A Coven of Queens (Inactive)

Game Master Nikolaus de'Shade

Four changelings enter the Stolen Lands...

A Coven of Queens Maps


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You have lived, for the past five years in the city of Restov. From birth you were different, marked somehow as different and behind your back you were called names ‘different’, ‘strange’, ‘Changeling’. In Restov you found friendship and sisterhood, others like you. You formed a group, a coven and lived quietly – doing as you willed.

Then something went wrong, it may not have been your fault, perhaps one of your sisters was to blame, but regardless you all had to leave in a hurry. The announcement that the swordlords were looking for brave souls to tame the Stolen Lands came not a moment too soon!
----------------------------------------------

Hey Everyone, having picked up Blood of the Coven recently I was struck by inspiration for just how cool a changeling/witch themed adventure path would be so here I am on the forums recruiting for it!

I’m looking for 3 players to join with an already selected fourth to make their own coven and venture into the Stolen Lands in search of fame, fortune and the chance to live without government interference!

Submission Requirements:
Race: Changeling, you may however use any of the variant heritages found in Blood of the Coven.
Level: 1, Gestalt. You do not have to take spellcasting classes (see ‘Bonus’ below) as you will be members of the coven regardless.
Classes: Any Paizo (Shifter included). Unchained classes must be chosen over chained versions.
Alignment: All alignments must be at least partly N. Anyone wanting to play a Paladin must play LN rather than NG.
Stats: 25pt buy. No stats lower than 8 or higher than 18 after racial modifiers.
HP: Max.
Wealth: Roll (for the best of your two classes) and then keep your result or take class average, whichever is better.
Traits: 2, one of which should be campaign. Drawbacks are NOT allowed but if you want a third trait you may have an Arcane Malignancy instead (new mechanic in Blood of the Coven which acts as drawbacks). Roll a d100 called ‘Malignancy’ in the thread and I’ll post your result for you. Also the Rich Parents trait is banned.
Skills: Background skills will be used.
Bonus: All witches receive the Coven Hex for free. In addition the requirement for the coven to contain a hag is waived.
If you are not a witch you received the Coven-Touched feat as a bonus feat (see below) without needing to meet the Charisma pre-requisite.

Coven Touched (feat):
You have a natural affinity for coven magic.
Benefit: You can join a changeling coven even if you are not a witch with the coven hex. Your effective witch level is equal to half your character level. A changeling coven must still include at least one changeling witch who has the coven hex.
Additional, select a single 0-level spell drawn from the witch’s spell list. You gain the ability to cast that spell three times per day as a spell-like ability with a caster level equal to your character level. The save DC for this spell is 10 + your Intelligence modifier.

Personality/Background: We’ll write the story of exactly what happened to the coven as a group in the discussion thread after selection so for now please give
- an outline of your character’s personality
- What they did before joining the coven
- What your character might have done to get the coven kicked out of Restov.

Final Note: I'm really keen on how War for the Crown (the next AP) is sounding. Anyone willing to run a game of it for me and my wife in the future will find their submissions given extra attention! ;)

Recruitment will run until 12 noon GMT on 2nd December. If I get lots/no interest then this may change, but if it does I'll let you all know!

Paizo Employee Organized Play Line Developer

I am SO in, Nik. I will have time to put something together later this week, but not until after Tuesday. What character classes is your reserved playing?


I've been dying to try playing a gingerbread witch! Would that archetype be out of place?


I haven't picked up the new book yet.

Are there rules for small-sized or young changelings?


Hi!

I'm the reserved player (Who would have thought Meloriel?!)

Im going for a T-N green-born changeling spiritualist cross hunter.
My phantom is a past sister who was called by my hag mother but resisted and was killed for her impertinence. She has come back to haunt and make sure her younger sister does not face the same fate.

I'll do more of a character/personality when I build the character! I'll sort it out by Friday evening probably.


Don't suppose you would allow the original version of the Scarred Witchdoctor?

Also, are any Hex classes allowed to be part of the coven, or is it witches only?


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Zaboom! wrote:
I've been dying to try playing a gingerbread witch! Would that archetype be out of place?

I'm mildly concerned about a kingdom where one of the rulers demands a sacrifice of children every month but that would be up to you to deal with! Feel free to submit it. :)

Lazyclownfish wrote:

I haven't picked up the new book yet.

Are there rules for small-sized or young changelings?

Not specifically but it is established that changelings gain a lot of their appearance (including size) from their father, so you could have a hag mother + halfling/gnome father = small changeling. You'll still use the changeling stats - you'll just be small sized. That help?

