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Post by Tasslon on Sun Jan 07, 2018 2:19 pm

The Hell’s Rebels Adventure Path begins soon after a new threat to Thrune rises in the empire of Cheliax, forcing the government to place its largest cities under martial law. This campaign is focused almost entirely on the city of Kintargo, and your characters are either native of that city or those caught within its walls when a new lord-mayor, a powerful inquisitor named Barzillai Thrune, takes control of the so-called Silver City. As things grow more and more oppressive in Kintargo, the need for rebellion grows as well, and your PCs will be at the forefront of that rebellion! As a result, this Adventure Path works best with characters eager to see Kintaro's freedom, or with characters eager to face off against the might of House Thrune and the sinister church of Asmodeus.


Ever since the end of the Chelish Civil War in 4640 ar, the thrice-damned House Thrune has, with the aid of the church of Asmodeus, controlled the empire of Cheliax without fail. But in the current year, a series of events finally challenge that rule, starting with the recovery of an Iomedaean artifact by the Hellknight Order of the Godclaw. An expatriate of Cheliax and paladin of Iomedae, herself eager to reclaim her family’s name, round up an army of crusaders and marches on Citadel Dinyar, the Order of the Godclaw’s home, and soundly defeats the Hellknights to reclaim the potent holy artifact. The call of the Glorious Reclamation spreads
like wildfire through southern and eastern Cheliax, and House Thrune is quick to react by sending trusted agents out to place the empire’s greatest cities under martial law.

Hell’s Rebels does not tell the story of the conflict between the Glorious Reclamation and House Thrune that tale will be told in the next Adventure Path, Hell’s Vengeance (see the “What Hell’s Rebels Is Not!” sidebar on page 4 for more information). Instead, it tells the story of the Silver City of Kintargo, and of the events that finally pushes its population over the edge into open rebellion against House Thrune. The Adventure Path begins with the PCs drawn together
at what is initially a relatively peaceful protest in Kintaro's Aria Park, just south of its famous opera house. Each of the campaign traits presented later in this adventure carries with it not only a personal goal for your character to seek during the first part of the Adventure Path but a reason to be in attendance at the protest. Some of these traits might suggest ways your character could already know one of the other PCs, but you could just as easily end up meeting your new companions for the first time in Aria Park as the first adventure, “In Hell’s Bright Shadow,” begins.

Party Members






The Hell’s Rebels Adventure Path begins with a public protest in Aria Park against House Thrune’s institution of martial law in the city. Your character needs a reason to attend this protest; several possible reasons are listed below. If none of these appeals to you, work with your GM to develop a different suitable reason to attend. Your preparation and eager anticipation for the protest grants you additional bonuses, depending on your reason for protesting. These bonuses are listed below and only apply for the initial encounter with the campaign.

Looking for

Why I’m there. To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain if the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintaro's citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now!
You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.


In addition to the campaign traits found below, many other traits are suitable for a character in the Hell’s Rebels Adventure Path. This campaign assumes one of your two traits is selected from one of the following campaign traits, but you should also strive to explain how your other trait ties into your background with Kintargo. This is especially true if your GM allows you to take two non-campaign traits.

Pattern Seeker: There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringing back to the end of the Chelish Civil War when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells? You gain a +1-trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1-trait bonus on all saving throws against illusion effects.

My class; The oracle mysteries with the strongest ties to the themes of the Hell’s Rebels Adventure Path are the ancestor, battle, lore, metal, and waves mysteries.

My focus is textbook. It’s my job to know things. Be through knowledge skills, divinations, scouting, or gathering information around town.  

Oracle class skill.

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon them
oracle mystery. Skill Ranks per Level: 4 + Int modifier.

Class Skills: An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills.

Possible 1st level; diplomacy, sense motive, perception, knowledge arcana, knowledge nature, knowledge nobility, linguistics.  

Languages; Infernal, Elven, with linguistics, Strix. I chose Celestial, for my bonus combat language.

Feats: Extra Revelations, Combat Casting.

Character build high fantasy stat buy.

400 starting gold plus 105.

Table 1–1: Ability Score Costs
Score Points Score Points
7 –4 13 3
8 –2 14 5
9 –1 15 7
10 0 16 10
11 1 17 13
12 2 18 17

Table 1–2: Ability Score Points
Campaign Type Points
High Fantasy 20

Strength: 12 = 2 pts   Dexterity: 14 = 5 pts   Constitution: 12 = 2 pts.  Intelligence: 14 = 5 pts    
Wisdom: 11 = 1 pts Charisma:  14 = 5 pts Race buff: 16.

Race human;

Class: Oracle.



In times of stress or unease, you speak in tongues.

Effect. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

I chose Celestial, so in combat, this is my language. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat

Mystery: Heavens

Character background Tahram Hemengku
Me 20 years, old 5’11’’, 160 pounds, short red, blue eyes, Tahram Hemengku. If I focus on one god Abadar. CG. I’m from Kintargo District Old Kintargo
My Family
Both Grandparents killed in the battles of bandit raids.
Father: 6 feet 1 inches, 230 pounds, name Dan Hemengku, long blonde hair, blue eyes. He lives in town and is a very talented carpenter.
Mother: 5 feet 4 inches, 98 pounds, name Amy (Goldsen) Hemengku, long red hair, green eyes.  She lives in town and is a very talented scribe.
Younger Brother: 5 feet 11 inches, 175 pounds, name John Hemengku, short blond hair, and hazel eyes. He lives in Solku and is a very talented engineer. We are always pricking each other.
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Join date : 2017-11-07

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Tahram Hemengku rays character Empty Tahram Hemengku

Post by Tasslon on Sun Jan 07, 2018 2:23 pm

Tahram Hemengku


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