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  1. - Fair Fortune Livery The evening passed without comment, no raids on houses, not even any announcements. In the public houses there were more quiet whisperings and distrustful glances but life seemed to continue as normal. Rexus was at the Fair Fortune Livery as soon as curfew broke waiting. He was wearing similar though less bloody clothes as the day before and was pacing nervously. As soon as he saw people arrive a relieved smile broke out on his face. The building itself was an aged stable. It leaned slightly to one side and its roof was precariously propped up by worn wooden walls. The air around the building reeked of urine. Peering in through the doors barely hanging from the frame, you can spot the 13 horse stalls filled with broken desks, scuffed tables and torn chairs. This discarded rubbish was in turn covered with a healthy layer of dust. Toward the back where the dim light of morning barely reached you saw some space that was walled off with a grate as well as what appeared to be offices toward the back of the building. OOC
  2. Kintargo Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning's light rain, dozens of Kintargans have gathered along the façade of the opera house to protest the city's new lord-mayor, Paracount Barzillai Thrune. The city's new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor's sudden flight from the city - an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo's dissatisfied citizens here on this overcast morn. There's been no sign yet of Barzillai Thrune himself, and the opera house's doors remain tightly closed - as they have since the man chose the landmark as his new home - but judging by the growing sound of the protesters, he surely can't ignore the scene on the streets below much longer. The only acknowledgement of the protest seems to be in front of the opera house, where a dozen dottariDottari is the name given to city guards in Cheliax. The term appears to be loosely equivalent to the Common word "wardens". guards stand before the entrance. Standing with them is a scowling woman, not dressed in any uniform. So far the protest appears to be peaceful, though citizens are still gathering in Aria Park. Once everyone has joined the , I will open up the map so people can place their tokens. You may place them anywhere in the scene except within 5 feet of the opera house. Once the scene starts you will have the option to perform a number of different actions as the protest goes on. Please note what action you are performing if you are choosing to do so. These options are: Listen for Rumors Pilfer Rabble Rouse Search for a Contact Silence Undesirable Elements Watch the Crowd
  3. Loot Accounting for Hell's Rebels will be kept here. It will have communal party gear/wealth, PC listings of gear/wealth and eventually resources for the rebellion. Please check and let me know if anything is incorrect.
  4. background: Saria was found near the edge of the Mierani forest, the only survivor of a raided caravan (probably by Drow, although they don’t know for sure and have never told her), when she was about 2 years old. The elves that found her, brought her and all the books they found in the chest she was hidden in to their village inside the forest. There she grew up together with the elven children and while it wasn’t always easy, she did manage to learn the same things, even during the weapon’s training she also followed she wasn’t that far behind. Her adoptive parents did wonder when they figured out she also had low-light vision, which humans normally didn’t have, but they eventually assumed that she had some elven blood in her veins. When she turned twelve they also gave her the chest with all the books they had found with her. She started reading them, trying to find some way of knowing where she came from. They turned out to be historical accounts from the past, when the land was called Thassilon. She quickly figured out that she wouldn’t find anything in there about her past, but they proved intriguing and she kept reading them. When she turned 16 she also went with some friends to a ruin not far from the village that she had found in one of the books. There they were accidentally disturbed a nest of Brain Moles and her best friend was killed in the attack. While they had weapons they were surprised by the creatures. It was here that she suddenly found the ability to shoot magic missiles. While she was familiar with the concept as her friend had been studying to become a wizard (she had received some training in magical theory, although until now she hadn’t been able to cast any spells), she was surprised that she had been able to do this. So she tried and did it again, driving the moles away while they retreated as well. Back home they told their story, although she left out that she had hit her friend (and the others hadn't seen it), and it was soon established that she was a sorcerer and further research by the village clerics and wizards showed that she had probably some elemental blood in her veins. She stayed in the village for another year, coming to grips with her new powers and also grieving for her friend, blaming herself for the death as she had suggested the trip to the ruin. Soon she couldn’t face her friend’s parents anymore and she decided to go to human cities, trying to figure out who she was and if she had any family there. The books she left in the care of the wizards as she couldn’t take them all with her, promising to come back for them later. Then she left with a elven merchant who brought her towards Riddleport. There her search started and as they couldn’t (or wouldn’t) help, soon she was wandering across the world, eventually ending up in Kintargo. While she was looking for her family, she needed some way to make some extra money and she decided to try her hand at the opera. She had always been good at singing and after an audition she managed to get a place in the choir. She had just managed to get some traction when the new Mayor closed the opera. There was little she could do about it, but when she heard about the protest and the rumours that Shensen would be there, she had to go.