Doomed Hero wrote:

Don't suppose you would allow the original version of the Scarred Witchdoctor?

Also, are any Hex classes allowed to be part of the coven, or is it witches only?

I don't know how the original version was different to the one from the ARG. That version is fine - for the original one I'd need to know the differences. The fact that it is only for Half-orcs is a bit of a problem though...

Any hex classes can be part of the coven - if you are able to have hexes then you'd get the coven hex for free rather than the 'coven-touched' feat.

For those that don't have the book - Hag Variant Heritages.

Annis-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 str, +2 cha, -2 con.
Hag Racial Trait: +1 racial bonus on melee damage rolls.

Ash-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 con.
Hag Racial Trait: +1 racial bonus on damage rolls for spells with the fire descriptior. This increases by +1 for each 4 character levels beyond 1st.

Blood-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 int.
Hag Racial Trait: DC of sense motive checks to gain a hunch about a blood-born changeling increase by 5.

Dreamthief-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 str, +2 cha, -2 wis.
Hag Racial Trait: +2 racial bonus on saves vs. mind-affecting effects.

Green-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 con.
Hag Racial Trait: +2 bluff against creatures that could be sexually attracted to them.

Mute-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 int, -2 con.
Hag Racial Trait: +2 racial bonus on saves vs. gaze attacks.

Night-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 dex.
Hag Racial Trait: +2 racial bonus on saves vs. disease.

Sea-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 dex, -2 con.
Hag Racial Trait: Can hold breathe for 3x con rounds before drowning.

Storm-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 con.
Hag Racial Tra.it: Count as two size categories larger for wind effects.

Winter-Born Changeling:
Typical Alignment: CN
Ability Modifiers: +2 wis, +2 cha, -2 con.
Hag Racial Trait: +5 on acrobatics/climb on icy or slippery surfaces.


That definitely works. Thanks!

Paizo Employee Organized Play Line Developer

I would have been disappointed if you weren't Inara! Haha. I'm excited to see your spirit. I might have To lurk if I don't get selected.

I'm actually feeling the storm born changeling... We'll see.

Thanks for posting the details, Nik.


I assume since we're a coven of witches, evil alignment is ok?

Also, does the ashborn bonus to fire damage work on spell-like abilities?

Thanks!


Gold: 5d6 ⇒ (5, 1, 3, 2, 1) = 12

175 gold. Crunch is done. Yup, that excited for this one. :)

Fluff to come.

Grand Lodge

Oooh, would love to do a Cleric/Fighter of Shelyn maybe night born, that pitch-black skin would be awesome!

Or if not that then Mute Born Unchained Rogue/White Haired Witch


Nikolaus de'Shade wrote:


I don't know how the original version was different to the one from the ARG. That version is fine - for the original one I'd need to know the differences. The fact that it is only for Half-orcs is a bit of a problem though...

The original version doesn't have Fierce Intellect. Instead, it used Constitution as its spellcasting attribute. Paizo changed it to make Kineticists more unique (it was a bad change in my opinion)

My thought was to play a Half-orc with Racial Heritage Changeling and play essentially the only male changeling in the world.

If that idea doesn't work for you, I can come up with something else.


Background

Galessa was born in the riverlands in a small rural village. The village had survived in the harsh lands surrounded by bandits and monsters for generations. Far longer than any would have thought possible, especially as they were so far from the trade lands.

The secret to the village’s success was a dark secret. Nearby was a cave in which dwelled a particularly decadent Annis Hag. The evil creature had become a benefactor for the village, a process which began when the village was first founded. Every 10 years it would come down, and it would demand a sacrifice. Either one of the young men of the village, or one of the children. As this was an Annis Hag, it of course chose it’s victims so as to cause the most sorrow. It even began wearing the remains of its victims for when it came in the next year.

A strange thing came from this though. The Hag, having for so long been without a source of its decadent pleasure, did not want to lose the village. It worked hard to not only isolate the people, but to defend it as well. The people, seeing evidence of her protection eventually came to worship the creature. A cult sprang up, much to the creature’s amusement.

Galessa comes from this small, remote village. Her father was chosen as a sacrifice. The man went to his doom knowingly. He never returned. Not all of him, that is. Galessa was returned to the man’s family, along with what was left of her father. She grew up steeped in the mysteries of the cult, and when she heard the calling, she naturally went to find her mother.

What the Hag found though, much to her disgust, was that her daughter was not ‘pure.’ She was tainted with abyssal blood as well as her own, proof of her father’s poor stock. Galessa was able to learn just enough to be coven touched but not enough to become an actual witch.

