Characters for a fun "Council of Thieves" Campaign, could I ask for some advice?


Council of Thieves


Now, I know some people will point and go 'METAGAMER' but one of the reasons my group is so gung-ho for this series of modules is that it's not a 'normal' campaign.

There's acting roles we have to play, meaning Bards and Subterfuge-focusing Rogues get to be King for a Day.

We're in an 'evil' Kingdom where the Laws are written to trip up the righteous and the noble-hearted.

There is a long-standing and fairly open racist theme going throughout the entire campaign, as well as other, somewhat more taboo themes, popping up in some of the weirder campaign arcs.

Tieflings! A Nation with a sizeable population of Tieflings, for the love of every God!

This time around,we've got the full group of seven people, DM, DM's Assistant and five Players. We've still got a week and a bit to go before the hard crunching starts to decide what character/race/gender/age/whateverelsewecanthinkof will be useful in the Campaign without going wildly meta or optimizational, and I'd like to put up some quick ideas for other people who had played/are playing the Council of Thieves Campaign to say "Good!" or to give the stink-eye to!

First Character Concept: (Melee DPS): Shayan 'Ninefingers' Basatai, a Half-Orc Ranger with a Hound animal Companion and the Skirmisher Variant of the Ranger Class and the Sacred Tattoo and Chain Fighter variants to the Half-Orc race abilities. Chaotic Good personality, but doesn't have a hell of a lot of patience for these 'puffed up snuff-stuffers', especially since he can't get the City Guard to give him one bit of help with his plot hook.

Hook: Came to the town with his adoptive sister, Elisa Basatai, both refugees from the region surrounding Korvosa as the mad Queen Ileosa began her descent into full blown villany, after receiving a letter from a distant great-uncle who offered his sister, a very junior Oracle of Life, to come and be trained under his watchful gaze and an escape from the looming disasters. Eager to leave the chaos that had plunged Korvosa into such chaos and despair behind them and made their way to Westcrown ... and Elisa vanished into the mists as the sun began to set.

Was she abducted by a Shadow Beast, by some villain preying upon a refugee girl or has something worse happened.

Would likely take the Conspiracy Hunter Campaign Trait, probably aiming for Sense Motive, and would take Favoured Class Bonus: Skill Points. Would likely focus on the skills Acrobatics (Cross Class), Climb, Craft (Trap), Diplomacy (Cross Class), Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Sense Motive (Campaign Trait Class Skill), Stealth, Survival and Swim.

Would be focusing on using the Spiked Chain as a flavour weapon and going along the lines of Pushing Assault, Dreadful Carnage and Shield of Swings to give the Ranger some utility as a backup 'Meat Shield' as well as playing up the 'Savage' aspect of the character in the 'refined and decadent' city of Westcrown.

Second Character Concept: (Unusual Defence Specialist) Uruk the Black, Oni-Blooded Tiefling with Infernal Bastard Campaign Trait and Prestigitation as my (0-level) At Will Spell-like ability. Would be taking the Two-Handed Fighter variant and focusing on Combat Expertise, coupled with the Heavy Flail, to be a tripping, disarming, cleaving and sundering whirlwind of destruction. Enemies can't hurt you if they have no weapons or are flat on their back with your foot on their throat.

Hook: Just another Tiefling Thug, has joined the resistance for the sole purpose of getting revenge on the cowardly little runt of a Mayor, who refused to pay Uruk for a nasty bit of wet-work and almost got him killed to silence Uruk over the deed. Street-smart and disturbingly capable of holding a grudge to make a Dwarf feel envious, Uruk is allied with the Heroes for the sole reason of kicking Aberian Arvanxi's teeth as far down the little weasel's throat as possible, but the attentions of the party and NPC and the wish for a better future, I am intending for that to slowly work on him, making him a grudging Hero.

Would be, again, taking Favoured Class Bonus: Skill Points and aiming for Acrobatics (Cross Class), Diplomacy (Cross Class), Climb, Intimidate, Knowledge (Local) (Cross Class), Profession (Thug), Survival and Swim.

Feats would focus on Power Attack, Cleave, Sunder, Great Cleave, Improved Sunder as well as Combat Expertise, Improved Disarm, Greater Disarm, Improved Trip and Greater Trip, as well as the Weapon Focus/Specialization tree, with any free slots heading to flavour-feats such as Persuasive and the like.