  5. Map Token Character Generation Ability Scores: 20 point buy Strength: 13 Dexterity: 18 Constitution: 12 Intelligence: 10 Wisdom: 10 Charisma: 14 Race: (Chellish) Alternate Racial Traits: None Gender: Male Age: 20 Height: 5'10" Weight: 160 lbs. Class: Favored Class: Vigilante Favored Class Bonus: 1 HP/level Traits: Chelish Guerrilla, Amiable Blunder, Empty Mask (drawback) Campaign Trait: Child of Kintargo Skill Ranks: 6+ 0 + 1 racial = 7 Skills Trained: Bluff, Diplomacy, Disguise, Intimidate, Knowledge (local), Perception, sense motive Background Skill Ranks: 2 Skills Trained: Perform, knowledge (nobility) Feats: Noble Scion (lore), Weapon Finesse, Amateur Swashbuckler: Dodging Panache Bonus Languages: None Hit Points: Max (d8) + CON (1) + FCB (1) = 10 Starting Wealth: 190 + 1 mundane item worth no more than 200, noble's outfit, signet ring Character Sheet Personality: Gellius is actually somewhat naïve. His eyes have been recently opened to some of the evils going on in his society and he has decided to Make A Difference, by committing petty crime against criminals. Though he was raised to be honest and forthright, he has learned enough acting to be an able liar when necessary. He does his best to come across as an affable, earnest, somewhat bumbling but very knowledgeable young man. Backstory: Gellius is from what might be considered a rogue branch of the Ebonviper family. They were briefly known as the Albusvipers, but a low birth rate and marriages (and the minor detail that vigilantes just should have alliterative names) led to that name dying out. The Gellonicas are a small, minor family with little lands but a fair amount of wealth. They have a reputation for honest dealing that has lead to a reasonably successful merchant enterprise, though no one in the family will quite admit to so common an activity as being involved in commerce. Gellius did spend time with his cousins from the broader family, including Ebonvipers, and 'may' be the source of some of the stories about his cousin Bertram.("Yes, I do remember when old Dragon chased Bertram up a tree. The dog only had three legs left and was blind in one eye. It would only chase you if you ran.") He would have continued in his life of hidden commerce and prank wars with Bertram, but then he met Alexis Corvina while commissioning a new rapier and learned rather a bit more about the glossed over bad stuff that goes down in Chelliax. He has since taken up a vigilante identity and begun skulking about Kintargo looking for wrongs to right and damsels to rescue. He has come to the protest simply to stay up on current events so he can better respond to them later, in his alternate identity.
  6. I thought I would put up a space for the rebels group to sort out any overlapping backstories and/or sort any mechanical issues before we start in on the story. It may be easiest to start with a one line synopsis of our backstory and our role. We can look for connections from there. Edit: and why you are at the protest.
  7. , Human () of Race: Human Age: 25 Gender: Male Height: 6'0" Weight: 185 lbs Alignment: CN Party Role: Ranged, Healing, Face Traits: Ex-AsmodeanEx-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church. ... you gain a +1 trait bonus on attack rolls and weapon damage rolls., InspiredOnce per day as a free action, roll twice and take the better result on a skill check or ability check. Show Portrait after he accepts his role as Milani's Chosen Holy symbol of Milani Portrait #2 credit DESCRIPTION: Though his outer appearance is untempered and unkempt, his face is stern, and his gaze is razor sharp and filled with freshly-kindled fire. His movements are sharp and precise, propelled by internal passions that would buckle a weaker man. He walks and talks like a man driven to something greater than himself, striving for a goal that he knows is unattainable, yet powerless to resist the attempt. BACKGROUND: Once upon a time, John Patmos was an ordinary man. A devout worshiper of Asmodeus, a loyal citizen of the empire, entertaining thoughts of entering the state religion and becoming an Asmodean priest. Rewarded for these endeavors, the church did its level best to lure and entice the impressionable young man, showering him with praise and lavish gifts, and promises of more to come should he continue down this path. His path was set, his destination clear and in sight, and his life was mapped out for him. There was even talk of grooming him to someday become one of the church's elite, perhaps some day taking the role of archbishop or even cardinal. It was a life he tirelessly strove to be worthy of. Yet, even so, something was not right. Yes, the church was good. Yes, the Hellknights kept public order. The devoutly pious were rewarded, and the sinful anarchists were punished -- this was right and proper and good. But there were things that he forced himself to ignore. The unnecessary cruelty of the city guards. The exuberant glee of an interrogator emotionally (and often physically) battering his prey. Again and again he forced those feelings down, refusing to address or even acknowledge them as anything other than a distraction from the righteous path that he was on. And it was working. He had very nearly gotten control of his emotional equilibrium. And then the dreams began. Dreams of the past. Of conflict and rebellion. Of secrets and sabotage. Of broken gravestones and green sprouts growing from bloody cobblestones. And of her, the Lady of Roses. Scenes from a life that was decades or centuries long gone, of a life he'd never led, nor even ever heard about. Scenes that inflamed within his chest passions that he neither harbored nor believed, yet found himself drawn to. Visions of liberty, of equality, of justice. Believing the dreams to be a test of his faith, he threw himself into his studies and his work. Working harder, praying longer, seeking advice and wisdom from the church elders. Yet, the harder he worked in his waking life, the more intense his nocturnal sojourns into this other life became. It was an untenable situation. Exhausting himself during the day, then getting no rest at night as his dream self fought back. It all came to a head the night he dreamed of Her. Milani. The heretical goddess nearly no one had ever heard of, yet could feel her presence in certain pockets of the city. Visions of her came to him that night, and the next, and the next -- each time with a simple message. "Let go. Accept who you were. Take up my mantle once more." The morning after the third dream, he packed the few possessions he owned before joining the priesthood and left, telling no one where he was going, or when he would return. That was six months ago, and no one from