]
Stealth +8 [+4 from Dex Mod, +3 from Class, +1 from Rank]
Use Magic Device +6 [+2 from Cha Mod, +3 from Class, +1 from Rank]

Background Skills:
Linguistics +4 [+0 from Int Mod, +3 from Class, +1 from Rank]
Sleight of Hand +8 [+4 from Dex Mod, +3 from Class, +1 from Rank]

Languages Common, Infernal (from Linguistics Skill)
-------------------
Racial Traits:
-------------------
Bonus Feat: Took Two-Weapon Fighting
Skilled: +1 skill point per level
--------------------
Traits
--------------------
Ex-Asmodean (Campaign trait) [Chosen +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshippers of Asmodeus, including most but not all Devils]
Secret Revolutionary (Regional Trait) [+1 trait bonus on Will saves against mind-affecting effects and on Fortitude saves against drugs or poisons.]
Reactionary (Combat Trait) [+2 to initiative checks]
--------------------
Class Features:
--------------------
Unchained Rogue:
Weapon and Armor Proficiency
Sneak Attack
Trapfinding
------------------------------------------------------------------------
Equipment
------------------------------------------------------------------------
2 x daggers, Leather Armor, Bedroll, Backpack, Thieves’ Tools (masterwork), 3 x Trail Rations
32 gp, 4 sp
Total Weight: 29.7 lbs (Light Load)

Background:

Maccha was the Licinus’ first child, a small humble family in Kintargo in 4685 AR. When she was around 10, Maccha’s father got a “big break”, for their standards, as a worker on the docks and ascended to a managerial position. This, combined with her mother’s creativity in making salmon recipes attracting more and more customers to the taverns she would work as a cook, made the family’s economic status take a leap.

The bigger funds, which only raised them to a barely middle class status, got to their heads. They enrolled Maccha in better schools and she would also study in temples of Asmodeus, which allowed her to learn Infernal in the hopes of better mingling with the higher classes in Kintargo as their family climbed the social ladder.

This continued for 4 years, the period of life Maccha enjoyed more “luxury” and internalized a lot of Asmodeus’s teaching. It would not last, however, as she gained a sister. When she was born, they named her Rosa and brought her to introduce to their congregation in the church.

Later that night, the Licinus’ house was razed, burned to the ground by an Inquisitor, a young Barzillai Thrune, alongside two hellhounds and a cleric. Her parents protected Maccha who managed to escape, but perished alongside Rosa.

Maccha lived on the streets for a while until the small Milani group of rebels, Rose of Kintargo, rescued her. They taught her to protect herself and set up her first few jobs as an adventurer. Maccha eventually investigated what happened for the attack on her house and found out the Licinus were reported by someone in the church to the inquisitors of Asmodeus: they were judged as spies for ‘Rosa’ was thought to be a nod to their true allegiance to Milani, whose symbol is a Rose.

This is what ultimately broke Maccha, the abject cruelty and stupidity of it all. She cast off the last of the teachings of the church she has internalized and fully became dedicated to Milani, awaiting an opportunity to join the Rose again on a revolution. Alas, now that an opportunity presented itself and the new ruler is the very same man who burned her house and killed her entire family, she joins a protest to hopefully find like-minded people.

Questions:

1. What is your character’s name?
Maccha Licinus.

2. How old is your character?
29 years old.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Maccha is a pale chelaxian woman of average height, brown eyes and shoulder-length black hair. Her build seems slightly underweight, but she does not seem unhealthy nonetheless. Almost a picture of the “average chelaxian”. The clothes are simple and a mixture of dark colors.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Her left arm has burn marks that are mostly hidden by her clothes and her speech has a tinge of Infernal mixed in even when speaking Common.

5. Where was your character born? Where were you raised? By who?
She was born in Kintargo and raised by both parents.

6. Who are your parents? Are they alive? What do they do for a living?
Maccha’s parents are Nazzaro Licinus and Gemma Licinus. Nazzaro was a simple dock worker that eventually raised to a more administrative position while Gemma was a cook that worked in taverns near the Salt Gate.