I'll post the others in a few hours, just looking up and noticed it's 2 in the morning ~_~ and I have a full 14 hour day tomorrow. Catch you later all.

Sovereign Court

They would both be good for Council of Thieves. Enjoy.


In my CoT game, both of those characters would be subject to some level of discrimination and/or harassment based on the bias against tieflings and other 'undesirables.' Not sure if that's the way your DM (or you) will run the game, but there's a distinct thread of that running throughout Westcrown in the AP's descriptions.

Gives you a nice opportunity to RP, but have to be careful not to run too badly afoul of the law.


I am currently playing in two instances of this AP as PBPs.

Here are my builds:

[url]http://paizo.com/people/SemenyaCarbachon]Semenya Carbachon[/url] Private 'detective' and 'negotiator'. She's had too many clients vanish of late to be comfortable with what's going on. Traits chosen to make her able to work with the party Rogue, who is also someone she has a crush on. It is surprising how useful 120' Darkvision is in general.

[url]http://paizo.com/people/HardinClegane]Hardin Clegane[/url] Battle priest of Iomedae, he's been sent by the temple to either build a resistance movement, or aid one if there's one to be had in Westcrown. He's currently running at odds with some of the other party members because he's given several enemies who aren't Hellknights a chance to surrender, and honored said surrender. He's probably the most incredibly scatter-shot build imaginable. :)

Threatening Defender/Combat Expertise/Improved Disarm are useful in this AP - there are people who you want to defeat without killing.

Both of your prospective builds look quite reasonable. I'd favor the half-orc Ranger for this. For the Tiefling, the Message cantrip as a 0 level at-will is amazingly incredibly useful, if your character can either be stealthy or keep watch for someone who is. (I think Message is the most underrated 0 level spell in the game.)

Sovereign Court

AdAstraGames wrote:

I am currently playing in two instances of this AP as PBPs.

Here are my builds:

Semenya Carbachon Private 'detective' and 'negotiator'. She's had too many clients vanish of late to be comfortable with what's going on. Traits chosen to make her able to work with the party Rogue, who is also someone she has a crush on. It is surprising how useful 120' Darkvision is in general.

Hardin Clegane Battle priest of Iomedae, he's been sent by the temple to either build a resistance movement, or aid one if there's one to be had in Westcrown. He's currently running at odds with some of the other party members because he's given several enemies who aren't Hellknights a chance to surrender, and honored said surrender. He's probably the most incredibly scatter-shot build imaginable. :)

Threatening Defender/Combat Expertise/Improved Disarm are useful in this AP - there are people who you want to defeat without killing.

Both of your prospective builds look quite reasonable. I'd favor the half-orc Ranger for this. For the Tiefling, the Message cantrip as a 0 level at-will is amazingly incredibly useful, if your character can either be stealthy or keep watch for someone who is. (I think Message is the most underrated 0 level spell in the game.)

Fixed your links. Cool characters.


AdAstraGames wrote:
.Both of your prospective builds look quite reasonable. I'd favor the half-orc Ranger for this. For the Tiefling, the Message cantrip as a 0 level at-will is amazingly incredibly useful, if your character can either be stealthy or keep watch for someone who is. (I think Message is the most underrated 0 level spell in the game.

Thank you all for the advice, and I'm sorry for not posting sooner, cats knocked my alarm clock off the bench and borked it, so I slept in till 10am when I was supposed to be at work at 8:30am. Ack! Thankfully I also came down with the 'Niagra Falls' stomach-bug going around so had a valid excuse. Pyrrhic Victory indeed.

Third Character Concept: (Ranged Blocker): Human Summoner, Eidolon would focus on being a 'Secondary Tank', a Dragon-ish appearance, serpentine base-form with wings, barbed tail and two lashing forearms as well as Breath Weapon, Large Size and strong Ability Scores, while I would burn a feat on the Summoner (perhaps even his Human Bonus Feat) to get my hands on a Ranged Weapon, which one depending upon my ability scores, although if I have a Low Strength Score I would likely go for a Heavy Repeating Crossbow. Neutral Good with Chaotic Leanings.

Hook: A young Taldan thespian who came to Cheliax to learn more about the nature of the Eidolon he has unwittingly found himself bound to (a 'Made' Summoner, found an unusual egg that shattered when he touched, now has a 'Monster' following him around like a lost puppy and sorcerous powers he can barely understand) strangely affectionate serpent-like creature and instead found himself on the run from the Hell Knight Order of the Rack for being an 'unregistered Diabolist', which is really just an excuse for the cadets to harass an Andorian Civilian so far from home in hostile territory.