his former life has seen or heard from him since. This return to his home town of Kintargo will be the first test of his freshly forged resolve. PERSONALITY: John is a man still discovering himself, and what he believes. He is a passionate about what he holds true, but is still discovering for himself what those things are. With his former life in tatters, he is in the process of examining those things he once held dear, deciding on a daily basis what things to keep, and which ones to let go of, in the gradual process of remaking himself from the ground up. And while he's not quite the man he was in the past, he is not quite yet the man his Goddess is molding him into. He is passionate, but not driven by passion. Kind but stern. Firm, but fair. He enjoys life, but is learning not to over-indulge in the ways he had been encouraged to in the past. Many things in his current life and personality are transient as he makes this transition, though his devotion to Milani and her cause seems resolute and unwavering -- at least, for now. John is a man seeking answers. And, for reasons that a year ago he would've thought of as blasphemous insanity, he believes the protest at Aria Park will lead him there, if the dreams of bloody-roses are any indication of the Goddess' desires. META: Concept: Former priest of Asmodeus begins worshiping Milani after a crisis of faith and memories of another life Character Arc: Passionate but directionless (rebel without a cause/clue) firebrand on a voyage of self-discovery as he embarks upon a new journey of faith and rebellion. Conceit: Martyr, demagogue, firebrand Roleplay Inspirations: - Graham Hess from Signs ("Caroline, please stop calling me 'Father'.") - John Preston from Equilibrium ("But I, being poor, have only my dreams. I have spread my dreams under your feet. Tread softly because you tread on my dreams.") - John of Patmos ("Who's that writin'? John the Revelator! He wrote the book of the Seven Seals.") Show Chargen Notes Hero Points (APG p322) are in play Feats Additional feats shall be granted during character creation and advancement, at 1st Level, and every 3 levels starting at 3rd The extra feat gained at 1st Level must be a , , or Feat for which you meet all the prerequisites, or the feat The feats , , are granted for free so long as the PC meets their respective prerequisites is granted for free as part of is granted for free as part of Now some common sense things: Feats requiring the choice of "one type of weapon" (such as Weapon Focus) may be applied to an entire Combat Slings may be used while prone Equipment & Treasure Standard rules for selling treasure (Core p140) are observed One pound of tea, yielding 28 eight-ounce cups, costs 1sp. Ceremonial tea costs 2sp per pound Potions weigh 0.1lb Crossbow bolt (durable) costs 2gp each, and behave similarly as Arrow (durable) The additional cost of 6gp for a single unit of ammunition to be made with masterwork quality (Core p149) refers to a single projectile (one arrow, one bolt, one shuriken, etc) Skills Background Skills (PU p46) is in effect The Appraise Skill is not necessary to determine whether a weapon or armor is masterwork if a character is proficient with the item in question A character administering a potion to an unconscious creature must make a DC 15 Heal check to avoid choking the recipient Carrying Capacity / Encumbrance by Weight The first set of worn clothing does not count toward encumbrance Magic Prepared/Readied spells unused from the day prior are available for all spellcasters in the same way as wizards, and continue to occupy their respective spell slots until the caster takes the time to rest and prepare and/or ready new spells. Refs: Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. (Core p206)
  8. Name: Race: Class: [ archetype; Mystery, Powerless ProphecyYou are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack. ] Campaign Trait: (Shensen) Other Traits: (social), (combat), (drawback) Reason to Protest: Looking for your Idol+2 Perception, Sense Motive during protest Other character creation choices All details are in the character sheet linked under her name. What follows is an abbreviated summary with some links. Feats: x2 (Human bonus feat, 1st level feat) Revelations: Natural DivinationNatural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained., Focused TranceFocused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier., Sidestep SecretSidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity. Skill Ranks: 4 + Int mod+2 + Human (skilled) + FCBFavored Class (Oracle): +1 skill rank per level = 8 (+2 Background Skills*) Trained Skills: Diplomacy, Linguistics, Spellcraft, Knowledge (Arcana, Dungeoneering, History*, Local, Nobility*, Planes, Religion) Languages: Common, Infernal, Halfling, Elven Starting Wealth: 3d6 × 10gp = 80 gp Spells Known Orisons: , , , 1st: , , Ultimate fan-girl. Persistent stalker. Self-styled investigative journalist. Vijelica is all of these, and more. As the proud editor, reporter, publisher, and proprietor of the Silver City Oracle, a tiny upstart tabloid that specializes in celebrity news and gossip, she is naturally concerned by the missing celebrities and the closure of the Kintargo Opera House. Maybe it’s time to throw some ink at Barzillai Thrune instead. Shensen’s disappearance is the most alarming, of course—after all, Vijelica is her number one fan. How can she not be, when Vi’s first ever vision was of the half-elven opera star? The oracle left her home in Whiterock for the bard—can any other admirer claim such devotion? Though she has followed and written about many other celebrities since arriving in Kintargo, Shensen holds a special place in her heart. You never forget your first. But you might repress your second. Some months after her first vision, Vijelica and her older brother Valerius were accosted by a thug demanding gold. She saw the hidden blade—she saw the future—but froze, overwhelmed and paralyzed, unable to warn Valerius. The next day her distraught mother insisted that her remaining child wear armor everywhen and everywhere. Her father, though no less concerned, was less stringent and more stoic, but in a kind, somber manner that supported his daughter’s freedom. After a month, Vijelica never spoke of her brother again, either ignoring or changing the subject if ever it arose. She’s much better now, though she often has an oblivious air, as if lost in the mists between vision and reality, mixing ordinary and extraordinary with nonchalant ease. There’s also a peculiar, almost paradoxical, determination that is neither aggressive nor overt, but rather quietly undeniable: her tabloid is deadly important, and it will succeed, Thrune or no Thrune.
