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When can the Children of Westcrown help out? [SPOILERS]


Council of Thieves

Osirion

So I have been coming up with an idea for our upcoming Council of Thieves game and am looking for input. The 11 NPCs that make up the Children of Westcrown, as written, don't have a lot of rules built in. They start out as NPC classes but have some 'potential' to be more, based on training. Nothing really more than that, so I was coming up with my own rules for it.

Anyhow, the idea is to stat them all out in their NPC classes, which I have already begun doing. Once the PCs meet all of them and get to talking, I can post up some face shots of the Children along with their NPC stats. Since they're NPC classes, their 'path' won't be too revealing, though the skills/feats they have might give some hint.

Then, every time the option for the Children as backup comes up, I have the PCs choose four-six of them to take along. The Children will never participate in battle in a meaningful way, but just being there to help will 'level' them up, so to speak, at a slow rate.

For example, in the first adventure I see two spots where the Children can help out. Once when the party goes to rescue Arael (the Children serving as a diversion) and once when the party attacks the Bastard (the Children staying to catch stragglers trying to escape). By helping in these, the Children can trade out their NPC levels for PC class levels and possibly level up once or twice as well (not early on, but later). My *tentative* thought is something like this:

Spoiler:
Rank 5: NPC Class, level 1
These Children have hardly been looked at by the PCs. Only the barest of talking too, never been taken along in a mission, all but forgotten. Though they still support the cause, their experience makes them a low end helper at best.

Rank 4: NPC Class, level 1-3 (based off average PC level, PC 1-4 = 1, 5-8 = 2, 9+ = 3)
These Children have had some experience with the PCs. Whether it's a small amount of interaction and friendship above the usual introduction or being in a single mission, they have gained enough experience to follow the PCs at a slow rate.

Rank 3: PC Class, level 1-3 (based off average PC level, PC 1-4 = 1, 5-8 = 2, 9+ = 3)
These Children have participated in a good amount of missions (though not the majority) and received some help and training from the PCs, enough that they have 'awakened' their PC class. This trades in their NPC levels for PC ones and allows them to level up at certain points throughout the adventure.

Rank 2: PC Class, level X/2, rounded down (where X is the average PC level, PC 1-3 = 1, 4-5 = 2, 6-7 = 3, 8-9 = 4, etc.)
These Children participated in the majority of missions with the PCs and have received the most training and help from them, above and beyond any of the other Children. There will likely be only a few members of this Rank, maybe even just 1.

Rank 1: Based off Leadership, only possible as a Cohort
This Rank is saved for an NPC that a Leadership candidate chooses to join their ranks, and gains the Cohort status and experience as in the core book.

Besides posting this idea for others to possibly use, I also wanted to see if there were any other 'missions' the Children are suggested for use in, or if there were any that you guys could think up. As I mentioned there are two in the first book, and I was hoping there were another two or so in the next one. As it's the whole Play thing though, I can't really think of any way for them to assist, so I might be stuck with assigning ranks based off of book 1's 'input' and how the party treats each NPC in the later books.

So yeah, kind of sketchy and chaotic right now. It's mostly going to be in the background, these rules won't be known by the PCs themselves, and I'll change out the statblocks for each NPC as they progress based on their hidden 'rank'. If anyone has any suggestions or ideas in this vein, please, speak up! :D

Andoran

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

So far, in my campaign, the group has really only been using the NPC's as support people in that they provide gear, etc. As an example, Amya has been busy making the potion bottles for Arael in between her normal work.

The Sixfold trial does not provide much opportunity for the NPC's to get involved as the first part is the play and the second part is the party at the mayor's house.

What Lies in Dust could provide more opportunities as the group needs to search out a few locations within the city. My group is currently in the middle of the Asmodean Knot and once they get out I am toying with the idea of having some more interaction with the power players in the city such as the various leaders of the Dottari and the Hellknights. Also, I may send some nameless assassins after them where the I can see the Children playing a part.

My thoughts on doing this is to show them that their fame is growing negatively as well as positively. Also, I need to get them more vested in the city as they are feeling a little railroaded right now as it always seems to be Arael and now Ailyn telling them what to do.

