Craft: -1 to generate income
Diplomacy: +4 against government officials, and to call the city guard.
Diplomacy: -2 to alter the attitude of a non-government official
Disguise: -2 to all disguise checks
Intimidate: +4 to force someone to act friendly
Perform: -1 to generate income
Profession: -1 to generate income
Sense Motive: -2 to avoid being bluffed
Sleight of Hand: -2 to Pick Pockets
Larenti abandons the prone form of his most recent enemy and turns his sights to the dottari approaching Bardigan. He sloshes into and through the fountain, but the uncertain footing and spray off water kicked up by his own movements cause his swing to be too far from its mark.
The dottari respond in kind, to the threats they perceive around them. The one of them, attacking the dog, continues his assault against the extraplanar creature. Lucky for dog, the swing is wide, and misses the dog with the heavy weapon. The second dottari, coming for Bardigan, fails to even notice Larenti as a threat due to the poor manner in which he presented himself as one. As such, the guard swings his heavy mace at Bardigan, bashing him hard and without mercy in the upper thigh. The blow shakes Bardigan through, and causes his leg to crumple beneath him.
-------------------
Round 4: The area is crowded, so treat all squares as difficult terrain, and everyone has cover unless adjacent.
Jinx - Move to I12, cast Litany of Weakness on Thug 2, readis attack
Celestial Dog/H13 - 3 damage Misses Thug 2
Bardigan - 8 damage, 7 NL, Unconscious, Miscast Shield, hit Thug 2
Ganner - Tried to stabilize Thug 4
Thug 1/I13 - 5 damage, 6 NL, Unconscious
Thug 2/I14 - 8 NL, Fatigued, Missed Bardigan
Thug 3/M11 - 13 NL, Unconscious
Thug 4/N15 - 11 damage, 4 NL, Unconscious, Stabilized
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
"Alright," huffs Jinx. "That's how that's gonna be."
As Bardigan falls, she lunges for him and gets her shoulder under his torso. "Vir, I don't know about you but I'm getting out of here." she says, "And you, half-orc. You should come along. These dottari will crush you."
With that, she lifts Bardigan into the air and tries to run as far away as she can.
Feel free to move me as far as you think I can go.
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
Ganner smiles at Jinx and nods. "Right behind you. Sorry to have troubled you, gentlemen!" Ganner moves away, double moving if he can avoid any AoOs or withdrawing if he needs to!
Jinx, though you can't lift him like a fireman's carry and move with any speed (w/o gear he weighs 220), you can drag him in an under the arms backpedaling manner. Due to the crowds, you were only able to move 20' total.
Jinx gets a firm grip on her unconscious family member and quickly moves away with him through the crowd. Ganner, following in a like manner, moves away from the dottari he approached and around the fountain to begin his own extraction.
The dottari let them go, and the one remaining thug looks somewhat frustrated, but also relieved enough to not follow.
Larenti, do you also slip away?
-------------------
Round 5: The area is crowded, so treat all squares as difficult terrain, and everyone has cover unless adjacent.
Larenti - 6 damage Move to K14, missed dottari 2
Dottari Guard 1/G13 - Misses dog
Dottari Guard 2/J14 - Hits Bardigan
Jinx - Drag Bardigan, double-move to I9
Celestial Dog/H13 - 3 damage follows to I10
Bardigan - 8 damage, 7 NL, Unconscious
Ganner - Withdraw to L12
Thug 1/I13 - 5 damage, 6 NL, Unconscious
Thug 2/I14 - 8 NL, Fatigued, Missed Bardigan
Thug 3/M11 - 13 NL, Unconscious
Thug 4/N15 - 11 damage, 4 NL, Unconscious, Stabilized
Larenti regains his footing in the fountain and, seeing the young Bardigan being hauled away to safety, sloshes out to help. He glowers back at the dottari briefly, but does his best to help get away from the battle.
Despite some concerns, the dottari do not bother to follow any offenders running from the scene. They keep position, and the crowds continue to scurry away from the scene in small groups. The majority of the protesting crowd remains behind by the time the small group of you to where Aria Park is no longer in sight. You are probably at a safe enough distance to catch your breath.
Larenti wiped his wet hair out of his eyes and tried to get his bearings. It wouldn't do to drag the man through the streets. Better to find someplace close that would give them a chance to bring Bardigan back to conciousness.
Perhaps we can throw some water on his face, he thought wryly.
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx lays Bardigan on the ground, heaving with breaths. "Whew." she says with a little whoosh. "He is not as light as he used to be." She eyes her nephew. "I think he's alright. I don't have any healing magic to help him get better, but let me check."
She feels his pulse and checks his wounds from the battle to see how Bard is doing.
Jinx can tell that the young man is merely knocked out, but there is no telling how long he may need to rest before coming to. Larenti knows a couple spots to catch a breather, but you'll need one where they won't look twice hauling in an unconscious man. He remembers a bar not too far from the area, called The Devil's Due, that might not say anything as long as the unconscious man is 'paying for drinks' as well. It isn't real close, maybe a half mile.
