Alive in the Red Revolution

Game Master Tiger Claw

The Galt Gazette, Gazetteer
Map of Isarn
Player's Folder
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I keep going different directions with the summoner I'm working on, so I thought I'd take a crack at the wizard(arcane crafter)/shop owner. Here's my first crack at the fluff:

Frank Evans’s fluff:

Frank E was born in Isarn and grew up there. He grew up believing that after a short revolution, the people of Galt would no longer have to worry about evil dictators any more. Of course, Frank sees any ruler as an evil dictator (or evil dictator to be, in the case of more idealistic leaders), and therefore most laws are evil as well. He doesn't have a problem with rules, though. Especially rules of thumb, and practical things like "Don't steal" or "Don't start fights" (though you can finish something that someone else starts, like an evil regime...).

Frank had to travel in order to study to become a wizard, because his application was rejected by the local guild in Isarn. While studying abroad, he realized that not everyone needs to be addressed by the title 'citizen' outside of Isarn. Before returning home, he also recieved the unfortunate news that he had inherited his father's furniture shop. A heart attack, they told him. "As likely as poison", Frank supposed. He resolved to personally help end the insanity that has engulfed his hometown.

Frank also decided that his father's old shop would be a great place to start gathering allies and other resources needed. Frank would build his own army, if he had to. Crafting was always his strong point in school, after all. Galt will be great again. The biggest and farthest off problem would be how to keep anyone from trying to sieze control ever again. Until he figured that out, he'd just have to build up a supply of every means that could possibly be necessary.

Once Galt is free at last, Frank plans to spruce up (and possiblye semi-retire in) the underground base of operations that he'll be making in order to support the end of the revolution. Until then, Frank will be crafting items, magics, forged documents, and plans that will help bring the end of Goss's demagoguery sooner.

... and now to work some more on that extraplanar rogue with the pet summoner xD


The Wyrm Ouroboros: I don't want to open up for full drow, but I think a half-drow would fit appropriately.

ScegfOd: The backstory for Frank seems like a solid base, but we'd like to know more about how he fits into Isarn.


Hey its TheUnthinker with my first character submission. I waffled around a lot but when I finally settled on Secret Broker things started rolling pretty quickly. I do have an idea for a second character but I dont know if Ill submit it. The reason being that I rather fell in love with Emil while I made him. I still have some tweaking to do on his background and I want to do a sort of... RP Sample posted that picks up where the first post of this recruitment leaves it hanging. I also like the idea of rather explicitly using that to tie in some answers to the character interview questions from the Gazette. I actually put a decent bit of work into his business because I love the Ultimate Downtime rules and have never gotten to really utilize them so I think it would be amazing to do so for this campaign. I added in a bunch of NPC names to his Teams, I don't have a lot of ideas for them but in all likelihood if Leadership becomes available Id likely take it to turn them into full blown Followers of his since i think those systems mesh in a really fascinating way. Ultimately I dont know if ill finish and submit that second character because I find I rather dont want Emilien to have more competition than the already intriguing selection from other players. But I've rambled on a lot here already so without further ado, I present to you Emilien~

Backstory:
Emilien Moreau, Emil to his close friends, was born in Isarn and has lived there his entire life. Upon hearing that some people’s first reaction might be to ask, “Why do you still live in that horrid place?” To understand the answer to that question though one would have to understand more about Emil. Rosaline, Emil’s mother, had also been born in Isarn, she eventually became one of the performers at Margaery’s Playhouse. Rosalie was a lovely woman with a beautiful voice who had performed at Margaery’s back when it was an opera house and stuck with it during its transition into the raunchy burlesque show of its more modern days. Rosaline never tried to romanticize her relationship with Emil’s father as some star-crossed lovers separated by fate nonsense. Instead, without bitterness, she described it as a mistake that she would forever be grateful for making. Born in 4685 in what would become the middle of the Council of Perfection, Emilien’s childhood was relatively stable comparatively. Although always chaotic and often times filled with periods of fear or worry, the Common Council and the Galtcreed Pact that followed it were relatively safe by comparison to some of the other Councils that had sprung up along the way. As a boy Emil had often sat in the back of Margaery’s Playhouse and read various books. He loved reading and proved insatiable when it came to learning new things. Galt’s universities were almost all collapsed or collapsing by this point but some of the tomes from those universities could still be found, the works they did were still around if you were willing to look for them.

Emilien’s childhood was spent essentially as an informational sponge. New languages, foreign people, innovative ideas, it was all fascinating to him and he loved to collect books and journals and stories that other people told him. When people simply shared their stories with him he’d often write them down in notebooks so that he could go back to them later. And Emil loved those stories most, the ones that no one else had written, that only he knew because he recorded them. Looking back, it was easy to see how he fell in love with secrets, how he craved the knowledge others lacked, and how that would shape who he eventually became. As Emilien’s grew older Isarn grew continually more chaotic. The Imperial Council with its military focus created a rather frightening period, though Emilien was not old enough to be drafted into any conflict many worried that conflict would be brought to Isarn because of their constant deployments. Ultimately the Council of Enlightenment from Woodsedge would deliver on that worry. While it was not as bloody as it could have been that wasn’t saying a great deal, Emil and his mother both lost people during that transition.

It was during the Cabinet of Skulls that Emilien really started to make a name for himself. Since he had always had a way with language he decided that he would find a way to well and truly market that skill. He began scribing for people, initially it was largely small jobs for families who didn’t have anyone who could write a clear and legible letter. But eventually he was able to get noticed as someone who had both skill as a writer and who was willing to ensure that messages got where they needed to go. The interest and focus on the arcane during the Cabinet of Skulls meant that several wizards and other arcanists were in need of various exotic texts as well as people who could help read, translate or simply identify them properly. Most of his money was made in service to an alchemist named Hubert Vallenos for whom he worked under for three years. During that time, he also received some basic training in the art of alchemy and an introduction into the arcane arts on his own behalf. Hubert fled Galt when the Red Raven began his extermination of the Council. Although Emilien was never able to uncover definitive proof, he would later suspect that his master had perhaps been involved in some of the Council’s necromantic experimentation. That didn’t much matter to Emilien, Hubert had been a father figure to him and had taught him a tremendous amount in their short three years together. And more than that he had left Emilien with a small fortune of gold upon leaving Isarn.

The first thing that he tried to do with the money was convince his mother to leaven Isarn. In his eyes the city that she lived in wasn’t the one she had been born into and it frankly wasn’t good enough for her anymore. The Isarn of her memories, in her stories, was a beautiful art filled place. The Isarn that Emil saw was a conflict torn hell hole that held hundreds and thousands of enticing secrets buried in the rubble of its one-time majesty. For himself, there was something of value still in Isarn, but he could not understand what his mother still saw in the city. She was a stubborn, strong willed woman though and would have none of it. She said that Isarn was and always would be their home and she had no intention of leaving it. He was able to get her to agree to cut back on her time performing at Margaery’s Playhouse though, she at least be comfortable without having to work herself so hard.

Instead he began investing his money into an idea that had been forming for a couple of years now. When his scribing was taking off he had gotten to know a number of people around the city whom could be relied upon in various ways. Whether they were locals like himself who simply knew how to safely and quickly get through streets and alleys to deliver letters or perhaps suppliers who could occasionally get in a special order from outside Isarn itself. His list of contacts and people whom he though he could trust was rather extensive. Slowly but surely, he began to reach out and contact those he felt showed promise and invited them to take part in a business venture with him. Several months later, The Clerk of the Cork, opened for business. One good thing about a revolution every few years is that there was rarely a shortage of empty buildings for a new business to take over—if you were confidant you could outlast the next revolution anyways. The idea was a strange one and not one that ever got monumentally popular. But the Clerk of the Cork was a reasonably sized building divided up into a couple communal areas. The main room was essentially a bar, people could drink and talk and generally socialize, but the backroom was the part that made it different. In the back were books, and tables and chairs and divans to read on and in the corner was a small desk where Emil could often be found when he wasn’t in the main room. It was there that people could ask for clerical and scribe work, for translations or research on a topic, or perhaps just a recommendation on what to read themselves. In time the place would gain a reputation as a good place for artsy or history buff types to gather and chat about books or other scholarly topics. They kept decent wine and beer and somehow managed to have decent coffee to boot—the secret of which Emil refused to reveal to any customer.

Of course, to some select few in the know, it was also known as the location of one of the city’s most well-informed information brokers. The group of people that Emil had put together had eyes and ears all over the city and worked to bring him news of any rumor they caught even the faintest whisper of. People who found themselves in possession of a secret knew where they could exchange it for real coin if they were interested. And those who had a bit of extra gold and wanted to hear the latest rumors? Well Emil was all too happy to have a quiet chat in the backroom, there is always some mutually beneficial arrangement to be reached. The business itself was always supposed to just be a front for Emilien to operate from but after several years he has found that he rather loves both sides of his work. He’s found he can enjoy talking with a grizzled historian over a cup of fine coffee just as much as he enjoys recording the secrets of the corrupt upper class in Galt in one of his little black books.

Crunch:
Emilien Moreau
Male half-elf occultist (secret broker) 7 (Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Intrigue 68)
CN Medium humanoid (elf, human)
Init +3; Senses aura sight, darkvision 60 ft., low-light vision; Perception +18
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 45 (7d8+7)
Fort +6, Ref +5, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk dagger +8 (1d4+2/19-20)
Ranged +1 adaptive composite longbow +9 (1d8+3/×3)
Occultist Spell-Like Abilities (CL 7th; concentration +12)
. . At will—share memory[UM] (DC 12)
Implement Schools (1 generic focus)
. . Divination (Book of Secrets, 8 points) Resonant—third eye; Focus—danger sight, mind eye, sudden insight
. . Enchantment (Necklace, 2 points) Resonant—glorious presence; Focus—cloud mind, obey
. . Transmutation (Weapon, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, mind over gravity
Occultist (Secret Broker) Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—haste, seek thoughts[APG] (DC 18), suggestion (DC 18)
. . 2nd (4/day)—investigative mind[ACG], perceive cues[APG], see invisibility
. . 1st (6/day)—charm person (DC 16), gravity bow[APG], heightened awareness[ACG]
. . 0 (at will)—daze (DC 15), detect magic, mage hand
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Statistics
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Str 14, Dex 16, Con 12, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 20
Feats Alertness, Extra Mental Focus[OA], Orator[ACG], Point-Blank Shot, Precise Shot, Skill Focus (Linguistics)
Traits pragmatic activator, local business owner
Skills Bluff +5, Craft (alchemy) +11 (+13 on Craft (alchemy) checks to produce alcoholic beverages), Diplomacy +11, Disable Device +15, Disguise +5, Fly +7, Intimidate +1, Knowledge (arcana) +17, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +17, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +20, Perception +18, Profession (scribe) +8, Sense Motive +16, Sleight of Hand +7, Spellcraft +15, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Kelish, Lip Reading, Shoanti, Sylvan, Undercommon, Varisian
SQ automatic writing (linguistics), broker secrets, elf blood, gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 4, mental focus (17/day), object reading, phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception)
Combat Gear arrows (50), masterwork brewer's kit; Other Gear +1 mithral chain shirt, +1 adaptive composite longbow, mwk dagger, cracked magenta prism ioun stone, handy haversack, alchemist's lab, coffee pot[UE], concealable thieves' tools[UI], glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], silk rope (50 ft.), tea ceremony set[UE], traveling garden[ACG], wrist sheath, spring loaded, 1,130 gp into Clerk of the Cork, 52 gp, 5 sp
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Special Abilities
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Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Broker Secrets (Su) You can trade away secrets you have learned about the objects you have read.
Cloud Mind (dazed 7 rnds HD <= 7, else staggered 1 rnd, DC 18) (Su) 1 focus: Creature in 30 feet is dazed or staggered.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (Book of Secrets) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enchantment (Necklace) Enchantment implements allow the occultist to befuddle the mind and charm his foes.

Implements: Censer, crown, helm, musical instrument, necklace.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Glorious Presence +1 (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (17/day) (Su) You have a pool of points that activate your focus powers.
Mind Eye (7 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Obey (DC 18) (Sp) 1 focus: Issue command to target creature within 30 feet (Will neg).
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Weapon) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.

Clerk of the Cork:
The Clerk of the Cork [+2 Labor | +4 Goods | +35 GP | +35 Influence]
The Clerk of the Cork is a relatively friendly bar in the Theater Quarter of Isarn. If the Sloppy Scribe can be said to cater to artists and arcane scholars then the Clerk of the Cork is the bar for writers, lawyers and historians. They keep decent wine, beer and surprisingly coffee on hand at all times for patrons but they also have a wide variety of books to purchase and simply peruse. Although Emil will often buy books on almost any topic the largest portion of the collection is works on Galt itself, its legends, laws, people and some of its history. To those who are connected to the right people though it is also known as the place to go if you want some information that cant be found in just any book. Emilien Moraeu is always willing to buy and sell a secret for the right price and the back office of the Clerk of the Cork is where he generally meets people at least for the first time.

Building - 1,360 gp - +25 Influence | +27 GP
Office [120 gp] - The small office where Emilien can conduct business with a bit of privacy. Connected to the book repository via a simple locked door.
Book Repository [460 gp] - A book repository with a wide variety of interesting and rare books. The largest portion of the collection is various works on or from Galt. Granting a +3 Bonus to any Knowledge Local check after spending an hour using the books for research.
Common Room [300] - A communal space where people can drink their drinks from the bar or sit back in the corner and read one of the books from the repository and generally enjoy each others company.
Bar [250 gp] - For those who want wine, beer or coffee its a place to sit and chat. After spending an hour socializing with the locals here, there is a +1 to Diplomacy checks made to gather information within Isarn.
Storage [120 +110 for Lock] - The storage room is where most of the supplies for the bar are kept, along with supplies for his scribe work. It also contains a transportable planter box where he grows his own coffee and alchemical reagents. The door to the storage room was upgraded from the default average lock to a superior lock [DC 40] to pick. Behind the sacks of drying coffee beans is a masterwork back with some general purpose thieves tools inside that are backups for any of his team that needs them in a pinch.

Teams - 520 gp - +2 Labor | +4 Goods | +8 GP | +10 Influence
Bureaucrats [200] - This team helps Emil run and operate both his legal business and his information brokering trade. He has an accountant Gilles who makes sure that his income from both businesses looks all above board. His barrister Justine is there to help ensure that he is protected legally and works extensively with Gilles on his books. He also has an assistant scribe Olivier who can take on lesser tasks when he is busy with other matters. The other two members of this team are Noel and Philippe who serve as the managers of the Clerk of the Cork, as they are the only staff who know both sides of the business. They communicate any of his needs to the [Lackey Team] who only know of the business as a quaint bar and they also interface with the [Robber Team] when needed.
Lackeys [120] - These are essentially the bar staff of the Clerk of the Cork, they know of Emil as their boss but don't know of what goes on behind closed doors at the Clerk of the Cork. Still they are trusted to keep an eye on customers and help run the business smoothly.
Robbers [200] - This team is divided into an Entry Group composed of Kasim, Gabrielle and Dany who perform any actual breaking and entering or theft that Emil needs. The Watch Team of René and Yvon essentially keeps an eye out on the streets and generally brings him word of any rumors or information that they hear. The Entry Group is rarely actually used for outright robbery since that could cause problems if they were ever caught so often they simply work alongside the Watch Team.

Total Cost: 1,880 -750 [Trait] = 1,130 gp from Character


Oh, that -is- delightful. The ninja/monk will be shifting over to a darkborn half-elf, Gethso Tain; my other submission will be the half-orc Coalhouse, a sleuth conspirator bonded investigator whose ally is a pilferer faerie dragon.

... either one would be epic to play in this. ;)


Yeah. I'm definitely going to put a vigilante together for this. The question is what kind. Can we start with a business? I'll pay to set it up but it's something I'm interested in for my character background.


DJ TPK wrote:
Yeah. I'm definitely going to put a vigilante together for this. The question is what kind. Can we start with a business? I'll pay to set it up but it's something I'm interested in for my character background.

Yeah check out the trait Local Business Owner for a starting 750 that you can put towards your business. You can add more into it like I did for the Clerk of the Cork but its an amazing starting point.