7. Do you have any other family or friends?
Giovanni, Gemma’s brother, has a wife and two kids, twins 10 years younger than Maccha, meaning she only saw them as young kids. She has not had any contact from them since the Church of Asmodeus killed her parents and sister, afraid they might be punished for meeting her. For friends, she made some good friends in the streets

8. What is your character’s marital status? Kids?
Single, no kids.

9. What is your character’s alignment?
Chaotic Good.

10. What is your character’s moral code?
She does not let the law of the land, which she believes to be inherently corrupted due to the touch of Asmodeus, stop her from achieving her goals but her personal beliefs might stop her, such as no fighting until it is necessary, no murder unless against House Thrune’s agents and, even then, considering her history, she tries to ascertain if one’s being pressured by the political structure of Cheliax.

11. Does your character have goals?
The liberation of Kintargo, vengeance against the Church of Asmodeus for the death of her parents and little sister and the flourishing of Milani’s faith.

12. Is your character religious?
Yes, very. Extremely devoted to Milani and the Rose of Kintargo faction, specifically.

13. What are your character’s personal beliefs?
If one wants to see change in the world, they must take matters into their own hands.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Maccha is paranoid, believing Thrune’s spies to be everywhere. She is always restless and does not stay in the same place for too long.

15. Why does your character adventure? Why would you join the rebellion?
Maccha adventures for it was the only thing left. After being helped by the Rose of Kintargo, she had friends in the faction but had to make do to survive and started adventuring, solving odd jobs in the city and the outskirts. She has waited for a rebellion to happen for 15 years to free her city and would join in a heartbeat.

16. How does your character view his/her role as an adventurer?
First she saw it as a necessity but now it is her confort zone, allowing to indulge in the image she has of herself as a revolutionary.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Burn marks on her left arm.

18. How does your character get along with others?
Very well, as long as they don’t probe for her personal life too much.

19. Is there anything that your character hates?
House Thrune, Asmodeus and, in smaller stakes, gossip.

20. Is there anything that your character fears?
Inquisitors from the Church of Asmodeus and Hell Hounds. On lesser stakes, Maccha also dislikes heights, but forces herself to endure it if the adventure’s pay will be worth.


Competition is heating up for this one! Decided to go ahead and revamp her background to fit the setting. I probably won't rework the "Meet Believer" field on her profile yet just because I feel like it's much less fun if you remove the Sigilish cant. ^_^

I also understand the difficulties of being a non-passing tiefling in the setting and was very glad the campaign trait that the GM pointed out gives Disguise as a class skill. Will take full advantage of that and to that end have bought her a disguise kit with the last of her funds.

I don't particularly like Roll20, but I do already have a free account and can manage it as a player-user on laptop most of the time. I just don't opt to use it as a GM because I learned how to use sheets and am also old and set in my ways, lol.

Background:
Believer has no memory of a home or even an idea of where she had come from or how she had come to Kintargo. Her first memories are of hunger and pain. Torment at the hands of hateful folk who saw her fiendish ancestry as reason enough to bully, beat and terrorize. Eating what she could scavenge like an animal and sleeping in dark, hidden corners.

One auspicious day, after a particularly bad beating had left her with broken ribs and a compound fracture, a gnomish cleric of Milani followed her blood trail to the decrepit hovel where she had been sleeping. She would likely have died without his aid. The Milanite strive to give healing and succor where they can, but even seeing her grave condition, he hesitated to call on his divine magic. He was not sure if even his patron’s mercy could save her, or if it would not be more merciful to simply give her a draught to ease her way out of this world. So he asked her, ”What do you believe in, child?” In a sputter of blood, she said one word before she fell unconscious. ”Pain.” In truth, it was all she knew.

The gnome called Rozenfrid Blom felt his heart bleed for the pitiable creature and took it as a sign. The Milinite seek to relieve suffering, but they also believe that suffering brings you closer to the divine. He healed the nameless child and brought her to his modest home. He had no family, so he took her in as his ward and apprentice. He educated her in nature and herbalism and the tenants of his faith, though this last was done in secret.