Galessa’s mother, having little use for her, but not wanting to waste such a useful pawn, sent Galessa away. Annis Hags make poor witches for covens, and she has received an invitation to join one. The last thing she wanted was to make enemies strong enough to ruin what she had made. So she sent Galessa in her stead.

Coven Role
Galessa is lawful neutral. She sees the coven as being a religious calling, and the culmination of her birthright. She will defend her coven and her sisters to the death.

She is a front line warrior. Combining rageshaper and Warpriest together will make for some very strong natural attacks. She will also bring healing to the table. I also tried to make the Warpriest as thematic as possible, using the blessings to mirror hexes.

Personality
Galessa is serious minded, with a strong streak of cruelty. However, as per her faith, she sees the coven as being of the utmost importance, and will protect both it and its possessions selflessley. If those possessions are to include a village like her own, then it too will be under her protection. Because of her upbringing, she is not evil like her mother. However, she is certainly not good.


Dotting for maximum interest!

Looking at an Oracle/Gray Paladin of Abadar. Someone has to bring some law and order to the Stolen Lands!

Gold: 5d6 ⇒ (6, 5, 4, 2, 4) = 21


Dot


There were a lot of things in the recruitment post, so just to re-iterate a couple of key ones.

Classes: You don't all have to play witches (just in case people thought you did). Being a changeling is 'witchy' enough :)

Alignment: Must be N, so LN, NG, TN, NE, CN. Therefore Neutral Evil is fine if you like :)

Doomed Hero wrote:

The original version doesn't have Fierce Intellect. Instead, it used Constitution as its spellcasting attribute. Paizo changed it to make Kineticists more unique (it was a bad change in my opinion)

My thought was to play a Half-orc with Racial Heritage Changeling and play essentially the only male changeling in the world.

I'm fine with you simply playing a male changeling. It was one of the things I was hoping would come up in the Blood of the Coven and didn't :( so no to the half-orc with Racial Heritage, but feel free to make a male changeling!


I had been wondering if you were allowing the possibility of male changelings. Good to know.

RPG Superstar 2009 Top 16

Definitely interested. Will have something up in a couple of days. Thinking Annisborn fighter for one side, will look at witch for a good archetype to go with it.


Hello! It's the resident Witch enthusiast! Dotting, thinking of a Witch/Investigator who can do skill monkey things as needed.

Wealth: 3d6 ⇒ (6, 6, 6) = 18

... nice.


This is Kittenmancer's submission.


Totally forgot. But if needed...

Quote:
Then something went wrong, it may not have been your fault, perhaps one of your sisters was to blame, but regardless you all had to leave in a hurry. The announcement that the swordlords were looking for brave souls to tame the Stolen Lands came not a moment too soon!

Galessa made the mistake of openly sharing her faith. Unused to the outside world, she was not aware that worshiping hags (or at the very least the power behind them) was considered...taboo. Doing so with Hag-like claws of your own? Even worse. With a price on her head attracting bounty hunters and the ire of the churches bringing less worldly pursuers, it was time to flee into the forgotten lands.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Question; Tears at Bitter Manor includes the Caliban, a male-only race also produced by Hags. As written, they are a racial HD Monstrous Humanoid with a couple of potentially overpowered special abilities, but for 'flavour' you could reskin Slag-May (Annis born Changeling) for a base-line with the possibility of gaining Share Deformity & Unsettling Scream later, probably by taking the Awakened Hag Heritage Feat and getting one or the other.
The Big thing about Caliban's is that they are the progeny of an entire coven, not one individual Hag. Yes, I am inquiring because I would be interested in playing such.

Share Deformity (Su):
Once per day as a standard action, a caliban can make a melee touch attack against a humanoid creature. If it hits, the opponent must succeed at a DC 12 Fortitude save or have its form warped horribly. An affected creature takes 4 points of ability damage to Strength, Dexterity, or Constitution (caliban’s choice). Until this ability damage is healed, the caliban gains a +4 bonus to that same ability score. This ability damage heals automatically after 24 hours. A creature can’t be affected by more than one instance of this ability at a time. This is a curse effect, and the
save DC is Charisma-based.

Unsettling Scream (Ex):
As a standard action, a caliban can wail horribly. All non-caliban creatures within 60 feet that can hear must succeed at a DC 12 Will save or be deafened for 1 round and shaken for 1 minute. A creature affected by this ability is immune to the unsettling scream of the same caliban for 24 hours, regardless of whether its save is successful. This is a sonic fear effect, and the save DC is Charisma-based.