If you are arriving late to the thread, I'll direct you to The Galt Gazette (link). This is our extensive Player's Guide/Gazetteer.


Oh sweet. I'm on a kindle at my friend's house so I haven't studied that yet.


Alright I made some slight edits to his Backstory since I made some mistaken assumptions about the nature of some of the councils. But I still left things fairly vague so they could be expanded upon more later. And I added in a personality section that sort of talks about how he tries to project himself, how he sees himself and how he interacts with some of the people and groups in the Theater Quarter.

Still unsure if Ill actually submit that other character or not. I was considering a Druid who was heavily involved in Le Commune. I think there's potential for something interesting there but I may just leave Emilien as my solo submission.


I too am not sure if I'll be able to put together a compelling enough second submission for it to be worth it. I'll think about it, but I might just leave it with Alison.


As requested, I've made some minor edits to Persephone to better reflect some details about the setting and tighten things up. Let me know how she's looking now, GMs. Like the people above me, I may not end up finishing up Vaius either; his crunch remains undone and if he ends up taking the same kind of time that Persephone's sheet did that's just a total nightmare of a prospect.

Persephone's Backstory:
Persephone Divella Solistar IV clings to the title 'Lady' as little more than a sardonic joke, a private little remark to laugh at and never share with anyone, lest they ask why or how she holds a noble title, and to admit as much would be to condemn herself under the Second Decree. Princess Sheraya Solistar's aunt--Perspehone's grandmother--had fled the country in the midst of the Chelish civil war for her own protection under her maiden name as others of House Asgavan were found 'mysteriously dead' all across Cheliax. When Princess Sherava disappeared and House Thrune ascended to the throne, she knew that to go back would lead to her and her family's deaths. So they remained in Galt, hiding their status as Chelish royalty, and when the First Blades began to take heads, those who might threaten them if they knew their identity perished. The First and Second Decrees ensured they would have to remain in secret, but there was revolution in the air, and perhaps it would not have to be that way for long.

The Divella family found other diabolists left in the wake of revolution, and believed that House Asgavan may have stood a chance of reclaiming Cheliax if only they could bring another revolution to Galt. One bloodier and more violent, backed by demonic patrons who could overwhelm the mere mortal forces of the revolutionary councils. They moved in secret, and Persephone II trained her daughter, just as she would in turn trained Persephone IV, in the arts of infiltration and intrigue. They needed to lead their lives in secret and avoid ever disclosing their true identities, not only for their safety, but to secure revolutionary success.

Persephone IV was a different sort of woman than her mother and her grandmother before her. She took well to her lessons, which blended swordplay and infiltration with how to carry oneself properly as a noble on the belief she may one day truly become one again. Raised on promises she would one day perhaps be princess and then queen of Galt when their bloody devilish revolution took hold, Persephone found herself deeply uninterested in such foolishness. She found more excitement in picking locks and pockets than she did in learning table manners, and she was far more taken by stories of Courage Heart and the trashy, battered novels she could get her hands on than she was by stories of Asmodeus's might and Cheliax's colonization of Golarion.

The heroines of the adventure and romance books that Persephone snuck into her room like contraband filled her head with vivid ideas of a different kind of revolution. Of justice and justice. The iron heel of a boot holding down its people to keep them in line did not entice her one bit, and the chaotic whims of the people murdering their way into power didn't seem quite so right either. There had to be a middle ground there, had to be a way to find freedom and allow the people to rule without entertaining tyranny and endless bloodshed. The more inspiration she found in those books, the less she agreed with her family's crusade and the more she began to dream of her own idea of revolution.

In Persephone's mind, whatever was just had to come from the people, but not from whipping the people into a frenzy of populist furor, and certainly not from naming scapegoats. The people needed a voice in the process, not merely to have representatives pander to them. When the guillotines fell and the New Revolutionary Council took over, she saw through much of their means immediately, and found Korran Goss a dishonest man with insincere intentions, focusing peoples' attention to an outside enemy in the hopes of sparing himself the same trip to the final blades that his predecessors had fallen victim to. She dreamt of a Galt that drew its focus inward to fix its problems and address its societal ills intelligently rather than externalizing its aggressions and falling victim to xenophobic vitriol.

But she had no clear mind for revolution, still playing kind with her family and the assorted hangers-on who formed a group calling themselves The Circle of Flame. Those same lessons on lying that Persephone learned now became the means by which she kept a facade up for her family, avoiding letting it show that she had fallen out of love with their revolution and dreamt of something as diametrically opposed to their diabolic rule as possible. She began to revere Milani and trace roses wistfully into pages with her fingers, knowing she could never let the symbol shine through while she lived amid Asmodeans. But she had thrown out any belongings that tied her to the Prince of Hell, and held off for as long as she could on initiation into the Circle of Flame, which would have involved being branded on the shoulder with Asmodeus's symbol.

The Circle of Flame never had the chance to launch their revolution. The store they used as a front was raided on an anonymous tip, and the Grey Gardeners led a small raid. Persephone was home at the time, but both her parents, as well as the other ranking members of the group's inner circle, were arrested for diabolism and sentenced to death. Persephone barely talked her way out of it, explaining with impassioned fervor that she didn't know her parents were devil worshipers and that she was certainly not one herself. A tense, hours-long dismantling of her room as Grey Gardeners went through her possessions looking for any sign of devil worship, paired with smart words, convincing tears, and the lack of the same brand the others had, were enough for Persephone to be let go of, and when her parents were executed, Persephone became the sole heir of their fortune.

Persephone may have had no love for their views, but she still loved her parents. They had never been cruel to her, simply wanted from her something she didn't believe in, and she didn't feel they deserved to die solely for their beliefs. It galvanized what had already been brewing inside of Persephone as she found herself enraged by what had happened, by the insane influence of the 'revolutionaries' who constantly overthrew one another in the name of justice only to rule with iron fists and kill all who they thought might oppose them. She mourned for many nights, but then when the tears dried up, she was left with something more fierce than that.

A resolve to change Galt.

The books that Persephone had always been captivated by became a special kind of inspiration. All of the dashing heroines who had captured her imagination, the women who could cross swords with the men and who demanded control of their own destinies spoke out to a girl who suddenly found herself alone in a world steeped in injustice. All of the lessons she'd received, in swordplay and intrigue, could still find use, just not in the direction of driving Galt into the hands of devil worshipers. No doubt, Persephone would be in trouble were she found out of line after narrowly avoiding the guillotine herself, but a costume and an ideal came to mind, and she found herself a means with which to change things, even just a little bit.

Money was no object in creating a costume that could match the inspired majesty of her deepest dreams. Red and black seemed obvious to Persephone, who donned a disguise to commission a costume, blending the fine dress of high society with the flair of a swashbuckler to create something bold and heroic. Knee high boots, a fancy red hat with a feather in it, a fine red jacket that flowed like a cape, and a mask to obscure her face to cap it all off, allowed Persephone to take up a new role as La Vengeresse Des Roses, a rapier-wielding freedom fighter who wore her devotion to Milani on her sleeve. Quite literally, given the rose symbolism throughout the costume. Finally, Persephone was ready to right wrongs in the world.

By day, Persephone hid the modest, hidden fortune that she had funded her life of vigilantism off of by working as an alchemist, playing on what she hoped would have been the least suspicious of her talents given the circumstances. She found decent money in that, coming off as a strange but bright girl to the local stores that she sold her wares through, not possessing a storefront of her own through which to work and not wishing to gather that kind of attention. It wasn't the most glamorous of lives. But by night, Persephone could be La Vengeresse Des Roses, a vigilante who stalked the streets of Isarn in pursuit of wrongs to right. Whether it be criminals or even corrupt city guards, she would happily offer her rapier to the defense of any who needed it.

As La Vengeresse Des Roses, Persephone played herself up not only as a woman of the people, but as a dashing, romantic figure, whose talents were formidable and who could do whatever she pleased with impunity. She had developed a calling card; when she broke into somewhere and wanted somebody to know it, she would throw three rose petals into the air, pierce them with one delicate and precise stroke of her rapier, and then leave them laid on the floor. In her eyes, the ability to so carefully pierce the frail petals without leaving anything more than the hole was a sign of her precision and grace. If you stole a precious family heirloom from somebody and La Vengeresse des Roses meted our justice, she wanted you to know it.

While not as grand a reputation as some other vigilantes in the city may have had, La Vengeresse Des Roses was, in her mind, certainly starting to make an impact. She had run afoul of the city guard a few times in saving people from shakedowns by corrupt guardsmen, clashed intermittently with organized crime of all stripes and had one been involved in a very public and unfortunate incident wherein she murdered a man attacking a courtesan in plain view of a few too many people. She also used the alchemical items she crafted in the midst of her day job, supplementing a lack of magical ability with the threatrics and trickery they provided to her.

Though there was no noble class left to Galt due to its constant instability, Persephone carried herself like she was born into high society nonetheless. She dressed as well as she could, and found workarounds to deal with the banned materials that in any other nation would have been symbols of wealth and status. She became a very frequent customer fo the Louis Vauquelin Clothing Company, who made well designed clothing with high society aesthetics and low quality materials. Persephone would not dare be seen by day in anything else. She couldn't help herself; she had been raised expecting a certain life, and she may not have wanted it, but the comforts and styles still appealed to her, and what sort of dashing heroine would run about in rags?

To those who knew her, it cast a very strange air over Persephone. She was certainly charming, but her eccentricities and dramatic nature made her come off a bit of a fool, a strange woman with what seemed like a disingenuous affectation of nobility. By birth, Persephone was nobility, and in truth there was no affectation, but the more that people thought she was merely an eccentric oddity the easier it would be to keep herself removed from suspicion, and so she happily fostered the idea she was simply an odd woman with a strange upbringing, and not genuine nobility from a land whose name could not lay on anyone's tongue without tasting sour.

Persephone understood her family history, understood that she could possibly lay claim to power and riches in Cheliax deeper than she could have ever imagined, but Cheliax was not her home, Isarn was. She had been raised being told she was nobility over and over, that one day she could become princess of Galt when her family's revolution succeeded, but power was empty and fleeting, and should only come by the will of the peopl;e. The title she laughed at in secret meant little more to Persephone than a danger; one day she may join the heights of a healthier Galtan society, but she wished to do so on her terms and in support of something greather than merely seeking to deepen her coffers and enrich her surname.

To her incredible frustration, she could not truly find any grounding in meeting with the disparate worshipers of Milani, who she thought she might relate to due to her upbringing of 'worshiping' in secret. But it was no use; The Blood Rose were bloodthirsty madmen in direct opposition to Milani's will, The Courageous Council were ironically named cowards who sat around waiting for a solution to come to them, and the Sisters of the Everbloom, while noble in their aim, did not understand that Galt could not heal under the conditions with which it operated.

As she stalked the streets and even perhaps developed a name for herself, there was one injustice Persephone remained fixated upon above all else: her family. She didn't know for certain who betrayed The Circle of Flame to the Grey Gardeners, but she felt it must have come from someone on the inside. Only ten or so of the few dozen members of the group in total, now presumably scattered. Persephone didn't know all of them and didn't know for certain who was killed, but they had grown sloppy in their recruiting, and Persephone feared they had recruited a spy who sold them out. Regardless of her feelings for Asmodeus and his worship, nothing mattered to Persephone more than finding who had led to her parents' death, and any piece of information she may have been able to gleam was the most valuable of prizes.

But even if she cannot find answers to the questions she seeks, if she can make Galt a place where the gods one chooses to revere do not earn you a trip to the executioner, she would have done her job.

Personality:
Having been raised as an infiltrator, Persephone excels as playing whatever role she has to take, and whether in her civilian persona or as La Vengeresse Des Roses, she's playing a part. Persephone Divella is a demure, well spoken lady with a clever tongue but a general respect for polite society, careful to only let her lips taste venom when she's spreading salacious gossip with other young women about the town, playing just as two-faced as the city folk who can't wait to discuss someone's failings and dirty laundry once they've left earshot, mere seconds after making nice with them. In every way she acts the stereotype of a harmless noble lady despite her lack of social status or any room in Galt for such a person, even if she is, by “her own admission”, not of noble descent. She comes off much more harmless that way, fanning herself and feigning daintiness, she makes sure to hide a fairly strong and firm body underneath lots of large dresses that help obscure her figure.

As La Vengeresse Des Roses, Persephone embraces the spirit of the dashing, romantic adventure heroine. Wielding her rapier wit with as much finesse and danger as her rapier proper, she lays on the charm thick. Affable, mysterious, but with a clear nobility and righteousness to her actions, she cultivates the persona of a phantom thief, rising above the lowly criminals of the underworld to protect the weak, accepting that she is a criminal herself and that she breaks the law, but that she does it for noble reasons.

Underneath the layers and the lies, the real Persephone is a woman of firm moral belief in the pursuit of justice and the protection of the weak. Her over-dramatic personae are not affectations so much as reflections of the natural flair and boldness of a strong personality that doesn't always know how to turn it down. A calm and quiet Persephone is more of an act than the overbearing and strongly present Persephone is, though she understands tone and when to keep quiet for a moment. She's a well behaved and tactful lady, she's just perhaps a bit more dramatic than most.

Enamoured by fabled heroes and how they can transcend their own names and deeds to embody ideals, Persephone sees herself as holding the potential to be just that sort of heroine, and just what Galt needs. A firm sense of justice and a belief that the people need a stronger voice than the Revolutionary Councils during her lifetime have been willing to give them, and a belief that power as it's now held in Galt is used to subjugate the poor and the helpless, help guide her actions and form the basis with which she fights for a cause, not yet organized or committed to a specific cause, but still fighting the fight before she truly has a direction for it.

The death of her parents lit a fire in Persephone that now rages with the conviction she needed to take up her blade and help people, but in the back of her mind, the possible betrayal behind her parents' death and the bitter reality that they remain unavenged gives her a lot to think about. She craves answers and follows up any lead she can find on the issue, and in the meantime she uses her quest to clean up the streets as the means of keeping her on the straight and narrow, too consumed with being a hero to fall into despair or lash out in some clumsy and destructive manner that would see her kiled next. Milani is not allows to be worshiped either, after all; she would simply die a different kind of heretic than her parents if she weren't careful.

Ultimately, Persephone is a wide-eyed idealist with strong convictions, but not much of a fight. She thirsts for change, and romanticizes the notions of heroism and revolution as beautiful things when they can be used to help people. She lacks a specific cause or a name to put her efforts behind, but until she finds one she is still committed to helping people, as you don't need to be overthrowing those in power to do the right thing. She does long for a cause she can truly support though, whether it be as Persephone Divella or as La Vengeresse Des Roses.

Appearance:
Persephone stands tall and wears her height with noble poise and grace that stands out as odd given the circumstances of her life. Her features are strongly refined and hold a firm Chelish heritage, something she feigns ignorance about if anyone asks--Galt had plenty of Chelaxians about during their occupation, surely some blood was bound to mingle somewhere. Her skin is pale in colour, owing to days spent working on alchemical creations on top of a nighttime lifestyle that sees her outside mostly during the moonlit hours. Her black hair is almost always kept up, often in ornate braids or buns that work to show off more of that noble affectation, as surely only a woman of means could spend so much time on their own hair every morning. Her taste for clothing likewise leans toward the fanciful, and she dresses as nicely as she can under the laws of the land, which means well designed clothes made from cheaper and more plain materials. Elegant dresses with lots of lace and room not only help further her act as a strange and eccentric loon with nothing better to do, but to help obscure her figure, which is much more defined and strong than she's willing to let on.

Persephone's frame leans toward being more slender, but she has added some measure of musculature to her body thanks to the shape she keeps in and the work she does at night. She's built for endurance and agility, with lots of lean, taut muscle rather than showy but decorative muscles or flat, hard-working bulk, but her arms still hold strong definition, and she works to keep them beneath loose sleeves as much as she possibly can.

