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Hell's Rebels NPC's

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  • Hell's Rebels NPC's

    Aphra Pesara, Fed-Up Citizen female human Fighter [Vengeful Hunter] 1

    CG Medium Humanoid (human)

    screenshot software

    Str 14 Dex 19 Con 16 Int 14 Wis 15 Cha 16

    Ex-Asmodean: members of Aphra’s family were once worshipers of Asmodeus. Her family was asked to give up something dear as a sacrifice - in Aphra’s case, she herself. Seeing that in truth Asmodeus does not care for his followers, Aphra managed to escape, leaving the church, as did her family. As a result, her entire family was executed. Ever since, she has vowed to someday get revenge on the church. Aphra gains a +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

    Convincing Liar: Aphra has spent her life perfecting the art of half-truths in order to do what she's needed to do. She gains a +1 trait bonus on Bluff and Intimidate checks and one of these skills (Bluff) is a class skill for you.

    Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. Aphra gains a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in Urban and Underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This human racial trait replaces Skilled.

    Vengeful Fighter: A vengeful hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.

    Favored Class: Fighter

    Languages Common, Infernal, Halfling

    Age 18 Height 5'7" Weight 155 lbs. Hair brown Eyes brown

    Iron Will
    Exotic Weapon Proficiency (elven curve blade)
    Weapon Finesse

    +8 Bluff [1, +3 cha, +1 trait, +3 trained]
    +1 Climb [0, +2 str, -1 ACP]
    +3 Disguise [0, +3 cha] plus +2 w/ Disguise Kit
    +8 Intimidate [1, +3 cha, +1 trait, +3 trained]
    +7 Knowledge (local) [1, +2 int, +3 trained]
    +6 Perception [1, +2 wis, +3 trained]
    +5 Stealth [0, +4 dex, +2 heart of the slums, -1 ACP]
    +6 Survival [0, +2 wis, +4 racial (in Urban & Underground settings)]

    +5 elven curve blade (two-handed) 1d10+3 18-20/x2 slashing [plus +1 trait to attack & damage vs agents of House of Thrune, worshipers of Asmodeus, and most (but not all) devils] W 7

    HP 14/14
    AC 17 [+4 dex, +3 studded leather armor]
    +5 Fort [+2 b, +3 c] may roll twice vs disease and keep better result
    +4 Ref [+0 b, +4 d]
    +4 Will [+0 b, +2 w, +2 iron will]
    ba +1 CMB +3 (+5 to disarm, sunder, trip) CMD 17 (19 to sunder elven curve blade) Speed 30 Init +4

    Armor studded leather armor ACP -1 Max Dex +5 W 20 lbs.

    Secondary Weapons
    club M +3 1d6+3 bludgeoning x2 R +5 1d6+2 bludgeoning x2 RI 10 W 3
    dagger M +5 1d6+2 piercing or slashing 19-20/x2 R +5 1d4+2 piercing or slashing 19-20/x2 RI 10 W 1
    gauntlet [unarmed attack, cannot be disarmed] M +3 1d3+2 bludgeoning x2 W 1

    4 gp
    9 sp

    Carrying Capacity str 14 (15): 58
    carrying: 52 lbs.

    Clothing and Containers
    Traveler's Outfit [white shirt with brown vest, sturdy belt, breeches, and ample cloak and hood] 5 lbs.
    Boots, Fire Resistant [these heavy leather boots contain a layer of brick dust that protects your feet from heat. You gain fire resistance 2 against fire attacks directed at or under your feet, such as walking across hot coals. Repeat or prolonged exposure to fire damage eventually burns the outer leather of the boots, ruining them (typically after about 1d10+20 rounds of exposure) 2 lbs.
    Gauntlet [see weapons above]
    Backpack, Masterwork [when wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.] 4 lbs.
    Bag, Waterproof 1/2 lb.
    Sack 1/2 lbs.
    Canteen 1 lb.