  9. Map Token Character Generation Ability Scores: 20 point buy Strength: 8 Dexterity: 16 (+2 Racial) = 18 Constitution: 12 Intelligence: 14 Wisdom: 10 Charisma: 14 Race: Alternate Racial Traits: Sophisticate , Water Child Gender: Female Age: 22 Height: 5'7" Weight: 130lb Class: Favored Class: Unchained Rogue Favored Class Bonus: Skill Point × 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 8 + Int mod+2 + Favored Class Bonus+1 Skill + Human Spirit1 bonus skill rank = 12 Skills Trained: Acrobatics [1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disguise [Rank 1], Escape Artist [Rank 1], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank] Background Skill Ranks: 2 Skills Trained: Profession (Barmaid) [1 Rank], Linguistics [1 Rank]. Feats: and , <GM Bonus — Free>, <GM Bonus — Racial>, <Unchained Rogue> Languages: Common, Elven, Aquan, Halfling, Sign Language (Linguistics) Reason For Protest: Looking for TroubleYou gain a +2 bonus on all Bluff and Sleight of Hand checks made during the protest itself. Hit Points: Max (d8) + Con mod+1 = 9 Starting Wealth: 4d6 × 10 = 60 Equipment Starting Items Cost 1 gp Armor Cost 1 gp Weapons Cost 2 gp 2 gp 1 gp 2 gp Adventuring Gear Cost 1 gp 1 gp 8 gp 10 gp 30 gp 1 gp Miscellanious Cost 1 sp TeaOne pound of tea, yielding 28 eight-ounce cups, costs 1sp. As per 1 sp Funds Remaining: 8 sp Map Token Character Generation Ability Scores: 20 point buy Strength: 8 (-1) Dexterity: 18+2 from Half-Elf Ability Modifier (+4) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Race: Alternate Racial Traits: Water Child, Sophisticate Gender: Female Age: 22 Height: 5'7" Weight: 130lb Class: Favored Class: Unchained Rogue Favored Class Bonus: Skill Point× 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 8 + Int mod+2 + Favored Class Bonus1 = 11 Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank]. Background Skill Ranks: 2 Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank]. Feats: (Evil Eye), <GM Bonus — Free>, <GM Bonus — Advancement>. Languages: Common, Elven, Aquan, Halfling Hit Points: Max (1d8) + Con Modifier+1 = 9 Starting Wealth: 4d6 × 10gp = TBD Equipment Starting Items Cost Traveler's outfit 5 gp Weapons Cost Dagger 2gp Adventuring Gear Cost Funds Remaining: TBD Memories The Docks Lilette's earliest memories were watching the docks as she waited with her mother to walk her father home. Seeing the intricate dance as goods and people flowed all around her. She would happily watch for hours, trying to track one persons movement until she lost them. The large ships that came into dock fascinated her and she wanted to explore the rivers and oceans they traveled. All the interwoven patterns spoke to her, asking her to figure them out and follow them. But inevitably her parents would take her hands and lead her back across the bridge. She dreamed of the docks. The Fire Lilette's worst memories were of flames. She woke up covered in bandages, groggy from sleeping draughts and scared. Hushed voices from neighbors watching her told her little of what had transpired. "What a shame." "Disfigured." "That poor man, raising her now." "Miracle she survived." "Maybe she shouldn't have." Eventually the bandages were removed. Eventually the sleeping draughts were finished. Eventually the hushed voices stopped. Eventually she dreamed of the flames. The Crowds Lilette worked her way throught the early morning mass at the docks on her way to work. She wasn't able to train under her father as she had always wished, the deep scars making it to hard to lift and carry the goods as was needed. But her mothers old friends had put in a word at a tavern and they had been willing to take her. It barely paid, no patron wanted to leave good tips for a barmaid who wasn't pleasant to look at. But it gave her father comfort, and that was what mattered. As she let the crowd move her through it, she let her fingers join the dance. A few coins would disappear from one pocket, a slit coinpurse would give her a few more. This was how she usually made her income. But she would keep that from her father. She took the long way around the Thrashing Badger, hoping to avoid the reminder of what had happened to that building. Yet another building burnt down. Even a blind person could see the pattern there. She shuddered before slipping into her work through the kitchen and hurrying out to the front. She just needed to keep her head down and get to tomorrow. She tried to no longer dream. Personality Lilette is stuck in survival mode, trying to save up to leave and live anywhere else, but also knowing she never will due to her obligations to those she cares about in Kintargo. She takes many risks in an attempt to get some change in her life or at least a chance for it, but secretly doesn't think anything will really happen. She keeps going though, more out of sheer unwillingness to let despair take her life when so many other things didn't.