Osirion

I think I'm going to play up the NPCs in a similar way, as support characters. I wanted them to gain some levels (a few of them at least) so the PCs had an idea on the kind of resources back at the hideout. Maybe if they helped out the cleric/wizard a lot they could get some decent spells, or if they helped out the rouge/ranger they could get some scouting assistance. I also didn't want them to be all the same level, hence the tiers. It makes it seem like the PCs decisions on who to bring along or mentor have more of an impact.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I like the idea of the other Children progressing. It reminds me of another question that I've had as I read through the campaign - what are the other Children doing while the PCs do the play, go to the party, enter the Knot, etc.? It seems to me that if you really want the Children of Westcrown to come alive, they need to have missions too. Maybe some of them are out sabotaging the Hellknights, or breaking into the Hall of Records to get evidence of something, or smuggling something into town. What they need to not be doing is just waiting around for the PCs. The PCs were, after all, late and kind of accidental members of the group. PCs as rising stars is fine, but as the only eagles in a bunch of turkeys doesn't make much sense. None of the other Childrens' missions would need to be played out**, just give the PCs occasional updates. Maybe even give the other Children one or two Fame points. Something to make them seem less irrelevant.

** It might also be fun to give your regular players the other Children as pre-gens and have them play these side missions as one-off side treks. The better the other Children do, the more they can support the regular characters. Makes them actually matter - they victories contribute to the whole and their failures would hurt. Need a kidnap victim? Have players help you play a Child who is up against an outmatched NPC. They'll probably lose and want to free the NPC all the more. A few of these side treks might be good to have around in case something goes wrong and a regular player can't make the game. Instead of plying without her, play an Child of Westcrown mission.

Anyway, just an idea.

Andoran

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I really like the idea of having the Children active out in the city while the PCs are doing their thing! Great idea! Perhaps I will even throw in a rescue by the PCs when the Children botch whatever it was they were doing!

Osirion

I've already statted out most of the Children's starting stats, I'll post them up here when done. I'll be making the following sets of stats (the Ranks below are just listing the new sets. Rank 4, for example, includes NPC 1, NPC 2, and NPC 2/PC 1. As NPC 1 is already in the Rank 5 set I won't need to remake it)

Rank 5 - NPC 1
Rank 4 - NPC 2, NPC 2/PC 1
Rank 3 - NPC 1/PC 1, NPC 1/PC 2
Rank 2 - PC 1, PC 2, PC 3, PC 4, PC 5
Rank 1 - Will only make based on which (if any) they take a Cohort of.

I changed my original thought process a bit. Every member will start as Rank 5, or NPC level 1. For the most part, that NPC level will be kept, and more NPC levels or PC levels will be added on as the main PCs 'progress', giving them a progression as above.

Only in the case of Rank 2s will their first NPC level be replaced by the PC level entirely, representing that they've had superior training and experience.

Anyhow, I will post up the full stats a bit later on this week.


To keep the other Children of Westcrown as viable characters, I created a player hand-out, just a list of names and simple character qualities. Some players took note and found their own friends. The half-orc gangster took the would-be monk and would-be barbarian out for "public relations training", acting as local hired muscle. As the campaign is low on money, I allowed this to be a "profession" check with untrained assistance for a little extra gold. While the PCs are acting, the crew continues to work. Some of the NPCs have their own goals, like learning magic or helping halflings so they work on their own.

This lets me address low gold in the game and explain how the group keeps working, it seems more like a real organization. It also allows for the fame of the Children of Westcrown to be separate from the PCs as they want to keep a low profile for themselves. It makes sense the group is still gaining fame as the other Children are out doing good deeds. These are good hooks for future adventures and I can explain how the NPCs gain levels for the time when the PCs gain leadership.

If no NPC ever acts outside the players sight, the game world will seem pretty flat.

Osirion

Here's the first six. My rules when making these are:.
.
.
.

  • 15 point buy. This is almost always using 15, 14, 13, 12, 10, 8 as the starting scores. On one occasion so far I've adjusted them a bit, but still stuck to the 15 points.
  • Despite using the heroic NPC array, I'm only using the basic NPC money for level 1. This is mostly because 260 GP is still a lot to work with, and more money than the PCs themselves had at level 1. I'll adjust this as they go up in Ranks. At least one or two I'm kind of stuck on exactly what to buy for them, since no one has any class levels yet I'm trying to avoid scrolls, spellbooks, or too much else like that.
  • Otherwise, I just tried to put their stats/skills/etc. in things to represent their descriptions as best they can. If you have questions about why I did something, feel free to ask.