    Adventuring Gear
    Rope, Silk (50') [4 hit points and can be broken with a DC 24 Strength check] 5 lbs.
    Sunrods (1) 1 lb. each

    Locks, Keys, Tools, Kits
    Flint and Steel
    Goggles, Smoked [You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).]
    Hook, Grappling [Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.] 4 lbs.
    Sewing Needle

    Alchemical Creations
    Repellent, Vermin (2) [This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.]
    Antitoxin [If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour] 1 lb.
    Musk, Harpy (2) [The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.
    Troll Oil [This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round] 1 lb.

    Aphra Pesara was born in the heart of the slums of the city. When she was old enough to speak, she began saying the prayers to Asmodeus with her family, as she was good and did what she was told, so young and fully impressionable. Little did she know the strange words were the Infernal tongue. She said the prayers passed down from her parents, as their parents had passed them down before them, for generations past.

    When Aphra was a young maiden she was taught one of her own ancestor’s tales, who’d had a close friendship in an elf who’s life he’d saved. A man of poverty, he was gifted an elven curve blade, as he and the elf had become friends for the remainder of her great grandfather’s life. Whether the long-lived elf still lives is unknown to Aphra, yet she’d learned that as her father had no sons, she had been named after the elf, Aphras.

    Knowing this, and as a rebellious young maiden in the dangerous slums, she became fascinated by the family heirloom that hung over the crude hearth of her family’s dwelling. A cunning and convincing liar, at the age she could manage to lift the sword with both hands she began secretly removing it from its perch and practicing with it. Eventually caught by her Uncle Gorbis, instead of being chastised by him she was yet further taught in secret, as Gorbis had once served briefly in the city guard as a younger man. Gorbis was kind, and of all of her family, it was Uncle Gorbis that Aphra suspected did not hold true devotion in his heart when speaking the prayers to Asmodeus, as she.

    The day came a week ago when clerics of Asmodeus came to the dwelling in the slums of the Pesara family. That day they demanded a particular sacrifice from the family in the form of the unmarried young maiden Aphra herself. That had come to take her away. Even her family could not bear this, and as they were being executed for their disobedience before Aphra’s very eyes, slaughtered, she ran for her life and escaped.

    Aphra did what she had to do. The church of Asmodeus did not practice as they preached, and the House of Thrune had been squeezing the city into unbearable oppression, especially in the slums. Through half-truths and clever lies she navigated covertly until she risked returning to the scene of her family’s execution. With vengeance in her heart, she drew down the elven sword from its hanging place as she stood over the rotting corpse of her beloved Uncle Gorbis. She stole what little wealth her family possessed from it’s hiding place, knowing that some in the Pesara family were still unaccounted for and might still be alive. She deftly used the gold coins in the marketplace to prepare herself, including a visit to her halfling friend Boggy who ran a ramshackle alchemy shop. With the desire for revenge burning in her, Aphra set out to claim it, by herself if she had to - a fed-up citizen on the warpath with nothing left to lose.

    Hero Points 1

    Opening Intimidate When you guys get the rebellion up and running you will start with an extra 1d6 +1 supporters:(3) +1= 4 supporters.

    Rumor: "The Red Jills are getting murderous, I tells you," the man said. The other man laughed at his friend. "Those dirty devils scare you, eh? I've never met a tiefling that could take on a real man." The first man blanched. "I'm telling you that boss of theirs has gone some sort of crazy. It ain't safe for nobody." The Red Jills, a tiefling gang, are becoming more aggressive and dangerous in the Redroof and Temple Hill neighborhoods. Their leader is apparently crazy.

    Group: "The Chelish Citizen's Group", red bandanas
    Safehouse: small bookstore, "Crissali's Fine Tomes"
    Secret Organization: Rexus parents were part of a secret organization known as the "Sacred Order of the Archivists."
    Letter: Do not believe the government’s claims that Lord-Mayor Bainilus abandoned us! Darker things are afoot, and I fear that all who work against Thrune may find themselves in danger in the days ahead. The Silver Ravens maintained numerous hideouts within Kintargo’s walls during the civil war. I have located one such site—the chambers below a building known today as the Fair Fortune Livery. Search below the livery. There, if my research is correct, you will find something to teach you more of the Silver Ravens."