  10. Map Token Character Generation Ability Scores: 20 point buy Strength: 14 Dexterity: 10 Constitution: 15 (+2 Racial) = 17 Intelligence: 12 Wisdom: 7 Charisma: 16 (+2 Racial) = 18 Race: Alternate Racial Traits: Crusading Magic Gender: Female Age: 20 + 4d6 = 37 30 Height: 5' 0"+ 2d8 #2 in = 6' 1" 5' 6" Weight: 90lb+ (2d8 #1 × 5lb) = 110lb 120lb Class: Favored Class: Oracle Favored Class Bonus: One Revelation +⅙Lv × 1 Traits: ; Campaign Trait: (Atk/Dmg). Skill Ranks: 4 + Int mod+1 = 5 Skills Trained: Heal [1 Rank], Knowledge (Planes) [1 Rank], Knowledge (Religion) [1 Rank], Sense Motive [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Craft (Weapons) [1 Rank], Linguistics (Sign Language) [1 Rank]. Feats: , <GM Bonus— Advancement>. Bonus Languages: Sylvan. Spells Known: Orisons— Create water, Detect magic, Enhanced diplomacy, Guidance; 1st— Cure light wounds, Bless, Cause fear. Mystery: Life Revelation: Life Link Curse: Deaf Reason to Protest: Tagging Along Hit Points: Max (d8) + Con mod+3 = 11 Starting Wealth: 3d6 × 10gp = 90gp Equipment Starting Items Cost Source Traveler's outfit 5gp Core p159 Weapons Cost Source Morningstar 6gp Core p142 Light crossbow 35gp Core p142 Crossbow bolts (10) 1gp Core p142 Armour Cost Source Leather 10gp Core p151 Adventuring Gear Cost Source Oracle's kit 9gp UE p57 Charcoal (2) 1gp AA p12 Journal 10gp UE p57 Funds Remaining: 18gp Deals of the Week The Horn of Bargain's Official Newsletter Vol. 353 No. 1, Week of 04 Abadius 4685 Loyalty Day Mark your calendars, this year's Loyalty Day lands on Fireday 19 Calistril. Come to the feast, reaffirm your fealty to the Thrice-Damned Royal House of Thrune. Sacrifices welcome. HoB's 4685 Devil's Advocate Scholarship We are accepting applications! HoB will award three 666gp scholarships to this year's Devil's Advocate Scholarship winners. Get your applications submitted by 27 Abadius. Community News Congratulations to Fianna and Tiberius Corvina on welcoming their newborn child, expect to join us and roll up your sleeves for her legally binding baptism on Moonday 01 Calistril. Your blood will save her soul for service to our Eternal Master. Poem No. 827 ("The Disinterest of the Cats") By I walked in Surreptitiously But loudly enough To wake the cats But it was early And they kept sleeping They couldn't have been More disinterested The low interest level of the cats Compared to the dogs Has always been something I respected Maybe even admired Maybe even liked But on this lonely Rainy morning It would have been nice If one of them Could have said "hi" Deals of the Week The Horn of Bargain's Official Newsletter Vol. 353 No. 6, Week of 08 Calistril 4685 Loyalty Day Loyalty Day is next Fireday! Come to the feast, reaffirm your fealty to the Thrice-Damned Royal House of Thrune. Bring your sacrificial lamb, skip the zucchini. (No seriously Korva, nobody wants your disgusting bloody zucchini, okay?) Fugitives on the Loose A warrant is out for the arrest of two outlaws, Fianna and Tiberius Corvina. The couple assaulted rank and file priests of our Asmodean Church and our congregation last Moonday, after intercepting the mandatory sacrifice of their newborn, which has been found to have inherited celestial blood. The couple fled the scene with their accursed child, after a heroic young member of our church's choir managed to unleash upon them an ear-piercing scream. The Dottari have been notified of the incident, and victims involved in the altercation are recovering well from minor injuries sustained. The couple are considered highly dangerous; recommend approaching with lethal force. Alternatively, a citizen's arrest is also acceptable. Devil's Food Chiffon Cake Courtesy of from Dolce di Cinnatus Bakery Vanilla bean Egg yolks Oil Water ½ 6 ½ cup + 1 tbsp 2⅓ cup + 1 tbsp Flour, fine Cocoa powder Cream of tartar Pearl ash Salt Sugar 1⅞ cup ½cup + 1 tbsp 1½ tsp 1½ tsp ½ tsp 1 cup Egg whites Cream of tartar 6 ½ tsp Sugar ¾ cup + 2 tbsp Chocolate Icing (For icing recipe, see next week's issue) ½ quart Start by grinding vanilla bean into a paste. Combine with egg yolks, oil, and water. Combine dry ingredients and add to yolk mixture, mix until smooth. In a separate bowl, whip egg whites until foamy. Add cream of tartar and continue beating until egg whites form soft peaks. Add sugar gradually and continue beating until very stiff. Fold gently into batter. Gently pour batter into ungreased cake pan, bake at moderate heat for 45-50 minutes. Immediately on removal from oven, invert cakes to cool. When cake has cooled, remove from pan, divide into two equal portions by slicing horizontally. Decorate with chocolate icing.