As La Vengeresse Des Roses, she wears an even more elegant and lavish ensemble, one of red and black but of exquisite make and fine materials. Black thigh-high boots, red pants, a frilly black blouse over which a corset-shaped top provides some form fitting but does not cinch, simply there for aesthetic. A red jacket pumes outward from the hip to billow out like a cape, and white scarves underneath furthe sway and disorient when she runs. Her jacket plumes out at the shoulders, and elbow-length gloves with lacy trim at the end are the only sensible handwear for a duelist of her caliber. A frilly collar piece adds more lace, and holds wears a pendant of Milani's holy symbol for all to see. Her hair is worn down to flow long and proud, but through use of either magic or make-up as the situation demands, it is tinged with red highlights that further guard against recognition. A red domino mask and a black bandana pulled over her mouth protect her distinct features, while a large red pirate hat capped off with a fluffy white feather complete her swashbuckling heroine aesthetic. She often carries her rapier proudly, but a quiver slung over her back ensures that even at a distance, she can cut a fearsome silhouette.

Sheet:
Lady Persephone Divella Solistar IV/La Vengeresse des Roses - Swashbuckler (Inspired Blade) 5/Rose Warden 2
Chaotic Good Medium Humanoid (Human)
Init +6 (additional +2 with at least 1 panache point, +2 in urban areas); Perception +10 (+12 in Urban Areas)
------------------------------------------
DEFENSE
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AC 20, touch 15, flatfooted 15 ( +4 Dex +4 Armor +1 Shield +1 Dodge)
HP 56 (5d10 + 2d8 + 14 Con + 5 FCB)
Fort +5, Ref +10, Will +6 (+2 against charm, compulsion, and fear effects)
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OFFENSE
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Speed 30 ft.
Melee
-Rapier +13/+8 (1d6+6, P, 15-20/x2)
-Dagger +11/+6 (1d4+4, B/P, 17-20/x2)
-Sword Cane +11/+6 (1d6+4, P, x2)
-Sap +10/+5 (1d6 nonlethal, B, x2)
--Sneak Attack +1d6
Ranged
-Longbow +10/+5 (1d8, B/P, x3)
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STATISTICS
------------------------------------------
XP
Str 13, Dex 18 (15 + 2 racial, +1 at 4), Con 13, Int 14, Wis 12, Cha 14
Base Attack +6; CMB +9; CMD 20 (+22 against disarm with at least 1 panache point)
Feats: Combat Reflexes, Dazzling Display, Deceitful, Extra Panache, Fencing Grace, Iron Will, Shatter Defenses, Weapon Focus (Rapier)
Traits: Former Noble, Reactionary
Favoured Class: Swashbuckler
Skills: Acrobatics +9, Appraise +3, Climb +5, Craft (Alchemy) +12, Bluff +16, Escape Artist +8, Disable Device +10, Disguise +16, Knowledge (History) +3, Knowledge (Local) +6 (+8 in urban areas), Knowledge (Nobility) +7, Intimidate +11, Linguistics +3, Perception +10 (+12 in urban areas), Sense Motive +5, Sleight of Hand +10 (+12 to hide daggers in wrist sheaths and Thieves' Ring), Stealth +14 (+16 in urban areas)
Languages: Common (Taldane), Hallit, Dwarven, Halfling
Equipment: +1 Rapier, two Daggers, Sap, Mithral Chain Shirt, Buckler, Handy Haversack, Hat of Disguise, Cloak of Resistance +1, two Spring-Loaded Wrist Sheaths, Thieves' Ring, Belt Pouch, Sleeves of Many Garments
Located in her Haversack: Noble's Outfit/Vigilante outfit (whichever is not presently being worn), Peasant's Outfit, Longbow, 20 Regular Arrows, 20 Blunt Arrows, 4 Grappling Arrows, 5 Dye Arrows, Crowbar, Glass Cutter, 30 sheets of Glue Paper, Grappling Hook, Torch, 1 length of Hemp Rope, Waterskin, Flint and Steel, Sword Cane, 2 Alchemical Glues, Alchemical Glue Accelerant, 2 Alchemist Fires, 2 Sunrods, 2 Flasks of Acid, Alchemical Solvent, Impact Foam, Good Invisible Ink, Quill, Glowing Ink, Itching Powder, Flash Powder, 2 Tanglefoot Bags, 2 Paper Candle Fireworks, Thunderstone, 2 Tindertwigs, 2 Smokesticks, 2 Potions of Invisibility, 2 Potions of Jump, 2 Potions of Keen Senses,
Current encumberance: 42 lbs
Money: 206 GP, 4 SP
Carrying capacity: 50 lbs. or less, 51–100, 101–150
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SPECIAL ABILITIES
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-Swashbuckler Abilities-
Panache: 6/day, only refreshes on a confirmed critical with a Rapier
Inspired Finesse: Gain Weapon Focus (Rapier) as a bonus feat
Deeds: Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative
Charmed Life: 3/day, +2
Rapier Training: +1 to attacks, +2 to damage with Rapiers, and they gain the benefit of Improved Critical

-Rose Warden Abilities-
Anonymity: Adds her Rose Warden level to Bluff and Disguise rolls.
Insurgent Technique: Chaos Hammer 1/day as a spell-like ability
Liberated Mind: +2 against charm, compulsion, and fear effects
Street Sentinel: +2 to Initiative, Knowledge (Local), Survival, Perception, and Stealth checks in urban areas. While in an urban area, Persephone leaves no trail and can't be tracked unless she wishes to be
Sneak Attack: +1d6
Voice of the Masses: Persephone's movement is not impeded by crowds, and she gains a bonus equal to her Rose Warden level on checks to influence crowds

-Other Abilities-
Safe House: As the Vigilante Social Talent. The safe house is located in Persephone's family home and is a 70-foot cube covering from the basement up to the roof and much of the house itself, but the workspace and any incriminatory elements are primarily hidden in the basement.

Notes:
-Save for objects explicitly taken out, all alchemical items and potions are stored inside of her Handy Haversack. These items will then be stored on her person. Her bow will also be stored by default, even when she is in costume.
-Her daggers are located inside of her spring-loaded wrist sheaths any time she is wearing them, including during her day-to-day where the danger of being mugged is always real. She only goes without when absolutely necessary.
-Her Noble's Outfit lacks a signet ring but still possesses 100 GP worth of jewelry to 'belong' in such circles
-Her vigilante outfit is estimated to cost the same as a functional Noble's outfit with the jewelry, to provide reference for quality
-Equipment located at home: Alchemist's Lab, Merchant's Scale, 2 Alchemist Fires, 8 Sunrods, Alchemical Solvent, Impact Foam, Vial of Good Invisible Ink, 2 Tanglefoot Bags, 8 Paper Candle Fireworks, Thunderstone, 3 Tindertwigs, 2 Smokesticks, 2 Lengths of Hemp Rope

Role:
Persephone is a flexible but primarily martial-focused character, who stocks up on versatile options and skills to bolster her combat abilities. With ample social and intrigue skills, she can move around in society however needed, whether as herself, as La Vengeresse des Roses, or using her magic equipment to assume another disguise for whatever purpose. She can charm and lie her way through anything she's asked to do and assume whatever personality is needed for the role she's performing. Bolstered by the abilities from Rose Warden and her alchemical trickery, she is able to respond to a myriad of problems with solutions to help her see another day if a fight won't go her way, but when in a fight, her Swashbuckler abilities make her a formidable opponent. She excels in melee combat, using her deeds to counter attacks and to strike back with intimidation that will then allow her to jump on opportunities to strike at intimidated foes with her sneak attacks. As an all-around and self-sufficient character, Persephone is designed to work well in whatever capacity she has to, and use versatile options to tailor her response to situations rather than finding herself useless when a sole gimmick isn't going to solve a problem.


Anybody want to kick around my Vigilante idea with me?


As a Vigilante, you could well have fought Mosha during her "Caydogs" days.


Vrog Skyreaver wrote:
As a Vigilante, you could well have fought Mosha during her "Caydogs" days.

Mosha is your character?

So I think I've got a solid idea of who my character is though the finer details need to be worked out. Le Clement (The Merciful) A half elf who grew up in Le commune and was used to hard wirk and getting what she needed. Clement does many things to help her beloved city she steals from the farms and hands out part to random people and part to the woman runing the soup kitchen. she carries a healers kit to help the victims as much as destroy the victimizers. Shhe sees the success of the commune as an imperfect but workable model of what Galt and Isarn could be. Her goal is to slowly destabilize the criminal element (and guards) of the areas around Le commune and get them to expand. In her (as yet unamed) civilian identity she runs and lives in a bookstore. While providing her money it's true purpose is to keep a collection of knowledge around her that she can use to decide how best to go about achieving her goals.

Though initially she sounds kinda saintish she is not without her darker aspects. The darkness she's seen in the city has filled her with anger. In an attempt to mitigate the effect on her chosen duties her civilian identity has become a frequent visitor of The Dungeon as she attempts to exorcise these demons by dishing out pain to those who can not only take it, but enjoy it.


Indeed, Mosha is my character.


Well this looks tasty. That intro is beautiful and the player's guide (and the rest of the site) is clear and to the point. I am intrigued.


Vrog Skyreaver wrote:
Indeed, Mosha is my character.

I looked over your character to see where we might intersect. It kinda sounds like you left the Caydogs, maybe include why that happened if I didn't misread that. You also mentioned military training but I didn't see where you would have got it. If I'm being annoying I apologize, but I like to try and help


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I've got a rough idea for a LE Serial Killer, because I never get to play an evil character who isn't puppy-kicker Stupid Evil. Someone who has personal reasons to be for ending the Red Revolution, but is genuinely not a nice person. Is that something that'd fit or should I scrap it for a less creepy adventure type? I've got some other people in my dramatis personae that work for Urban campaigns fairly well, mostly investigators and the like, but I love the romanticized horror vibe from a serial killer.

I'll probably make both unless someone gives me a hard no on said SK Vigilante. I just wanna check before I go deep into things: picking out names and appearances and calling cards and defining a complex methodology and sketching out how exactly someone splits their time between being an ordinary civilian (likely a barber because one must respect the classics and nothing is more classic than Sondheim) and a brutal serial killer... It's a lot of writing, and a lot of it is creepy writing, so it feels both polite and efficient to ask first.


@Josh.Ingle: I appreciate the query, and in terms of your content, I'd just ask you keep it about an 'R' rating. I think its still possible to be compelling at that level. Maybe even make the trailer safe for all ages, if you catch my drift.

In terms of making a character a LE Serial Killer, I'd probably only recommend making a character who the Cerulean Council would recruit. I think most every submission so far does a good job of making this a part of their submission. Obviously the pledge outlined in the second vignette encompasses a lot of character motivations, but making a Serial Killer fit will definitely be a greater challenge.


Josh.Ingle wrote:
(likely a barber because one must respect the classics and nothing is more classic than Sondheim)

Excellent choice. My preference for Serial Killers is of the Jack the Ripper variety though. An obvious, but classic choice.


Josh.Ingle wrote:
... between being an ordinary civilian (likely a barber because one must respect the classics and nothing is more classic than Sondheim) and a brutal serial killer...

.... I want to play with you. A little priest, perhaps?


Le Quatrième Voile wrote:
ScegfOd: The backstory for Frank seems like a solid base, but we'd like to know more about how he fits into Isarn.

You mean... socially, like the sorts of people he'd know or meet in his shop? Or why he's so attached to his hometown?

(I'm leaning towards him changing it into a magic shop, but I haven't decided 100% yet; so I just left it at 'inherited a furniture shop'...)


The Wyrm Ouroboros wrote:


.... I want to play with you. A little priest, perhaps?

Of course. Poet might be good, but how are you meant to tell if it's dead or not?

@Le Quatrième Voile

R-rated isn't a problem and I think I do have a plan for how to make him a team player and recruitable. Mostly to do with target selection: someone who preyed on Calistrians might be a poor fit, but someone who takes exception to the Final Blades and stalks Grey Gardeners (as an example, not necessarily my solution) is much easier for a Good person to justify working with.

It's the easiest thing in the world to make an LE character work with a team. Especially a charming, intelligent serial killer. "I can reach my goals by working with these people." Done. Making him recruitable is, in my mind, a function of being both compatible with the Council's stated mission and being useful. Serial Killers, mechanically, are pretty useful. Charm hex is to minor social interaction with less important characters what Alexander the Great did to the Gordian Knot, Intimidate can open plenty of doors as long as you don't mind them closing again once they stop quaking in their boots, and you even come with a built in guard distraction in the form of them wanting you captured and executed for your crimes against humanity.

Ironically, the other character I'm considering is a Profiler. They're also pretty good at intrigue, get some unique avenues to interact with people, and are, funnily enough, the actual counter to Serial Killers and their Foil Pursuit ability. It's funny to me that both of my ideas are for things that are rooted in a unique method of interaction: Serial Killers have Calling Cards as their defining feature, and Profilers get Expert Profiler.


Josh.Ingle wrote:


Of course. Poet might be good, but how are you meant to tell if it's dead or not?

I agree; stick to priest.

-----

Coalhouse is now Androk Jeggare, whose background is still being written out.

However, in brief ...:
Androk ('Andy') is the son of the daughter of the grandson of the nephew of the second Earl of Highhurst ... ahem. Sorry, Josh got me into musicals, and A Gentleman's Guide to Love and Murder is fabulous.

Anyhow. *ahem* Androk is the son of the daughter of the last Jeggare noble; he survived two Revolutionary Councils, only to get his head lost to Madame Margaery at the start of the third. Their house got 'redistributed' to an acquaintance (mother was nothing if not degenerate, even before the Revolutions), Madeline Roulier by namel Madeline is now 'Madame', and their home (though mother is dead these twenty years) is now 'The Plunging Blade (N5), the most expensive and decadent brothel in Isarn.

I have Mother being key to its early success -- I figure many would be willing to pay well for the chance to 'fvck a nobleman's daughter' -- and she worked there for twenty years before her death in childbirth -- not Andy's, thankfully.

Andy is (clearly) brilliant, and currently works as one of Madame Roulier's 'tipsters'; with 'Former Noble', his safehouse is the catacombs (their entrances long since collapsed) beneath the mansion. He also has deliberately learned healing, and works (and sometimes even gets paid) as a midwife for the poorer people in the eastern section of Nord Rivière.

Gethso Tain (last name taken after the hunter-killers of the First World) is the new version of the monk/ninja; his background is also in the midst of being written.

In short form ...:
Beaten up as a child and adolescent, he trained in the unarmed arts and the ways to move in secrecy. While he practiced his art for his house and, later, for anyone who would pay, the rise of the Galtcreed Pact and their alliance with the derro of Kmlin-Bru drew some small attention from interests deeper still. Having gotten wind of investigations, and a permanent reject in his society, the half-elf renamed himself Gethso Tain and made the trek upwards, through derro territory, and into the surface world -- where, he was surprised to find, the sun might have seared his skin a bit, but his eyes hurt nowhere near as much as his kin suggested they would.

Such a place as Isarn is prime stalking ground for someone with ruthlessness and discipline, and with no need to reveal his true self, he can adopt any vague disguise he pleases. While he is okay at discovering secrets, he's better at purloining things -- including information -- that others have already acquired. He's also as adroit with his bare hands as he is with a knife, and has been said to virtually dissect his opponents as he dances around them; for this reason, he has made a small reputation as a killer for hire. (The assassin prestige class ... may be something he picks up soon.)


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Okay, I think Lev is finished. Below you'll find his character sheet, his backstory, and some sample writings of his (more can be found on his profile). Lev's not much good in a fight, but he's a social skill monster. Let me know what you think.