Entirely different question, the AntiHero's Handbook provides the ex-Paladin archetype, the Vindictive Bastard, which eliminates the alignment restriction altogether. Would that be acceptable?
Final question, because I have never played Gestalt before, how would I gestalt ex-Paladin/Vigilante?


How do you feel about the Leadership feat? I've got this idea I've always wanted to try in a Kingmaker game, or a Druid spymaster with Awakened animal cohort & followers throughout the kingdom spying for him. Obviously a long term goal, not something that would come on line right away. I have a backup plan if that isn't kosher (in fact I might go with the backup anyway, kind of a coin flip right now).


Oh, I'll pitch in my hat for this.

Silver Crusade

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.


I'm thinkinhg about playing a blood-born changeling, with witch and blackblade magus.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

RYSKY!

Silver Crusade

Irnk, Dead-Eye's Prodigal wrote:
Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

RYSKY!

IRNK!

*hugs*

(Vindictive Bastard is an awesome archetype)

Silver Crusade

Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

1d100 ⇒ 67

Malignancy wrote:
You develop an allergy to one spell per spell level from the witch spell list (determined by your GM). Casting or being the target of a spell you’re allergic to causes you to break out in a painful rash. This rash deals 1d4 points of damage per spell level,and imposes a penalty on your Charisma equal to the level of the spell. The rash fades after a number of hours equal to the level of the spell.

Ooooooo!


LadyGrayRose's submission, here~

Statblock:
Dayana Elyn Elerye
Green-Born Changeling Witch/Empiricist Investigator 1
N Medium Humanoid (Changeling)
Init +6; Senses Darkvision 60ft., Perception +0
----
DEFENSE
AC 13 Touch 12 Flat-footed 11
HP 9
Fort 1 Ref 4 Will 2; +1 on Will saves versus Mind-Affecting effects
----
OFFENSE
Speed 30ft.
Melee 2 Claws -1 (1d4-1, 20/x2)
Special Attacks Hexes (Evil Eye (-2, 7 rounds, DC 14))
Witch Spells Prepared (Caster Level 1st, Concentration +5)
1st— Ear-Piercing Scream (DC 14), Mage Armor
0 (at will)— Detect Magic, Detect Poison, Read Magic
Patron Agility
Investigator Extracts Prepared
1st— Cure Light Wounds, Disguise Self
----
STATISTICS
Str 8 Dex 14 Con 12 Int 18 Wis 10 Cha 14
Base Attack Bonus 0; CMB -1; CMD 11
Feats Improved Initiative
Traits Issian, Domineering (Select one 1st level Enchantment spell (Charm Person) and increase its DC by 1)
Trained Skills Bluff +9, Craft (Jewelry)* +8, Disable Device +6, Knowledge (Arcana, History, Local, Planes) +8, Perform (Singing)* +6, Sense Motive +4, Spellcraft +8, Stealth +6, Use Magic Device +6
Languages Common, Draconic, Elven
SQs Alchemy (+1), Hexes (Evil Eye, Coven), Inspiration, Trapfinding (+1), Witch's Familiar (Viper; +3 to Bluff checks; knows prepared Witch spells + Charm Person, Sow Thought, Mask Dweomer & all Witch Cantrips)
Combat Gear N/A Other Gear Witch's Kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch,torches (10), trail rations (5 days), and a waterskin), Silk Rope (50ft.), Masterwork Thieves' Tools, assorted jewelry worth 25 gp, 24gp

Green Widow +2 bluff against creatures that could be sexually attracted to them.
Inspiration 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, Linguistics, or Spellcraft 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.

Background:

Personality
If one were to use only three words to describe Dayana, they might be 'proud, ambitious, focused.' The changeling has a sharp mind and an appetence for magic, which coupled with her ambition shows the potential for a strong spellcaster; and indeed, becoming such a thing is one of Dayana's goals in life.

Logic is one of her guiding stars in life and she is more than willing to eschew trivialities such as 'empathy' and 'sympathy' in favor of it. That is not to say she is a heartless loner; she simply has a very hard time truly understanding the emotions of others, even though she knows they exist and can contemplate them on a purely logical level.

Before the Coven
Prior to meeting the women who would become her 'sisters' in the coven Dayana was the ward of a Pharasmin parishioner, whom she'd been taken in by after the infant was found abandoned near the church. Insofar as changelings reared by priests in rural towns go, Dayana's life was not particularly remarkable until her adolescence, when wanderlust suckerpunched her in the face so hard she might have gone reeling if the blow were any more than metaphorical.

Still, she remained at the parish with her adoptive 'mother,' Alaine Elerye.