She quickly acclimated to the faith and soon had manifested divine powers of her own. She seemed able to achieve magical results with seemingly mundane herbal remedies. Rozenfrid Blom became even more convinced that the girl was special. Holy, in some way despite her devil blood. Their small home became a clinic of sorts and many came to be treated or healed. They charged no fee, but accepted donations and made a modest living in a city like Kintargo.

One morning she awoke to find her adoptive father missing, only a hastily scrawled note left in explanation. The note seemed to imply he had left the home and clinic to her and gone back to his homeland alone and urged her to find her own way without him now. But he had always spoken of showing her the wonders of his home when they returned together, after they had helped the people of Kintargo to realize their freedom from the oppression of the Thrice Dammed House of Thrune. It just didn’t make sense. Something was wrong. So now she searches for traces of her adoptive father and mentor. But her hope of finding him alive wanes as time goes by.

Note that I'm not saying she owns the home, and if access to a dwelling is frowned upon, she can easily be evicted since her father, the legal tenant has gone missing.

Appearance:
Believer is strikingly otherworldly. She wears common clothing, preferring shades of red, likely so it helps to conceal stains from blood. She is tall for a female and her figure voluptuous. Her beauty is apparent, even from a distance, her appearance as striking as it is strange. Her hair, if it was indeed hair, was the color of lilacs and fluttered softly around her face in the breeze. Her skin was an odd shade too, a pale grey that looked slightly blue or lavender, depending on the light. Her eyes were the deep burgundy of a fine red wine and sometimes seemed to glow like a glass of that wine held to the light. Her full, pouting lips were a shade of blue rarely seen in Kintargo. She was adorned with modestly crafted jewelry through a number of artful piercings in her ears, nose, and eyebrow on one side of her face which were connected by a delicate chain.
When she must go out among the masses, she wears her hood up and/or her hair covered and uses her disguise kit to cover the unnatural hues of her skin and lips. Nothing to be done about the eyes though. Such measures rankle as she is not without some vanity about her appearance.

Crunch(reposted):
BELIEVER
Female Tiefling (Kyton-Spawn) Oracle 1
LG Medium outsider (native)
Init +0; Senses Darkvision (60 ft.), Perception -1,

DEFENSE

AC 14, touch 10, flat-footed 14 ()
hp 12 (1d8)+4
Fort +3, Ref +0, Will +1, +1 trait bonus vs. mind-affecting, +2 vs. death
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee spiked gauntlet +2 (1d4+2)
Melee quarterstaff (two handed) +2 ((two handed) 1d6+3)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +0 (1d4+2/19-20)
Ranged sling +0 (1d4+2)
Melee longspear (two handed) +2 ((two handed) 1d8+3/x3)
Racial Spell-Like Abilities: web ( DC 16, 1/Day)
Known Oracle Spells (CL 1st, concentration +6):
1st (5/day) - barbed chains (DC 16) , bless , cure light wounds (DC 16)
0th (at will) - detect magic , guidance (DC 15) , read magic (DC ) , stabilize (DC 15)

STATISTICS

Str 14, Dex 10, Con 16, Int 10, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 12
Feats Fey Foundling
Skills Acrobatics -2, Acrobatics (When Jumping) -6, Bluff +4, Diplomacy +8, Disguise +9, Fly -2, Heal -1, Intimidate +6, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception -1, Perform (Untrained) +4, Ride -2, Sense Motive -1, Stealth -2, Survival -1,
Background Skills: Profession (Herbalist) +9, Knowledge (Nature) +4
Languages Celestial, Common, Infernal, Tongues,
Archetypes Pei Zin Practitioner,
SQ Fiendish Oracle, Fiendish Resistance, Healer's Way, Life Mysteries, Master Herbalist, Orisons, Skilled, Spell-Like Ability, Tongues ~ Celestial,
Possessions spiked gauntlet; explorer's outfit; armored coat; quarterstaff; dagger; Backpack, Common [ Candles (10); Flint and Steel; Mess Kit; Soap; Trail Ration (x5); Healer's Kit; ]; Belt Pouch ; Sling [ Sling Bullets (10) (x2); ]; Sack [ Bedroll; Pot; Silk Rope (50 ft.); Waterskin; Disguise Kit; Winter Blanket; ]; Pot ;

SPECIAL ABILITIES

Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Fed-Up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects

Fiendish Oracle Tiefling oracles treat their Charisma score as 2 points higher for all spell casting abilities.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Drawback taken to allow third trait on Sheet

Healer's Way (Su) A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability 5 times per day. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin's lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

Kyton-Spawn (Shackleborn) Fascinated with mutilation and torture, these tieflings are often found in Nidal and are born already covered in scars.

