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Hell's Rebels (Character Sheets, Rebellion info, etc)

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  • Hell's Rebels (Character Sheets, Rebellion info, etc)

    Jaem Sczalerin Male Tiefling Rogue 2
    CG Medium outsider (native); 5'8", 145 lbs., age 73
    Natural Born Leader, Historian of the Rebellion; Common, Infernal, Shadowtongue, Elven
    HP 16/16;
    Non-Lethal Damage:
    AC 17, touch 14, flat-footed 13; Fort +2, Ref +7, Will +1
    Hero Points 1
    Str 12 (+1), Dex 19 (+4), Con 14 (+2), Int 15 (+2), Wis 13 (+1), Cha 18 (+4);
    darkvision 60 ft.; Perception +8
    Resist: Cold 5, Electricity 5, Fire 5
    spd 30 ft.; base atk +1; CMB +2; CMD 16
    Shortsword +5 (1d6+1, 19-20x2)
    Conditions:


    Dalvin Castellatus Male Human Paladin 2
    LG Medium Humanoid (Human); 5'10", 153 lbs., age 26
    Fed up Citizen, Scholar of the Great Beyond; Common (Taldane), Infernal
    HP 20/20
    Non-Lethal Damage: 0
    AC 20, touch 12, flat-footed 18; Fort +9, Ref +5, Will +7
    Hero Points 2
    Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 9 (-1), Cha18 (+4);
    Perception -1
    spd 30 ft.; base atk +2; CMB +4; CMD 16
    Conditions:


    Quiylus Male Tengu Inquisitor 2
    LE Medium humanoid (tengu); 5'11", 121 lbs., age 21
    Canter, Ex-Asmodean; Infernal, Shadowtongue, Taldane, Tengu
    HP 12/12
    Non-Lethal Damage: 0
    AC 18, touch 12, flat-footed 16; Fort +3, Ref +2, Will +5
    Hero Points 2
    Str 15(+2), Dex 15 (+2), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 12 (+1);
    Perception +4
    spd 20 ft.; base atk +1; CMB +3; CMD 15
    Mwk Bastard Sword+4 (1d10+3, 19-20x2)
    Conditions:


    Raina Hakimi Female Half-Elf Alchemist 2
    CG Medium Humanoid (Half-Elf); 5'8", 115 lbs., age 38
    Urban Sleuth (Silver Ravens), Talented Organizer; Common, Elven, Gnomish, Tengu, Infernal, halfling
    HP 15/15
    Non-Lethal Damage: 0
    AC 15, touch 13, flat-footed 12; Fort +4, Ref +6, Will +0
    Hero Points 2
    Str 9 (-1), Dex 16 (+3), Con 13 (+1), Int 18 (+4), Wis 11 (+1), Cha 14 (+2);
    Perception +4
    spd 30 ft.; base atk +1; CMB +0; CMD 13
    Bomb +6 (1d6+5 fire; 5ft splash radius of 6 fire dmg. DC 15 REF for 1/2);Light Crossbow+4 (1d8, 19-20x2)
    Last edited by jake; 09-18-2018, 09:24 PM.
    Moderator

    Characters:
    -Loren Soth (LG Male Human Fighter 7/Paladin 3; Dragons on the River of Time)
    -Kadrien Soth (Zabrak Soldier 5/Jedi 2; Star Wars-Dawn of Defiance)
    -Victaria Grey (NG Female Cleric of Irori 5; Rise of the Runelords)


  • #2
    The Silver Ravens

    Silver Ravens Rebellion Sheet


    Modifiers:
    • Laria Longroad: Laria’s work with the Bellflower Network has given her an excellent reputation among Kintargo’s downtrodden. As long as Laria remains an ally of the Silver Ravens, all Loyalty checks to take the Recruit Supporters action gain a +2 bonus.
    • Rexus Victocora: Although Rexus was never officially a part of the Sacred Order of Archivists, he learned a fair amount about how to lie low from his mother. As long as Rexus remains an ally of the Silver Ravens, the rebellion’s Notoriety score is reduced by 1 (to a minimum score of 1) at the start of every Upkeep phase.
    • Vendalfek: The little fairy dragon Vendalfek excels at trickery and spreading confusion; hobbies that the Silver Ravens can turn to their advantage. Vendalfek allows the rebellion to take the Spread Disinformation action even if it doesn’t have rumormongers, agitators, or cognoscenti. If the rebellion does have a team that grants this action, Vendalfek grants a +4 bonus on all Secrecy checks to Spread Disinformation.