"Let's take him to the 'Devil's Due'. We can get him revived in there and then get him home. We'll have to buy a few drinks, but that might not be such a bad thing"
I'll do my best to get him there while drawing the least amount of attention: Bluff to act like he's drunk, Stealth to use traffic or stopped carts as cover, and Knowledge Local to choose back streets. Let me know if you want a roll(s).
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
"I'd certainly like the help carrying him." says Jinx, pulling her arms around his armpits again and lifting Bardigan up. "He's...much heavier than he used to be."
The din of the events going on in the park still ring through the streets, and periodically some rioter runs past you away from the whole scene. Dragging Bardigan, you start making your way toward the hole Larenti suggested.
Larenti:
You hears the sound of steel clashing against steel alongside a cry of pain from a nearby alley. Glancing over, you see a group of Chelish Citizens’ Group thugs, the ones starting fights at the park just as they knock a man to the ground. Four unconscious thugs lie sprawled nearby, but it's pretty clear that the remaining thugs are preparing to completely finish off the fallen victim for good.
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
Ganner sighs deeply. "I cannot allow them to murder without stopping them." He stands, nods and steps outside. "Oy! You lot! He's already down. Are you such cowards that you can't be happy simply beating him?"Using Orator feat to intimidate using Linguistics...Linguistics:1d20 + 8 ⇒ (11) + 8 = 19
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx lays Bardigan down when Ganner steps forward. She draws her sword and moves up next to Ganner. "Uh, yeah. Why don't you fight someone your own orientation?"
She looks between her allies and the CC thugs awkwardly before finishing, "...You know, because we're vertical and he's horizontal."
Larenti questions his bravery, or sanity, as the group of thugs turn at Ganner's call. Despite the four of them on the ground, five of the thugs remain. At Ganner's words, one of the thugs starts, and dashes off, not having the backbone to stand up to three after four of their own were laid low by a single man.
The coward's actions have no effect on the other four. One of them waves his mace threateningly, and replies "You'd best forget what you saw, and leave now. If you know what's good for you." His words are accompanied by the nods and scowls of his three remaining companions.
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx frowns, draws her sword, and takes a step forward. "What's good for me in helping that man." she says, pointing to the prone and unconscious fellow. "That is to say, in the metaphysical sense. And if you know what's good for you, you'll leave now, go back to your homes and re-think your life choices."
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
Ganner shrugs. "I've always been bad at forgetting. How about you get lost and we who aren't laying on the ground don't put you there?"Intimidate using Orator:1d20 + 8 ⇒ (8) + 8 = 16
Larenti felt his courage return as his companions stepped up to face the attackers. He flexed his arms and bared his fangs, and gave a deep, rumbling growl.
Clearly, the thugs consider the time for talk to be over. With a, "You don't listen too good, do ya?" the four remaining men prepare to fight. You don't enough time to really put up an imposing display before combat begins. Despite their eagerness to fight, the four men are not as prepared as the three of you are, as you spring into action.
You had the minute for the first intimidate that scared off the one guy, but no time for a second intimidate.
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
Why are there five men on the map?
Ganner sets himself and readies an attack against the first thug to get in range. Readied Attack:1d20 + 4 ⇒ (19) + 4 = 23 for 1d6 + 1 ⇒ (4) + 1 = 5 damage.
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx sighs. She calls to the heavens, a plea for aid - "Please, Inheritor." she prays softly. "Send us aid, a creature from the heavens which will strike and lay low the foes that lay before us."
As she prays, she slowly walks up beside Larenti, and as she prays a creature takes shape - a bright line of coiling Heavenstuff roils behind the unconscious man before taking shape as a celestial snake.
The snake opens its mouth, and flashes with a light before striking out suddenly at the thug adjacent to it.
SA to summon monster I SLA - summoning a celestial viper. The viper appears behind the unconscious man, then smites and attacks the thug farthest back.
Viper vs. Thug:1d20 + 5 ⇒ (8) + 5 = 13 Damage vs. Thug:1d2 - 2 ⇒ (2) - 2 = 0Minimum 1 nonlethal, but if it hits he makes a DC 9 Fortitude save vs. poison (1/round for 6 rounds, 1d2 Con damage on failure).
The man in the middle (colored yellowish) is the unconscious victim.
Jinx once again uses her connection to the planes to request the aid of a coiled serpent. The hooded viper, bearing iridescent scales, strikes the nearby thug in the calf. The man cries out in pain, and jumps at the sudden appearance of the snake. Lucky for him, the stiff leather of his boot prevented the snake from injecting its venom.
Thug 4, Fort save vs Poison 1d20 + 3 ⇒ (7) + 3 = 10
Ganner stands ready for the inevitable fight to come to him, patiently holding tensed punch. As expected, the thugs all move toward the group, except for the one in the back who jumped back away from the sudden viper.