When Dayana's face was not buried in a book, she was toying around with the creation of jewelry. Being in the veritable middle of nowhere with very little money to her name, she was largely restricted to twine string, beads, and bits of wire with shell or shiny-but-worthless rocks.

Truly, life was a travesty. It wasn't long before the teenager was teaching herself how to pick locks and lurk around in the dark to 'fix' that, a budding little thief. As with all stupid teenagers doing stupid things, she was eventually caught; when that happened, the parishioner was less than pleased. The argument that broke out between the two was nasty and Dayana soon stormed out of the parish...

... and onto the road.

Over the next few years, Dayana took a number of odd jobs here and there, even stealing as necessary. A few weeks after her seventeenth birthday, a viper came to her on behalf of an entity willing to become Dayana's patron in the arcane arts, promising to empower her to do all which she desired... and of course, she accepted.

Only a year after, she found her coven.

What Might She Have Done?
There's plenty of things Dayana could have done to get the coven kicked out of Restov. Most likely, an attempt at Charming someone gone horribly awry; perhaps she was trying to get them to make a fool of themselves to 'impress her' (in truth, for her amusement), or to completely and utterly rip someone off in financial matters (for these days, she vastly prefers using her magic in such matters instead of blatant theft.)


Magus: 4d6 ⇒ (2, 5, 6, 4) = 17=170gp. This works


Hmm. Nikolaus, you know my situation as I've explained in Inara's RotRL game, but this sounds too interesting to pass up. :)

Thinking about an annis-born savage warrior fighter // scout un-rogue who distrusts magic (unfortunate that drawbacks are banned) but was convinced or coerced by a fellow changeling (possibly another player) to join the coven. Details to come...later.

5d6 ⇒ (5, 3, 2, 1, 2) = 130 or 175 gp


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

In the center of the nation of Brevoy you will find the Gronzi Forest. In the Gronzi Forest, if you are particularly misfortunate, you may find the Graulhame 'family'. For well over a century, this Hag coven has survived by the simple expedient of an absolute, implacable willingness to 'disappear' anyone not of the family who might happen to learn of them. To this end, 'Mother' has produced in every generation, a son, whose task has always been simple 'listen for word which might reveal us. Silence it.'

Brud, son of Brud is this generations listener, as was his 'father' before him, & his before that. Brud however, has found himself with a problem. While keeping his ears & eyes open, Brud has learned more than just who might be a threat to 'Mother'. He has learned that much of what 'Mother' has taught him about the outside world is...

...not as accurate as she has claimed.

Brud loves 'Mother', of course. Her blows, her shrieks, her threats, that sickening way she forces him to watch as she/they flay the skin from the most recent misfortunate to come within their grasp just before plopping the still moaning lump of flesh into the pot...
These are simply her means of expressing her own, maternal, affection for a wayward boy forced to occupy too much of his time away from her tender mercies.

Other mothers are not so...

...forceful in their affections. Not so...

...creative in their disciplines.

Of course, other sons to other mothers are not quite as inimicable to people's sight as Brud, so it all works out, I suppose.

Eventually, Brud had the questionable fortune of making a friend. Bold, clever, charming & importunate as ever a rapscallion you should curse the day you met him, Arioch Bellisarius succesfully painted a picture of such enchantment that Brud was convinced to run away with him & join the Crusade, rather than knock him unconscious & drag him off to 'mother' for learning things he wasn't supposed to know... Arioch would become a holy Paldin & Brud would be his faithful squire. He might even be able to show his face to people. After all, it wasn't as if he was as ugly as a demon was it?
As it happened, Arioch survived all of two weeks before dying in a 'training accident' sponsored by certain of the older potentials. Brud however, bested every challenge put before him. Indeed, he blossomed. In the forge of training he discovered direction & worth even 'Mother' had never bestowed upon him. Only after the months of forming & firming body & soul, on the eve of his full anointment, did Brud discover that his visage was too horrific to be permitted to join such an august brotherhood.

Bitter and broken, Brud disavowed Mendev, the Crusade, & the Law that said he was 'less-than' simply because he was not so pretty as those he had up till then called 'brother'. Making his way South, Brud returned to Brevoy. Knowing there would be no place for him now in the family of his 'birth', Brud continued-finding work as a common laborer among the teamsters & louts of Restov. As fate would have it, here he found 'Sisters', bereft of their own 'Mothers'. Sisters who welcomed him with open arms & faces that did not turn away from his.

Wealth: 5d6 ⇒ (2, 3, 1, 4, 2) = 12 times ten, 120 gp. Easy peasy.