    Loot:


    Level Tracker
    Founding the Silver Ravens: Jaem, Voltarus, and the Page reach level two. (In Hell's Bright Shadow- Page 25)
    Last edited by jake; 09-26-2018, 06:46 PM.
    Moderator

    Characters:
    -Loren Soth (LG Male Human Fighter 7/Paladin 3; Dragons on the River of Time)
    -Kadrien Soth (Zabrak Soldier 5/Jedi 2; Star Wars-Dawn of Defiance)
    -Victaria Grey (NG Female Cleric of Irori 5; Rise of the Runelords)

    Comment


    • #3
      Jaem Sczalerin
      Male Tiefling Rogue 2
      CG Medium outsider (native)
      Age 73 Height 5'8" Weight 145 lbs. Eyes violet Hair dark brown
      Traits Natural Born Leader, Historian of the Rebellion
      Languages Common, Infernal, Shadowtongue, Elven

      Str 12, Dex 19, Con 14, Int 15, Wis 13, Cha 18

      Speed 30 ft.
      Initiative +4; Senses Darkvision 60 ft; Perception +5
      AC 17 touch 14, Ff 13
      hp 16; current hp 16
      Base Attack +1
      CMB +2 (+1 base attack, +1 Str)
      CMD 16 (10, +1 base attack, +1 Str, +4 Dex)

      Saving Throws
      +2 Fort (+0 base, +2 Con)
      +7 Ref (+3 base, +4 Dex)
      +1 Will (+0 base, +1 Wis)

      Feats
      Two-Weapon Fighting
      Quick Draw (Combat Trick)
      Weapon Finesse
      All simple weapon proficiencies, plus the hand crossbow, rapier, sap, shortbow and short sword.
      Light armor proficiency
      Alertness (Guardian rank feat)

      Special Qualities
      Favored Class: Rogue (+1 HP)
      Evasion
      Sneak Attack (1D6)
      Spell-like Ability: Darkness 1/day (CL=class level)
      Resist: Cold 5, Electricity 5, Fire 5
      Prehensile Tail: Retrieve small stowed objects as a Swift action
      Trapfinding: 1/2 (+1) to Perception and Disable Device concerning traps
      Rogue Talent: Combat Trick

      Skills
      +9 Acrobatics (2 rank, +4 Dex, +3 class)
      +11 Bluff (2 rank, +4 Cha, +3 class, +2 racial)
      +9 Diplomacy (2 rank, +4 Cha, +3 class)
      +9 Disable Device (2 rank, +4 Dex, +3 class) (+9 for Traps)
      +9 Escape Artist (2 rank, +4 Dex, +3 class)
      +7 Knowledge (local) (2 rank, +2 Int, +3 class)
      +8 Perception (2 rank, +1 Wis, +3 class, +2 feat) (+10 for Traps)
      +8 Sense Motive (2 rank, +1 Wis, +3 class, +2 feat)
      +17 Stealth (2 rank, +4 Dex, +3 class, +2 racial, +1 trait, +5 cloak)
      +9 Use Magic Device (2 rank, +4 Cha, +3 class)

      Attacks
      Shortsword(s): +5, 1d6+1(19-20x2)
      w/TWF: +3/+3, 1d6+1(19-20x2)
      Dagger: +5, 1d4+1(19-20x2) - 10 ft thrown
      Mwk Silver Dagger +6, 1d4+1(19-20x2) - 10 ft thrown
      Mwk Comp. +1 Shortbow: +6, 1d6+1(19-20x2) - 70 ft. ranged

      Possessions (Item, Cost & Weight, Location on Person)
      Traveler's Outfit (0 gp, NA, worn)
      +1 Leather Armor (25gp, 15 lbs, worn)
      Cloak of Elvenkind (2,500 gp, 1 lb. worn)
      2 Short Swords (20 gp, 4 lbs, on belt)
      Dagger (2 gp, 1 lbs, in boot)
      Mwk Silver Dagger (322 gp, 2 lbs. in boot)
      Mwk Comp. +1 Short Bow w/ 20 arrows (31 gp, 5 lbs, on back)
      Belt Pouch (1 gp, 1/2 lb, on belt)
      Backpack (2 gp, 2 lbs.)
      -Thieves tools (30 gp, 2 lbs, in pack)
      -1 Acid Flask (10 gp, 1 lbs, in pack)
      Signet Ring (Silver Raven) (5 gp, NA, around neck)
      Daredevil Boots (1,400 gp, 1 lb, worn on feet)

      Boon: A few days ago, you enter your shabby apartment in Hell’s Nursery to find a small crystal bottle sitting on your bed. A note beside it reads: “I have seen great things await you. Accept this gift, and remember me when the time comes. – The Rose of Kintargo” . This potion bottle holds a potion of Cure Light Wounds. This potion bottle refills itself after an 8 hour rest. At 4th level, it holds a potion of Cure Moderate Wounds, at 7th level it holds a potion of Cure Serious Wounds, and at 10th level it holds a potion of Cure Critical Wounds.