The Revolutionary Council did not grow the wheat, they did not mill the flour, they did not mix the dough, and they did not fire the ovens, but by some weird alchemy all the bread belongs to them!
-Political prisoner and polemical agitator Lev Bronstein

------------------------------------------------------------------
Image: Lev hard at work on his latest polemic
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Character Sheet:
Male halfling bard (demagogue) 7 (Pathfinder RPG Ultimate Magic 26)
LG Small humanoid (halfling)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 shield, +1 size)
hp 52 (7d8+14)
Fort +5, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 20 ft.
Melee rapier +9 (1d4-1/18-20)
Special Attacks bardic performance 21 rounds/day (move action; countersong, distraction, fascinate [DC 18], gather crowd, incite violence [DC 18], inspire competence +3)
Bard (Demagogue) Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—aura of the unremarkable[UI] (DC 18), seek thoughts[APG] (DC 18)
. . 2nd (4/day)—honeyed tongue[APG], invisibility, raiment of command (DC 17), versatile weapon[APG] (DC 17)
. . 1st (6/day)—compulsive liar[UI] (DC 16), deja vu[OA], ears of the city, memory lapse[APG] (DC 16), obscure object (DC 16)
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic, scrivener's chant
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Statistics
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Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 20
Base Atk +5; CMB +7; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Prodigy[UM], Scholar[ISWG], Skill Focus (Perform [comedy]), Skill Focus (Perform [oratory]), Spellsong[UM]
Traits Freedom Fighter, Historian of the Red Revolution
Skills
  • Acrobatics +15 (+12 to jump)
  • Bluff +22
  • Climb +1
  • Diplomacy +22
  • Disguise +15 (+25 to appear as a plainly dressed Small human child, adult halfling, or adult gnome)
  • Escape Artist +13
  • Intimidate +22
  • Knowledge (arcana) +10
  • Knowledge (dungeoneering) +10
  • Knowledge (history) +20 [7 ranks +3 class +3 int +3 bard +2 scholar +2 trait]
  • Knowledge (local) +18
  • Knowledge (nature) +10
  • Knowledge (nobility) +10 [1 rank +3 class +3 int +3 bard]
  • Knowledge (planes) +10
  • Knowledge (religion) +10
  • Linguistics +7 [1 rank +3 class +3 int]
  • Perception +12
  • Perform (comedy) +22 [7 ranks +3 class +5 cha +3 skill focus +2 prodigy +2 halfling jugglesticks]
  • Perform (oratory) +22 [7 ranks +3 class +5 cha +3 skill focus +2 prodigy +2 tome of epics]
  • Sense Motive +22
  • Spellcraft +13
  • Stealth +17
  • Use Magic Device +15
    Racial Modifiers
  • +2 Acrobatics
  • +2 Climb
  • +2 Perception
    Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal
    SQ bardic knowledge +3, famous, finesse weapon attack attribute, rules changes, versatile performances (comedy, oratory)
    Combat Gear potion of cure light wounds (2); Other Gear mithral shirt, mwk buckler, rapier, belt of incredible dexterity +2, cap of human guise[ARG], headband of alluring charisma +2, sleeves of many garments[UE], backpack, halfling jugglesticks[ARG], ink, inkpen, inkpen, knife for cutting quills into pens (0.5 lb), pen nibs, ruler, small (0.1 lb), tome of epics[ACG], trail rations (5), vial, sheet of paper x20, 26 gp, 2 sp, 1 cp
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    Special Abilities
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    Agile Maneuvers Use DEX instead of STR for CMB
    Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
    Bardic Performance (move action, 21 rounds/day) Your performances can create magical effects.
    Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Famous +2 (Le Commune) With natives of selected region gain bonus to Bluff & Intimidate.
    Fearless +2 bonus to save vs. fear (stacks with halfling luck).
    Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Prodigy (Perform [oratory], Perform [comedy]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
    Scholar (Knowledge [local], Knowledge [history]) +2 bonus on two Knowledge skills.
    Spellsong Combine spellcasting and bardic performance
    Versatile Performance (Comedy) +22 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
    Versatile Performance (Oratory) +22 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
  • ------------------------
    Lev's Backstory
    ------------------------

    History:
    Lev Bronstein was born the son of a freed slave to a family of Halflings in Edme, Galt. When he turned fifteen, Hossiter (author of Imperial Betrayal) led the First Revolutionary Council to overthrow the reigns of Cheliax and lead the bountiful nation of Galt into its bright future. Not yet politically aware, Lev watched the reactionary forces of the Rane Council round up political dissidents during the time of martial law and execute them- his parents were among the first to fall. Shaken but not cowed, Lev immediately began organizing in Edme, eventually helping to supplant the autocratic Rane with the Galtan Unity Council. Though too young and inexperienced to himself obtain any rank or position of note, his devotion earned him a reputation as a young firebrand for the cause of wealth redistribution.

    Unfortunately, that led him into direct conflict with the Golden Council when it arose a few short years later. Now undeniably a man, Lev was convicted of property rights violations and imprisoned in the walls of what was once Torvin Academy. He studied history, philosophy, economics and military strategy during his time in prison, smuggling in any literature he could through guile or stealth. Though many future councils had no quarrel with Lev, the bureaucracy and upheaval between rivals kept any action from being taken until the Council of Enlightenment took power and released the Old Unity members, as they were known. Finally released from almost two decades of hellish imprisonment, Lev knew he couldn’t stay in Edme any longer and moved to Isarn.

    Reintegration into society after so long wasn’t easy, but the acclimation may have saved his life. Shortly after his release, the necromantic cabal known as the Cabinet of Skulls rose to power, taking clandestine action against the Council of Enlightenment, who mysteriously and swiftly met gruesome ends. Initially thrilled with the rise of the New Revolutionary Council, Lev quickly began to have apprehensions about the new government and how it related to the people it claimed to defend. Far from being accountable to the will of the people, instead it sits idle as poverty and crime run rampant. Lev began to create pamphlets, copy them, and spread them clandestinely, even getting some of his better anonymous polemics printed by the Galt Gazette. His revolutionary rabble rousing is slow going, but now he’s caught the attention of a group that seems to be on track to do more...

    Orientation towards other groups:

    The Halfling journalist views the New Revolutionary Council and the Grey Gardeners as a reactionary degeneration of the true revolution. Though he sees them as obviously superior to Chellish rule, his pamphlets often describe what he views as a return to Chellish values in the ruling echelons of Galt. “Neither Egorian nor Isarn,” is his infamous motto, refusing to support imperialism by either entity. He views the Parliament and Confederate parties as dangerously misguided- the Parliamentarians seeks democracy only for the powerful and the Confederate decentralization would result in powerlessness against tyranny. The Court of Bees is Lev’s idea of the ultimate evil- its agenda is diametrically opposed in every way to his political and ethical philosophy, representing private and elite control of resources rather than the collective and democratic ownership he fights for.

    Lev has the same opinion of most criminal organizations in Galt- any group that self-governs in the face of the state is a potential apparatus for revolutionary movement, with a significant exception. The Vice is perhaps the most worrisome of the gangs to Lev, and the most exploitativel. He has often printed that they are indistinguishable from the Isarn City Guard, both selectively enforcing laws in favor of the powerful. On the other hand, he sees the Caydogs and The Starving Artists as very similar to Torag’s Children- citizens oppressed by the state, organizing independent of it to greater effect. No group has his respect more than Le Commune, though Lev himself disagrees on the best way to establish a nation-wide commune. Those in the Egalitarian Party seek to enact legislative solutions, while Lev believes that only through political action by the people en mass can Galt establish such a society.

    The Milanites are the most interesting groups in Galt to Lev. Himself a Milanite, he aligns more closely with members of the Blood Rose than any other followers of Milani, but their lack of cohesion and revolutionary discipline keeps him from joining them directly. He views the Courageous Council as naval gazers who have abdicated their responsibilities to the people of Galt, and too cowardly to take the risks involved with presenting a political program. He disagrees strongly with the Sister of the Everbloom, but respects their work for providing healthcare to the public.

    Pamphlets, polemics and essays sent to The Voice of Revolution were rarely published and met with official scrutiny that Lev refuses to read the paper and often vocally disparages it. Meanwhile, his contributions (always through a dead drop, never in person) to The Galt Gazette have rendered him a die-hard fan.

    Laws, Religion, and Heirlooms:
    Generally, Lev sees the laws as progressively reactionary. The outlaw of diabolism, seizure of noble property, even the prohibition against expensive textiles all seem justifiable to him. The curfew and especially the ban on automation is extremely counterproductive to Lev and demonstrates the changing nature of the government as it degenerates further and further.

    According to Lev, most non-Evil Gods have their place in Galt. The Sarenrites are the best allies to be had when cleansing is necessary, the Erastilians help foster and maintain community, the Milanites confront systemic oppression, even the Calistrians have their place for letting off steam. The exception to this is Abadar. Though no longer a significant threat to Galt, the influence of finance capital and international banking represented by the Gold Fisted miser is something he will always be vigilant about. He sees Pharasmans who seek the destruction of the Final Blades as having poor priorities and myopic sight, but isn’t overly concerned with them.

    While most of the Bronstein family’s wealth was confiscated in the revolution, Lev’s father hid the family circlet away before being executed by General Rane. He retrieved it before leaving Edme and has kept it with him since. In his time in Isarn, he’s learned the need to both defend and disguise himself. Using what little inheritance he had left, he commissioned a cap of human guise, sleeves of many garments and a belt of incredible dexterity to help stay alive. He has also taken to wearing a mithral shirt under his coat, and keeping a buckler on him which he uses as a makeshift desk table with which to jot notes on.

    Daily life:
    Lev spends most of his time between Le Commune, where he sleeps and eats, and the Theater Quarter where he assists with Rosa Bohneur’s marionette show, providing voices and quips to help make the children laugh. He also frequents The Sloppy Scribe, though he rarely buys anything, preferring instead to entertain the regulars in exchange for a drink or two. During his travel between the Le Commune and the Theater Quarter, Lev often finds himself in the Sud Riviere, stopping by the Bakers Guild to rabble rouse and try to beg bread to bring to Rosa Bohneur’s marionette show and give to the audience. He also keeps close ties with Jean-Andre Broduer, the Freedom Smithy, the two often attending the same protests and gatherings (though Lev usually brings more rhetoric and less weaponry than Broduer). Recently, he’s been ending his days on Brewer street in the Wine Quarter after stopping by La Guilde des Vignerons, both fascinated and inspired by the tireless efforts of Isarn’s brewers, bakers and winemakers.

    Role:
    Lev uses his oratory and comedic performances in place of his bluff, diplomacy, intimidate and sense motive skills. As a demagogue he can use his bardic performance to gather a crowd then incite them to violence, but never does this casually. Instead, most of his rabble rousing is done via his writings that he dictates with scrivener's chant (using his linguistics skill to disguise the handwriting) and leaves them at relevant locations, hoping that his work will be seen by a relevant party and published in the Galt Gazette. He avoids direct combat assiduously, preferring to flee until he can act with subtlety instead of force. If he needs information, the spell “ears of the city” help him gather information without alerting anyone to his inquiries.

    ------------------------
    Lev's Writings
    ------------------------

    Polemic: Chellish Morals and Ours:
    DURING AN EPOCH OF triumphant reaction, the parliamentarians, egalitarians, confederates, and other representatives of the Senate begin to exude double their usual amount of moral effluvia, similar to persons who perspire doubly in fear. Parodying the Pilgrims Cave or the Tenets of Iomeade, these moralists address themselves not so much to triumphant reaction as to those revolutionaries suffering under its persecution, who with their “excesses” and “amoral” principles “provoke” reaction and give it “moral justification”. Moreover they prescribe a simple but certain means of avoiding reaction: it is necessary only to strive and morally to regenerate oneself. Free samples of moral perfection for those desirous are furnished by all the interested state offices.

    A moralizing Chelaxian’s favorite argument is the lumping of reaction’s conduct with that of revolution. He achieves success in this device through recourse to formal analogies. To him authoritarian reaction and people’s revolutionaries are twins. Twins are likewise discovered in violence used to oppress and violence used to liberate. An inventory is compiled of the common features in Aroden’s dead dogma and the values of the revolution. Thrice damned Thrune’s propagandists wish us to believe that parliamentarism, egalitarianism, and people's revolutionaries represent merely different manifestations of one and the same 'evil'.

    Undoubtedly the currents grouped above have certain common features. But the gist of the matter lies in the fact that the future of Galt manifests itself not by Senate rule, nor by blood and honor, nor by the dogma of the decentralization. The historical process is moved primarily by the masses; moreover, different groups in the name of different aims may in certain instances utilize similar means. Essentially it cannot be otherwise. Armies in combat are always more or less symmetrical; were there nothing in common in their methods of struggle they could not inflict blows upon each other.

    The conception that the New Revolutionary Council and the First Revolutionary Council are “essentially” one and the same now enjoys the joint approval of parliamentarians, egalitarians, devout Asmodeans, idealists, pragmatists, and confederalists. If the New Revolutionary Council are unable to adhere to this unity of dark forces, then it is only because they are accidentally occupied with the extermination of the actual revolutionaries.

    Essay: A Newspaper to Unite Galt:
    All without exception now talk of the importance of unity, of the necessity for “gathering and organising”; but in the majority of cases what is lacking is a definite idea of where to begin and how to bring about this unity. Probably all will agree that if we “unite”, say, the district circles in Le Carrousel, it will be necessary to have for this purpose common institutions, i.e., not merely a common title, but genuinely common work, exchange of material, experience, and forces, distribution of functions, not only by districts, but through specialisation on a town-wide scale. All will agree that a big secret apparatus cannot pay its way with the resources (in both money and manpower, of course) of a single district, and that this narrow field will not provide sufficient scope for a specialist to develop his talents.

    The same thing applies to the coordination of activities of a number of towns, since even a specific locality will be and, in the history of our Revolutionary movement, has proved to be, far too narrow a field; we have demonstrated this above in detail with regard to political agitation and organisational work. What we require foremost and imperatively is to broaden the field, establish real contacts between the towns on the basis of regular, common work; for fragmentation weighs down on the people and they are “stuck in a hole”, not knowing what is happening in the world, from whom to learn, or how to acquire experience and satisfy their desire to engage in broad activities.

    I continue to insist that we can start establishing real contacts only with the aid of a common newspaper, as the only regular, all-Galt enterprise, one which will summarise the results of the most diverse forms of activity and thereby stimulate people to march forward untiringly along all the innumerable paths leading to revolution, in the same way as all trade routes lead to Absalom. If we do not want unity in name only, we must arrange for all local study circles immediately to assign some of their forces to active work for the common cause, and the newspaper will immediately convey to them the general design, scope, and character of the cause; it will give them a precise indication of the most keenly felt shortcomings in Galtan activity, where agitation is lacking and contacts are weak, and it will point out which little wheels in the vast general mechanism a given study circle might repair or replace with better ones.

    A study circle that has not yet begun to work, but which is only just seeking activity, could then start, not like a craftsman in an isolated little workshop unaware of the development in industry, but as a participant in an extensive enterprise that reflects the whole general revolutionary attack on the degeneration. The more perfect the finish of each little wheel and the larger the number of detail workers engaged in the common cause, the closer will our network become and the less will be the disorder in the ranks consequent on inevitable raids by City Guards or Grey Gardeners.

    The mere function of distributing a newspaper would help to establish actual contacts (if it is a newspaper worthy of the name). At the present time, communication between towns on revolutionary business is an extreme rarity, and, at all events, is the exception rather than the rule. If we had a newspaper, however, such communication would become the rule and would secure, not only the distribution of the newspaper, of course, but (what is more important) an exchange of experience, of material, of forces, and of resources. Organisational work would immediately acquire much greater scope, and the success of one locality would serve as a standing encouragement to further perfection; it would arouse the desire to utilise the experience gained by revolutionaries working in other parts of the country. Political and economic exposures gathered from all over Galt would provide mental food for citizens of all trades and all stages of development; they would provide material and occasion for talks and readings on the most diverse subjects. Every outbreak, every demonstration, would be weighed and discussed in its every aspect in all parts of Galt and would thus stimulate a desire to keep up with, and even surpass, the others.

    This newspaper would become part of an enormous pair of smith’s bellows that would fan every spark of the revolutionary struggle and of popular indignation into a general conflagration. Around what is in itself still a very innocuous and very small, but regular and common, effort, in the full sense of the word, a regular army of tried fighters would systematically gather and receive their training. On the ladders and scaffolding of this general organizational structure there would soon develop and come to the fore revolutionaries who will take their place at the head of the mobilised army and rouse the whole people to settle accounts with the shame and the curse of Cheliax.

    That is what we should dream of!

    Satire: A Fable About Milanites:
    A cattle dealer once drove some bulls to the slaughterhouse. And the butcher came at night with his sharp knife.