Amaya, aspiring bard

Spoiler:
Female Tian human expert 1
CG Medium humanoid
Init +2; Senses Perception +3
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +0, Ref +2, Will +1
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 30 ft.
Melee rapier -2 (1d6+1/18-20)
Ranged shortbow -1 (1d6/x3)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Dodge, Skill Focus (Craft [Glassblowing])
Skills Appraise +6, Craft (Glassblowing) +11, Diplomacy +6, Disguise +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +3, Perform (sing) +6, Sense Motive +3
Languages Common, two others
Combat Gear alchemist’s fire; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, hooded lantern, 1-pint flask oil (3), trail rations (2), 3 gp, 7 sp

Ermolos, aspiring fighter

Spoiler:
Male Chelish human expert 1
NG Medium humanoid
Init -1; Senses Perception +1
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 shield)
hp 13 (1d8+5)
Fort +4, Ref -1, Will +3
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 20 ft. (30 ft. without armor)
Melee warhammer -6 (1d8+3/x3)
Ranged light hammer -10 (1d4+3)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 16, Dex 8, Con 15, Int 10, Wis 13, Cha 12
Base Atk +0; CMB +3; CMD 12
Feats Great Fortitude, Toughness
Skills Climb +2, Craft (blacksmith) +4, Intimidate +5, Knowledge (engineering) +4, Profession (blacksmith) +5, Ride -1, Swim +2
Languages Common
Combat Gear flask of acid (2); Other Gear warhammer, light hammers (4), breastplate, buckler, blacksmithing tools, 4 gp

Fiosa, aspiring cleric

Spoiler:
Female halfling expert 1
LG Small humanoid
Init +1; Senses Perception +4
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +7; +2 vs. fear
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 20 ft.
Melee longsword -10 (1d8+1/19-20)
Ranged heavy crossbow -6 (1d10/19-20)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 12, Dex 12, Con 12, Int 8, Wis 15, Cha 15
Base Atk +0; CMB +0; CMD 11
Feats Iron Will
Skills Acrobatics -4, Climb -4, Diplomacy +6, Heal +6, Knowledge (religion) +3, Perception +4, Profession (servant) +6, Sense Motive +6
Languages Common, Halfling
Gear longsword, heavy crossbow with 20 bolts, chainmail, heavy steel shield, silver holy symbol of Iomedae

Gorvio, aspiring sorcerer

Spoiler:
Male Chelish human expert 1
N Medium humanoid
Init +2; Senses Perception -1
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +1
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 35 ft.
Melee spear +2 (1d8+2/x3)
Ranged spear +2 (1d8+2/x3)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Fleet, Magical Aptitude
Skills Acrobatics +6, Appraise +4, Bluff +6, Intimidate +6, Profession (horse trader) +3, Spellcraft +6, Use Magic Device +8
Languages Common
Combat Gear potion of cure light wounds, tanglefoot bag (2); Other Gear spear (3), leather armor, backpack, caltrops (4), hammer, 50 ft. hemp rope, 86 gp, 5 sp

Larko, aspiring ranger

Spoiler:
Male Garundi human commoner 1
N Medium humanoid
Init +2; Senses Perception +1
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 30 ft.
Melee battleaxe -2 (1d8+4/x3)
Ranged throwing axe -4 (1d6+3/x3) or longbow -4 (1d8/x3)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Athletic, Weapon Focus (battleaxe)
Skills Climb +7, Swim +7
Languages Common
Gear battleaxe, handaxe, throwing axe (2), longbow with 20 arrows, chain shirt, backpack, grappling hook, 50 ft. hemp rope, 48 gp

Mathalen, aspiring monk

Spoiler:
Female Chelish human commoner 1
LN Medium humanoid
Init +3; Senses Perception +6
-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged sling -1 (1d4)
-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes, Dodge
Skills Acrobatics +4, Escape Artist +4, Perception +6, Profession (porter) +6
Languages Common
Gear quarterstaff, leather armor, sling with 20 bullets, 249 gp, 8 sp