      Daredevil Boots (+5 Acrobatics bonus - 0/10 rnds per day)

      Money
      1 pp, 207 gp, 9 sp (in belt pouch)

      Carrying Capacity
      Light Load: 43 lbs. or less Medium Load: 44-86 lbs. Heavy Load: 87-130 lbs.
      Weight Carried: 35 lbs.
      Max Dex: +5; Check Penalty: -1; Run: x4

      Conditions: None.

      Description:
      Jaem Sczalerin isn't especially tall, or heavily muscled. He bears the signs of an unfortunate birth. His skin has the slightest tint of red. He has odd, violet eyes, which gleam in the greasy lamplight. Most profoundly of all, a pair of short, curved horns jutting from either temple. His long brown hair is kept mostly tied back. His dress is practical for life in the city of Kintargo. His armor and weapons are plain and functional, left from his years of conscripted service to the House of Thrune. A beaten leather pack often hangs from one shoulder, filled with only his absolute needs.

      Bio:
      Jaem's mother was a victim of the appetites of the Court of Coin, the loose alliance of Kintargo's noble houses. Her torture at the hands of a summoned devil was a mere evening's entertainment. Her torture as a result of her cursed issue was the rest of her natural life. Jeliss Sczalerin, ejected from her home gave birth in a hostel, and then fled to the only place that would be safe for her son: The Devil's Nursery, a slum in the Red Roof District, peopled overwhelmingly by Tiefling castoffs. Jaem did his best to stay far from notice, and take care of them both, but the day came for him, as it did for so many of his like. A dottari patrol sweeping through the Devil's Nursery captured him off of the street, conscripting him into Cheliaxian service as a member of the Infernal Auxillary. This was an official title for a proud regiment of Tieflings who were typically used to scout and skirmish on the march, to carry water and serve in the camp, and die in the vanguard in battle. Jaem survived, and rose through the Tiefling ranks to become a junior officer of sorts. He served eight years, and was released early for valor, carrying pocket money, his weapons, and armor with him. He returned to the Devil's Nursery, serving as a hired bravo for coin, and stealing when work was light.

      Jaem outlived his mother, staying in the same one-room shack in the Devil's Nursery they had fled to long ago. Disenfranchised by the ruling class his entire life, he longed for a way to strike back at the humans who'd mistreated him. He'd heard tales of a movement called the Silver Ravens that rose in defiance of Kintargo's government, and were put down two years before he was born. Jaem was hungry for information and relics of the rebellious movement, managing to procure a ring from a junk shop that carried their symbol. What time that wasn't spent surviving was used hunting leads, tracking down anyone out of the past that knew anything about the movement. He thought his search a fruitless hope for a better life, until he'd struck pay dirt. One of the informants that he'd paid off had sent him a cryptic message to be in Aria Park, and look for a man in one glove...
      Last edited by SuperBall; 09-30-2018, 03:47 PM.
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      Comment


      • #4
        https://drive.google.com/open?id=0B9...1RnWTNKbTN0d3c

        Dalvin Castellatus
        Male Human Paladin 2
        LG Humanoid (human)
        Age: 26 | Height: 5’10” | Weight: 153 | Eyes: Green | Hair: Black
        Deity: Iomedae | Homeland: Cheliax (Kintargo)
        Traits: Fed up Citizen (+1 saves vs mind affecting effects, +1 disguise & class skill, does not detect as good or lawful until level 9), Scholar of the Great Beyond (+1 knowledge planes, +1 knowledge history and one [planes] is a class skill)
        Languages: Common (Taldane), Infernal

        STR: 16 | DEX: 13 | CON: 14 | INT: 10 | WIS: 9 | CHA: 18

        Speed: 20 ft (4 squares) | Initiative: +1,
        AC: 20 (touch: 12 | Flat-footed: 18)
        HP: 20 / 20
        BAB: +2 | CMB: +5 | CMD: 16
        Attacks: Longsword (atk+5, dmg 1d8+3)
        Hero Points: 2