    "Let us close ranks and jack up this executioner on our horns," suggested one of the bulls.

    "If you please, in what way is the butcher any worse than the dealer who drove us hither with his cudgel?" replied the bulls, who had received their political education from the Sisters of the Everbloom.

    "But we shall be able to attend to the dealer as well afterwards!"

    "Nothing doing," replied the bulls firm in their principles, to the counselor. "You are trying commit an act of violence -- you are a butcher yourself."

    And they refused to close ranks.


    We’ve got a little over four days left in our starting recruitment. Wanted to post a tally going into the weekend. We are unsure on how long we may deliberate, so if anyone plans to submit and thinks they might miss the deadline by a little, feel free to send a PM.

    Submissions:

    Digger Chandler1 - Clément Poulain/Le Bourreau du Peuple - Vigilante (Hangman)
    Digger Chandler2 - Amelie Duchamps - Ranger (Dandy) fashonista
    The Wyrm Ouroboros1 - Androk Jeggare - Half-orc Conspiritor
    The Wyrm Ouroboros2 - Gethso Tain - Half-drow Monk/Knife Matser Rogue
    BoleshevikBuddy - Lev Borstein - Halfling (Demogauge) Bard journalist
    leinathan - Alison Faure - investigator (VMC witch) activist
    The Chess - Timm Tones - Mesmerist/Oracle/Densa Evangelist
    Corsairo - Wyssal Sloboda - Halfling Milanite barrister
    Ginganinja - Nyx - Half-elf Infiltrator/Spy
    The Frightmare1 - Lady Persephone Divella Solistar IV - Swashbuckler/Rose Warden
    littlehewy - Ariso - Urban Ranger
    The Lobster - Iris Faucher - Inquisitor of Gorum
    Alias ad Tempus - Oliver Delamain - Bookseller/Diviner (VMC Bard)
    Vrog Skyreaver - Mosha Romanov - Thug UnRogue
    TheUnthinker - Emilien Moreau - Clerk of the Cork owner

    -----
    Interested:

    Decimus Observet (Fighter VMC Bard/Sorcerer)
    Corsario (Halfling Barrister)
    DBH (Oracle/Brawler, sheets done no backstory)
    Gilthanis (Monk? Cleric?)
    Fang Dragon (Halfling Magus)
    Captain Ford (Gaurd)
    ScegfOd (Summoner)
    Nikolaus de'Shade (Vigilante/Senate administrator)
    chillblame
    Kaavek
    The Frightmare2 - Varius Freeman - Tiefling Wizard Detective (no crunch)
    DJ TPK - vigilante?
    Josh.Ingle - Seriel Killer?


    Wyssal shows twice in the list, with "Corsario" and "Corsairo".
    But I don't mind if she gets considered twice :D


    Every time I've tried to ask my questions my Internet dies...

    I have two questions for you. I'm still interested in my Gray Gardener defector, but I was wondering for a bit about deity choices. Gray Gardeners often worship Norgorber and I was wondering if you'd be fine with that. You didn't mention anything about alignment so I wanted to ask; the character works as LE or TN, but I wanted to ask before I started working on it. Norgorber fits thematically but also he has some excellent traits and abilities you can get that fit very well for this character concept.

    My other question is if you'd allow a slight change to the Cornugon Smash/Dreadful Carnage feats? My character is built to mostly work as a Dexterity-based combatant with a lot of social abilities on top, but I was really interested in an Intimidate build for combat. However, you really need to be Strength-based for that. Would you consider allowing Piranha Strike to act as a prerequisite for Cornugon Smash/Dreadful Carnage and use Dexterity instead of Strength for the requirements? It effectively works out the same, just using different ability scores.

    Once I know this I'll get started on building.


    Wyssal: My bad, I'm usually such a good copy pasta chef

    JDPhipps: I don't remember reading that the Gardeners worship Norgorber. I can't remember any explicit connections between the two, but it sounds reasonable that some amongst their rank might worship him. The only alignment ban for our game is on CE, and our Isarn certainly has more than a little influence by the Reaper of Reputation. Savvy readers may have already discovered clues.

    The feats you bring up that have Power Attack as prerequisites are both STR based feats, mechanically and thematically, so we won't allow Piranha Strike to fill in. You can certainly use the feats normally though.


    I updated Nyx's backstory a bit and included a mini story. I took some liberties but its there to show a little about how Nyx operates. Ignore / disregard as appropriate.

    Backstory:

    Many people considered the constant upheaval and anarchy within Galt made it impossible to do business. Nyx believed the exact opposite.

    Raised in Pour Encourager les Autres, Nyx never knew her parents, being abandoned when she was younger. Initially, Nyx found this distressing, but the experience hardened her, making her more willing to trust in herself. While some children longed for adoption, Nyx didn’t share this dream, instead preferring the individuality she received in the orphanage. Years later, Nyx preferred to view this time with fondness, grateful that she effectively formed no ties in the community as a young woman, leaving her currently without close acquaintances that could become weaknesses.

    With Galt in constant revolution, the orphanage grew disrupted under the constant strains of violence or decree changing. As a resourceful child, Nyx took the opportunity to explore the streets, expressing her joy of freedom. Despite being slightly bette4r looked after than the children in different orphanages in Galt, Nyx always wanted more, with bright eyes she had almost magpie like fascination, seeking to steal what she could from people, taking up pickpocketing before eventually branching out into a bit of looting. Nyx had always hated confrontation, and quickly adopted “grab and flee” tactics.

    To the people of Galt, she was probably no more than a minor inconvenience, and certainly the City Guard never wasted time on some vagabond child wandering around getting into mischief, taking pretty, although trivial items such as perfume or jewellery.

    Despite getting away with it for a surprising amount of time, Nyx would eventually find that her luck would run out. Her utter lack of experience in the criminal underworld made her an irritation, and she had no real friends that would ensure anyone would draw pause. Furthermore, as she grew older, her beauty and figure meant that she became far more noticeable; one grubby child among several would blend in – an attractive young woman, less so.

    In all likelihood, Nyx would have met an unfortunate end in some way, had she not made the grave mistake of attempting to pickpocket a Calistrian priestess who had left the House of Joy moments ago.
    Her attempt easily foiled, Nyx avoided being on the receiving end of an imaginative Calistrian punishment, instead being recommended into the Church herself – the Calistrian leadership deciding that perhaps Nyx could use her talents in trickery elsewhere as a way of paying back the minor inconvenience suffered by her priestess target.

    While many within the Church had the divine spark that allowed them to receive spells direct from their patron, Nyx didn’t. She wasn’t particularly loyal to any sort of deity, but instead respected the portfolio’s that Calistria’s held, seeing them as important factor’s towards building an information network. In trademark Nyx fashion, she instead chose to create her own brand of magic, the elixir’s and potions that would allow her to push her mental limits, looking to give any sort of edge. This razor sharp focus allowed Nyx a technical breakthrough, letting her specialise into potions that perfected the art of disguise, letting her appear to be absolutely anyone she wanted.

    This breakthough was significant to Nyx, now she felt she had the freedom to be anyone – do anything, and taught her elegance, in comparison to the more sledgehammer approach of pickpocketing a mark and running away. This freedom however, came with the realisation that she needed to work even harder than before, to successfully impersonate someone, you had to know who they were, how they moved, talked, thought, who their friends, enemies were, and so on. Nyx began to make files about everyone she met, storing them deep within the Church.

    In an attempt to gather some of this information, Nyx began to learn more about the art of seduction, aided in part, by the priestesses of the temple. Nyx quickly learnt that it was by far the easiest way to learn secrets, and her ability to look like anyone quickly allowed her to excel in slipping out secrets. Despite the fame and popularity it might have brought her, Nyx never, ever let any client, and even many other Calistrian’s, learn the talent for disguise she had – the more people that knew, the harder it would be to use. It was only the senior members that Nyx felt comfortable with knowing her secrets – and only then because they had protected her in her youth and had been keeping such a close eye on her anyway.

    With her talent for disguise, and exceptional skill at forging documents, Nyx was a force to be reckoned with. She could look like anyone, and have the papers to prove it. On one memorable occasion, she successfully tricked a noble towards giving up his fortune, under the fiction that it had been repossessed by the Revolutionary Council. In the criminal underworld Nyx was known for being able to provide identification papers, documents, forged statements, the possibilities endless. The only people in Galt Nyx truly feared were the Grey Gardeners, the veiled individuals that enforced the law in Galt. Nyx had had the opportunity to attempt an infiltration mission on a few times, in an attempt to learn more about the members and how they operated, but always pulled back – not trusting herself and believing that the stakes were too high.

    While Nyx had her criminal activities religiously hidden, she worked hard to project a public face. She wanted to be political, wanted to be notable, which meant she had to be visible around the city. To aid in this, Nyx found work at many brothels and taverns, filtering around from one to another, initially not showing any real allegiance to each one, before settling at The Plunging Blade. Nyx liked the independence it had from Church, sending a clear signal that she was her own person, but also keeping the relationship open between her and the Court, while still signalling that she prioritised still the values installed in her at the Calistrian church. Eventually, with the supporters she had from The Plunging Blade, as well as the Church, Nyx was recommended towards assisting another Madame managing another brothel, with the goal of eventually being groomed to succeed and join the Court of Bees.

    Receiving an invite to the Council was by far the true long term goal of Nyx. She had casual aspirations more and more influence across the city and still working her way up – but for now she was satisfied with her immediate goal before getting ahead of herself. Ideally, she wanted Galt returned to its full glory, but in typical Nyx fashion, she wanted to influence the direction that it would go.

    The Rite:

    Nyx rolled out of bed in a well-practised motion. Usually, she would be careful not to wake up her client but on this particular case she had drugged him enough to ensure he wouldn’t be waking up for some time. All the drinking she had insisted they do earlier probably also wasn’t helping.

    The client’s name was John Tanner, and while he believed he had been lucky enough to pick up Nyx at a tavern, in truth he had been selected as her target for many weeks now. Mr Tanner had been a persistent thorn in the Church’s side, trying to weaken the influence of the Court of Bees, as well as directly hitting a courtesan on one drunken night. Nyx had never forgotten the slap, which had been years ago, but she was perfectly happy getting a minor revenge. John Tanner hadn’t recognised her of course, Nyx’s talent for disguise had seen to that – and so it had been a relatively simple matter for him to ply him with drinks before inviting him back to her place, a private residence Nyx had borrowed for the night. With the target now temporarily out of the way, Nyx could attempt to complete a task that had been bugging her for quite some time now – the Rite of the Triple Sting.

    Of course, Madame Madeline Roulier had tried to persuade Nyx otherwise towards completing this. She indicated it was possible to gain power and influence – eventually gaining access to the Court of Bees without completing the Rite. Nyx knew this to be true, but she hoped further ascending through the Church leadership would bring advantages.

    With all of that said, Nyx was practising a more minor version of the Rite tonight though, and had advised the Church this ahead of time. Nyx didn’t really want blood on her hands unless she could help it, and the instability in Galt made the punishments for any sort of crime unpredictable. She was also going to keep her true identity hidden, rather than revealing herself as is usually appropriate for the acolyte completing the Rite – she was a public figure and didn’t really want to be involving her persona into this, nor to bring further attention from the Grey Gardeners.

    Breathing in the chill night-time air, Nyx headed towards one of the more exclusive clubs in the city, Moulin Bleu. The notoriously exclusive brothel was difficult to get access to, but Nyx was well familiar with how things worked – having worked there before. She had actually managed to book two rooms – a slightly more difficult task than the norm due to having to keep her identity in purchasing the second one secretly, but with the people she knew, it was relatively simple. Giving door security (who she knew very well), Nyx gave them a radiant smile before slipping through, winding her way through the patrons and heading upwards, observing the two rooms she had booked. As expected, both rooms were fairly identical, although Nyx immediately changed this, leaving the window open in one, before disturbing the sheets of the second room, making the bed appear to have been slept in. Her work done, Nyx changed form, drinking one of her extracts and transforming into John Tanner, an exact replica.

    Nyx headed down the stairs, and immediately spotted the man she had come here to antagonise. The man’s name was Julian Savae, an influential figure with a quick temper and friends with some of the city guards. She was pleasantly happy to see that Julian had been drinking. Ordering a drink, Nyx stepped closer, taking a roundabout route while pretending to observe the show, as she approached Julian from behind. Pretending to stumble slightly, she staggered, dumping her drink all over Julian.

    The man reacted as Nyx hoped he would, swinging an angry fist in her direction. Leaning backwards, Nyx dodged, before attempting to hit the man again. Physical fighting wasn’t really Nyx’s cup of tea, so she was mildly surprised at a clean hit. Enraged, Julian charged, but overbalanced and stumbled into a group of other patrons. With the club heading towards a full out brawl, security started heading in to restore order. Nyx would have taken the opportunity to be slightly satisfied with her handiwork – the Court would be pleased about disruption within Moulin Bleu – but one of the security guards headed in her direction.

    Giving a curse, Nyx headed towards the room, trying to put as much distance between her and security as much as she could – wanting to break the man’s line of sight. She succeeded – barely, by making it into her room and shutting the door. Fully aware that the noise would tell the man that she had entered a private room – but not which one, Nyx moved swiftly as she heard the man head up the stairs. Drinking her extract again, Nyx changed form back into herself, before murmuring a command word, letting her clothing shift into something more appropriate, before she adjusted it slightly, letting it appear in a state of undress.

    There was a sudden bang, and the man burst in, not seeing the man he was chasing, but rather Nyx, in a state of undress. There was an awkward pause, before Nyx reacted as was appropriate in this situation. “OUT” she cries out, leaving the man stammering slightly. Nyx helped him exit the room slightly faster but hurling a shoe at the direction of the man’s head, leaving him to duck out of the room, shutting the door firmly before bursting into the room next door. Nyx listened quietly, and heard the man curse as he viewed the room as she had deliberately left it – an empty room with a wide open window. In the heat of the moment, the man made the obvious conclusion that John had simply jumped the window and briefly headed back down to restore order.

    Nyx sat in the room for a good few moments, putting herself back in a period of calm, as she reviewed everything to make sure everything had worked out to present the desired outcome. After reflecting, and satisfied, Nyx fixed her clothing, before heading out the door, giving the security man who had “interrupted her” a dirty look as she left.

    All in all, it certainly hadn’t been a bad night, all things concerned, Nyx thought, as she headed to the House of Joy to report success. Julian would want revenge on the man who had insulted him, and would probably lean on his friends in the guard to pull him in – possibly roughing the man up a little as they did so. John of course, would know nothing about what happened, and would assume that Julian was making up a false statement. He would deny the charges, while Julian would attempt to use his influence to make everything stick. Eventually, John would go looking for his alleged alibi in the lady he was apparently sleeping with, and the Church would step in saying that they had “located” this person – in exchange for a small fee. If things got that far, Nyx could “testify” as a witness but she doubted it would proceed to a courtroom. The Church would secretly inform Julian that he should drop charges in light of an apparent alibi but they (as members of Calistria) would ensure he would be appropriately avenged, while John would be in the Courts debt – ready to call upon for a favour and less likely to have to worry about his influence affecting them. Nyx would then be reimbursed by the Church for cost, and as a bonus, both Julian and John would (at least for the time being) be too concerned with their feud to bother anyone else. As a bonus, the Court could even use the disruption at Moulin Bleu to claim that the Court was a more reliable operator to push for more influence. A task neatly carried out, the ultimate winners being Nyx, the Church, and the Court, exactly as Nyx had planned. All in a nights work, for Nyx.