Osirion

A couple known issues:
1. The languages are not done on these guys, I'll be doing that last.
2. Yes, I know the attack modifiers on a lot of them are pretty low. This is because of the common -4 for non-proficiency (experts only get simple weapons, commoners only get one simple weapon period) and any negatives for wearing non-proficient armor (experts only in light, commoners in none). I did this primarily to keep the feel of these guys. They may suck with their weapons, but this is what they are going to grow into and try to learn. It makes sense to me that they're practicing with them now, and once they hit that first real Class level will have a large leap in ability with it.

It also amuses me that the sorcerer and bard probably have the best attack rolls right now, above the fighter and ranger. :D


The PCs spent some time training their "students," so that now that they are 3rd level, the other Children are 2nd level, with one level in their NPC class and one level of their "preferred" class.

I told the group that they can use the Children any time they want extra bodies, and that they are available if the PCs get into a situation where one of them might be incapacitated (i.e. death, petrification, and the like). If they take one of the Children with them, they split the XP with one more party member, and the "Child" taken is run by the person responsible for their training.

Sort of like quasi cohorts.

On the other hand, the PCs have used them for their talents and contacts once in a while as well. They sold some gems and jewelry through Tarvi, and they used Amaya as a musician when they tried out for the Sixfold Trials to help with Robahl's disposition.

But their favorite Child to have used so far is setting up some of Yakopoulio's "contacts" in their plans. For example, they used some "damsels in distress" to slow down the Hellknight outriders during Arael's rescue, and again to show their appreciation to Millech for looking out for them and keeping them "in the know."

Osirion

Awesome! I'm still flipping back and forth between the progression I want for them. I do want there to be a difference between the Children the party takes an interest in training and those they don't, and I don't want them to ever become as good as a Cohort would be. So basically the progression above with some minor tweaks.

I'm now working on about 10 stat blocks for each character, so I'll probably be busy for a bit. :D

Osirion

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/councilOfThieves/archives/childrenOfWestcrownNPCStats

Here is something I posted a while back - I statted up all of the Children

After they rescued Arael I made them all one PC level, no NPC levels.

They took one of the npcs with them to the play 'cause there are only 3 npcs. THe other npcs were busy hunting shadow beasts

Here's what I did:

Scions of Westcrown:

when they are not with the PCs
PC lvl: NPC lvl:
1 0
2 1
3 1
4 1
5 2 (+2000xp) Arael & Janiven (+2500)
6 2
7 2
8 3 (+3000XP) Arael & Janiven (+3500)
9 3
10 3
11 4 (+4000XP) Arael & Janiven (+4500)
12 4
13 4

This is additional to any xp they get when they adventure with the PCs

The npcs need to be of some use as the PCs gain levels, but the PCs shouldn't be rewarded too much for not doing anything with the pcs.
If the PCs ever send them on quests (not likely - except for some intel gathering) then I might bump them up a little.

They've leveled up the Barbarian a bit, and the cleric and the sorcerer (DON'T give him burning hands, it's useless around most tieflings!)

After they found out that the wizard was interested in making magical jewelry they've taken to bringing her along, though she's not especially useful after a few buffing spells.

Taldor

The way I was planning on doing this was to level up the Children by 1 level at the beginning of each adventure. So at the start of the 6th adventure, they would be level 6.

Only those who are trained by PC's gain level in the same class as the PC. The others keep leveling up as either Commoner or Expert, as they were at level 1.

So by the start of the 6th adventure, the children who are trained by PC's would be:
Level 1 commoner or expert / Level 5 PC class

Those who were not trained by the PC's would be level 6 Commoner or Expert.

A PC can only train one of the Children, and only in their own class (or one of their classes if they are multiclassed).

I was planning on doing the same for Janiven, so by the last adventure she would be a level 8 ranger.

Arael will actually become a cohort for one of the PC's starting with the 4th adventure (they have no cleric... so they will badly need him).

Osirion

Moonbeam wrote:
A PC can only train one of the Children, and only in their own class (or one of their classes if they are multiclassed).