        Conditions and Magical Effects
        None

        Saving Throws
        Fort: +9
        Ref: + 5
        Will: +6 (+7 vs mind affecting)

        Feats
        Power Attack: -1 attack, +2 damage (+3 when two handing)
        Dodge: +1 dodge bonus to AC
        Alertness: +2 Perception, +2 Sense motive

        Special Abilities

        Class
        Aura of good (masked by trait)
        Detect Evil
        Smite Evil 1/day [_] X= expended
        Divine Grace
        Lay on Hands 5/day [_] [_] [_] [_] [_] X= expended

        Item
        Blessed holy symbol of Iomedae: Once per day channel positive energy as a cleric equal to your character level.
        [_] (X= expended)

        Other
        Favored Class Bonus: +2 skill ranks
        Human Bonus Feat
        Skilled: +1 skill rank / level
        Training Boon: +1 skill rank
        Feat Boon: Alertness


        Skills: 2+1 from human/level (+ 2 total from favored class)
        Armor Check Penalty: -7 (applied to all DEX & STR skills)
        Diplomacy: +8...............1 rank +4 CHA +3 class skill
        Disguise: +9..................1 rank +4 CHA +3 class skill +1 trait
        (Kn) History: +2............1 rank +1 trait
        (Kn) Nobility: +4...........1 rank +3 class skill
        (Kn)Planes:+5...............1 rank +3 class skill +1 trait
        (Kn) Religion: +5..........2 ranks +3 class skill
        Linguistics: +1...............1 rank
        Perception: +1...............0 rank -1 WIS +2 feat
        Sense Motive: +5...........1 rank -1 WIS +3 class skill +2 feat


        Gear and Encumbrance:
        Light load: ≤76 lbs Lift over head: 230
        Medium load: 77-153 Lift off ground: 460
        Heavy load: 154-230 Drag or push: 1150

        Equipped (not in containers):
        Banded Mail.............................35 lbs
        Longsword................................4 lbs
        Light wooden shield....................5 lbs
        Dagger......................................1 lb
        Holy Symbol, wooden..................- lbs
        Common Backpack.....................2 lbs
        Belt Pouch x2 ............................1 lb (total)
        Waterskin (filled)........................4 lbs

        Stowed (in containers):
        Potion of Invisibility......................- lbs
        Linen prisoner's outfit..................2 lbs
        Prisoner effects bag....................2 lbs
        Shackles....................................2 lbs
        Bedroll......................................5 lbs
        Explorer’s Outfit.........................8 lbs
        Rope 50ft hemp........................10 lbs
        Signal Whistle.............................- lbs
        Pitons x5................................2.5 lbs(total)
        String 50 ft.............................0.5 lbs
        Sunrod x2.................................2 lbs (total)
        Hammer....................................2 lbs
        Chalk x10..................................- lbs (total)
        Caltrops.....................................2 lbs
        Flint and steel............................ - lbs
        “The Acts of Iomedae”...............1.5 lbs
        Oil Flask.....................................1 lb
        Soap.......................................0.5 lbs

        211 gp (4.22 lbs), 10 sp (.2 lbs), 8 cp (.16 lbs)

        Total weight of inventory.........97.58 lbs

        Bio:
        Kaynen Castellatus has always placed structure and regulation paramount both in his own life and in the life of his son, Dalvin. He reasoned that you could only begin to improve yourself if you kept strict hold over all aspects of your life and, furthermore, that the highest ambition of every man should be to behave in full accordance with the law. Though not a religious man, he held the concept of order and the legal code in such high regard that it could almost be described as a type of zealotry.

        Dalvin, for his part, never quite held the same fervor toward rules that his father so proudly exhibited. That isn’t to say that he disregarded the laws, rather that he was always vaguely unsettled by his father’s insistence on placing them at the forefront of all things. In the mind of Kaynen Castellatus, the people should be kept in line by the law and not necessarily protected by it. It was primarily this dim view of society, while not uncommon in Cheliax, left a nagging unease in Dalvin. It came into sharp focus ten years ago when Alros Alcisteel, a local priest of Iomedae, came to call upon Kaynen for the legal advice upon which Kaynen had built his reputation and livelihood. The conflicting views of the two men led to a heated debate and soon all thought of counsel was abandoned as their ideological differences came to dominate the conversation. The two men sat opposite each other, Alros in the traditional white and gold of his church and Kaynen clad in a formal green outfit, neither one willing to concede to the other. Dalvin, reading in the next room, listened intently to the dispute. As he sat, he found himself more and more moved by the arguments of the priest; so much so, in fact, that he resolved to follow him and ask more about his view of the law and its application. He gathered his personal belongings, made sure no one saw him, and left the house.