    Last edited by Bong Bellowsmoke; 06-24-2018, 12:11 PM.

  • #2

    Prydewyld Lockridge (The Page of the Inheritor)

    Male Human Inquisitor 2
    LN Medium Human
    Age 25 Height 6'4" Weight 220 lbs. Eyes brown Hair dark brown
    Traits Heart of the Streets, Pattern Seeker, Fate's Favored
    Languages Common, Infernal
    Hero Point: 2

    Str 16, Dex 14, Con 15, Int 12, Wis 18, Cha 10

    Speed 20 ft. (w/ armor)
    Initiative +6; Senses Perception +9
    AC 18 touch 12, FF 16 HP 20; current hp 20
    Base Attack +1
    CMB +4 (+1 base attack, +3 Str)
    CMD 16 (10, +1 base attack, +3 Str, +2 Dex)

    Saving Throws
    +5 Fort (+3 base, +2 Con)
    +3 Ref (+0 base, +2 Dex, +1 racial)
    +7 Will (+3 base, +4 Wis)

    Intimidating Prowess
    All simple weapon proficiencies, plus the hand crossbow, rapier, sap, shortbow, short sword, and longsword (diety).
    Light and medium armor proficiency, all shields but tower

    Special Qualities
    Favored Class: Inquisitor (+1 HP)
    • +2 racial bonus
    • bonus feat at 1st level
    • +1 skill rank at each level

    Inquisition or Domain: Conversion Inquisition
    Judgement 1/day
    Monster Lore
    Stern Gaze
    Cunning Initiative
    Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

    Skills 6+1+1
    +13 Intimidate (2 rank, +7 Wis/Str, +3 class; +1 misc)
    +3 Knowledge (local) (2 rank, +1 Int, +0 class; +0 misc)
    +6 Knowledge (religion) (2 rank, +1 Int, +3 class; +0 misc)
    +6 Knowledge (planes) (1 rank, +1 Int, +3 class; +0 misc)
    +10 Perception (2 rank, +4 Wis, +3 class; +1 misc/trait)
    +9 Profession (Gambler) (2 rank, +4 Wis, +3 class; +0 misc)
    +10 Sense Motive (2 rank, +4 Wis, +3 class; +1 misc)
    +6 Spellcraft (2 rank, +1 Int, +3 class; +0 misc)
    +1 Stealth (0 rank, +2 Dex, +3 class; +0 misc, -4 armor)

    Longsword: +4, 1d8+4 (19-20x2)
    Spear (brace): +4, 1d8+4 (20x3)
    thrown: +0, 1d8+0 (20x3)

    Spell ListSpell Chart
    Level 0: unlimited
    Detect Magic
    Level 1: 4 per day
    Divine Favor
    Expeditious Retreat
    Cause Fear

    Possessions (Item, Cost & Weight, Location on Person)
    Traveler's Outfit (0 gp, NA, worn)
    Breastplate(200 gp, 30 lbs, worn)
    Longsword (15 gp, 4 lbs, on belt)
    Belt Pouch (1 gp, 1/2 lb, on belt)
    Backpack (2 gp, 2 lbs.)
    Spear (2 gp, 6 lbs.)
    Holy Symbol (1 gp. NA, worn)

    1 pp, 9 gp (in belt pouch)

    Carrying Capacity
    Light Load: 43 lbs. or less Medium Load: 44-86 lbs. Heavy Load: 87-130 lbs.
    Weight Carried: 42.5 lbs.
    Max Dex: +3; Check Penalty: -4; Run: x4

    Conditions: None.

    Description: Brown, curly hair neatly trimmed short to reveal a hardened and beard-stubbled face. Lidded dark brown eyes, set within their sockets, seem to scan tirelessly all that surrounds him, taking in everything and letting nothing escape. A small scar splits the lower left corner of his mouth.