The brash one at the fore doesn't take kindly to Larenti's thrown knife, and moves up to smack him with his light mace. It's a solid body shot, but not quite enough to put the half-orc down.
The second one moves up to also hit Larenti, but as soon as he gets close, Ganner hauls off and wallops him hard. The thug instead turns his attention to hitting the man back, and succeeds. He manages to bring his weapon around before Ganner can recover from his swing.
Jinx is lucky enough that her armor was able to absorb the blow, while her new companion nimbly avoided the last one's clumsy swing.
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx, her mouth a hard line of determination, shifts around the thugs such that fewer of them threaten her and to make it easier for her to shift into flanking with Larenti.
Assuming that he makes it through the next few seconds.
Her positioning shifted, Jinx lashes out at the thug with her longsword.
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
HP 6/12 Ganner spits bloody spit onto the ground and scowls. "Touche, ruffian."
He steps closer to his comrade eastward, and flurries, the first strike a non-lethal blow and the second one against the eastern opponent, non-lethal, yet adding a stunning fist to the affair!
Flurry 1 vs South opponent:1d20 + 4 ⇒ (16) + 4 = 20 for 1d6 + 1 ⇒ (1) + 1 = 2 damage!
Flurry 2 vs SE opponent, Fort Save DC 14 or be stunned:1d20 + 4 ⇒ (3) + 4 = 7 for 1d6 + 1 ⇒ (2) + 1 = 3 damage!
Jinx sidles left and misses her opponent thoroughly, her focus more on survival and less on destruction at this point. Her summoned viper continues to try and harry its prey, but the defensive thrashing of the thug smacks the snake and causes it to vanish back to its plane in a puff of golden motes.
Since tiny creatures provoke by entering an enemy's space (to attack), I imagine animals instinctively try to do it cautiously.
Viper, acrobatics to avoid AoO 1d20 + 3 ⇒ (8) + 3 = 11
Thug 4 AoO vs viper 1d20 + 3 ⇒ (19) + 3 = 22, damage 1d6 + 2 ⇒ (5) + 2 = 7
Larenti shifts over to try and help Jinx in flanking her maneuver, but uses it as a feint before turning back on his original target. The swing is weak, as his life energy ebbs from the wounds he has taken.
The gentleman victim lying on the ground can bee seen to slowly be moving, barely able to reach over into his pocket. He is still alive, and barely conscious.
The first thug, buoyed by his success, maintains his focus on taking down the half-orc. Larenti's feint works well enough that the man strikes where he thought the half-orc would be instead.
Thug 1, attacks Larenti, 1d20 + 3 ⇒ (8) + 3 = 11
Ganner follows up his initial first strike with the old one-two, smacking the same man again, but missing the second one with a pressure point shot intended to incapacitate him.
In return for his efforts, the twice struck man brings his light mace around in an upward swing right into Ganner's extended arm. The strike sends a loud crack that may have broken the man's arm. The one Jinx tries to circle sidesteps with her, working just as hard not to be surrounded. Once again her armor proves useful in deflecting the blow aside. The last man, finally rid of the serpent, rushes up toward the woman trying to get away. In working to get around her, he tries to carefully pass the wounded half-orc, and almost doesn't make it.
Thug 2, attacks Ganner, 1d20 + 3 ⇒ (13) + 3 = 16, damage 1d6 + 2 ⇒ (6) + 2 = 8
Thug 3, attacks Jinx, 1d20 + 3 ⇒ (10) + 3 = 13
Thug 4, Acrobatics to avoid AoO from Larenti while leaving F9, 1d20 - 1 ⇒ (15) - 1 = 14
-------------------
Round 3:
Jinx - 4 damage, 5' to D10, Miss Thug 3
Larenti - 10 damage 5' to E8, misses thug 1
Victim - Staggered, Retrieved stored item
Thug 1/F8 - Hits Larenti
Ganner - 14 damage, Dying 5' to E7, Hits Thug 2, misses Thug 1
Thug 2/F7 - 7 NL Hits Ganner
Thug 3/E10 - 5' to E10, misses Jinx
Thug 4/E11 - Move to E11
Bardigan - 8 damage, 7 NL, Unconscious
HP 19/19; AC 16, T 16, FF 13, F+4, R+6, W+3; CMD 19, Perc +8, Init +3
Con check to stabilize:1d20 - 2 + 1 ⇒ (15) - 2 + 1 = 14 vs DC 10! Ganner drops, but the flow of blood stops, constricted perhaps by the bones of his arm, which seem to have been misplaced...
Jinx, continuing to try and maintain a tactical advantage, steps over slightly and switches targets. Her swing just glances of the man's studded leathers. She calls out again for Larenti to change position.
Following the request, the half-orc manages a last ditch attempt to take someone down with them at least. He steps past his current opposition, and with a twist manages to skewer the man between him and Jinx in the lower back. The rapier pokes out the man's stomach briefly before he crumples. The wound is the kind that could see him bleed out if not treated. (Yes, that 14 hit. They have low AC, just not as low as the dice roller has been treating you all.)