        When he caught up with the man in the white and gold, he found him to be the sort of listener that his father never was. Where Kaynen’s most common response to his questions would generally be “It is not your place to question, but to obey” the chance to talk with someone who not only listened but, in many cases agreed with what he had to say was an incredibly satisfying experience. In particular, the idea that the law should protect and support the innocent was especially gratifying to hear affirmed in the voice of a stranger. After walking and talking all the way to the temple district the priest, perhaps sensing some potential within him (or perhaps he just wanted someone to talk to), extended an invitation to stay with him and hear all that Iomedae had to say on the subject of justice. It wasn’t long after that that Dalvin moved in with his new mentor and began his long road in the service of The Inheritor.

        For a while he maintained some limited contact with his father, writing letters and visiting on occasion. He rarely received any sort of reply to the letters and the in-person visits became increasingly uncomfortable to the point of hostility. This all culminated in a vicious fight between father and son seven years ago after which neither party has attempted any communication with the other. While learning from Alros, he found himself progressively more drawn to discussion of the laws of other planes. These places where the laws of society and the laws of reality were one and the same held a sort of alien fascination for him and he could often be found with some treatise on extra-planar law tucked in his pack.

        Recent events in the city have greatly distressed this ardent servant of Iomedae. There was a time when he was content to live and let live in as far as imperial presence in Kintargo was concerned. That time however, ended when Thrune decided to take a more active role in Kintargo’s place within the empire. The enforcement of petty, vindictive laws; the imprisonment of good, upstanding people; and the crackdown on the worship of what seems to be any deity other than Asmodeus have all pushed Dalvin too far. Order must be maintained, but not at the expense of what is right: the time for action is now.
        Last edited by Stultus Magus; 09-28-2018, 07:14 PM.

        Comment


        • #5
          Tauren's Character

          Quiylus
          The Devil's Raven
          Guardian of the Silver Ravens

          Male tengu inquisitor 2 of Asmodeus
          LE Medium humanoid (tengu)
          Age 21 Height 5'11" Weight 121 lbs. Eyes Black Feathers Black
          Traits Canter, Ex-Asmodean
          Languages Infernal, Shadowtongue, Taldane, Tengu

          Str 15, Dex 15, Con 11, Int 10, Wis 14, Cha 12

          Speed 15 ft. (base speed 30 ft.)
          Initiative +4; Senses low-light vision; Perception +6
          Aura undetectable alignment (holy symbol)
          AC 18, touch 12, flat-footed 16 (+2 Dex, +6 armor)
          hp 12 (2d8)
          Hero Points: 2
          Base Attack +1
          CMB +3
          CMD 15

          Saving Throws
          +3 Fort (+3 base)
          +2 Ref (+0 base, +2 Dex)
          +5 Will (+3 base, +2 Wis)

          Immune truth spells higher than character level (holy symbol)

          Offense!
          bite +3 (1d3+3)
          mwk bastard sword (1-H) +4 (1d10+2/19-20)
          mwk bastard sword (2-H) +4 (1d10+3/19-20)
          dagger (melee) +3 (1d4+2/19-20)
          dagger (ranged) +3 (1d4+2/19-20)

          Spell-Like Abilities (CL 2nd, concentration +4) - touch of law 5/day, detect alignment at will

          Inquisitor Spells Known (CL 2nd, concentration +4)
          1st (1/day) - expeditious retreat, true strike
          0 - daze, detect magic, read magic, resistance
          Domain Law


          Feats
          All sword-like weapons, including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords.
          All simple weapons, plus hand crossbows, longbows, repeating crossbows, shortbows, and maces.
          Light armor.
          Medium armor.
          All shields (except tower shields).
          Enforcer
          Alertness

          Special Qualities
          Gifted Linguist
          Natural Attack (bite)
          Swordtrained
          Cunning Initiative
          Judgment 1/day
          Monster Lore +2
          Stern Gaze
          Track