Brud, son of Brud:

Male Caliban
ex-Paladin, Vigilante 1
Diety: the Green Faith

NG Medium humanoid
Initiative: +1 ; Senses: Perception +1

Abilities
STR 17 (3) DEX 13 (1) CON 13 (1) INT 13 (1) WIS 8 (-1) CHA 17 (3)

DEFENSE
AC 15, touch 11, flat-footed 14 (10 +1 Natural Armor, +3 Armor, +1 Dex)
CMD 18 (10 +1 BAB +1 Dex +3 Str)
Hit Points 11 (10 +1 Con)
Fortitude +4 (2 Base +1 Con +1 trait)
Reflex +1 (0 Base +1 Dex)
Will +1 (2 Base -1 Wis)

OFFENSE
Speed 30 ft
Melee Claws (x2) +4/1d4 +4S 20/x2 crit. (1 BAB +3 Str +1 Racial)
Melee Dagger +4/1d4 +4S 19+/x2 crit. (1 BAB +3 Str +1 Racial)
Ranged Longbow +2/1d8P 20/x3 crit. 100 ft. range inc. (1 BAB +1 Dex)
CMB 4 (1 BAB +3 Str)

Traits:
Affable (Social, Champions of Purity pg 13): +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..
Rostlander (Campaign, Kingmaker): +1 trait bonus on Fortitude saves.

Skills (6 +Int +Favored Class first level)
Acrobatics: 5 (1 Skill Point +3 Class +1 Dex)
Bluff: 7/11 (1 Skill point +3 Class +3 Cha/+4 Discrete Inquiries)
Diplomacy: 7/9 (1 Skill point +3 Class +3 Cha/+2 Trait to gather information)
Disguise: 7/27 (1 Skill point +3 Class +3 Cha/+20 to maintain seperate identity)
Intimidate: 3 (+3 Cha)
Knowledge (local): 3 (1 Skill point +3 Class +1 Int)
Perception: 3 (1 Skill point +3 Class -1 Wis)
Survival: 3 (1 Skill point +3 Class -1 Wis)
Languages: Taldane (Common), Varisian

Feats:
Exotic Weapon Proficiency: Bastard Sword Yes, I know he is proficient with a weapon he doesn't have, yet. He is also proficient with armor he doesn't have, yet

Racial Traits:
Medium:
Changelings/Calibans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: The Caliban inherits the following racial trait:
Hulking Changeling (Annis Hag): The caliban gains a +1 racial bonus on melee damage.
Claws: Caliban's fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Calibans have a +1 natural armor bonus.
Darkvision: Calibans can see in the dark up to 60 feet.

Class Abilities:
Weapon and Armor Proficiency: Brud is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
No Aura: (Ex) Brud does not radiate an alignment aura. This alters the paladin’s aura class feature.
Locate Ally (Sp): Once per day, Brud can cast locate creature as a spell-like ability with a caster level equal to his paladin level, but he can do so only to target an ally whom he has spent at least 24 hours in close proximity to within the last week. This replaces detect evil.
Vindictive Smite (Ex): Brud is particularly ruthless against those who have harmed him or his allies. Once per day as a swift action, he can smite one target within sight who has dealt hit point damage to him or an ally. He adds his Charisma modifier to his attack rolls and adds his paladin level to damage rolls against the target of his smite. In addition, while vindictive smite is in effect, Brud gains a deflection bonus equal to his Charisma bonus (if any) to his AC against attacks by the target of the smite. If the target of vindictive smite has rendered an ally of Brud unconscious or dead within the last 24 hours, the bonus on damage rolls on the first attack that hits increases by 2 for every paladin level he has.
The vindictive smite effect remains until the target of the smite is dead or the next time Brud rests and regains his uses of this ability. At 4th level and every 3 levels thereafter, Brud can invoke his vindictive smite one additional time per day, to a maximum of seven times per day at 19th level. This replaces smite evil.
Dual Identity (Ex): Knowledge checks about one identity do not reveal information about the other, unless Brud’s true identity is revealed to the world at large.
Despite being a single person, a vigilante’s dual nature allows Brud to have two alignments, one for each of his identities. When in an identity, Brud is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, Brud is only eligible if both of his alignments meet the requirements. Brud’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If Brud is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate Brud work only if he is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise (Ex): Brud knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Social Talent: Discreet Inquiries (Ex): (Inner Sea Intrigue, pg 33) Brud can attempt Diplomacy checks to gather information without being obvious he is seeking any, whether by buying the silence of informants or by talking foes into revealing information without realizing they are doing so. While Brud is in his area of renown, gathering information in this way takes 2d4 hours and costs 2d4 gp. Anyone who might take notice of the information gathering does not notice unless she succeeds at a Sense Motive check opposed by Brud’s Bluff check. Brud gains a +4 bonus on this Bluff check.
Vigilante Specialization (Ex): Avenger