Favoured Class Bonus would, again, be applied to Skill Points. Cosmopolitan Feat to give him access to Diplomacy and Perform (Act) as well as access to more languages, so he'd probably be able to speak Common plus Elven and Infernal. Skills would be Diplomacy, Knowledge (Arcana), Knowledge (Local), Knowledge (Nobility), Linguistics, Profession (Thespian), Ride, Spellcraft* and Use Magic Device* (Skills to be taken after first level as he comes to grips with his new powers and 'companion'.)

Would focus the Eidolon as an 'anvil', able to keep most enemies at bay and/or pinned down and unload the Ranged Weapon the Summoner is using as often as possible, using his spell-selections to slow down the enemy (either through the Pits or by keeping the Eidolon up to full health and Evolution Surge to adapt the Eidolon to any 'unusual' encounters.

Fourth Character Concept: (Necromancer) A Keleshite Wizard from Geb. Lawful Neutral. IF the party is cool with it, I'll run him as a 'Normal Necromancer', if not, he'll be a 'White' Necromancer who has forsworn all raising of the Undead and has converted to the faith of Pharasma. Cripplingly shy.

Hook: This guy is something of a social odd-ball where he comes from, having to leave his homeland after getting drunk and unfortunately letting it be known his absolute loathing for Vampires ..... which ended up with him nearly getting killed several times before managing to escape the borders of the Nation of Geb. Before that he was known for being odd for siding with the people who abhorred the predations on the Living for the Undead such as Vampires, Shadows and Ghouls, believing that only Undead that did not need to harm the Living should be allowed within Geb's dominion. Extremely paranoid ever since and has a habit of setting fire to any bats or wolves he sees and will be needing to make a Will Saving Throw anytime he sees large volumes of mist coming towards him (Vampire ability: Gaseous Form) or else be Shaken.

Would likely take the Skills Appraise, Craft (Tailor), Fly*, Knowledge (Arcana), Knowledge (History), Knowledge (Planes), Knowledge (Religion), Linguistics and Spellcraft. (Fly* would be taken once I have access to flight magic/items.)


In regards to the racism, yes, we play that often at the table. As a guy who has been playing Half-Orcs and other 'undesirable' races for nearly a decade, yeah, I'm more than comfortable with the scenario and getting hassled constantly by guards and getting spat on by the 'good people' of the world.

Makes it all the more satisfying when I save them .... or shank them.

*dark, malicious laughter*

Rolls are as follows:

Roll 1) 3, 5, 3, 6. (discard the 3) 14
Roll 2) 1, 2, 6, 3. (discard the 1) 11
Roll 3) 4, 2, 5, 5. (discard the 2) 14
Roll 4) 2, 3, 5, 6. (discard the 2) 14
Roll 5) 5, 6, 1, 1. (discard the 1) 12
Roll 6) 4, 3, 4, 3. (discard the 3) 11

I am considering a healer class, but having played a Beta-Witch and being somewhat uncomfortable playing a Cleric at the best of times, partly due to the low Skill Points, partly because none of the Pathfinder Deities don't seem to grab my attention like the Gods from Faerun or or the Dragonlance setting did, and partly because a Cleric will inevitably end up being treated as a walking Potion of Cure Everything at least a few times in a campaign, any suggestions for me? An Urban Druid might be fun, but the 'lack' of Healing Spells available to the Class could be crippling, while the Wind Oracle appeals to me as a sort of shanty-town mystic, performing her magic with rune-carved tiles as a fortune-teller-esque style Caster.

Sczarni

With those stats and those options, I think the most fun would be had with either the Geb Necromancer (go team Skeleton!) or the Tiefling Thug. If the latter, I would definitely consider bumping Stealth into the character somehow, as a sneaky, two-handing, horned & tailed "devil" stepping out of the shadows and murdering foes is just too cool for school.

He's like Devil-Batman! :D


psionichamster wrote:

With those stats and those options, I think the most fun would be had with either the Geb Necromancer (go team Skeleton!) or the Tiefling Thug. If the latter, I would definitely consider bumping Stealth into the character somehow, as a sneaky, two-handing, horned & tailed "devil" stepping out of the shadows and murdering foes is just too cool for school.