          Skills
          +6 Disguise (2 ranks, +3 class skill bonus, +1 Cha)
          +7 Intimidate (2 ranks, +3 class skill bonus, +1 morale bonus, +1 Cha)
          +4 Knowledge (planes) (1 rank, +3 class skill bonus)
          +4 Knowledge (religion) (1 rank, +3 class skill bonus)
          +1 Linguistics (1 rank)
          +6 Perception (+2 racial bonus, +2 Wis, +2 Alertness)
          +10 Sense Motive (2 ranks, +3 class skill bonus, +1 morale bonus, +2 Wis, +2 Alertness)
          +4 Spellcraft (1 rank, +3 class skill bonus)
          +2 Stealth (1 rank, +2 racial bonus, -3 Armor Check penalty, +2 Dex)
          +3 Survival (+1 to follow or identify tracks, +2 Wis)


          Possessions (Item, Cost & Weight, Location on Person)
          mwk breastplate (250 gp, 30 lbs.)
          explorer's outfit w/wooden blackened steel holy symbol of Asmodeous (11 gp total)
          4 belt pouches (money, alchemical items & potions)

          mwk bastard sword (335 gp, 6 lbs., back)
          dagger (2 gp, 1 lb., r. side of belt)

          backpack (2 lbs.) -
          Asmodean inquisitor vestments (5 gp, 6 lbs.)
          bedroll (1 sp, 5 lbs.)
          waterskin (1 gp, 4 lbs.)
          1 day of rations (5 sp, 1 lb.)
          ink vial & ink pen (8 gp & 1 sp)

          1 antitoxin (50 gp)
          2 potions of cure light wounds (50 gp each)
          2 thunderstones (30 gp each, 1 lb. each)
          3 flasks of alchemist's fire (20 gp each, 1 lb. each)

          Money
          16 gp, 3 sp
          (Roughtly a 1/2 lb. of coins.)

          Carrying Capacity
          Light Load: 66 lbs. or less Medium Load: 67 - 133 lbs. lbs. Heavy Load: 134 - 200 lbs.
          Weight Carried: 60.5 lbs.
          Max Dex: +3 Check Penalty: 0 Run: x4

          Conditions: List

          Description: Quiylus has blue-black feathers and a heavy beak like a raven. He is stockier than the average tengu and carries himself with pride and purpose. His eyes are a dull black. His beak and face bear a number of obvious scars from numerous battles and torture sessions.

          Background: The tengu named Quiylus was born in the slums of Kintargo and indoctrinated into the River Talons street gang at a young age. He had a real aptitude for intimidation and was one of the gang's most successful enforcers by the time he was fifteen. However, the gang's lack of organization and “real leadership” frustrated the hot-head young tengu. He attempted to lead a coup against the gang's leader, Ravzee, but was betrayed by his fellow conspirators. Beaten within an inch of his life and tossed into the Yolubilis River for dead, Quiylus was rescued by by city guardsman and incarcerated for his many crimes.

          During the four years he spent rotting in jail Quiylus found a cooler head through religion. He wholly dedicating himself to Asmodeus. When some prisoners eventually attempted to start a riot to escape, Quiylus fought alongside the guards to restore order and saved the life of an Asmodean inquisitor. Impressed with the fierce bird-man, the grateful inquisitor brought the reformed criminal before his superiors and pleaded for clemency. Surprisingly, Quiylus' sentence was commuted early and the tengu was offered a rare opportunity to serve his new god as an inquisitor of the church. He agreed on the condition that man he had saved be executed for his obvious compassion and weakness. Pleased, the church agreed and gave Quiylus the other man's life, position, and holy symbol.

          However, life as a humanoid in the Church of Asmodeus was frustrating. No matter how well Quiylus performed his duties he was always treated as a lesser being by everyone. He was punished harsher and more severely than humans of the same rank – often for smaller transgressions. These things didn't shake the tengu's faith, however, they only made him stronger and more determined to rise through the ranks. In a short time, he earned a brutal reputation on the streets of Kintargo. If The Devil's Raven was coming for you, you were already dead.

          His career has a sanctioned inquisitor, however, was a short one. Two years later, while running a menial errand for an archpriest, Quiylus uncovered a blasphemous plot by Barzillai Thrune to destroy the city and supplant Asmodeus as a god. Horrified, Quiylus immediately informed the archpriest of what he'd learned. Not only did the man laugh at him, he accused Quiylus of sedition and had him clapped in irons!

          Infuriated by the stupidity of the archpriest and the rest of the church's leadership in Kintargo, the canny inquisitor endured public and private torture sessions for weeks while he planned his next move. Clearly, the leadership of the church that he loved so much was just as corrupt and chaotic as the River Talons had been. Although he had no attachments to the city beyond the church, he could not abide the idea of a member of the Thrune family thinking they could become a god. It was blasphemy of the highest order. The only lawful thing to do was to remove the current leadership of the city and the church from power and install stronger men of truer faith in those positions.