  11. Fiametta Orsini Background: Even though Kintargo is somewhat removed from the infernal, oppressive influences of Cheliax, the Silver City is not free of the injustices and prejudices of its mother country, something that those on the lower rungs of the societal ladder know all too well. Despite being born as a human and having the fortune of being born in a family that wasn't destitute, Fiametta would grow to learn about these prejudices all too well. Fiametta's father was a wizard from Nidal who made it his life's work to research the planes of existence, namely the Negative Plane. At first, it was no issue, with his work being carried on out of sight and out of mind, affecting no one. It wasn't until one night, when his research went too far and he peered too wide into the Void, letting some of its energy out into his home. Concern for his family overshadowed his scientific curiosity and he ended his experiment, thankful that he had not caused any harm to his family, though he wouldn't know the truth until his wife gave birth to Fiametta months later. The girl was born healthy enough, but shortly afterwards the girl devoured her own shadow, something that caused the nursemaid to flee, decrying the newborn as some sort of unholy abomination. But to her family, they only saw a daughter and a sister. The rest of Kintargo however, did not view the girl with such grace, believing that Fiametta's lack of a shadow was some sort of proof that her father's research had caused her to be born wicked. And so the girl grew up shunned and mistreated by Kintargan society, to the point where she was largely kept home and educated by her mother and sisters. The knowledge that his research caused his daughter to be born as someone shunned caused him to virtually shut down. In her seclusion, Fiametta learned how to become a skilled writer and linguist while also pouring through her father's research in order to learn what was wrong with her. While she learned more about the energy inside her and how to use it to some degree, she couldn't figure out what was wrong with her or how to fix it. And it filled her with a rage. A rage at the fact that because of things she didn't even do, she would be an outcast and there was nothing to be done about it. All she knew was that she'd have to take it out on someone before it burned her up. She found a Tiefling. Drunk, alone, and lying in a gutter hoping to pass out. A perfect target for a little catharsis, since she couldn't imagine anyone would care about what happened to him. At first she started with words, shouting out profanities and verbal abuses before she started to kick the hapless Tiefling as he lay there. She didn't know how far her rage would take her when her sisters caught up to her and stopped her from doing something she wouldn't be able to take back. And it was in that moment where she realized she was hardly any different than any of those who shunned or mistreated her, as here she was making someone miserable because they were beneath her. For a long time, her guilt caused her to shut herself up in seclusion. Until Barzillai Thrune took over the city and the Night of Ashes occurred. Then her guilt filled her with a need to take action. For the Tiefling she abused and everyone else that was overlooked and treated like dirt. A paper. She could start a paper. One where she could use her talents to denounce Barzillai, curse him, mock him, and stir up the people of Kintargo who wouldn't take it anymore. And she could do it all from a position of anonymity, as the Voice of the Void. Show/Hide Character Example Map Token Character Generation Ability Scores: 20 point buy Strength: 10 Dexterity: 14 Constitution: 15 (+2 Racial)= 17 Intelligence: 13 Wisdom: 10 Charisma: 14 Race: Gender: Female Age: 23 Height: 5'3 Weight: 100 lbs Class: Traits: Gifted Satirist (Hell's Rebels), ,, Skill Ranks: 5+ 1 (Int Mod)= 6 Skills Trained: Stealth [1 Rank], Escape Artist [1 Rank], Knowledge(planes) [1 Rank], Diplomacy [1 Rank], Intimdation [1 Rank], Perception [1 Rank] Background Skill Ranks: Profession(writer) [1 Rank], Linguistics [1 Rank] Feats: , , Bonus Languages: Infernal Hit Points: Max (d8) + Con mod+3 + Favoured Class Bonus+1 =12 Starting Wealth: 150gp Equipment Starting Items Cost Source Weapons Cost Source Negative Blast 0 Adventuring Gear Cost Source Chain Shirt 100gp CRB Page 151 Scrivener's Kit 1gp Kineticist's Kit 22gp Funds Remaining: 27gp
  12. Map Token Character Generation Ability Scores 20pt buy Str 16 (Str +2) 18 Dex 14 Con 12 Int 10 Wis 14 Cha 8 Race Racial Traits Darkvision 60' Alternate Racial Traits Sacred Tattoo (replaces orc ferocity) Advanced Race Guide p.52, Advanced Player Guide p.19 Unflinching Valor (replaces intimidating) Heroes from the Fringe p.26, Bastards of Golartion p.13 Fey Thoughts (replaces weapon familiarity) Heroes of the Wild p.5 Gender Female Age 18 Height 6'2" Weight 190 lbs Class (no archetype) Anathema: Kill or abuse a house cat, abandon a child, choose to marry. Favored Class: Cleric Bonus: +1 Skill Point Traits Equipment , Campaign , Faith Trait Drawback Skill Ranks Perception [1 rank], Stealth [1 rank], Sense Motive [1 rank] Background Skills Skill Ranks Linguistics, Craft Armor Feats 1st , Bonus Advancement Bonus Languages 0 + Fiendish (linguistics) Hit Points Max (d8) + Con Mod (1) + Grey Maiden (2) =11 Starting Wealth 4d6x10 (16) = 160gp Equipment Weapons Armour Ultimate Equipment p.9, Ultimate Combat p.128 Adventurer's Armory pg.18, Pathfinder campaign Setting pg.211 Attire Explorer's Outfit Other Backpack Waterskin Rope Ma, This letter finds me tongue out, since as you know school stuff was never my forte, putting quill to parchment in Kintargo. Kintargo, the city you were exiled from before my birth. Punch out a Hellknight and put a 'slip' on a ship heading to Absalom? I'm just surprised they didn't kill you out of hand. Ah, I remember now. They wanted to, but you went on the same ship with said slip. Anyway, no-one here knows me. How would they? You left before my sister and I bawled our first bawl in Old Osirion, where we were raised in the faith of Bastet. Before, merc brats that we were, you moved us to