He's like Devil-Batman! :D

Think I might go this path, but am tossing up between a 'Normal Fighter' and a 'Two-Handed' Fighter. Really don't like the thought of giving up my speed bonus, but eh, (Deep Megatron Voice) THE POWER COMPELS ME!

Anyways, Necromancer got shot down in flames, people like it but my DM pointed out every time I get to play a Wizard, around mid-level I try to 'Fix Things' and turn into a loveable Benevolent Dictator. The homeless get free homes and then get jobs working for my Wizard(s), the local crime syndicates either get turned into lawful, legal enterprises under the Wizard(s) control, large-scale projects that either turn the slums into a glittering paradise or otherwise do things that make the Game World better of Joe Average, NPC, but generally piss off the bad guys and drive them out of town en mass, which isn't going to be suitable for Westcrown where Evil isn't just entrenched, it's bonded to the very DNA of most of the people in the area. In some cases, literally!

So that leaves my Tiefling, and I've been warned I turn into "BatmanXMcGuyver" like my second-to-last toon (also a Tiefling in the Curse of the Crimson Throne), I will be eating continuous barrages of Blue Lightning Bolts from a Clear Sky with Were-Jackals Waiting in the Bushes.

Edit: Forgot to mention, for those who have not yet gotten the Bastards of Erebus manual, Oni-Spawned Tieflings have different Racials, having Str +2 Wis +2 Cha -2. Apologies~!

Currently at first level:
Str)16 Dex)12 Con)14 Int)14, Wis)13, Cha)9.

Will be advancing Dex to 13 at 4th level and to 14 at 8th level and then Constitution and Strength as I go up in level.

With Favoured Class Bonus directed to Skill Points, and with a whopping Int of 14, Uruk the Black has a staggering (For a Fighter, at least) 5 Skill-Points. Also would have the traits "Infernal Bastard" to avoid overpowering the other PCs at lower level and probably "Deft Dodger" for flavour purposes.

Skills are Acrobatics 2(1 SP +1 Dex), Intimidate 3(1 SP -1 Cha +3 CS), Knowledge (Local) 3(1 SP +2 Int), Profession (Thug) 5(1 SP +1 Wis +3 CS) and Stealth 2(1 SP +1 Dex).

Planning on 'Acrobatics' to 10 skill ranks, 'Climb' to 10 skill ranks, 'Diplomacy' to 10 skill ranks, 'Intimidate' to 20 Skill Ranks, 'Knowledge (Local)' to 10 skill ranks, 'Profession (Thug)' to 5-10 skill ranks, depending upon how the campaign progresses, 'Stealth' to 10 skill ranks, 'Survival' to 10 skill ranks and 'Swim' to 10 skill ranks.

Incidentally if anyone knows a Trait I can take to make either Stealth or Acrobatics a Class Skill, I'm all ears!

Feat Selection will be Combat Expertise and Power Attack. Will then go for build 2nd level: (B)Improved Disarm and Cleave.
3rd level:Improved Trip
4th level: (B)Improved Sunder
5th level: Weapon Focus (Heavy Flail)
6th level: (B) Great Cleave
7th level: Greater Disarm
8th level: (B) Greater Trip
9th level: Weapon Specialization (Heavy Flail)
10th level: (B) Dazzling Display
11th level: Shatter Defences
12th level: (B) Greater Weapon Focus (Heavy Flail)
13th level: Greater Weapon Specialisation (Heavy Flail)
14th level and beyond: Whatever is needed.

Any problems anyone can see with this? Also, the beauty of the build (that I can see) is that if the party really does need a full-blown 'Tank' to handle matters, up until 5th level I haven't really locked myself into the '2-Handed' school if I go with the Normal Fighter Class.

That said, being able to run around sending the big-bads of Melee Combat crashing to the ground for our Melee People to pounce on and start flanking/sneak attack/kicking in the ribs will allow Uruk the Black to really open up for the rest of the party, and if tripping becomes an issue for the ranged I can just Disarm, and with large groups, just Cleave to Victory.

An alternative build could be to focus on the Whirlwind Tree, the Polearm Fighter and a Ranseur, which might actually be fun given that I'm a Tiefling (okay, an Oni/Ogre Mage's spawn, but still a Lawful-Evil Background) in the middle of Chelaxian territory >.> or I could just go the Normal Fighter and use Armor Spikes for people inside the 5-foot radius!

Sczarni

Trait:

Conspiracy Hunter.