          Eventually, a riot called away enough of the guards at Quiylus' prison that he was able to make a successful escape. He understood he needed allies, but he had none. The Church of Asmodeus had publicly branded him a traitor as had the River Talons. He need allies he could trust. He needed “good” people who would fight be his side. He spent the next few weeks trying to make contact with the burgeoning rebellion in Kintargo.

          After all, the enemy of one's enemy was your friend...
          Last edited by Tauren_Kai-Jere; 09-18-2018, 11:36 PM. Reason: Added bonus feat & titles.
          Head Moderator &
          Member of the Whitestone Council


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          Comment


          • #6
            Raina Hakimi
            Female Half-Elf Alchemist 2
            CG Humanoid
            Age: 38 | Height: 5’8” | Weight: 115 | Eyes: Brown | Hair: Black w/white streak
            Deity: Milani | Homeland: Cheliax (Kintargo)
            Languages: Common, Elven, Gnomish, Tengu, Infernal, halfling

            STR: 9 | DEX: 16 | CON: 13 | INT: 18 | WIS: 11 | CHA: 14



            Speed: 30 ft (6 squares) | Initiative: +3,
            AC: 15 (touch: 13 | Flat-footed: 12)
            HP: 15 / 15
            BAB: +1 | CMB: +0 | CMD: 13

            Attacks
            Bombs (6/day) +6 atk (Point Blank Shot & Throw Anything) | attacks Touch AC | 1d6+5 fire dmg (PBS) - 5ft splash radius of 6 fire dmg. DC 15 REF to take 1/2 dmg
            Daggers (x5) +4 atk | 1d4 -1
            Light Crossbow +4 atk (+5 PBS) | 1d8 (+1 PBS)

            Saving Throws
            Fort: +4
            Ref: +6
            Will: +0
            +2 bonus on all saves involving poison (alchemist)

            Feats
            Point Blank Shot:
            +1 atk & dmg to crossbow and bombs when 30 ft or less
            Brew Potion (Alchemist):
            You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp of its base price.
            Throw Anything (Alchemist):
            no penalties for improvised throwing weapons. +1 for thrown splash weapons (i.e. my bombs)
            Skill Focus (Half-Elf): +3 bonus in a skill of my choosing (bluff)
            Stealthy (Rebellion Bonus): Get a +2 to Escape Artist and Stealth.

            Traits
            Urban Sleuth (Silver Ravens):
            I'm fascinated by what happened to the Silver Ravens after House Thrune took over and get a +1 bonus to Knowledge Local and History
            Talented Organizer (Milani Related Trait):
            Sense Motive is now a class skill and I get a +1 on sense motive because I'm good at organizing rebels (how thematic!)


            Special Abilities
            Mutagens: can drink a mutagen I made previously (1hr/dose to make) in order to basically Hulk out. +4 bonus to a physical stat of my choosing, -2 penalty to a corresponding mental stat (STR-INT; DEX-WIS; CON-CHA). Gain +2 natural armor and look bulkier and more beastial.
            Poison Resistance: get a +2 bonus on any save involving poison.
            Poison Use: It's impossible to accidentally poison myself when applying poison to a weapon.

            Alchemical Discoveries
            Precise Bombs: I can select certain squares that aren't affected by my splash dmg YOU'RE WELCOME, ALLIES.

            Skills: 4+4 from class/level (HAVE ALL THE SKILLS!)
            Appraise: +9..................................2 ranks + 4 INT + 3 class skill
            Bluff: +6........................................1 rank + 3 CHA + 3 Skill Focus Feat
            Craft Alchemy: +9.........................2 ranks + 4 INT + 3 class skill
            Disable Device: +7........................1 rank + 3 DEX + 3 class skill
            Escape Artist: +5...........................3 DEX + 2 Stealthy
            (Kn) Arcana: +8............................1 rank + 4 INT + 3 class skill
            (Kn) Engineering: +5....................1 rank + 4 INT
            (Kn) History: +1...........................1 Urban Sleuth
            (Kn) Local:+7...............................2 ranks + 4 INT + 1 Urban Sleuth
            Perception: +6.............................2 ranks + 3 class skill + 2 half elf bonus
            Profession Alchemy: +5...............2 ranks + 3 class skill
            Sense Motive: +5...........................1 rank + 3 class skill + 1 Talented organizer
            Sleight of Hand: +7.....................1 rank + 3 DEX + 3 class skill
            Spellcraft: +8..............................1 rank + 4 INT + 3 class skill
            Stealth: +6.................................1 rank + 3 DEX + 2 Stealthy