    Crunch:

    Nyx Illisha
    Female half-elf investigator (infiltrator) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
    CN Medium humanoid (elf, human)
    Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
    hp 45 (7d8+7)
    Fort +3, Ref +7, Will +5; +2 vs. enchantments
    Defensive Abilities trap sense +2; Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee rapier +10 (1d6/18-20 plus 3 precision damage)
    Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
    Investigator (Infiltrator) Extracts Prepared (CL 7th; concentration +13)
    3rd—amplify elixir[APG] (2)
    2nd—acute senses[UM] (DC 18), focused scrutiny[ACG], investigative mind[ACG], perceive cues[APG], spider climb
    1st—disguise self (3), fabricate disguise[UI], heightened awareness[ACG] (2)
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 13, Int 23, Wis 10, Cha 10
    Base Atk +5; CMB +10; CMD 17
    Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Orator[ACG], Power Attack, Skill Focus (Linguistics)
    Traits - custom trait -, clever wordplay
    Skills Craft (alchemy) +16 (+23 to create alchemical items), Diplomacy +10, Disable Device +12, Disguise +16, Intimidate +0 (+6 in your area of renown while in your vigilante identity), Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (religion) +16, Linguistics +19 (+21 to make forgeries), Perception +14, Sense Motive +12, Sleight of Hand +12, Stealth +12; Racial Modifiers +2 Perception
    Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Kelish, Orc, Sylvan, Thassilonian, Undercommon
    SQ alchemy (alchemy crafting +7), elf blood, finesse weapon attack attribute, inspiration (1d8+1, 9/day), investigator talents (amazing inspiration[ACG], empathy[ACG], favored beat, great renown[UI], intelligence inspiration[ACG], underworld inspiration[ACG]), keen recollection, master of disguise, mimic mastery, rules changes, secondary ability (), swift alchemy, vocal mimicry
    Other Gear rapier, formula alembic[UE], handy haversack, headband of vast intelligence +2, ink of mimicry[UI], sleeves of many garments[UE], alchemy crafting kit[APG], backpack, bedroll, belt pouch, book of letters[UE], disguise kit, flint and steel, forger's kit[UE], ink, inkpen, investigator starting formula book, jewelry[UE], mess kit[UE], noble's outfit, pot, signet ring, soap, torch (10), trail rations (5), waterskin, 1,045 gp
    --------------------
    Special Abilities
    --------------------
    Agile Maneuvers Use DEX instead of STR for CMB
    Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
    Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
    Inspiration (+1d8+1, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
    Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
    Mimic Mastery Count as 2 level higher for duration of disguise self or any polymorph on yourself.
    Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
    Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
    Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
    Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
    Swift Alchemy (Ex) Construct alchemical items in half the normal time.
    Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
    Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
    Vocal Mimicry (Ex) You can mimic voices and sounds around you.


    Le Quatrième Voile wrote:

    Wyssal: My bad, I'm usually such a good copy pasta chef

    JDPhipps: I don't remember reading that the Gardeners worship Norgorber. I can't remember any explicit connections between the two, but it sounds reasonable that some amongst their rank might worship him. The only alignment ban for our game is on CE, and our Isarn certainly has more than a little influence by the Reaper of Reputation. Savvy readers may have already discovered clues.

    The feats you bring up that have Power Attack as prerequisites are both STR based feats, mechanically and thematically, so we won't allow Piranha Strike to fill in. You can certainly use the feats normally though.

    The connection largely stems from the fact that pretty much every Gray Gardener that's been written up as an NPC is an Inquisitor or Norgorber; it's not to say the entire organization is connected to them, but it seems to be something that's hinted at. Also, a lot of his archetypes seem perfectly tailored for a Gray Gardener character.

    That's fair on the feats, just figured I'd ask. Power Attack and Cornugon Smash only need 13 Strength so it isn't terrible.


    Looked at my characters, saw a feat chain, realized I wanted that, looked at who was up for the game, realized that nobody was considering the logical results of 'ex-House-of-Thrune' for the realm, and going with the Tiefling. Realized also that the character and characterization works for tiefling as cleanly as it does for half-orc.

    So next stupid/crazy question. Tiefling ages. [http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/ageHeightWeight.html]Paizo.com[/url], which is about as official as you can find online, has starting tiefling age at 20 + (for investigator, which has alchemist as a component, so Trained, +8d6). This struck me as ... okay, way out of whack (as per my post), and so I'd like to get GMly input on ages. Should I use ...

    • straight-out human age information (15 + 2d6) as they seem to have vaguely if erroneously meant by saying 'human';
    • half-elf (20 + 3d6), half-elf IMO being the more likely original intent when they went with '20' and with the idea of a half-race;
    • or the original planetouched (60 + 8d6)?
    I myself would recommend the half-elven line, it being appropriate for 'almost, but not quite, human'.


    @The Wyrm Ouroboros: So I read the question, and immediately thought, “he must have missed the Player's Guide section where we addressed Tiefling age,” because, of course, I remember discussing and proofreading every page of the Gazette with GM Renard. Of course, we had decided there was too much on races and so it would have its own page. Apparently, we failed to add a properly visible link with the answer to your question, which is that Tieflings age the same as humans.

    The hard to find page: Races in Galt


    No, I caught that, (and your link doesn't work -- you want http://sites.google.com/view/thegaltgazette/the-galt-gazette/races-in-galt, Races in Galt -- but that was kind of my point: the Paizo.com PRD is in most grievous error, due to using old starting die rolls, etc.

    However, I'll presume you mean to simply use the human line, dice, etc., which is good by me. :) Thanks. (And yes, this does mean half-orc is changing to tiefling. Start out at A, wind up at Z. :P :) )


    Le Quatrième Voile wrote:
    ScegfOd: The backstory for Frank seems like a solid base, but we'd like to know more about how he fits into Isarn.

    Sorry, but I'm not actually sure what you'd like to know about Frank the wizard. So I hope you don't mind if I just take a few guesses: (please let me know if they're all bad guesses...)

    1) Politically speaking, I'm thinking spy-master. In other words, he enables other people to be spies and/or convinces NPCs to be spies. Also magic spying...probably. In this way he can find out about and manipulate lots of different things indirectly.
    2) Economically speaking, he'll fit in as a shopkeep. I hope I made that much was obvious in the first draft of the fluff. Probably a magic shop, but maybe, due in part to the fourteenth decree, it's still a furniture shop, with a secret magic shop in the back... or something. Maybe xD
    3) Socially speaking, I'm thinking he'll pretend to be a reclusive wizard when he isn't tending his shop. Or maybe actually be one. I expect he'll be busy crafting when he isn't spying/helping spies xD
    I guess he'll also have to occasionally recruit double agents. I haven't yet looked into spells for that sort of thing, but I'm sure there's something more discreet (and castable at 7th level) than the dominate spells xD

    Did you want me to write up any of that as prose in his official background fluff? With that name I'll be guaranteed to take over! xD

    Also I think I've finally got a good angle for the sneak with a pet summoner.
    I hope you don't mind if I name both characters so that I can reuse my old alias "Frank E"
    IRL France is or was the kingdom of the francs anyway, right? xD

    Frank Eagleman’s backstory:

    A high ranking spy from Liberthane, a servant of Achille Parsall, Frank was sent into Isarn to become a part of a two mole team in Galt. Frank may have been a surprisingly good actor (for a practioner of the arcane arts), but he was still a spell slinger and his mission was primarily to serve as magical support for his partner, Emily. She was the spy, and femme fatale, who was supposed to do most of the infiltration work. The duo was going send back information while building alliances, popular support, and an organization that could help free Galt when the time came.
    I’m torn on whether that time would be after Achille unites the river kingdoms, or when he gets started. It might depend on if he sent the duo himself, or if one of his servants sent them...
    Alas, Emily was discovered. Then she got a date with Margaery. Now Frank has two missions: his original mission to help free Galt and his own mission to destroy Margaery once and for all. Luckily one will probably lead to the other.

    Liberthane had already spent too many resources on the now seemingly doomed mission, but Frank knew of a way to get help from… other places. He eventually reshaped his eidolon, Ryuchan, into a spy that could sneak or break into places, and even though they both lacked Emily’s skill in social situations, Frank could at least lie and dress up well enough for simpler tasks.

    These days Frank spends entirely too much time down in the catacombs, paranoid of being caught like dear Emily. Sometimes, he’s just happy to have his ring of sustenance so that he doesn’t have to go looking for fresh food and water. Of course, he also still spends much of his time working with Ryuchan to sneak in to places and/or dig up secrets.

    I've got the crunch mostly done on both, but I still keep tweaking things, so I'll probably wait till the last minute to share the crunchy bits xD


    Hi GMs, I have submitted Ariso Chivala and taken on board your feedback, but I've had a super hectic weekend of work (on the road), and so haven't had time to finalise an Arcanist historian yet. So just the one submission for me. I'll get Ariso's re-tweaked crunch up on a profile asap.


    Ariso here! Wolf stats absent.


    Oh, and by the way, Frank the summoner works for that particular foreign power called Liberthane, 'cause I like the idea of working for a paladin. If that place sending agents seems too far fetched, I could just pick a slightly less idealistic neighbor for the summoner to work for...


    I'd like to submit Thisbe Cormorant, mastermind Investigator. I'll be adding some backstory information and her day-to-day work as a bookie & lender for the Vice a bit later on. Look forward to any thoughts! I'm super inspired by this campaign.

    Character Sheet:
    Thisbe Cormorant
    Female human (Taldan) investigator (mastermind) 7 (Pathfinder RPG Advanced Class Guide 30, 101)
    N Medium humanoid (human)
    Init +4; Senses Perception +10
    --------------------
    Defense
    --------------------
    AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
    hp 52 (7d8+14)
    Fort +3, Ref +9, Will +5; +4 bonus vs. poison
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +1 rapier +11 (1d6+5/18-20)
    Special Attacks studied combat (+3, 3 rounds), studied strike +2d6
    Investigator (Mastermind) Extracts Prepared (CL 7th; concentration +10)
    . . 3rd—marionette possession[UM], seek thoughts[APG] (DC 16)
    . . 2nd—enshroud thoughts[OA], focused scrutiny[ACG], invisibility, perceive cues[APG]
    . . 1st—heightened awareness[ACG] (3), invisibility alarm[ACG] (2)
    --------------------
    Statistics
    --------------------
    Str 8, Dex 18, Con 12, Int 17, Wis 10, Cha 16
    Base Atk +5; CMB +9; CMD 19
    Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Extra Inspiration[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Power Attack, Weapon Focus
    Traits Affiliated Agent, For The Money
    Skills
      Acrobatics +14
    • Appraise +10
    • Bluff +13 (+15 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target) +1d8 inspiration
    • Diplomacy +13 (+15 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target) +1d8 inspiration
    • Disable Device +12 +1d8 inspiration
    • Disguise +13 +1d8 inspiration
    • Intimidate +13 (+15 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target) +1d8 inspiration
    • Knowledge (history) +8 +1d8 inspiration
    • Knowledge (local) +13 +1d8 inspiration
    • Knowledge (nobility) +9 +1d8 inspiration
    • Linguistics +9 +1d8 inspiration
    • Perception +10 +1d8 inspiration
    • Sense Motive +10 +1d8 inspiration
    • Sleight of Hand +10 +1d8 inspiration
    • Stealth +14

    Languages
      Common
    • Dwarven
    • Elven
    • Halfling
    • Hallit
    • Infernal
    • Varisian

    SQ a quiet word, alchemy (alchemy crafting +7), finesse weapon attack attribute, inspiration (1d8, 9/day), investigator talents (amazing inspiration[ACG], expanded inspiration[ACG], intelligence inspiration[ACG], underworld inspiration[ACG]), keen recollection, mastermind defense, poison lore, rules changes
    Other Gear +1 mithral chain shirt, +1 rapier, belt of incredible dexterity +2, glowing glove[APG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 40 gp
    --------------------
    Special Abilities
    --------------------
    A Quiet Word (Diplomacy or Intimidate, 3/day) (Ex) With 10 minutes of prep, an ally can use your skill ranks on a Diplomacy or Intimidate check later.
    Agile Maneuvers Use DEX instead of STR for CMB
    Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
    Fencing Grace Use Dexterity on rapier damage rolls
    Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
    Inspiration (+1d8, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
    Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
    Mastermind Defense (Ex) 2 inspiration: penalize an attack roll against you by your inspiration die
    Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Studied Combat (+3, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
    Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
    Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
    Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

    Prerequisites: base attack bonus +1.

    Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

    Brief Intro:

    Thisbe Cormorant is a savant in the game of power, as ruthless in her tactics as she is fixated on her goals. In the calculus of her schemes, all ledgers must be balanced, and the price of liberation paid in full.

    After living rough on the streets of Isarn throughout her formative years, she watched as her family and community suffered at the whims of ongoing coups. Her country, her home, her people, were merely pawns in the games of the power hungry. What credit should she give to governments unable to pay the costs of keeping its people from starving?

    Thisbe watched the slow death of her own Mother, preyed upon by the Vice and given a loan she could never repay. First they took a few of her fingers, then her whole left hand. Eventually her Mother stopped coming home altogether, losing herself to the mindlessness of pesh addiction, and dying alone in the Warehouse District.

    From that moment, the young Thisbe vowed to claw her way up, to the heart of the Vice, and destroy it, piece by piece, from within.

    Working now at a mid-end gambling den owned by the Vice as a bookie & lender, Thisbe has found opportunities to cook the books and pass her profits back into her community. Thisbe’s life is constantly on edge, always vigilant in keeping one step ahead of the Vice, or else she’d find herself on the wrong end of knife.

    Claire’s Kitchen, Cayden’s Home, Rosa Bohneur and the Galt Gazette have all received dubious donations from disguised do-gooders with a red handprint glowing on their left cheeks. Each with a signed note from Thisbe herself, Complements of the Scarlet Hand.

    While the climb is slow, Thisbe maintains her fervent patience. She'll swallow her hate, prove her talent, and officially join the Vice. She will learn the secrets of their empire. She’ll be exactly what they need. And she'll seize any opportunity to work her way high enough up the rungs of power to set her people free.


    I'm just going to back out. I can't concentrate on making the character in time for tomorrow's deadline. Too bad. It sounds really fun.


    Le sigh. Have finished up the background and all for Androk Jeggare, but unfortunately the background for Gethso Tain remains the sad state of affairs it was, not to mention he's missing 1000+ gp worth of necessary mundane goods -- most of which, granted, would be identical to those found on Andy, but hey ...

    Odd question -- are you using the Artistry background skills out of Unchained? I somewhat presume that criticism and philosophy would be most necessary for writing something decent in this sort of rabble-rousing campaign ... or at least something that might actually hold up well to deconstruction.


    Here's the probably final crunch of Frank Evans the wizard/diplomancer
    The fluff hasn't had the needed upgrade yet, but I hope I answered the question of how he fits into Isarn satisfactorily in two posts prior...

    Frank the wizard's fluffy bits:

    Frank Evans was born in Isarn and grew up there. He grew up believing that after a short revolution, the people of Galt would no longer have to worry about evil dictators any more. Of course, Frank sees any ruler as an evil dictator (or evil dictator to be, in the case of more idealistic leaders), and therefore most laws are evil as well. He doesn't have a problem with rules, though. Especially rules of thumb, and practical things like "Don't steal" or "Don't start fights" (though you can finish something that someone else starts, like an evil regime...).

    Frank had to travel in order to study to become a wizard, because his application was rejected by the local guild in Isarn. While studying abroad, he realized that not everyone needs to be addressed by the title 'citizen' outside of Isarn. Before returning home, he also received the unfortunate news that he had inherited his father's furniture shop. A heart attack, they told him. "As likely as poison", Frank supposed. He resolved to personally help end the insanity that has engulfed his hometown.

    Frank also decided that his father's old shop would be a great place to start gathering allies and other resources needed. Frank would build his own army, if he had to. Crafting was always his strong point in school, after all. Galt will be great again. The biggest and farthest off problem would be how to keep anyone from trying to seize control ever again. Until he figured that out, he'd just have to build up a supply of every means that could possibly be necessary.