See, my players have a party of a monk, a bard, and a paladin with one level of bard. They are lacking important cleric and wizard spells, as well as anyone who can use a martial, non-bard weapon.

It works out well for them, because they are encouraged to work with all of the npcs.

On another topic, regarding the Children,

Recently the npcs were asked to do some information gathering by the pcs. They did get a bit of useful information (and some not so useful hehe - I love rumors) but they also have to contend with one character who botched with a 10 CHA and no diplomacy. (got caught by a spy for the ministry - 500gp fine for blasphemy (in the Cheliax book) or a week's incarceration and branding.) I'm pretty sure they will be paying the fine for her.

Anyways, in this information gathering, I was able to really play the npcs' characters and now they are much more involved with them and understand them more.

I wanted to encourage them using the npcs a lot, since two of the three people are big roleplayers (the other is an observer who likes to actively play the battles) and ALL (including the monk!) have a really high charisma.

I didn't want them to rely too much on the npcs, but for some information (I don't think they will be indiscriminately telling them to go find out secret, illegal, information anymore, however), back-up support, and helping to fill in for a small party.

Osirion

Just jumping in to give an update of the 'project' I'm working on. I've probably gone way too in depth with this but, what can I say, I <3 stat blocks.

In any case, I will be posting my own set of 'rules' soon for the training and development of the Children of Westcrown. Each Child will also have about 12-13 statblocks each (I'm 65-70 statblocks in already), used at various points depending on how well they've been trained.

I'll also be working on giving each of the child a special 'Boon' quality if the PCs choose to bring him or her along as backup for the mission (with a max of like 4 or 5 children per mission or something).

More later!

Taldor

Karui Kage wrote:
In any case, I will be posting my own set of 'rules' soon for the training and development of the Children of Westcrown. Each Child will also have about 12-13 statblocks each (I'm 65-70 statblocks in already), used at various points depending on how well they've been trained.

Impressive!

I was wondering about their stats, though. I made my own version of these NPCs at level 1, but chose to give them these stats since they are only "average joes": 13, 12, 11, 10, 9, 8.

Osirion

My current setup for stats and gear has been:

Stats: 15-point buy, equivalent to 'heroic' NPCs. They will eventually get to the point of being the heroes just below the PCs after all, and deserve to have some boost to fame. (By default: 15,14,13,12,10,8)

Gear: Basic Gear for an NPC of their level, unless in the highest 'rank', at which point they start using Heroic Gear for an NPC of their level.

Also, my friend Hugo (Butterfrog) will be working on head shots of each NPC for me sometime in the future, so there should be a face for each of these guys! :D

Taldor

Karui Kage wrote:
Also, my friend Hugo (Butterfrog) will be working on head shots of each NPC for me sometime in the future, so there should be a face for each of these guys! :D

Excellent!

Osirion

Working on the last two (druid and rogue) now. Here's a preview of the system I'm planning.

As explained above, the NPCs will follow different 'progressions' depending on how well they are trained. After the first book (including downtime between the first and second) you set the NPCs 'rank', depending on who was brought along to each of the two 'missions' as backup, and how much training they received.

Rank 0: This is the rank all NPCs will start at, and is one level in their NPC class.
Rank 1 (0-3 points): This is two levels of their NPC class, followed by PC class levels in the rest.
Rank 2 (4-6 points): This is only one level of their NPC class, followed by PC class levels in the rest.
Rank 3 (7+ points): This is the highest rank that the NPCs can achieve, with their first level of an NPC class being replaced by their PC class. They are also at a faster level progression and have Heroic NPC gear levels instead of Basic.

Assigning the Ranks
During the first book the PCs have a few opportunities to interact with the Children of Westcrown as they become part of the team. During each of the first two missions (rescuring Arael and assaulting the Bastards), the PCs can also request backup to help the mission, taking along a number of NPCs equal to the party size.

The following points should be used as a guideline to set each NPC at a specific rank. Once book 2 has begun, the ranks will be set in stone.