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Magical Knack (Oracle) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Master Herbalist (Su) A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to +1, and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

Oracle
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled Shackleborn have a +2 racial bonus on Escape Artist and Intimidate checks.

Spell-Like Ability Shackleborn gain web as a spell-like ability.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Celestial You gain Celestial as a bonus language.

20 Q&A(reposted):
1. What is your character’s name?
Believer, a name given to herself by herself.

2. How old is your character?
33, old enough to be an established practitioner, young enough to be disillusioned by the rule of the Thrice Dammed House of Thrune.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
She is very distinctive looking, both beautiful and strange, even among tiefling kind. Her coloring is like the portrait. She wears common enough clothing and an armored coat. Her weapons are simple, using a quarterstaff as a walking stick.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
She bears many scars and wears a multitude of piercings as well.

5. Where was your character born? Where were you raised? By who?
Unknown, she was a foundling raised by a Gnomish cleric of Milani. He taught her the ways of Herbalism.

6. Who are your parents? Are they alive? What do they do for a living?
Natural parents unknown, adoptive father was a healer and secretly a member of the Rose of Kintargo. He went missing and is believed to have fell afoul of agents of Thrune.

7. Do you have any other family or friends?
No family, but still has a loose association with a few members of the Rose of Kintargo. Also open to friendships with other PCs.

8. What is your character’s marital status? Kids?
Single, no children. She would not desire them in such a state of unrest.

9. What is your character’s alignment?
Lawful Good, with more stress on the Good than the Law.

10. What is your character’s moral code?
Heal the hurt, protect the weak, believe in what you wish to be true so that it will become so.

11. Does your character have goals?
To take the suffering of others onto herself, preserve life whatever cost to herself. To find out what happened to her adoptive father.

12. Is your character religious?
Yes, her gift as an Oracle has come to her most likely from Milani. She tends her father's rose garden faithfully and meditates on the nature of the rose and it's duality to inspire reverence by it's beauty and inflict pain upon those who try would possess it with it's thorns.

13. What are your character’s personal beliefs?
Believer is driven by Pain. In her early life it was all she knew. It shaped her and made her strong. Mercy, love and kindness all came later in life after her adoption. On some level she understands her desire to bring the pain of others into herself is influenced by her infernal ancestry, but she also believes that sacrifice is holy and that she might redeem herself by it.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Machoistic, but not to the point of self harm only body modification.

15. Why does your character adventure? Why would you join the rebellion?
To help those who suffer, to solve the mystery of her father's disappearance.

16. How does your character view his/her role as an adventurer?
The healer, supporting those who are bold enough to fight.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Many, many scars as well as the piercings.

18. How does your character get along with others?
She is kindly, nurturing, almost motherly.

19. Is there anything that your character hates?
Needless suffering, the cruelty of others with the desire to inflict pain.

20. Is there anything that your character fears?
Discovering that her father abandoned her of his own volition. Failing to save lives that depend on her.


2 people marked this as a favorite.
Believer wrote:
I just don't opt to use it as a GM because I learned how to use sheets and am also old and set in my ways, lol.

I'm not quite old, but I am set in my ways! No need to spend time learning something new when I am comfortable with what I have.

I am not sure about owning a home yet, I will look into that.

Also, content warning! I forgot to mention this at the start and I do apologize, but this AP deals with certain violent subjects (the most common one being punishment by torture but is certainly not the only one), so if you are not okay with that you might want to sit this one out. I don't believe any of the PCs will be subjected to torture, but I cannot be sure on that as I have not read every book quite yet.