    Once Galt is free at last, Frank plans to spruce up (and possibly semi-retire in) the underground base of operations that he'll be making in order to support the end of the revolution. Until then, Frank will be crafting items, magics, forged documents, and plans that will help bring the end of Goss's demagoguery sooner.

    cruncy bits:

    Frank Evans
    CG Male Human Wizard (Arcane Crafter)) 7

    Initiative +2; Perception +9
    =========================================================
    DEFENSE
    =========================================================
    AC 12, touch 12 flat-footed 10 (+2 Dex)
    hp 37
    Fort +3, Ref +4, Will +5
    =========================================================
    OFFENSE
    =========================================================
    Speed 30 ft.
    Melee Dagger +3 (1d4, 19-20/x2) (10’ range increment)

    Spells (often) Prepared
    4th (2 slots)Detect Scrying, Dimension Door
    3rd (3 slots)Dispel Magic, Ray of Exhaustion, Shrink Item
    2nd (5 slots)Create Pit (DC 18), Invisibility, Mirror Hideaway, See Invisibility, Silent Table
    1st (6 slots)Alarm, Celestial Healing, Grease (DC 17), Mage Armor, Mount, Obscuring Mist
    cantrips (4 slots)Detect Magic, Light, Message, Prestidigitation
    =========================================================
    STATISTICS
    =========================================================
    Str 10, Dex 14, Con 12, int 22, Wis 10, Cha 14
    Base Atk +3; CMB +3; CMD 15

    languages: Common, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal, Draconic, Dwarven, Halfling, Hallit

    Traits:
    Local Business Owner: Benefit: You have 750 GP to spend on creating a business, any remaining GP is wasted. Each time you roll for an event during the downtime event phase you may roll twice and choose your result.
    Suspicious: Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

    Feats:
    Summon Good Monster
    Alertness (bonus skill feat)
    Scribe Scroll (bonus Wizard feat)
    Silent Spell (bonus human feat)
    Craft Wondrous Item
    Brew Potion (bonus Arcane Crafter feat)
    Craft Magic Arms and Armor
    Craft Construct (bonus Wizard feat)
    Ironclad Logic

    Skills
    2 Acrobatics (2 Dex)
    16 Appraise (6 Int, +7 ranks, +3 class skill)
    12 Bluff (2 Cha, +7 ranks, +3 competence bonus)
    0 Climb (0 Str)
    6 Craft (any) (6 Int)
    16 Diplomacy (2 Cha, +7 ranks, +3 competence bonus, +4 Ironclad Logic)

    5 Disguise (2 Cha, +3 competence bonus)
    2 Escape Artist (2 Dex)
    2 Fly (2 Dex)

    0 Heal (0 Wis)
    5 Intimidate (2 Cha, +3 competence bonus)
    16 Knowledge (Arcana) (6 Int, +7 ranks, +3 class skill)
    10 Knowledge (Dungeoneering) (6 Int, +1 ranks, +3 class skill)
    10 Knowledge (Engineering) (6 Int, +1 ranks, +3 class skill)
    10 Knowledge (Geography) (6 Int, +1 ranks, +3 class skill)
    10 Knowledge (History) (6 Int, +1 ranks, +3 class skill)
    10 Knowledge (Local) (6 Int, +1 ranks, +3 class skill)
    10 Knowledge (Nature) (6 Int, +1 ranks, +3 class skill)
    16 Knowledge (Nobility) (6 Int, +7 ranks, +3 class skill)
    16 Knowledge (Planes) (6 Int, +7 ranks, +3 class skill)
    16 Knowledge (Religion) (6 Int, +7 ranks, +3 class skill)
    16 Linguistics (6 Int, +7 ranks, +3 class skill)
    9 Perception (0 Wis, +7 ranks, +2 Alertness)
    5 Perform (any) (2 Cha, +3 competence bonus)
    4 Profession (Merchant) (0 Wis, +1 ranks, +3 class skill)
    2 Ride (2 Dex)
    12 Sense Motive (0 Wis, +7 ranks, +3 class skill, +2 Alertness)

    16 Spellcraft (6 Int, +7 ranks, +3 class skill)
    2 Stealth (2 Dex)
    0 Survival (0 Wis)
    0 Swim (0 Str)

    Equipment
    Weight: 14/33.33 lbs (light encumberance)

    (7 extra second level spells)
    (16 extra first level spells)
    A simple gold ring (arcane bond)
    Circlet of Persuasion
    Headband of Vast Intelligence +2 (Knowledge: Religion)
    Outfit, Traveler's

    dagger
    Spell Component Pouch
    . a miniature shovel (focus)

    Handy Haversack
    . Starting Spell Book
    . Second Spell Book
    . Less extend metamagic rod
    . flint and steel
    . 77 gp

    Downtime buildings/organizations:
    Carpenter Shop/Home:
    Bedroom
    Lavatory
    Storefront
    Storage
    Workstation (Carpentry)
    Craftspeople (carpenters x3)

    (sorry I didn't spruce up the spellbook copy-paste from my spreadsheet. It's ordered by level and alphabetically within levels though...)
    Also, before I forget to mention, thanks for the link to this. It was very handy.

    spellbook:

    Acid Splash
    Arcane Mark
    Bleed
    Breeze
    Dancing Lights
    Daze
    Detect Fiendish Presence
    Detect Magic
    Detect Poison
    Disrupt Undead
    Drench
    Flare
    Ghost Sound
    Grasp
    Haunted Fey Aspect
    Jolt
    Light
    Mage Hand
    Mending
    Message
    Oath of Anonymity
    Open/Close
    Penumbra
    Prestidigitation
    Ray of Frost
    Read Magic
    Resistance
    Root
    Scoop
    Scrivener's Chant
    Sotto Voice
    Spark
    Touch of Fatigue
    Vacuous Vessel

    Air Bubble
    Alarm
    Arcane Pocket
    Celestial Healing
    Charm Person
    Color Spray
    Comprehend Languages
    Detect Secret Doors
    Disguise Self
    Ears of the City
    Enlarge Person
    Erase
    Grease
    Icicle Dagger
    Identify
    Mage Armor
    Magic Aura
    Magic Missile
    Mindlink
    Monkey Fish
    Mount
    Obscuring Mist
    Reduce Person
    Silent Image
    Unseen Servant

    Create Pit
    Determine Depth
    Fog Cloud
    Glitterdust
    Invisibility
    Knock
    Make Whole
    Mirror Hideaway
    See Invisibility
    Silent Table
    Summon Monster II

    Dispel Magic
    Ray of Exhaustion
    Shrink Item
    Vampiric Touch

    Detect Scrying
    Dimension Door


    I may add to her background, and need to purchase more equipment, but have no more time to do so today so it's time to submit this shamelessly Victor Hugo inspired character.

    Description:
    Philomène Michèle; a charming young woman capable of being terrible.

    She was the marble lover of liberty. Her speech was harshly inspired, and had the thrill of a hymn. She was subject to unexpected outbursts of soul.

    “This is a bad time to pronounce the word ‘love’. No matter, I pronounce it and I glorify it. Death, I use you, but I hate you. Citizens, in the future, there shall be neither darkness nor thunderbolts, neither ferocious ignorance, nor blood for blood. In the future no man will slay his fellow, the earth will be radiant, the people will love. It will come, citizens, that day when all shall be concord. Harmony, light, joy, and life, it will come.”

    Philomène is a courtesan who works within the walls of Moulin Bleu, and a secret follower of Milani, though she does not belong to any of the fractured groups of the goddess' followers. Her youthful radiance and passionate beliefs endear her to many, from influential clients, to other Milanites, to revolutionaries, to everyday citizens.

    She was a teenage anarchist; her belief in freedom and equality and self-governance is rooted in rebelling against a strict and oppressive upbringing, as well as the outlet and community she found within Isarn’s revolutionary circles.

    She is an idealist: intense, and fiercely passionate in everything she does, but not always foolishly so. She has learned to temper her fire a little: not taking unnecessary risks, waiting for the right time to act, using her words and natural charisma to influence and inspire others to believe in a better future.

    Appearance:
    Philomène is of average height, at 5”4, with a soft but pronounced hourglass figure. Wavy, light gold hair is usually coiled on top of her head in an elegant fashion, and reaches her hips when worn loose. Her skin is soft and pale and rosy with youth. Wide blue eyes flecked with gold, pink lips, and a pleasing, prominent nose complete her face.

    Background:
    The youngest of thirteen girls, Philomène was doted on by her parents. After their second youngest daughters (triplets, of sixteen years at the time) ran away from Isarn, rather than face the idea of being split up by marriage or work, the Michèle parents saw 'Mina' as their last hope to make a name for their family. They wanted to be influential, important, and they put that burden on Philomène’s pretty little shoulders.

    Although girl of only twelve at the time, Mina did not disappoint. She was lovely, and clever, and talented, and her parents gave her everything they could to foster that; books, instruments, classes, instruction in every subject they could manage. But they took no notice, or care, that under the weight of it all, she was suffocating;

    Philomène was a lonely child; she had no friends or peers, a strict routine, and was rarely even allowed to leave the house on her own. Naturally, this sparked resentment, and stoked a fire in her heart that began to flare up in the form of teenage rebellion.

    It started quietly. A book, an idea; freedom, justice, equality, the rights of man. In the little free time she managed to find, Mina read about the histories of Galt, political theory, philosophy, even religion (it was around this time that she became drawn to Milanite worship, admiring the goddess’ independent and unapologetic nature); soon enough, she was secreting away newspapers, brochures, inflammatory pamphlets passed out on the streets, anything she could get her hands on, to read by candlelight in her room at night.

    Then, she began sneaking out, finding a spare moment in between lessons, leading her parents to believe she was attending extra lessons, or recitals, or lunch with one of the sisters still residing in Isarn; really, she was wrapping a scarf over her bright hair and sitting in the back of a cafe, or a bar, or an abandoned building, listening to political speeches.

    She got bolder over the next several years; began to speak to others in the cafes, share her ideas. She was very young, and a wide-eyed idealist; she was radiant, and her words were filled with hope and passion, and people listened.

    Attending demonstrations came soon enough. Dressed in red and black, face and hair covered, she would slip out her window, joining the small crowds that marched for their cause;

    She quickly learned that calling for justice is often met with the opposite. She saw the people beside her beaten back by the City Guard, even felt the blow of the batons herself a few times before she managed to slip into an alley and flee home. Her naivety became conscious; her abstract beliefs became actual.

    Unlike her sisters, getting out as soon as they were able, Philomène felt bound to Galt and it’s fate. She had seen firsthand the cruelty and corruption in her city; she had broken bread alongside it’s people and shared dialogue with them, seen them continually trodden down. She radicalised, her opinions becoming hotter, fiercer, even violently so; she saw not only freedom in the future of her country, but justice; a future where all wrongs are righted and all the world is happy and at peace; she was an uncompromising idealist, and perhaps there is nothing more dangerous.

    ...

    Mina was cleverer than her parents, and she hid her secret life well, but they weren’t stupid either. They began to notice the bags under her eyes when she sat down to breakfast, the falter in her step when she danced, a slight hoarseness in her voice when she sang; she became withdrawn, moody, and always had a disdainful look and a biting remark when prodded about it.

    Instead of considering the possibility they were pushing her away, her parents buckled down and pushed her harder, and eventually, she snapped.

    She imagined she would storm out of the house in a fiery rage, hurling a harsh and fervent speech at her parents that would make them understand the injustices they had done her, and beg her forgiveness. But when the time came, her retribution was cold, and quiet;

    When she came of age, her parents took no time at all in informing her they had found a suitable husband. She nodded and smiled demurely, thanking them exactly the way they wanted.

    The night she was to meet him and become engaged, she simply… slipped away, refusing to give them a moment more of her time, leaving them humiliated in front of their guests on what they thought would be the most important night of their lives.

    With nothing (for her parents had provided everything) at her disposal but her pretty face and sweet words, youthful pride, and that burning desire for justice (or vengeance; a fine line to walk) in her heart, she slept on the floors of her comrades, or squatted in Isarn’s poorer districts, until she eventually found work at Moulin Bleu.

    ...

    It is there that we find her today, several years past. Time, distance, and logic have tempered her fire a little; she is no longer a raging inferno, consuming and always in danger of burning out, but ever-smoldering coals; the slightest breath might stir her flames.

    She is a talented orator, a delightful conversationalist, and a fiery lover, able to hold her own with the brothel’s most influential clients. She does seek to use her pull here to further the revolution, but also gets genuine enjoyment from her work, glad to have a place where her beauty and charm are useful, but not exploited.

    Behind closed doors, she still shares her visions of a better future with her fellows, citizens and Milanites and revolutionaries alike. Philomène is, and has always been, an idealist by nature, willing to do anything for the cause, always urging those around her to keep the faith; she gets a fierce look about her when she speaks, assuring them (and herself, perhaps) that the time is coming when those above will no longer be able to keep the people down.

    Opinions:
    Her goal, above all, is the elevation of the people.

    It is why she does not adhere to any specific Milanite group; her views align most closely with the radically idealist Blood Rose, but she recognizes them as a rather self-serving echo chamber that is largely inaccessible and does little to actually improve the lives of the people they are trying to liberate. The Council is, she believes, much too complacent; and although the Sisters are the only group dedicated to truly helping the people of Galt, she does not share their opinion that revolution should be put off.

    She believes in self-governance, in working together for the good of all; no one can truly be free until all are.

    ...

    Before settling at her current residence, Philomène considered joining the Church of Calistria, where one of her older sisters lives and works. She does approve of the passionate and independent Calistrian faithful, and especially admires their attitude towards justice, but felt that the Court of Bees was too closely entwined with the Revolutionary Council for comfort. At Moulin Bleu, she can operate relatively independently, while still having a built-in community and enjoying the safety and security provided by the brothel.

    ...

    She is a Romantic at heart; she gets great personal satisfaction from the pursuit of knowledge, and of art, and sees beauty in many unusual places. She has an almost unbearable love for the people, and enjoys many physical and platonic connections, but is largely uninterested in romantic love.

    Crunch:
    Philomène Michèle
    Female Human, Bard (Provocateur) 7
    CG Medium humanoid
    Init +2 ; Perception +10 ; BAB ; +5

    DEFENSE
    HP 45/45
    AC ; 13
    Fort +3; Ref +7; Will +5

    OFFENSE
    Speed 30 ft.
    MW Spring Blade +1 (1d4)
    MW Light Crossbow +3 (1d8)

    STATISTICS

    Str 10 (+0); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 10 (+0); Cha 20 (+5)

    Skills ;
    Acrobatics +9 (7 ranks)
    Bluff +17 (7 ranks)
    Diplomacy +17 (7 ranks)
    Disguise +17 (7 ranks)
    Intimidate +17 (7 ranks)
    K. Local +11 (7 ranks)
    Perception +10 (7 ranks)
    Sense Motive +10 (7 ranks)

    B. Skills ;
    K. History +7 (3 ranks)
    K. Nobility +7 (3 ranks)
    Sleight of Hand +6 (1 rank)
    Perform (Oratory) +18 (7 ranks)

    Features ;
    Provocateur (Ex)
    Bardic Performance
    Calumny (Ex)
    Damning Performance (Su)
    Well-Versed (Ex)
    Lore Master (Ex)
    Jack of All Trades (Ex)

    Feats ;

    Extra Performance: You can use your bardic performance ability more often than normal. Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack.

    Persuasive: You are skilled at swaying attitudes and intimidating others into your way of thinking. Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Deceitful: You are skilled at deceiving others, both with the spoken word and with physical disguises. Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Spell Focus (Enchantment)
    Skill Focus (Perform: Oratory)

    Traits ;
    Passionate Orator: Your conviction in your ideals drives your arguments.
    Benefit: Your determination in a verbal duel does not decrease for being a significant or extreme disadvantage.
    Normal: At a significant disadvantage, your determination is multiplied by 3/4. At an extreme disadvantage it is multiplied by 1/2.

    Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
    Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

    Bardic Performance: 17/17

    Spellcasting ; +5

    0 Level ;
    Detect Magic
    Lullaby
    Light
    Prestidigitation
    Spark
    Open/Close

    1 Level ;
    Charm Person
    Cure Light Wounds
    Fumbletongue
    Hypnotism
    Negative Reaction

    2 Level ;
    Blistering Invective
    Calm Emotions
    Suggestion
    Disrupt Silence
    Mirror Image

    3 Level ;
    Dispel Magic
    Geas, lesser

    Equipment ;
    Masterwork Spring Blade (220 gp)
    Masterwork Light Crossbow (185 gp)
    Reinforced tunic (1gp)

    Languages ; Common, Gallit

    Notes ;

    Human: +2 Racial Bonus (Charisma)
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Favored Class Bonus: Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.