    The is the face of Prydewyld Lockridge, a true believer. He stands rigidly among others, despite his bulky yet disciplined frame, seeming almost soldier at attention except for his head, always shifting, always searching.

    Bio: Page, It is time. You have been waiting patiently for our permission to act and the time has come. In the Lady's light you will set the groundwork for the coming storm. We have watched you closely since you first sought us out and your faith is rewarded. Rarely do we entrust a native son with this kind of responsibility. Indeed, if it were not for your parents, you might not have been given the chance. On this note, one day all will be revealed. We trust that you will take all needed steps and will leave the local details to you. May the Inheritor bless your actions. Until our next missive, Your Brothers.

    Postscript: A word of caution and advice. We are concerned by your sometimes overly abrasiveness behavior. Seek out allies and alliances and use the to your advantage. Use them to forward the goal and bend them to your will. Help them achieve their aims if doing so will move ours forward. Take whatever actions you deem needed and wise. Yours is a holy calling and what some would consider minor offenses will be overlooked and forgiven.
    Last edited by elder; 11-16-2017, 05:12 AM.
    "It's not a game of Final Fantasy where you can step outside the plot for a bit and train up your stats, it's a potentially apocalyptic final chapter in an epic drama." - Brass Tiger Captain


    • #3
      Voltarus Sarini

      Male Human Sorcerer (Infernal Bloodline) 2
      CG Medium Humanoid (Human)
      Age 21 Height 5'9 Weight 175
      Traits Child of Kintargo You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
      Cosmopolitan Your exposure to many people and tongues has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
      Languages Common, Draconic, Elven, Halfling, Infernal, Shadowtongue, Tengu
      XP ?

      Str 12 +1
      Dex 16 +3
      Con 15 +2
      Int 18 +4
      Wis 13 +1
      Cha 19 +4

      Speed 30', Initiative +3
      Hit Die 2d6+4, Hit Points 16
      AC 14 (10+3+1 bracers), Touch 13, Flat-footed 11
      Base attack +1
      Melee +2
      Ranged +4
      CMB +2
      CMD 15 (10+1 base attack+1 Str+3 Dex)

      Saving Throws
      Fortitude +3 (+0 base, +2 Con+1 cloak)
      Reflex +4 (+0 base, +3 Dex+1 cloak)
      Will+5 (+3 base, +1 Wis+1 cloak)

      1st Expanded Arcana
      Human Noble scion (+2 Knowledge (nobility), Sarini: Your family has long been open about its allegiance to House Thrune, something that has always ashamed or scandalized you. Although you are no longer welcome at home, you still have memories of lessons in diabolism, and gain a +1 trait bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always a class skill for you.)
      Bonus Eschew materials

      Racial/Class Abilities
      Ability modifier Humans gain +2 to ability of your choice, +2 Cha
      Favored class Sorcerer (+2 skill point)
      Bonus Feat Humans gain 1 extra feat at 1st level
      Silver tongued Humans are often adept at subtle manipulations and even putting sworn foes at ease. Humans with this trait gain a +2 Diplomacy and Bluff checks. In addition, when they use diplomacy to shift a creature's attitude, they can shift up to three steps rather than two. This racial trait replaces skilled.
      Bloodline Infernal
      Class skill Diplomacy
      Bonus spells
      Bonus feats
      Bloodline arcana Whenever you cast a spell of the charm subschool, increase the DC +2
      Bloodline Powers Corrupting Touch (Sp) At 1st level you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil as if they were an evil outsider. Multiple touches do not stack but they do add to the duration. You can use this ability 3+Cha modifier (7/day)