The man on the ground, brings the item he grabbed to his mouth, and drinks. He is still fairly worse for wear, but looks able to function, as exhibited by standing up roughly.
Victim, 1d8 + 1 ⇒ (2) + 1 = 3
The lead thug stays focused on Larenti, even with the shift in position he is able to bring his weapon around into his left shoulder. It's not a hard hit, but it's enough to put the half-orc down with all his sustained injuries.
The second man, seeing the half-orc drop, notices the recovered victim. With an, "Oh no you don't!" he moves over to the man in an attempt to put him back on the ground. He stumbles on the cobblestones, and almost topples himself, but recovers, just barely.
Despite the nature of the wound, the man just dropped by Larenti seems to cease his profuse bleeding. That allows the last of them to keep his focus on trying to bring down Jinx. He swings hard into the woman, smacking her hard enough that she felt it rattle her bones through the armor, leaving her barely fit to fight much longer.
Join us, Jinx! Join us in the sweet embrace of Unconciousness! She is a kind mistress and there is no judgment here, just acceptance! Cold, endless acceptance!
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx grits her teeth and steels herself for what she's sure will be her last attack. She grips her sword tightly, takes a step back and angles its point towards the remaining thug - then, she pushes the blade towards him with all of her might.
Her strike is clumsy, and ill-timed, and the thug is easily able to dance out of the way. She staggers over towards one side, trying to make it more difficult to be flanked.
Larenti, I will need a stabilize check from you, just to determine where you are at damage wise.
Jinx's last ditch effort goes unrewarded, as her blade thrust falls weakly aside off the man's armor. Surely this must be her last stand. Then the former victim begins brazenly casting a spell. As he does so, the thug beside him swings nervously and misses. There is a flash of light and color encompassing the two men aligned in the alleyway as a rainbow of color pours out and washes over the two men. You hear the lead thug manage to say, "Oh, fuhhh..." before passing out on the ground.
Seeing the rainbow of color knock out more of his allies, the sole remaining thug decides he's had enough and rushes away from the fight.
AoO vs Victim, 1d20 + 3 ⇒ (7) + 3 = 10
Thug 2 Will save, 1d20 - 1 ⇒ (14) - 1 = 13
Thug 1 Will save, 1d20 - 1 ⇒ (13) - 1 = 12
Duration, 2d4 ⇒ (3, 4) = 7, 1d4 ⇒ 3
The one time victim moves up amid the unconscious many, and holds out a vial toward Jinx, "Here, make haste. Administer this to one of your wounded. Those men will not stay unconscious for long, and I wish to exit this place before they waken." Drawing a second vial from his belt, he looks at Jinx and asks, "To whom would you have me apply my other potion?"
-------------------
Round 5:
Jinx - 10 damage, Miss Thug 4, 5' to E12
Larenti - 13 damage, Dying??
Victim - Casts Color Spray, move to E8
Thug 1/F8 - Unconscious, Blind, Stunned
Ganner - 14 damage, Stabilized
Thug 2/H8 - 7 NL, Unconscious, Blind, Stunned
Thug 3/E10 - 12 damage, Stabilized
Thug 4/E11 - Withdraws
Bardigan - 8 damage, 7 NL, Unconscious
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx moves to Bardigan to administer the first potion - she answers the man with haste. "To Larenti - the half-orc over there. He's not looking so good. I can carry Ganner."
She pours the potion into Bardigan's mouth, hoping to rouse her nephew.
CLW:1d8 + 1 ⇒ (1) + 1 = 2Remember that it cures NL and lethal damage simultaneously. That should leave you at 4/10 with 5 NL damage, which is...still unconscious. Dammit.
"Thank you for what you did. I thought to help you, but it seems we were outmatched."
Wasting no time, the man force feeds his potion to Larenti, and as the half-orc comes to, the man replies to Jinx. "Yes, I thank you greatly for your assistance. I too was well outmatched. Had you not come along when you did, it surely would have been the end of me." He eyes the unconscious thugs warily, "I've actually had my eye on you, but the streets aren't safe." he looks down the street both ways anxiously. "Let us not tarry further. If you will, you may follow me to a safe place I know. It is a bookstore not far from here called Crissali's Fine Tomes. They offer a generous and discreet back-room policy." He beckons for all of you to follow, those that can at least.
Stabilize DC 11 for Round 5:1d20 + 3 ⇒ (20) + 3 = 23Success! Stabilized at -1, healed +8, so I'm at 7...pretty sweet!
Blackness like a boulder was lifted from Larenti in an instant. He took in a huge gulp of air, his face alight with surprised gratitude.
What!? Where?!
He was too excited to say anything else, and instead listened to the instructions from the others. Seeing Jinx's disappointment, she went to help with Bardigan.
The path to the bookstore is somewhat back in the direction of Aria Park, but turns away before it becomes any cause for alarm. As you arrive at the bookstore, he quickens his pace to coordinate a room where you can speak undisturbed, and he ushers you hastily past the owner with the unconscious forms of your allies. Once everyone has been settled in the room, Bardigan begins to stir.