+1: Casual introduction with the specific NPC when first meeting the Children of Westcrown.
+2: More successful and in-depth introduction, either available with a DC 20 Diplomacy check when speaking with that NPC (one check per PC per NPC), or automatic if the PC of the class that the NPC aspires to.
+2: The NPC came along to serve as backup when rescuing Arael, creating a distraction for the PCs (the number of NPCs that can come along is equal to the number of PCs).
+2: The NPC came along to assist in attacking the Bastards of Erebus, staying in the alleyways and catching any Bastards that try to escape (the number of NPCs that can come along is equal to the number of PCs).
+1: The NPC was trained by a PC for at least a day (may only benefit from this once, does not stack with other training).
+2: The NPC was trained by a PC for at least a week (may only benefit from this once, does not stack with other training).
+3: The NPC was trained by a PC of their 'favored' class for at least a week (may only benefit from this once, does not stack with other training).

Keep the rules on the side as much as possible. Keep track of who the PCs talk to when first meeting the NPCs, and if a PC focuses their attention a bit more on one/some than others, then note that (and if their class is not the same as the one said NPC aspires to, allow them a Diplomacy check to make the NPC Friendly towards them).

With the Backup, the NPCs will also be in the background. If you have 4 players, ask them which 4 NPCs they'd like to come along as backup. Note who comes along.

With the Training, the numbers do not stack. If a PC trains someone of their 'favored' class for a week, the NPC gets a +3. If another PC trains that same NPC for another week, there is no bonus. I would suggest only allowing 2 weeks worth of 'training' that each PC can do with the NPC. That's a good amount of downtime between book 1 and 2 anyhow.

Also, don't necessarily try to hide the 'favored' classes from the PCs. Describe what all the Children are wearing/wielding, the PCs should be able to kind of figure out who is going for what. NPCs that have a favored class of the PC will also tend to 'gravitate' towards them a bit more.

In terms of the progression, what I've been using in my statblocks is the following:

Ranks 1 and 2: Character Level equal to the average party level divided by three, rounded up (1-3 = 1st, 4-6 = 2nd, 7-9 = 3rd, 10-12 = 4th, 13+ = 5th). If Rank 1, the first two levels will be in Expert or Commoner, followed by their favored class levels. If Rank 2, the first level will be in the NPC class followed by normal PC class levels.
Rank 3: Character Level equal to the following progression, again based off the average party level: 1-3 = 1st, 4-5 = 2nd, 6-7 = 3rd, 8-9 = 4th, 10-11 = 5th, 12+ = 6th

Gear for Ranks 1 and 2 is based off the NPC Basic Gear chart. Gear for Rank 3s is based off the NPC Heroic Gear chart.

Once the ranks have been established, bringing along NPCs who have 'awakened' can carry certain boons in the future. They may also help the PCs by doing other things throughout the campaign, as described below. This is mostly up to each DM, so there aren't a lot of rules here besides the 'Boons'.

Once an NPC has awakened (gained their first level in a PC Class), they realize what their 'role' within the organization should be and can help the PCs by coming along as backup in various missions.

This is the part I'm still writing up, but essentially the PCs will be allowed to bring one NPC per player to serve in the background of whatever they do, whether it's going into Delvehaven, investigating the mayor's burnt down manor, etc. The NPCs will be 'in the background' and provide small bonuses to the PCs as they do their own thing.

I haven't finished all of them, but here is a sample:

Amaya: Awakened Role - The Messenger. Amaya focuses on spells that make communication much easier when the group cannot be together. Not entirely sure on boon yet, probably something that allows the PCs to quickly request a small assistance from some of the NPCs or a quick item of sorts.

Ermolos: Awakened Role - The Arms Master. Ermolos continues to focus on his work with metal and hammer, crafting a suit of full plate for himself and a giant shield. When coming along a mission he can assist anyone that wears metal armor by hammering up key points and providing a boost to AC.

Fiosa: Awakened Role - The Medic. Fiosa develops her skills with healing, learning how to help cure the body without the aid of magic. Though her skills in divine spells are considerable, she also is incredibly good at stopping poison or disease with just her hands and a small healer's kit. When along with a mission she can provide a one time extra save to each PC to resist a poison or disease.

Gorvio: Awakened Role - The Enforcer. Gorvio is surprised to find that his blood does not flow from tieflings as he once thought, but from an ancient brass dragon. He becomes bold with this newfound knowledge and learns how to easily intimidate his foes, cowing them with immense shows of flame and destruction. When along in a mission he can provide a bonus to the PCs intimidate checks.