Council of Thieves Player's Guide wrote:

You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out!

Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.


psionichamster wrote:

Trait:

Conspiracy Hunter.

*Facepalms hard enough to make the bones in his hand creak* Thanks, Psionichamster. I should have picked up on that immediately, considering I linked it for my Gorram Ranger!

Any problems anyone can see with the above Fighter before I officially submit him to the GM?


Now at third level and towards the end of the First Campaign Arc, although I was sure my fellow Tieflings at that abandoned temple to the God of Dirt were going to finish me off! Thank the Pit for inept bandits!

Here's Uruk the Black at third level.

Tiefling Fighter 3 (Traits: Infernal Bastard and Conspiracy Hunter (Stealth) )
LN Medium Outsider (Native)
Initiative +1, Senses: Darkvision 60 feet, Perception (all) +1

Defence: AC 18 (Touch 11, Flat-Footed 17) [+7 Armor, +1 Dex]
HD 3D10 (27 hitpoints, currently 5 >.>)
Fort +, Reflex +2, Will +2
Resist: +2 Racial Bonus to saving throws against Fire, Cold and Electricity Effects.

Speed: 30 ft (20 feet in armor)
Melee: Masterwork Heavy Flail +6 (1d10+4/19-20x2) or Longsword +6 (1d8+4/19-20x2) or Spiked Gauntlet +6 (1d4+3/x2)
Ranged: Heavy Crossbow +4 (1d10+1/19-20x2) or Dagger +4 (1d4+1/19-20x2)
Special Attacks: Power Attack, Cleave, Improved Trip, Improved Disarm.
Spell-Like Abilities (Cl 3rd): At Will - Ghost Sound.

Stats: Str)16, Dex)12, Con)14, Int)14, Wis)13, Cha)9.
BAB: +3, CMB: +6, CMD: +17.
Feats: Power Attack, Combat Expertise, Cleave, Improved Disarm, Improved Trip.
Skills: Acrobatics +2, Climb +7, Diplomacy +1, Intimidate +4, Knowledge (Local) +3, Profession (Thug) +5, Stealth +7, Survival +5 and Swim +8.
Languages: Common, Infernal, Halfing.

Gear: Masterwork Heavy Flail, Longsword, Spiked Gauntlet, Heavy Crossbow and 20 bolts, 3 Daggers, Masterwork Banded Mail.

Combat Gear: 1 x Potion of Cure Moderate Wounds, 2 Potion of Cure Light Wounds, 3x Elixir of Hiding, assorted adventuring gear including spare clothing, backpack, caltrops, several vials of alchemist fire, acid and some thunderstones, yadda yadda yadda.

Grand Lodge

What ever you do, make sure you have copies of the play for each person.. As a GM I have never laughed so hard in a gaming session in a very long time....


Dinkster the Dinkmeister wrote:
What ever you do, make sure you have copies of the play for each person.. As a GM I have never laughed so hard in a gaming session in a very long time....

Oh, we're having a blast, I assure you. Played Uruk somewhat like a Predator during the last game, used Ghost Sound to mimic the sound of a little girl laughing, drew the male tiefling from the Wood Carver's House (location F.) close enough so that my Fighter could lean out of hiding and stab him in the face with his spiked gauntlet.

Then did the same thing to his lover using his voice and Ghost Sound. Uruk took a perverse delight in letting the Bastard see her lover lying crumpled on the floor before the spiked gauntlet went to work again.

Rest of the Party was going O.O "DUDE! Not cool!" as I stuffed the wounds with rags to mop up the blood and placed the corpses at the table as if they'd gone to sleep sitting down. Uruk replied "Professional courtesy ... that and it'll buy us time if somebody comes by to take their place."

We managed to do the same to the rest of the tunnels, killing the guards/skeletal wolves/rot grub (shudders) and then trapping them with trip-wire and make-shift spike-traps. Set the Rebels to guarding the one un-trapped escape tunnel, at the Wood Carver's house, with crossbows aimed squarely at the hole, and we snuck in and, thanks to not one enemy having the chance to make a noise (Rot Grubs don't do much more than ooze muck and Skeletal Wolves don't have throats to howl with!) managed to kill one of the 'mummies' and his friends before the alarm went up.

But with a Tiefling Fighter, Half-Elf Rogue/Witch, Human Cleric, Human Inquisitor and Gnome Wizard, we're doing alright thus far.

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