Bardigan, It's been about an hour since you last took damage, and you heal 1 NL, and are now staggered.
With the chaos of the riots in the street less of an immediate concern, the man speaks at length. “Thank you again for that timely rescue. Truth is, our meeting was no coincidence. I followed you from the protest earlier today in an attempt to help you, but in the panic that erupted I lost track of your group. You proved yourselves to be people of uncommon skill, and I am a man of uncommon needs." he offers somewhat boldly.
Holding out a hand in greeting, he continues, “My name is Rexus Victocora, and until last week’s Night of Ashes, I was one of this city’s nobles. My parents’ estate burned to the ground that night. I escaped simply because I was studying at the Alabaster Academy during the fire. There were other fires that night, as you know, fires that many believe were started by Barzillai Thrune or his agents in an attempt to squash any spirit of rebellion Kintargo might have." He grows determined in his mien, strong emotions fueling him further.
“Now more than ever we need that spirit of rebellion to stay strong, but Thrune’s actions have driven into hiding those who would stay strong and resist. Those who could once rally the city to a cause, such as Lord-Mayor Jilia Bainilus and my parents, are missing at best, and are more likely dead. I cannot do this on my own, but with the aid of talented citizens such as yourselves, I have hope that we can. Will you aid Kintargo? Will you save the city from the devil?” Despite his bluster, this last comes out almost pleadingly.
Female Tiefling (Devil-Born) Inquisitor (Monster Tactician) 1 | hp 11/11 | AC 17, CMD 14 | Fort +4, Ref +1, Will +6 (+1 vs. mind-effecting and evil outsiders) | Perception +7, Init +1 (low-light vision, darkvision 120ft.)
Jinx crosses her arms and scoffs. "Uncommon skill?" she says derisively. "Please. I was barely able to protect my own against those... those thugs. It was only your timely magical aid that prevented all of our deaths."
Rexus raises a finger and tuts at Jinx, "Uncommon in that you were willing to stand up against greater numbers in order to do what was right and good. That is a talent needed here in Kintargo more than any predilection with a blade."
I found that I have lost a few players for my Hell's Rebels campaign, and am looking for from 1-3 replacements depending on applications. The group is probably only a third of the way into the book. I am more of a slow and steady GM, than a everyone must post every day type, but that doesn't mean I don't encourage active participation in the thread. I will be leaving this up for an as of yet undetermined amount of time, but no less than a week.
Currently, we have
An Unchained Human Monk
A Human Urban Ranger
A Human Magus
I have a very specific set of House Rules, which I employ regularly across all of my games.
Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.
That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.
No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.
Normally CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played.
Classes will most likely only be allowed from the CRB, ACG, or UM.
Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.
Traits will include one from the campaign, and one other.
Starting wealth will be as 2nd level WBL.
I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.
Houserules: 1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at each level in either a craft, perform, or profession (as long as the skill is not a class-specific skill for abilities e.g Craft Alchemy for Alchemists, or Perform for Bards). Also, they each get one skill point per level in a class-specific skill.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, but you will still need the appropriate level required by the previous feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent
Cursed/Intelligent Magic Item Rules:
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.
Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed
Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed
All others (including consumables):
96-00% means it is cursed
When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.
For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.
About me as a GM:
I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity. I use every rule in the book that I am aware of, and those I don't use will be addressed as houserules. I expect the players to be cognizant of, at the very least, the rules that apply to their character. If you have a ranged weapon, regardless of being an archer, you should take into account the firing into melee and firing past cover rules.
When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.
If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.
*:
I see Perception as two facets, Searching and Noticing. Noticing is to catch something happening (birds stop singing, wind got suddenly colder, a shout down the hall, though I include those using Stealth because sneaking is an action). Searching is an action that needs to be taken, as the environment stays the same, but now you are using patterns of finding things that cause it to require a move action to perform. Again, Stealth is the exception, as you can always choose to actively try and spot something using stealth if you think it is there.
Woo! I was recently in a PbP Hell's Rebels game that started very, very well, but then the GM had to unfortunately cancel.
So, thus I'm applying with my character from that game, Tasha. While the mechanics of her build aren't achieveable from the rolls below, it's the story and concept that I like (and I did have her planned as an archer at the start, too, pinning notes to walls with a bow.)
Key concept is being a completely mundane individual, trying to take down the Thrunes, and I realise you've got more than enough martials as is, but I felt like I should apply anyway!
I think I've decided to adjust and go for a Ranger. Mind you I see that we have an Urban Ranger who is a frontliner, I will be doing a very different Ranger than them.