Gear
Explorer's Outfit
Backpack
belt pouch
Bedroll
Studded Leather
dagger
Longbow w 20 arrows


Money:
Gold 13
Silver 9

Edit: On the off chance that Brud does make it, I haven't really come up with a good Vigilante name for him, so Ideas that might blend well with somebody who is the publicly acknowledged 'muscle'/flunky of a witches coven would be appreciated.


Vigilante Names?

The Witch's’ Claw
The Evil Eye
Covenguard
Hagblade


I've already played through Kingmaker (twice, sorta), so not interested in playing. But I may lurk. Neat idea for a ruling group!


Here is Irnk's entry. I believe I have built him correctly, but as I posted earlier, I have never played Gestalt before...

- an outline of your character’s personality

Brud is much like a bull mastif that has lived much of their life in a fighting pit & has now been given a forever home where none of that means anything. He is frighteningly fluent in the language of violence & almost pathetically responsive to any affection or kindness. Hence his below-average Wisdom.
While he instinctively knows the Coven he was in service to before was evil with a capital E, he still also instinctively equates Coven with Family & he misses family. Yes, he will do anything for his family, which is why most of the time he is likely to be in his Vigilante identity, which will be True neutral.

- What they did before joining the coven

Hopefully, the initial post answered this question.

- What your character might have done to get the coven kicked out of Restov.

Well...

To quote one of my favorite books 'he's a very complicated individual with a very limited range of responses to situations...'
also reference my description of Brud's personality

Grand Lodge

Thinking now a Mute blood Cleric(Ecclesiarch)of Calistra/Witch (Tatterdemalion) with a Wasp Familiar

RPG Superstar 2009 Top 16

How do you feel about The Circle Warden 3rd party archetype? I'm thinking the covenant big sister/bodyguard. Gestalted with Unbreakable Fighter.


Here is his Vigilante identity. I won't be posting as him until/unless he gets chosen so I can change the name to whatever gets chosen.

I am contemplating the Splintersoul Achetype also from Anti-Hero's Handbook, both to emphasize the emotional/cognitive damage & for the faster access to the quick change talent tree.

Edit, as far as War for the Crown goes...

I will be getting it, I have the subscription, I prefer not to try running an AP until I have everything for it. So it would be late summer/early fall next year before I gave it a try, but you two would be welcome to remind me then. Not needing to look for more than two players would actually be helpful.

Grand Lodge

Okay my submission

Anastasia Orvolsky:
Anastasia Orlovsky
Chaotic Neutral
Mute Blood Changeling Cleric(Ecclesitharch)/Witch(Tatterdemalion)
Init:+6 Perception
Defense:
AC:13(10+2(dex)+1(natural)
HP:8
Fort:+2[+2+0]Reflex:+2[+0+2] Will:+5[+2+3]
Statistics:
Str:12 Dex14 Con 11 Int16 Wis16 Cha14
BAB:+0 CMB +1 CMD:14
Speed:30ft
Melee:+1
Ranged:+2
Claws: +1 1d4+1 x2 Slashing
Dagger (2gp)+1 1d4+1 19-20/x2 10ft Piercing
Whip(1gp) +1 1d3+1 x2 Slashing
Light Crossbow(30gp) +2 1d8 19-20/x2 80ft Piercing
Staff +1 1d6+1/1d6+1 x2 Bludgeoning
Bola(5gp) +2 1d4+1 x2 10ft Bludgeoning

Feat: Wasp Familiar
Traits:
Noble Born: Orlovsky +1 CMD and Diplomacy
Charming: +1 to Bluff and Diplomacy against those who would find you sexually attractive. +1 dc to any language dependant spell you cast against those of the same demeanor.
Skills: 6(2+3+1) Background:2
Bluff +6[1+2+3]
Diplomacy+7[1+2+3+1*]
Knowledge(Religion)+7[1+3+3]
Knowledge(Arcana)+71+3+3]
Spellcraft +7[1+3+3]
Stealth +6[1+2+3]
Background
Craft(Tailor)+7 [1+3+3]
Profession:( Courtesan)+7[1+3+3]

Special Abilities:
Mute Blood Changeling:
+2Wis +2Int -2Con
Natural Armor: +1 Natural Armor
Claws:Claw Attacks at 1d4
Gaze Blindness:+2 saves v. Gaze attacks
Darkvision 60ft