Larko: Awakened Role - The Guard. Larko enjoys the simple things, and practices in what he's best at. With his strong eyes, axes at the ready, and sturdy armor he makes the perfect guard to watch out for anyone coming from behind. When along in a mission he can provide a bonus to Perception checks to avoid being surprised.

Mathalen: Awakened Role - The Scout. Speed, agility, and a long whip make Mathalen one of the best Children to run out and scout out an enemy location, hiding amongst the shadows and tripping up any who might spot her. When along in a mission she can give extra information about creatures awaiting in one or two outdoor areas, the amount of which is up to the DM.

Rizzardo: Awakened Role - The Distraction. Rizzardo is unassuming at first. Yes, he's built, but besides his armor does not really seem to have a weapon at first, and the Varisian face is rather unassuming. And then he takes off his scarf, and heads begin to roll. Rizzardo's benefit when along in a mission is creating a distraction, pulling some of the guards away from wherever they might be. He's big, he does amazing things with that bladed scarf of his, and he's hard to miss.

Sclavo: Awakened Role - The Face. Quite possibly the most diplomatic of the entire group, Sclavo is there to put things at ease, talk down the angriest enemies, and, if necessary, use the holy justice of Iomedae to put down the problem permanently. When Sclavo is along in a mission he provides a bonus to the PCs diplomacy checks.

Tarvi: Awakened Role - The Spy. An illusionist that also has a great deal of expertise in enchantments, Tarvi is the stealthy glass cannon of the group. Though a single hit or two would take her out of a fight, Tarvi prefers to make sure that never happens. With spells like Disguise Self and Charm Person she can infiltrate certain locations, scout around, and report back. If worse comes to worse she can go invisible, use expeditious retreat, and make for the exit. Later on she also gains the ability to create tattoos on her body out of her own knowledge. In case the worse were to happen, PCs might still be able to find out what exactly happened. When along in a mission she provides a similar bonus as Mathalen, except it applies to indoor areas.

Information on Vitti and Yakopulio will be soon. To reiterate, I don't expect the NPCs to 'literally' be with the PCs along in a mission. When taking them along the PCs are having them 'in the area', doing their thing and serving as a spot to fall back, get backup from, that sort of thing.

Only an NPC that has gained the highest Rank of 4 can come along (and that's only if they become a Cohort via Leadership).

More later! Information above not quite final, but that's the direction I'm going. :)

Andoran

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber
Karui Kage wrote:

Here's the first six. My rules when making these are:.

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  • 15 point buy. This is almost always using 15, 14, 13, 12, 10, 8 as the starting scores. On one occasion so far I've adjusted them a bit, but still stuck to the 15 points.
  • Despite using the heroic NPC array, I'm only using the basic NPC money for level 1. This is mostly because 260 GP is still a lot to work with, and more money than the PCs themselves had at level 1. I'll adjust this as they go up in Ranks. At least one or two I'm kind of stuck on exactly what to buy for them, since no one has any class levels yet I'm trying to avoid scrolls, spellbooks, or too much else like that.
  • Otherwise, I just tried to put their stats/skills/etc. in things to represent their descriptions as best they can. If you have questions about why I did something, feel free to ask.

Amaya, aspiring bard
** spoiler omitted **...

Hey Karui,

Did you ever finish the rest of the group? I really liked where you were going with this.

Osirion

Oh they're all done. 13 stat blocks per NPC, 141 stat blocks in total (plus 12 stat blocks for two animals, so a total of 153). I need to revise one of them since his weapon changed in the Adventurer's Armory, but otherwise that part is good to go. I still need to write up the basics on how to handle the system itself, and am waiting a bit on Hugo's faces, but if I don't have those within a week or so I'll just post the doc ahead of time and the faces later on. :)

Edit: Actually, looks like the faces will not be ready for at least a couple weeks, so I'll go ahead and finish up this document and post it up in my Archives soon. Sometime next week likely, unless I get a lot of free time Sunday.

Andoran

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Maps, Modules, Roleplaying Game Subscriber

Thought I'd cruise on over to the Paizo boards before deciding which CoW's I'd raise in level, when I stumble upon this most excellent of threads. Great work!

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