Crunch while Traveling:
Jynn
Male elf ranger (sentinel) 2 (Pathfinder RPG Ultimate Intrigue 42)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9 (+13 to notice memorized targets in disguise or in a crowd)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d10-2)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee elven curve blade +5 (1d10+3/18-20)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 8, Int 16, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits affable, star struck
Skills Acrobatics +2 (-2 to jump), Climb +3, Craft (bows) +10, Diplomacy +7 (+9 to gather information.), Knowledge (local) +9, Linguistics +5, Perception +9 (+13 to notice memorized targets in disguise or in a crowd), Sense Motive +4, Stealth +5, Survival +7 (+9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
SQ elven magic, mugshot, track +1
Other Gear mwk chain shirt, elven curve blade, mwk composite longbow (+2 Str), bedroll, compass[APG], fishing net, flask, flint and steel, grappling hook, jug (2), masterwork backpack[APG], masterwork bowyer tools, signal horn[APG], silk rope (50 ft.), waterskin (2), weapon cord[APG], whetstone, winter blanket, 302 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mugshot (0/2 targets memorized) Memorize likeness over 1 min, +4 Perception to foil their disguise or spot them.
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.
Track +1 Add the listed bonus to survival checks made to track.
Combat Crunch:
Jynn
Male elf ranger (sentinel) 2 (Pathfinder RPG Ultimate Intrigue 42)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9 (+13 to notice memorized targets in disguise or in a crowd)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (2d10-2)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+3/18-20)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 8, Int 16, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits affable, star struck
Skills Acrobatics +4, Climb +5, Craft (bows) +10, Diplomacy +7 (+9 to gather information.), Knowledge (local) +9, Linguistics +5, Perception +9 (+13 to notice memorized targets in disguise or in a crowd), Sense Motive +4, Stealth +7, Survival +7 (+9 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
SQ elven magic, mugshot, track +1
Other Gear mwk chain shirt, elven curve blade, mwk composite longbow (+2 Str), bedroll, compass[APG], fishing net, flask, flint and steel, grappling hook, jug (2), masterwork backpack[APG], masterwork bowyer tools, signal horn[APG], silk rope (50 ft.), waterskin (2), weapon cord[APG], whetstone, winter blanket, 302 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mugshot (0/2 targets memorized) Memorize likeness over 1 min, +4 Perception to foil their disguise or spot them.
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.
Track +1 Add the listed bonus to survival checks made to track.
Now, I gave the two crunches simply because the weight of gear kinda bears you down a bit but the second combat starts you're gonna drop your heavy pack (Or if we have a pack mule, it'll carry the backpack...but still) so that you can fight at your full potential.
I'm debating tossing the 15 Str and 14 Wis...but I'm kinda one way or the other on it. Ranger spells are mostly buff based so DC isn't something to worry bout and they are often better off firing then casting. But that's the crunchy bits. (Perception and Craft Bows will be the two bonus skills.)
I did use an Archetype from Ultimate Intrigue so if not allowed I can adjust but I thought it was interesting for the setting and gave him a curious extra ability or two I've not toyed with. I also chose the name simply because I'll reuse an old Alias from a long dead game if chosen.
I chose Star Struck Strea Vestori, partially because of the once per day but also I liked the little blurb about her and it'd be interesting to try and form a friendship or pursue her romantically.
I'll probably provide more of a Backstory for my character in a day or three. I like to hammer out the crunch before I start working on the fluff so I can better incorporate some of the crunch in the fluff if needed. I don't see a request for a background or an outline of what you're looking for background wise and it can sometimes be a little rough to develop one unless we know what's been going on in the city or the GM gives an outline. If you have any extra requirements background wise you forgot to add in, I'd be curious to know what they are. Otherwise I will do a heavier read of the Player's guide and of the city information on Paizo itself to try and develop the backstory.
Hmmm... that's a total stat bonus of +7. Workable.
I have Hryvnas Raszamy basically ready to go aside from adjusting the point buy and gear and leveling him up to 2nd.
Hryvnas is an Aasimar (Garuda-Blooded) Warpriest of Desna with the Cult Leader archetype, which makes him more rougue-ish. Desna is apparently an oppressed religion in Cheliax so he is an agent provocateur on behalf of the church.
I have submitted him a few times though he has never gotten picked. If you aren't cool with Aasimars then I can withdraw him. I don't feel like re-writing his story again to accommodate a different race. But look at the story and see if it fits your game.
Classes will most likely only be allowed from the CRB, ACG, or UM.
So if I'm reading this right, you allow core and hybrid classes? I ask because I put together an oracle at one time for this AP, although I'd have to find it. It appears though that you allow archetypes from other books (Urban Ranger is from APG)
Edit: I see trawets submitted an investigator (looked like a good option) and there's some mention of divine submissions. I'll see what I can come up with pending confirmation of above.
Tassadan back with Haewyn Norric, a Hidden Priest Cleric of Calistria. I'm not quite done with her crunch, because I have a couple of questions before I can finish it:
First: What are your opinions on scorpion whips? As Calistria's favored animals are Wasps and other stinging, venomous creatures, they seem appropriate for one of her priestesses. That being said, the mechanics of Scorpion Whips are heavily debated and rather unclear. Add on the fact that there are two editions of the weapon, and it becomes quite a headache. This is the best explanation I've found,
Second: Should we roll for 2nd level hp or take average?