      Bluff +11 (2 rank, +4 Cha, +3 class skill, +2 racial)
      Diplomacy +11 (2 rank, +4 Cha, +3 class skill, +2 racial)
      Knowledge (arcana) +9 (2 rank, +4 Int, +3 Class skill)
      Knowledge (nobility) +12 (2 rank, +4 Int, +3 class skill, +1 trait, +2 feat)
      Knowledge (planes) +9 (2 rank, +4 Int, +3 class skill) (+10 when pertaining to hell or devils)
      Linguistics +10 (2 rank, +4 Int, +3 class skill, +1 trait)
      Spellcraft +9 (2 rank, +4 Int, +3 class skill)

      Spells DC= 10+Cha modifier+spell level (+2 to charm subschool)
      0 DC 14- Acid splash, Daze, Detect magic, Light, Mage hand
      1st (5/day)(4) DC15- Cause fear, Charm person (DC 17), Disguise self

      Hero Points 2

      Light crossbow +4 1d8 19-20 x2
      Dagger +2 1d4+1 19-20 x2
      Signet ring (1/day fires a bolt of fire, ice, electricity or acid) +4 1d6+1 x2

      Nobles outfit (Black and gold, red cape)
      Signet ring
      Forger's Kit (200 gp, his single nonmagical 200 gp item, 6 lbs.) (+2 to Linguistics checks when making forgeries)
      Light crossbow (35gp, 4 lbs.)
      20 bolts (2 gp, 2 lbs.)
      Dagger (1 gp, 1 lb.)
      1 Cure light wounds potion (50 gp, -)
      Backpack (2 gp, 2 lbs.)
      Grooming Kit (1 gp, 2 lbs.)
      Bracers of Armor +1 (1lb.)
      Cloak of protection +1

      329 gp

      Voltarus is neatly groomed with black hair cut short and neatly trimmed beard. He has both ears pierced with small gold hooped earrings. He has a bad habit of mouthing off, something that has gotten him into trouble more than once... something his family doesn't appreciate. He likes the finer things but is trying to appreciate the lesser things as well, another thing his family frowns upon.

      Voltarus was born into the Sarini family under auspicious events. His father Adolfus, a proud worshiper of Asmodeus, had his wife Teresa give birth while conducting a ritual to summon a devil. She was to give birth in the summoning circle and the devil would take the baby as tribute and serve the Sarini family. When the ritual was complete and the baby was delivered Teresa knew she couldn't give her baby to the foul brimstone smelling creature that stood before her. In a twist of events, Teresa offered herself instead a deal the devil readily accepted. Through the ritual Voltarus' blood was tainted by the pit, his blood ran afoul with infernal desires. Adolfus tried to stop Teresa but the pact had been sealed and the devil disappeared with Teresa leaving the baby and Adolfus alone in the cellar of their mansion.

      As Voltarus grew, his father was hard on him. Never truly forgiving Voltarus for his mother's "death" he made the boy study constantly about hell and it's denizens and rulers as well as most literature from around the lands. One of his favorites was the opus The Six Trials of Larazod, an opera written by his great, great uncle. Most members of the Sarini family found the studies interesting but Voltarus found them perverse. He knew it would help him living in Kintargo and while under the Thrune rule but he hated it still... it made his blood boil. One day he found his father's diary and read a few passages. The ones he read were of the day of his birth, from that moment on he hated his father and vowed to find a way to find his mother if she was still alive.

      Voltarus rarely left the manor but when he did he heard the whispers about his family, people calling them the "Fools of Thrune" or the "Lapdogs of Hell". People snickered at his family and how they bowed to every whim the Thrune's threw at them. He hated their rule and more so hated his family for following like court jesters. He knew he had to stand up against their tyranny and had to find like minded people that could help... but who and how? Perhaps at the public protest he heard that was going on in Aria park... yeah there he could be heard and if not find those that will be heard.
      Last edited by Spasseltock Nimblefingers; 10-06-2017, 09:31 AM.


      • #4
        Hell's Rebels NPC's

        This is just a little test to declutter the Character Sheet thread by moving inactive Player's here. I may make character sheets for NPC's here if that seems like it might be helpful somewhere down the line.

        -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)