Dark Archive

Wyshart wrote:

Hey! Just leaving my submission here. Yet another Rogue, unchained and without archetypes. The intent is to go for the Rose Warden Prestige Class.

** spoiler omitted **...

Not sure if this will change your plans, but UC rogue only gives Dex to damage at level 3. Until there you are stuck with just your +0 from Str.


Hey GM Thrune, gonna drop a dot here. Good to see Hell's Rebel's getting a little love. I've got a blood rager I may apply with, depending on a couple other recruitment results.


Sir Longears wrote:
Not sure if this will change your plans, but UC rogue only gives Dex to damage at level 3. Until there you are stuck with just your +0 from Str.

Ha, that's true. It does not change anything, really, but thanks for the heads up. It'll be corrected If I'm chosen.


Sir Longears wrote:
Wyshart wrote:

Hey! Just leaving my submission here. Yet another Rogue, unchained and without archetypes. The intent is to go for the Rose Warden Prestige Class.

** spoiler omitted **...

Not sure if this will change your plans, but UC rogue only gives Dex to damage at level 3. Until there you are stuck with just your +0 from Str.

Ha, I have a 7 Str Rogue (to max out INT and CHA for a Kitsune Trickster's nutty skills), my solution to the problem at level 2 is to bomb it.

I might submit a Gray Paladin for this campaign, seems like the perfect opportunity for a NG Paladin!


Not sure how I missed this when you first announced it, but I would like to throw my hat into the ring too. I'm thinking of a halfling oracle or swashbuckler.


I'm looking for a game too, I recently "got abandoned" with Koldemar fighter natural attacker (kinda advanced kobold)

Since I'm last here, I am willing to play whatever the party needs


Applying with Harold Wainright, NG Human Spiritualist (Fractured Mind/Phantom Blade) 1, and devoted follower of Milani!

Background Questions:

1. What is your character’s name?
Harold Wainright

2. How old is your character?
23

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Harold is a severe-looking young man with aquiline features, pale skin, and dark hair which is usually swept behind his head in a ponytail.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Rarely smiling, he has a somewhat haunted look about him, as if he continually suspects that someone, or something, is after him.

5. Where was your character born? Where were you raised? By who?
Harold was born and raised in Egorian, by his parents.

6. Who are your parents? Are they alive? What do they do for a living?
Harold's father runs a thriving import/export business in Egorian, and his mother is the eldest daughter of an impoverished minor noble family in the capital.

7. Do you have any other family or friends?
Harold has an older, unmarried sister (25 years old), and a kid-brother (12 years old).

8. What is your character’s marital status? Kids?
Single

9. What is your character’s alignment?
Neutral Good

10. What is your character’s moral code?
"Hope springs eternal."

11. Does your character have goals?
Uncover more of the mysteries of the city of Kintargo!

12. Is your character religious?
Yes - a devoted follower of Milani, the Everbloom.

13. What are your character’s personal beliefs?
Everyone is entitled to their own opinions, beliefs, and goals, but has no right to cram them down others' throats (at least, without their permission).

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Charitably, one could argue that in looking for patterns that others do not see, Harold can occasionally see things that are *not* actually there. Less charitably, one could argue that he is a tad paranoid... not that he would admit it.

15. Why does your character adventure? Why would you join the rebellion?
To ensure that others have the right to freely determine their own futures.

16. How does your character view his/her role as an adventurer?
Bluff and misdirection, with an in-depth understanding of noble society. When diplomacy fails, long-ranged support with his bow - a manifestation of his beliefs.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
No.

18. How does your character get along with others?
Superficially, Harold is gregarious, doing his best to fit into society. However, he does not truly *trust* easily. Still, once he *does* actually truly trust someone, he is fiercely loyal.
 
19. Is there anything that your character hates?
Understandably, given his history, he is *not* a fan of old-money Asmodean nobles.

20. Is there anything that your character fears?
Devils that can turn invisible - practically impossible to detect, they can be *anywhere*, and uncover secrets that are better left buried.

On a personal level, Harold can't stand cheese platters!

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