Hmmm. All around decent with no real awesome stat. I think I'll put together a polearm cleric. I'll be back after I think for a while and read the Player's guide.
It's "4d6 drop the lowest, 7 times drop the lowest roll"
Dodek's fourth block comes out to a +6, which he would have to take if it were only 6 times, but it is *seven* times, so you can drop scary things like that 6.
(If the DM is okay with you keeping that last roll, cool. Just wanted to let you know you might want to try again.) And Peet only rolled 6 times as well. Might want to roll again and see if you can beat that 9.
Okay, jumping in real quick to reply. This will be open at least a week from my first post, maybe longer so my players have time to discuss preferences with me.
Clarifying once more, and in every post until I close recruitment. It should be "APG", not "ACG", no hybrid classes. Currently, only CRB, APG, and UM (no gunslingers, ninjas, samurai, antipaladins, investigators, etc...)
Previous experience doesn't exclude anyone, as long as you can maintain the separation between player and character.
Also, don't worry about 2nd level HP, those can be resolved upon selection (I use half, not half+1, or rolled. If rolled, it MUST be in the first post after given the level, or you default to half).
@Vitaliano, just to be clear, I fall under the camp that believes that dropping a backpack is a move action. (A backpack is 'stowed' on your back, not held, therefore removing it is retrieving a stowed item).
@Cuan, Tengu would actually be allowed based on events in the story.
@Peet, you did only roll 6 rolls. So, you can still roll one more and drop the lowest from your set of stats. An Aasimar is not outright invalid, but would need a good story for being in Chelish territory.
@Tassadan, where is the other version of the scorpion whip? The one I found is from UC. Without digging too deep into it, it is still an exotic weapon, and specifically calls out that they are two different proficiencies ("if you are proficient with both the scorpion whip and whip..."). So, it wouldn't be free as a Cleric of Calistria, and wouldn't have any of the whip attributes unless you were also whip proficient.
@Dodekatheon, your 4th set of rolls is valid with 15,14,16,12,11,6 (at a +6 total modifier), but you should have had a 7th roll, and drop the lowest, which could remove the 6 after all.
@Peet, ...An Aasimar is not outright invalid, but would need a good story for being in Chelish territory.
I have a fairly elaborate story for Hryvnas Raszamy already. It is told from the third person.
But it sounds like you will not be allowing warpriests.
I wanted to play something that is a divine caster but rogue-ish, and I'm not sure how to do that with other classes. Any thoughts? I don't want to multiclass.
@Peet, Inquisitor is from the APG, and they can be pretty rogue-like! The class is generally pretty flexible and well-received by people.
@GM, any feedback on Tasha? I've updated the statblock to the requirements, and I've added the additional skills in italic. I'm assuming Background skills aren't a thing.
Question the second: By your rules, the first part of an Unchained Rogue's Finesse Training is no longer a benefit. May we alter that to be Weapon Focus with a specific Finesse weapon?
@Tassadan, where is the other version of the scorpion whip? The one I found is from UC. Without digging too deep into it, it is still an exotic weapon, and specifically calls out that they are two different proficiencies ("if you are proficient with both the scorpion whip and whip..."). So, it wouldn't be free as a Cleric of Calistria, and wouldn't have any of the whip attributes unless you were also whip proficient.
This is exactly why I asked! The first rendition of the Scorpion Whip is from Adventurer's Armory and reads as follows:
Scorpion Whip (Source Adventurer's Armory 4, Legacy of Fire Player's Guide 22) wrote:
Exotic, One-Handed Melee Weapon
5 gp cost, 1d3 (s), 1d4 (m), x2 critical, 3 lbs. Slashing, disarm, reach, trip
This whip has a series of razor sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
The UC source is more recent, however, and does state the double-proficiency requirement to use one as a whip. I've just encountered DMs who thought the AA description was more reasonable.
So no worries, Haewyn will continue to only use a regular whip.
<-- This is Zanbabe's submission. I need to finish choosing spells, add some to my background, and choose a picture that is more Elf-like, but there should be enough there to evaluate.
I'll finish it up before the submission deadline... just wanted to get it in so you could tell me if something doesn't work or isn't allowed in your game. I think I followed the rules, but for instance my non-campaign trait is Paizo, on the PFSRD, but it isn't from a core book (chose it for the forging aspect), and the Serpentine bloodline itself involves poison, and I know some GMs think that poison is inherently evil, but I am playing a CG character... so let me know if those things, or others, are disallowed, and I will rework.