            Gear and Encumbrance:
            Light load: 30 lbs
            Medium load: 31-60 lbs
            Heavy load: 61-90 lbs

            Equipped (not in containers):
            Leather Armor.............................15 lbs
            Light Crossbow............................4 lbs
            5 Daggers....................................5 lbs
            Rose Pendant to Milani................- lbs

            Stowed (in containers):
            5 Tindertwigs.............................- lbs
            2 smokesticks.............................1 lb
            3 acid flasks................................3 lbs
            2 vials of alchemical glue............1 lb
            2 vials of alchemical solvent........1 lb
            10 incense sticks.........................1 lb
            2 vials of simple invisible ink......- lbs
            4 vials regular ink.......................- lbs
            3 tar bombs................................6 lbs
            Alchemists Journal.................... 1 lb
            Parchment.................................- lbs
            Hand Mirror...............................1/2 lb
            Alchemist Crafting Kit................5 lbs
            Waterskin.................................4 lbs
            idk some snacks probably
            A pen to write with
            Teacup and Dried tea leaves

            738 gp, although I only carry 200 on me at a time

            Total weight of inventory.........47.5 lbs - medium load

            Bio:
            Raina grew up having a fairly normal childhood, or as normal as one can have it when you live under the thumb of House Thrune. Her mother, a human scholar named Nasrin, did her best to keep her and her younger half-brother Amir shielded from the cruelties of the ruling class. Most of her days Raina found herself assisting her mother in the local bookshop, observing the behaviors of others and often times getting lost in the books kept in the back of the store. While Amir grew more and more personable and popular, Raina drew into herself, finding peace in solitude and the written word rather than in the presence of others. As Amir focused on his studies and social circles, Raina and Nasrin grew quite close. Much of the history of Kintargo is lost, but Nasrin impressed upon her daughter the importance of skepticism and intelligence. "The mouths of men might obscure the truth, but the sharpest minds can cut through a cloud of lies. It is imperative to use what knowledge you have to better the lives of others and fix injustices where they stand." Eventually, Nasrin revealed to her daughter her devotion to the Goddess Milani, and told Raina that her elven father had been a member of the Rose of Kintargo, although she did not tell her his name.

            Fascinated by her mother's worship, Raina learned everything she could about Milani, wanting to follow her mother's path. While studying herbalism in relation to Milani, Raina discovered alchemy. The combination of intellectual and practical knowledge to create something new and useful was everything Raina wanted, and she dove head first into her new passion. Where once the kitchen of their small home was used for cooking meals, the pots and pans were now filled with half-finished tinctures and poultices. However, when one of Raina's experiments went awry and almost set the house on fire, her mother intervened.

            Apprenticeships are not the easiest to come by, and Raina never fully knew what deal her mother struck in order to acquire one for her, but early one morning she was taken to The Black Cauldron, meeting a stingy and elderly gnome named Mush Varu. Working for Mistress Varu was hard, and she tolerated little room for error, but Raina was determined to succeed. Her days were spent pouring over old alchemy tombs and translating texts and her evenings were spent at home with her family.

            Although the relationship between Raina and her mother strengthened, her once close bond with Amir was strained. Amir was wholly uninterested in his mother's teachings, finding them stale and not applicable to his own goals. Nearing adulthood, Amir declared his intention to go into Civil Service. He was to take a position in The Greens, working as a scribe for one of the Noble families, hoping to eventually gain access into government work. Nasrin was distraught. Fearing that Amir's soul would be lost to her, that he'd be corrupted by the demonic influence of the ruling house, she confronted Amir, forbidding him from taking up this position. Amir stormed off and when Raina awoke the next morning, she found her mother in tears in Amir's room, his belongings gone.

            As the years went on, Raina moved from apprentice to employee at The Black Cauldron, bringing her wages back home for her and Nasrin to share. But still she felt the pull of Milani's devotion. Fearing her mother's reaction, Raina sought out the Rose of Kintargo in secret, hoping to combine her alchemical knowledge and desire to change the demonic hold House Thrune has on the city. She hopes one day she'll locate her father amongst her fellow acolytes, but the Goddess' will comes before all else, and like the petals of a rose, House Thrune must fall.
            Last edited by Jenibus; 09-19-2018, 11:16 AM.

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