    Going to go ahead and announce close recruitment at a little early so we may begin our deliberations. I want to offer another 24 hours to the folks on the second list, since those have expressed interest. We will announce our selections before the week is out.

    We greatly appreciate everyone for their wonderful submissions. We regret that we will not able to accept more than a few players for the game at this time.

    Submissions:

    Digger Chandler1 - Clément Poulain/Le Bourreau du Peuple - Vigilante (Hangman)
    Digger Chandler2 - Amelie Duchamps - Ranger (Dandy) fashonista
    The Wyrm Ouroboros1 - Androk Jeggare - Half-orc Conspiritor
    The Wyrm Ouroboros2 - Gethso Tain - Half-drow Monk/Knife Matser Rogue
    BoleshevikBuddy - Lev Borstein - Halfling (Demogauge) Bard journalist
    leinathan - Alison Faure - investigator (VMC witch) activist
    The Chess - Timm Tones - Mesmerist/Oracle/Densa Evangelist
    Corsairo - Wyssal Sloboda - Halfling Milanite barrister
    Ginganinja - Nyx - Half-elf Infiltrator/Spy
    The Frightmare1 - Lady Persephone Divella Solistar IV - Swashbuckler/Rose Warden
    littlehewy - Ariso - Urban Ranger
    The Lobster - Iris Faucher - Inquisitor of Gorum
    Alias ad Tempus - Oliver Delamain - Bookseller/Diviner (VMC Bard)
    Vrog Skyreaver - Mosha Romanov - Thug UnRogue
    TheUnthinker - Emilien Moreau - Clerk of the Cork owner
    Blinderstrata - Thisbe Cormorant - investigator (mastermind)
    ScegfOd - Frank Evans - wizard/arcane crafter
    Rutaskadis - Philomène Michèle - bard consort/activist

    -----
    Interested:

    Decimus Observet (Fighter VMC Bard/Sorcerer)
    DBH (Oracle/Brawler)
    Gilthanis (Monk? Cleric?)
    Fang Dragon (Halfling Magus)
    Captain Ford (Guard)
    Nikolaus de'Shade (Vigilante/Senate administrator)
    chillblame
    Kaavek
    The Frightmare2 - Varius Freeman - Tiefling Wizard Detective (no crunch)
    DJ TPK - vigilante?
    Josh.Ingle - Seriel Killer?


    Lol, I finally stop looking for just one more thing to tweak and recruitment is over xD

    Well I'll post the rest of the second character anyway. Feel free to ignore this and just consider the wizard *whistles*

    The Spy:

    Appearence
    Ryuchan is 2'6" tall and very lithe. She has clawed hands, overlapping silver scales covering most of her body, and white skin where she doesn't have shimmering scales.

    Ryuchan
    NG Small Outsider (agathion, extraplanar, good) (Eidolon)

    Initiative +3; Perception +17; Darkvision (60')
    =========================================================
    DEFENSE
    =========================================================
    AC 22, touch 14 flat-footed 19 (+1 Size, +3 Dex, +8 natural armor)
    hp 40
    Fort +5, Ref +5, Will +5; +4 vs Poison and Petrification; +4 morale bonus vs Enchantments
    Resist Cold, Electricity, and Sonic 10
    =========================================================
    OFFENSE
    =========================================================
    Speed 30'
    Melee 2 claws +9 (1d3+2)

    Space 5 ft; Reach 5 ft

    =========================================================
    STATISTICS
    =========================================================
    Str 15, Dex 17, Con 11, int 8, Wis 10, Cha 11
    Base Atk +6; CMB +7; CMD 20

    languages: Common, Auran, Ignan, Aquan, Terran, Dwarven, Halfling

    Feats:
    Skill Focus [Disable Device]
    Skill Focus [Stealth]
    Signature Skill [Disable Device]

    Skills:
    3 Acrobatics (3 Dex)
    -1 Appraise (-1 Int)
    0 Bluff (0 Cha)
    2 Climb (2 Str)
    -1 Craft (any) (-1 Int)
    0 Diplomacy (0 Cha)
    23 Disable Device (3 Dex, +6 ranks, +3 class skill, +8 racial, +3 skill focus)
    0 Disguise (0 Cha)
    3 Escape Artist (3 Dex)
    14 Fly (3 Dex, +4 ranks, +3 class skill, +4 good maneuverability, +2 size)

    0 Heal (0 Wis)
    0 Intimidate (0 Cha)

    17 Perception (0 Wis, +6 ranks, +3 class skill, +8 racial)
    0 Perform (any) (0 Cha)

    3 Ride (3 Dex)
    17 Sense Motive (0 Wis, +6 ranks, +3 class skill, +8 racial)

    23 Stealth (3 Dex, +6 ranks, +3 class skill, +4 size, +8 racial, +3 skill focus)
    0 Survival (0 Wis)
    2 Swim (2 Str)
    5 Use Magic Device (0 Cha, +2 ranks, +3 class skill)

    SQ Darkvision (Ex), Link (Ex), Share Spells (Ex), Evasion (Ex), Devotion (Ex)

    Evolutions:
    (biped) Limbs [legs] (Ex)
    (biped) Limbs [arms] (Ex)
    (biped) Claws (Ex)
    (Agathion) Resistance (electricity)
    (1 point) Skilled [Disable Device] (Ex)
    (1 point) Skilled [Perception] (Ex)
    (1 point) Skilled [Sense Motive] (Ex)
    (1 point) Skilled [Stealth] (Ex)
    (2 points) Flight (Ex)

    Her pet’s backstory:

    A high ranking spy from Liberthane, a servant of Achille Parsall, Frank was sent into Isarn to become a part of a two mole team in Galt. Frank may have been a surprisingly good actor (for a practioner of the arcane arts), but he was still a spell slinger and his mission was primarily to serve as magical support for his partner, Emily. She was the spy, and femme fatale, who was supposed to do most of the infiltration work. The duo was going send back information while building alliances, popular support, and an organization that could help free Galt when the time came.

    Alas, Emily was discovered. Then she got a date with Margaery. Now Frank has two missions: his original mission to help free Galt and his own mission to destroy Margaery once and for all. Luckily one will probably lead to the other.

    Liberthane had already spent too many resources on the now seemingly doomed mission, but Frank knew of a way to get help from… other places. He eventually reshaped his eidolon, Ryuchan, into a spy that could sneak or break into places, and even though they both lacked Emily’s skill in social situations, Frank could at least lie and dress up well enough for simpler tasks.

    These days Frank spends entirely too much time down in the catacombs, paranoid of being caught like dear Emily. Sometimes, he’s just happy to have his ring of sustenance so that he doesn’t have to go looking for fresh food and water. Of course, he also still spends much of his time working with Ryuchan to sneak in to places and/or dig up secrets.

    Her pet's crunch:

    Frank Eagleman
    NG Human Unchained Summoner ((VMC Bard)) 7

    Initiative +2; Perception +0
    =========================================================
    DEFENSE
    =========================================================
    AC 16, touch 12 flat-footed 14 (+2 Dex +4 armor)
    hp 38
    Fort +2, Ref +4, Will +5

    AC & saves while within eidolon’s reach:
    AC 18, touch 12 flat-footed 16 (+2 Dex +4 armor +2 shield)
    Fort +4, Ref +6, Will +7
    =========================================================
    OFFENSE
    =========================================================
    Speed 30 ft.
    Melee Mithral Dagger +7 (1d4+1, 19-20/x2) (10’ range increment)
    Ranged +1 Darkwood Heavy Crossbow (Underwater) +8 (1d10+1) (120’ range increment)
    Special Attack Bardic Performance (12 rounds per day) (inspire courage +1 or inspire competence +2)

    Supernatural Abilities
    . 1/day Maker’s Call (Su)

    Spell-like Abilities
    . at will 1 minute ritual to summon Ryuchan
    . 8/day Summon monster IV

    Spells Known
    . 3rd (2/day) Dispel Magic, Heroism
    . 2nd (4/day) , [url=https://www.d20pfsrd.com/magic/all-spells/e/evolution-surge]Lesser Evolution Surge, Misdirection (DC 17), Lesser Restore Eidolon
    . 1st (6/day) Grease (DC 16), Identify, Lesser Rejuvinate Eidolon, Mount, Reduce Person (DC 16)
    . 0 (at will) Detect Magic, Light, Mage Hand, Mending, Message, Open/Close
    =========================================================
    STATISTICS
    =========================================================
    Str 12, Dex 14, Con 10, int 14, Wis 10, Cha 20
    Base Atk +5; CMB +6; CMD 18

    languages: Common, Auran, Ignan, Aquan, Terran, Dwarven, Halfling

    Traits:
    Catacomb Dweller: You begin the adventure with more detailed information about some locations in the catacombs. Additionally, you can locate the nearest catacomb access by making a DC 25 Knowledge: Engineering or Survival check. Finally, receive a +3 trait bonus on any Diplomacy, Knowledge: Engineering, or Survival checks pertaining to the catacombs, their navigation, or events therein.
    Savant (Act): Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

    Feats:
    Summon Good Monster
    Magical Aptitude (bonus skill feat)
    Eschew Materials (bonus human feat)
    VMC (bard) Frank gains the bardic knowledge class feature, treating his character level as his effective bard level.
    Craft Wonderous Item
    VMC (bard) Frank gains the ability to inspire courage and inspire competence as a bard of his character level – 4 for a number of rounds per day equal to his Charisma modifier + his character level.

    Skills
    2 Acrobatics (2 Dex)
    2 Appraise (2 Int)
    12 Bluff (5 Cha, +7 ranks)
    1 Climb (1 Str)
    2 Craft (2 Int)
    12 Diplomacy (5 Cha, +7 ranks)
    15 Diplomacy {regarding the catacombs} (5 Cha, +7 ranks, +3 trait)

    12 Disguise (5 Cha, +7 ranks)
    2 Escape Artist (2 Dex)
    6 Fly (2 Dex, +1 ranks, +3 class skill)
    9 Handle Animal (5 Cha, +1 ranks, +3 class skill)
    0 Heal (0 Wis)
    5 Intimidate (5 Cha)
    10 Knowledge (Arcana) (2 Int, +2 ranks, +3 class skill, +3 bardic knowledge)
    10 Knowledge (Dungeoneering) (2 Int, +2 ranks, +3 class skill, +3 bardic knowledge)
    13 Knowledge (Engineering) (2 Int, +5 ranks, +3 class skill, +3 bardic knowledge)
    16 Knowledge (Engineering) {regarding the catacombs} (2 Int, +5 ranks, +3 class skill, +3 bardic knowledge, +3 trait)

    9 Knowledge (History) (2 Int, +1 ranks, +3 class skill, +3 bardic knowledge)
    10 Knowledge (Local) (2 Int, +2 ranks, +3 class skill, +3 bardic knowledge)
    9 Knowledge (Nature) (2 Int, +1 ranks, +3 class skill, +3 bardic knowledge)
    9 Knowledge (Nobility) (2 Int, +1 ranks, +3 class skill, +3 bardic knowledge)
    10 Knowledge (Planes) (2 Int, +2 ranks, +3 class skill, +3 bardic knowledge)
    9 Knowledge (Religion) (2 Int, +1 ranks, +3 class skill, +3 bardic knowledge)
    9 Linguistics (2 Int, +4 ranks, +3 class skill)
    0 Perception (0 Wis)
    12 Perform (Act) (5 Cha, +2 ranks, +3 class skill, +2 trait)

    6 Ride (2 Dex, +1 ranks, +3 class skill)
    0 Sense Motive (0 Wis)

    14 Spellcraft (2 Int, +7 ranks, +3 class skill, +2 Magical Aptitude)
    2 Stealth (2 Dex)
    1 Survival (0 Wis, +1 ranks)
    4 Survival {regarding the catacombs} (0 Wis, +1 ranks, +3 trait)
    1 Swim (1 Str)
    11 Use Magic Device (5 Cha, +1 ranks, +3 class skill, +2 Magical Aptitude)

    Equipment
    Weight: 28/43.33 lbs (light encumberance)

    Sleeves of Many Garments
    Robe of Infinite Twine
    Ring of Sustenance
    Mithral Chain Shirt
    Traveler's Outfit
    Mithral Dagger

    Spell Component Pouch

    Pathfinder Pouch
    Mundane Compartment:
    . 10 chalk pcs
    . flint and steel
    Extradimensional Compartment:
    . Mwk thieve's tools

    Handy Haversack
    Main Compartment:
    . +1 Darkwood Heavy Crossbow (Underwater)
    . bolts (x50)
    . silver blanched cold iron bolts (x50)
    Left Pocket:
    . 121 gp
    Right Pocket:
    . sack (x3)
    . bedroll
    . blanket
    . wand of cure light wounds (x50 charges)
    . 121 gp


    Good luck! Bonne chance à tous!


    Good luck to everyone. I hadn't caught the aside that you could stretch that 10k out if you'd made some of your gear. Definitely would have gone with a lot more alchemical tricks of the trade for Androk, but c'est la vie, la guerre, l'amore. :P :)


    Hope I'm not too late
    Alexia Female human
    LE Underworld Chemist/poisoner
    Str 14 Int 18
    Dex 18 Wis 8
    Con 12 Cha 12

    Combat:

    HP 39
    CMB +6 CMD 20
    AC 18 TAC 14 FFAC 15
    Fort +3 Ref +9 Will +1
    Rapier +11 1d6+2
    Dart +9 1d3+2
    Alchemistical weapon +9

    Feats:
    5
    Quick draw
    Throw anything
    WF rapier
    Weapon finesse
    Dodge
    alertness

    skills:
    13
    +13 Acrobatics 7+3+3
    +14 Appraise 7+4+3
    +11 Bluff 7+1+3
    +14 Craft, Alchemy 7+4+3
    +11 Diplomacy 7+1+3
    +11 Disguise 7+1+3
    +14 Intimidate 7+4+3
    +14 Know local 7+4+3
    +11 Perception 7-1+3+2
    +11 Sense motive 7-1+3+2
    +13 Sleight of hand 7+3+3
    +8 Swim 3+2+3
    +13 Stealth 7+3+3
    +8 Use magic devices 4+1+3
    +9 Profession: push cart saleswoman 7-1+3
    +14 Lore Isarn 7+4+3

    Traits:

    Bruising intellect: use intelligence instead of charisma for intimidate
    Ordinary: +4 to disguise when fading into the crowd

    Class abilities:

    Poison use
    Master poisoner
    Chemical weapons
    Precise splash weapons
    Uncanny dodge
    Rogue talents: swift poisoner, lasting poison
    Sneak attack 4d6

    Equipment:

    Alchemist lab 500
    +1 rapier 2320
    +1 studded Leather armour 1175
    Belt of dexterity +2 4000
    Bandolier x2 1
    Alchemist fire x4 80
    Blue whinnis x4 480
    Antitoxin x2 100
    Dark reaver powder x1 800
    Push cart 50
    400 gp alchmetical trade goods.
    84gp

    story:
    Alexia never knew her parents, but she always wondered. Being an orphan in Galt was a common thing, all things considered, with the continuing revolution. She was brought up in Caydens home, but by a relatively young age was apprenticed to a want to be alchemist named Louis. From him she learned to mix and create the items that made life’s problems go away, and from the Caydogs she learnt to use them. She created a cover as a pushcart sales person, selling her goods. But she was now a skilled crafter of poisons, and this had a certain place in Isarn. So when louis was killed in another act of revolution, she slid into an independent role, seller alchemical goods to the public, being careful to stay in what passed for the law, selling other items in secret. And on occasion she was more proactive.
    But in all this, she still wondered about her past. And her future. She was sick of revolution and change. So she started to search for her origins and destiny. Her origins were a shock. Alexia’s family had been low level aristocrats, killed at the start of the revolution.
    What a potential life she had lost. She paid the informant for the information, along with touch poison that soon ended his greedy existence. And that formed her destiny. She wasn’t foolish enough to claim her family rights, but she was certain she could do a better job ruling than others. And she would find and end those who ended her family’s life. Not because she had any feeling towards them, but because what she felt had been stolen from her.


    I blame our Glorious Leaders GMs for making an irresistible campaign.
    Now if only I had better will saves IRL...


    Good luck everyone!

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