Talon Longtusk comes from a long line of half-orc guards that have served in the Kintargo dottari for ages. He was brought up with the expectation that he would join the family tradition, but, as many teenagers, Talon rebelled against the family and took up healing, not interested in serving a repressive regime. His attitude was noticed by Karin, a wandering missionary of Olheor who Talon had a major crush on. What was a hot-blooded half-orc to do but join her crusade as an acolyte. All that one-on-one tutoring was irresistible. Life was good, until the uprising came along and Karin joined the list of fatalities. Talon resolved then and there, to continue the good work for the glory of Olheor and the memory of Karin. It helps that the guards know him and consider him to be a feckless, wimpy, healer type.
Main Stats:
Orani the Steady L/G male half-orc cleric
Deity Olheor, The Just Arbiter; L/G female archon empyreal lord of deservedness, nobility, and rulership
Deity Domains Good, Law, Nobility, Protection
Str 13, +1 (10[race] +3[rolled]) Dex 13, +1 (10[race] +3[rolled]) Con 14, +2 (10[race] +4[rolled]) Int 12, +1 (10[race] +2[rolled]) Wis 18, +4 (12[race] +6[rolled]) Cha 14, +2 (10[race] +4[rolled])
HP 19 (+13[2d8] +4[con] +2[favored class]) Init +1 (+1[dex]) Senses Normal
Perception +5
Speed 30 ft.
Base Attack +1
Languages Common, Cheliax, Orc
Defense:
CMD 13 (10 +1[BAB] +1[str] +1[dex]) AC normal 17, touch 11, flat-footed 16 (10 +1[dex] +6[armor]) Fort +5 (+2[con] +3[cleric]) Ref +1 (+1[dex] +0[cleric]) Will +7 (+4[wis] +3[cleric]) Special Saving Throw Bonuses:
Halberd, 10 GP
Agile Breastplate, masterwork, 550 GP
Underwater Heavy Crossbow, 100 gp
20 cold iron bolts, 4 gp
Cleric's Kit, 16 gp
City Map, 40 gp
Spell Component Pouch
Coffee
Disguise Kit, 50 gp
Wrist Sheath with an extra wooden holy symbol, hidden, 1 gp
Wire saw, 30 gp
Tome of Epics, 50 gp
Surgeon's tools
Racial Traits, Traits, Class Abilities, and Feats:
Half-Orc Specials
+2 to One Ability Score (wisdom): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Starting Traits
Fed-Up Citizen (campaign): Disguise is a class skill, and add +1; affects detect good by lowering dice and aura is standard instead of divine.
Cleric Abilities
Aura
Channel Energy 1d6, 30' radius, 5/day (3 + 2[cha]), DC 13 (10 +1[1/2 level] +2[cha)
Domains:
- Leadership
-> Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.
-> Leadership (Ex) At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
-> Deflection Aura (Su) Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
-> Aura of Protection (Su) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Where would you stand on a Lawful Evil Fighter/(going) Hellknight who would be a low-level member of the Order of the Torrent?
His motivation is largely built on the grabbing of political power, but recognising that it only works in an arena not stymied by an overly powerful opponent, i.e. Barzillai Thrune.
He recognises that there is a chance here to topple Thrune, possibly grab some supporters from an unusual quarter and still rise to the top.
Clarifying once more, and in every post until I close recruitment. It should be "APG", not "ACG", no hybrid classes. Currently, only CRB, APG, and UM (no gunslingers, ninjas, samurai, antipaladins, investigators, etc...)
I haven't started looking into the mechanics of the applicants just yet. Trying to pay attention to questions first, get those resolved, and see what submissions are left when the smoke clears.
@Tasha, not using background skills, no. That's why I hand out the two separate free skills to reflect background and training without cutting into class skill points.
@Dodekatheon, I'm okay with chained summoners, and also with Unchained rogues getting weapon focus in a finesse weapon instead.
@Krizta, anything Paizo from the PFSRD is fine, except races and classes allowed. Don't worry about the poison of the bloodline, since nothing within the bloodline says you must be evil.
@Paizo Fan, I do not have an issue with a LE toward Order of the Torrent, as long as the PC can work with the group and who's main goal is to see Barzillai Thrune removed from power.
To all, I just want to point out, LG can be a difficult alignment for this campaign, not impossible, as you are creating and running a rebellion. You will be consorting with criminals, and involved in illicit activities to do so as well.
Would you be ok with archetypes from splatbooks? I'd be looking at Swarm Monger Druid, which is from Blood of Beasts.
As for an LE Order of the Torrent Hellknight, wouldn't that be odd? I mean, the Order of the Torrent itself is a LG order that's famous for freeing kidnap victims.
Lawful Evil is someone who works within the constraints of the system for their own benefit. I envisage this particular individual recognising that rescuing people will look good for his goals in the long run.
As for why he's willing to run against Thrune; he expects that Thrune will pass limited power to sycophants but not dole out any real power - something that he really isn't interested in.
Dropping the 7 would mean a 30-pt buy equivalent and a total +9 modifier.
GM:
Hi Aardvark, we have played in some games together, in particular your CotCT game. If you recall, I had withdrawn from it at the time, and from all my games. In the end, I've revised my allocation for games and found a better balance. Let me know if you have an issue with me putting together an application.