Korvosa. Life's funny, isn't it? You get tried in absentia, yes I know what in absentia means. I can read a book just about, by the Temple of Asmodeus.. We bounce around different places.. Osirion, Absalom and then Korvosa, where Sis and me rebel against you and your hatred for all things Chelaxian, by joining the Order of the Nail. There, we're seduced by the wiles of the Asmodeans to turn our backs on Bastet. In for a penny, in for a pound I suppose. Then, of course the Nails find out you're our ma and toss us, my sister and me, out on our collective arses. After hurling some imprecations back over our shoulders, don't you just love that word.. imprecations, we join the Maidens, only to find out, too late, that our liege is much more evil than the Hellknights. Meg, that would be the daughter you always liked more, even though you said you had no favorites, gets murdered by Sarka, our Sergeant, for switching sides during the fight against the ones who go on to butcher the Queen. Good riddance Queen! I miss you every day Meg. Much chastened, since you were right all along and it took me the loss of my sister to see it. I return to you and to Bastet, whose symbol the priest of the Queen killing mercs wore. Was that her penance? Mine? I then set sail for Kintargo, where it is rumored the Erinyes Company landed, looking to find and kill Sarka for what she had done. Indeed, I mean to kill Sarka, and any of her ilk of unrepentant maidens who cross my path. So here I am, on my own, right back where you started. The Gods must be laughing their asses off. I think it's kinda funny even though I am clearly the butt of the joke. You got to laugh, right? Ma, something you should know, it's starting to look like the same kind of shitfiggery that kicked off in Korvosa is about to kick off here now. I'm seeing brute squads in the streets, lots of fearful looking folk with tight lips and insane proclamations pasted to walls. I guess I just have to ask; do evil bastards the world over have some kind of universal foul playbook they pass around? Here's hoping I get to fight on the right side of what's going down, you know, for Meg and, you know, just for a change. Maybe Bastet set me on this course, to right what I got wrong before. Here's hoping, fingers crossed, that I don't lose anyone else along the way. If Bastet is with me, then Sarka will be on the other side, I'll see her on the field and then send you her head in a basket. Anyway, thanks to my time in the Hellknights, short though it was, I know how the other side fights and exactly where to hurt them. I look forward to doing just that. There's good people here whose skulls need defending from the kind of skull cracking I used to hand out in the Queen's name, Bastet forgive me. It does my heart good to know that your job mending armor for the Scarlet Rose puts you beyond the reach of the Hellknights in Korvosa. I know I messed up Ma, but I'll try to make you proud of me now that I've had my eyes opened. Anyway, Bastet be praised, keep an eye open for a head in a basket. Love, Your daughter, Peg OOC: Peg's sister was not in fact murdered. She goes by the name of Moll, a Cleric of Asmodeus, currently in Longacre, Cheliax.
  13. APPLICATION STATUS - Reviewed Sebastor Jhaltero “If you want to rebel, rebel from inside the system. That's much more powerful than rebelling outside the system.” Details Alignment: Lawful Neutral Gender: Male Deity: Kelinahat Age: 29 (Born 10th of Desnus, 4686 AR) Height & Weight: 5'9" & 175 lbs Eye & Hair Colour: Greenish Yellow, Auburn Theme Song: Ability Scores & Hero Points Hero Points: 1 Strength: 10(+0) Intelligence: 16+2 from Half-Elf Ability Modifier(+3) Dexterity: 14(+2) Wisdom: 14(+2) Constitution: 10(+0) Charisma: 14(+2) Racial Traits Size: Medium Speed: 30 feet Elf Blood: Half-elves count as both elves and humans for any effect related to race. Sophisticate: Gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities. Multitalented: Half-elves choose two favoured classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. Round Ears: Gain the human’s skilled racial trait. In addition, receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision. Skilled: Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages Common(Taldane), Elven, Infernal, Halfling, Varisian Class Details - Mastermind Investigator Favoured Classes: InvestigatorLevel 1: +1 Skill Point & +2 HP & Ranger Hit Points: 10/10 Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armours, but not shields. Alchemy (Su)When using Craft (Alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (Alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration (Ex)An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Diplomacy, or Intimidate skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. - Inspiration Pool: 4/4 A Quiet Word (Ex): At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check. Formula Book Formula Known: 1st Level - 5 Extracts per Day: 1st Level - 2 Spell DC: 1st Level - 14 - Crafter's Fortune1st Level Casting Time: 1 standard action Duration: 1 day/level or until discharged (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. - Disguise Self1st Level Casting Time: 1 standard action Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamour gets a Will save to recognize it as an illusion. - Heightened Awareness1st Level Casting Time: 1 standard action Duration: 10 minutes/level (D) You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check. - Pierce Façade1st Level Casting Time: 1 standard action Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless) The target gains a +5 insight bonus on Perception checks to see through disguises. This bonus increases to +10 at caster level 7th. - Urban Grace1st Level Casting Time: 1 standard action Duration: 1 minute/level You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance travelled. Skills & Feats *Class Skill Skill Points at each Level: 6 + Int modifier (1 extra point from Skilled, 2 points for Background Skills). Skill Point at 1st Level: 1 (Favoured Class). Skill Totals: BluffCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Craft (Alchemy)Intelligence Modifier +3; Class Skill +3; Rank+1; Investigator Competence Bonus +1* - +8, DiplomacyCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Disable DeviceDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, DisguiseDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, Escape ArtistDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, IntimidateCharisma Modifier +2; Class Skill +3; Skill Rank +1* - +6, Knowledge (History)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Racial Bonus +2* - +9, Knowledge (Local)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Trait Bonus +1, Racial Bonus +2* - +10, Knowledge (Nobility)Intelligence Modifier +3; Class Skill +3; Skill Rank +1; Noble Scion Bonus +2* - +9, PerceptionWisdom Modifier +2; Class Skill +3; Skill Rank +1* - +6, Sense MotiveWisdom Modifier +2; Class Skill +3; Skill Rank +1* - +6, Sleight of HandDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6, StealthDexterity Modifier +2; Class Skill +3; Skill Rank +1* - +6 Feats: Noble Scion - House JhalteroPrerequisites: Charisma 13 or Child of Kintargo trait, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. Jhaltero: You have access to the family’s extensive information network. Whenever you use Diplomacy to gather information, roll twice and take the better result., NemesisStory Feat Prerequisites: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating. Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available. Goal: Slay your nemesis. Causing your nemesis’s death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn’t count. Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat. Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down., Deadly AimPrerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage., Combat ExpertisePrerequisites: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Traits Reason for Protest - Meeting a ContactYou gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself, Urban Sleuth - Silver RavensKnowledge (History) & Knowledge (Local) (+1) Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result, AffableYou gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you., Chelish GuerrillaGain a +2 trait bonus on Knowledge checks to identify devils (and their special powers and weaknesses) and a +1 trait bonus on weapon damage rolls against devils., Betrayed(Drawback)You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so. Equipment Remaining Gold: 0/130 Carrying Capacity(L/M/H): 33/34-66/67-100 lbs Burglar's OutfitThis outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons. - 5 lbs; Free Outfit Leather ArmourLeather armour is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armour, the flexibility it allows wearers makes it among the most widely used types of armour. - 15 lbs; 10 GP Investigator's KitThis kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one. - 37 lbs; 40 GP Disguise KitThis kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses. - 8 lbs; 50 GP Shortsword x2Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword. - 4 lbs; 20 GP Daggers x5A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. - 5 lbs; 10 GP Combat Details Saving Throws: Fortitude +0, Reflex +4, Will +4 Attack Bonuses: Melee +0, CMB +0, Ranged +2 Armour Class: With Leather Armour - 14, 12(Touch, Flat-Footed); Without Leather Armour - 12(Touch), 10(Flat-Footed) Combat Maneuver Defense: 12, 10(Flat-Footed) Attacks: Shortsword - +0 AB, 1D6 Piercing Damage, Light; Dagger - +0 AB/+2 AB(Thrown), 1D4 Piercing or Slashing Damage, Ammunition 5, Light, Thrown
  14. Map Token Character Generation Ability Scores: 20 point buy Strength: 16 (+2 Racial) = 18 Dexterity: 15 Constitution: 12 Intelligence: 9 Wisdom: 12 Charisma: 10 Race: Gender: Male Age: 20 Height: 5' 11" Weight: 195 Class: Favored Class: Slayer Favored Class Bonus: 1/6th Slayer Talent × 1 Traits: ; Campaign Trait: . Skill Ranks: 6 + Int mod-1 = 5 Skills Trained: Acrobatics [1 Rank], Bluff [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Stealth [1 Rank] Background Skill Ranks: 2 Skills Trained: Linguistics [1 Rank], Sleight of Hand [1 Rank]. Feats: (Light Blades), <Human Bonus>, <GM Bonus> Hit Points: Max (d10) + Con mod+1 = 11 Starting Wealth: 5d6 × 10gp = 190 gp Equipment Starting Items Cost Source Explorer's Outfit 10 gp Core p159 Weapons Cost Source Dagger 2 gp Core p142 Gladius 15 gp UC 144 Longbow 75 gp Core 143 Arrows (20) 1 gp Core 143 Adventuring Gear Cost Source Studded Leather Armor 25gp Core Backpack 2 gp Core Bandolier 5 sp UE 56 Earplugs 3 cp APG 181 Grooming Kit 1 gp UE 57 Wrist Sheath (spring-loaded) 5 gp AA 19 Belt pouch 1 gp Core Mess kit 2 sp Core Signal Whistle 8 sp Core Sewing needle 5 sp Core Soap 1 cp Core Flint and Steel 1 gp Core Trail Rations x2 1 gp Core Bandolier 5 sp Core Waterskin 1 gp Core Bedroll 1 sp Core Chalk x5 5 cp Core Fishhook 1 sp Core Ink 8 gp Core Parchment x5 1 gp Core Inkpen 1 sp Core Kit, Scrivener's 2 gp UE 57 Torch x5 5 cp Core Funds Remaining: 3pp 1gp 5sp 6cp "Come now, friend, do you really want to waste good conversation digging at my past? Sure, it's uncommon to see a Qadiran boy set roots in northern Cheliax. Nobody has to have chased me out of anywhere, though. Not with the siren song of this cultural hub. Art. I'm here for the art. Obviously. The gladiator weapons? For shame. Let's not ruin Kintargo's stellar reputation with provincial thinking. Gladiatorial performance is as theatrical an art as any other stage play. Doesn't need to be more sinister than that. The pamphlets? Recognize them, you say? Oh now you're just flattering me. You think a simple soul like me capable of the cutting satire Vertias Lochwhit pens? With a jape like that, between the pair of us, clearly yours is the cutting wit here, friend. And a toast to it. Oh hellish luck, my drink's spilled all over ... If I let this set, it will stain horribly, and I've only the one good doublet. Sorry to run, but I really must see to it. Would you mind terribly picking up the tab? I'll cover you next time. Well, of course there's a next time. Forthcoming as I've been, you don't take me for the sort who walks out the door and disappears into the night, do you?"
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