All (or a lot of) CoT NPCs rewritten with The Adventurer's Guide?


Council of Thieves


Hey - the adventurer's guide came out today and there's lots of stuff that Prominent NPCs and probably minor NPCs could have, archetypes, prestige classes

MYTHIC FEROS wrote:

They get:

Westcrown Devil prestige class

Brazen Deceiver Bard archetype

Dashing Thief Swashbuckler archetype

The afore mentioned Legendary Medium Spirit

A series of rogue talents and advanced rogue talents specifically used by the Council.

Included is the advanced rogue talent of Shrinewalk, allowing a rogue to crate a shrine and use the mystical connections between the shrines in Westcrown to use a word of recall like ability to get back to her shrine.

I might give it a go when I get my hands on it (week or 2 probably) for book 1 but I might need some help and anyone that has it earlier could give it a go too

There's also Hellknight stuff including at least an Armiger Archetype for fighters which will be useful at least in book 1


As the author of both chapters mentioned, I'll be here to help in whatever way I can. ^_^

Spoiler:
The Council of Thieves chapter will have less impact than you'd think, though, since the book assumes that the AP has already happened. The archetypes, talents, and other stuff - and, most obviously, the new legendary medium spirit - are all made for the "successor" Council.


hmm - might still work, and the Hellknight stuff will be good in any case I imagine
Also I'm running CoT then together with a current player running both HR and HV, so possible that the events have an impact in other cheliax cities or that PC moved from westcrown before campaign start or the influences carry over so the player stuff could work for that


The Council of Thieves chapter would be perfect for a campaign (or pair of campaigns) like that. ^_^


Finally got hold of a copy, the Armiger looks good to change the armigers to - hmm, well it would if they weren't warriors. If they were changed to fighters technically be CR+1 (abilities a bit higher, with the archetype 1 less feat but 2 more skill ranks for intimidate (looks like they have 1 in this atm, so that'd have to be changed) and knowledge planes + planes and local as class skills, a bit more gear - 130gp more) - they'd probably get +1 atk/dmg. I think that might work with my party (they're taking gestalt, i'll probably give them xp as warrior) - though they might get overwhelmed with more att/dmg in the ambush encounter with so many of them (6 or 12).
Unless there's any PrCs that start at lvl 4 or lower none of the other NPCs look like they could take a PrC (Palaveen is highest at lvl 4 I think)
It's possible the CoT rogue talents could work for an NPC or 2 in Bastards, there's quite a few tiefling rogues (though they're all lvl 1 so don't get any) - maybe later on
Looks like for Bastards just the Armiger fighter archetype could work
Overall although the CoT has changed significantly I'm not sure that stops from an RP perspective the archetypes/PrC working for current NPCs in the CoT AP timeline as it's possible the expertise was known before the reformation - from RP perspective it def shouldn't be allowed for player's PCs of CoT though
The Dashing thieves archetype might not make sense unless Sabriune Misraria was a member of the CoT before the reform (not impossible based on background) and taught members - the swashbuckler archetype and the medium spirit would require a changing of class for an appropriate PC to use


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None of the current Council members were part of the previous organization - it's assumed that the PCs pretty much wiped out the original organization, forcing Aspexia to piece it back together from scratch after communion with the Prince.

All of the material presented here was written to reflect the current organization - the focus on nonlethal methods, the heavy theme of occult power and Founder channelling, and the various contributions of specific Council members (such as Sabriune and the dashing thief). In theory, you could have careful stab and maybe silencing strike in the original Council's arsenal, but I wouldn't go farther than that.

I hope I don't have to explain why the legendary medium spirit wouldn't be accessible in the original Path. ^_^

RPG Superstar 2009 Top 32

dharkus wrote:

Finally got hold of a copy, the Armiger looks good to change the armigers to - hmm, well it would if they weren't warriors. If they were changed to fighters technically be CR+1 (abilities a bit higher, with the archetype 1 less feat but 2 more skill ranks for intimidate (looks like they have 1 in this atm, so that'd have to be changed) and knowledge planes + planes and local as class skills, a bit more gear - 130gp more) - they'd probably get +1 atk/dmg. I think that might work with my party (they're taking gestalt, i'll probably give them xp as warrior) - though they might get overwhelmed with more att/dmg in the ambush encounter with so many of them (6 or 12).

You don't need the Adventurers Guide to rebuild the Armigers as a more interesting encounter. I hated the "Keystone Cops" feel that the adventure gives them. A while back I posted a write up of the Armigers as Fighters. (Note: first level characters can normally only have one skill rank.)

If you are concerned about the ambush encounter (I don't think you should worry though) then reduce the number of Armigers.


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Isabelle Lee wrote:

As the author of both chapters mentioned, I'll be here to help in whatever way I can. ^_^

** spoiler omitted **

I was writing my own ap starting in Westcrown after a CoT happens, then branching off over golarion, we just started playing. I was hesitant on the Adventurers guide but went ahead and bouht it and I loved your chapter. It has changed to about half the campaign going to happen in Westcrown instead.

More info/Sidetrack
We havent played CoT but i always wanted to run 6th fold trial. So it assumes that some of thr things in CoT happened but the heroes..werent very heroic, instead ended with cruel fates - one betrayed most of his party to the hellknights and is one now, the party leader got caught and sent to Thrune agents in egorian, the caster got murdered ina back alley as the city's night became the ground for crime gangs again, the sczarninrogue strraight up disappeared and the priest got tricked by the party leader into binding the pit fiend to himself and is locked down in one of the dungeons under the city still (possibly asmodean knot since running 6thfold trial, which getting down there will start opening the story about how badly the heroes screwed up while actually completing the adventure).

So the emerging CoT works perfectly in what would be otherwise a return to gang wars in Westcrown and a checking force to them and the noble houses.


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Lord Fyre wrote:
dharkus wrote:

Finally got hold of a copy, the Armiger looks good to change the armigers to - hmm, well it would if they weren't warriors. If they were changed to fighters technically be CR+1 (abilities a bit higher, with the archetype 1 less feat but 2 more skill ranks for intimidate (looks like they have 1 in this atm, so that'd have to be changed) and knowledge planes + planes and local as class skills, a bit more gear - 130gp more) - they'd probably get +1 atk/dmg. I think that might work with my party (they're taking gestalt, i'll probably give them xp as warrior) - though they might get overwhelmed with more att/dmg in the ambush encounter with so many of them (6 or 12).

You don't need the Adventurers Guide to rebuild the Armigers as a more interesting encounter. I hated the "Keystone Cops" feel that the adventure gives them. A while back I posted a write up of the Armigers as Fighters. (Note: first level characters can normally only have one skill rank.)

If you are concerned about the ambush encounter (I don't think you should worry though) then reduce the number of Armigers.

I've posted in the Armiger thread with ideas for slight changes to what you put, the archetype doesn't change anything except a but of flavour in they've chosen an order and gives 2 skill ranks as ardent is lvl 2+ and there aren't any Hellknight Feats that can be taken until lvl 3 (unless there's some somewhere else there's only the 4 in Path of the Hellknight to choose from (Edit: correction, there's 3 as 1 of them doesn't have Hellknight in the name))


I found a Hellknight that could take the Armiger archetype! The ones on pg 20 of book 6 are fighter 5, hellknight 1. Another on pg 22 (Ranger 7 Hellknight 2) could be changed to have Hellknight Signifier lvls. The ones on pg 20 get a lot of use
These Hellknights from book 5 could probably have significant amounts of the hellknight equipment too - they currently have full plate, +1 longsword and mwk composite longbow (+3), could easily be changed to hellknight plate and the ranger could have shackle as a spell

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