Cleric(Ecclesiarch)
Aura:A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Weapon and Armor Proficiency:An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Channel Energy: 1d6, 5/day Positive
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Blessings of the Faithful: As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domains:A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain(Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
-Trickery(Mastered): Add Bluff, Disguise and Stealth to your skills list.
Copycat:(6/day)You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells:1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.
-Charm:
Dazing Touch:(6/day)You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells:(currently Charm Domain)1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Domain Mastery::At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Spontaneous Casting: Positive,A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Witch(Tatterdemalion)
Weapon Proficiencies: Simple Weapons and A tatterdemalion is proficient with bolas, nets, and whips.
This alters the witch’s weapon proficiencies.

Hex:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
-Dancing Strings:A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.
This alters spells and replaces the hex gained at 1st level.
Cantrips:A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
Patron:Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.
Familiar: Wasp Init:+3 Darkvision:60ft Perception:+4 AC:19(+3dex, +4 natural, +2 size)
Att:+5 Sting(1d2-4+Poison) Poison:Fort DC10 sickened
Speed:10ft, Fly:40ft
Spells:
Witch
0-(3) Mage Hand*, Open/Close*,Prestidigitation*,
1-(2) Animate Rope(free), Charm Person,Identify,Mage Armor*, Sleep*,Web bolt, Burning Hands
Cleric
0-(3)Detect Magic, Read Magic, Light
1-(2+d)Bless, Shield of Faith, Disguise Self

Equipment(102gp)
Shamans’ kit:15gp,44pds This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Grooming Kit:1gp, 2lbs, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Courtesans’ Kit:10gp, 5lb.This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Perfume kit: 40gp,10lb. A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Holy Text: 10gp, 3lb. A leather bound book with the philosophies of Calistria with in them.
Courtesans’ Outfit(x2):16gp,4lbs each, This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer's’ outfit:(free) 8lb. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
SIgnet Ring:5gp

pp-
gp- 5
sp-
cp-


Ouachitonian wrote:
How do you feel about the Leadership feat? I've got this idea I've always wanted to try in a Kingmaker game, or a Druid spymaster with Awakened animal cohort & followers throughout the kingdom spying for him. Obviously a long term goal, not something that would come on line right away. I have a backup plan if that isn't kosher (in fact I might go with the backup anyway, kind of a coin flip right now).

Leadership will be allowed certainly - with a group this small having a couple of extra kingdom leaders will be important. To that end I'll probably allow the quire/torch-bearer feats too.

Irnk wrote:
Things about Calibans

Interesting stuff! I see you've put together a submission anyway So I'll simply say that I'd allow Unsettling Scream as an Awakened Hag ability in the future. As I've stated before I like the idea of male changelings.

Mark Thomas wrote:
How do you feel about The Circle Warden 3rd party archetype? I'm thinking the covenant big sister/bodyguard. Gestalted with Unbreakable Fighter.

I don't have a problem with this. Nice fluffy archetype :)


Dot. I have an idea for a Magus specialised in infiltration/assassination, which might be a good addition to a coven.


Considering this is a Changeling only game I wonder if you're allowing the expanded alternate racial traits? Particularly I was wondering about the Parental Heritage alternate. If not it's no big deal, was just a curiosity since the diversity in a group such as this could be a little... light.

http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-changeling/

Paizo Employee Organized Play Line Developer

I'll be submitting a storm-born changeling, swashbuckler and sorcerer (with the elemental air bloodline).

Wealth: 5d6 ⇒ (6, 2, 6, 2, 1) = 17 x10=170 gp

Average is 175, so taking average.


I believe I shall whip up a Mute-born changeling Seasonal Witch/Bard! I think this will be a lot of fun!!

Money!!!: 3d6 ⇒ (6, 5, 4) = 15 Woot! 150 gold! I'm cool with this!

Silver Crusade

Rysky wrote:
Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

1d100 > 67

Malignancy wrote:
You develop an allergy to one spell per spell level from the witch spell list (determined by your GM). Casting or being the target of a spell you’re allergic to causes you to break out in a painful rash. This rash deals 1d4 points of damage per spell level,and imposes a penalty on your Charisma equal to the level of the spell. The rash fades after a number of hours equal to the level of the spell.
Ooooooo!

Hmmm, trying to decide on second class. Sylvan Trickster Rogue is lookign interesting.


I'm going to roll my flaw and see what I get.
1d100 ⇒ 80

Grand Lodge

1d100 ⇒ 69

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