
Le Quatrième Voile |

You find it in your pocket: just a crumpled bit of newspaper. You're no schmuck, no clueless out-of-towner. You lived in Isarn for a while and you know better than to let your guard down...and you didn’t. You caught a half-dozen pickpockets as you watched the execution. People don't just get their hand into your pocket, much less leave something.
But it's just a piece of paper.
Once you're alone, you take the letter from your pocket and uncrumple it. You check it front and back a few times. In red wax pencil, someone has written a location: Lolly's Toy Shop, a place you never heard of. On the opposite side, circled in the same pencil is an opinion piece. It's an 'open letter' from a citizen, printed by The Galt Gazette.
Last month our country celebrated its eighth year under the guidance of this Revolutionary Council. Eight years ago, when The Red Raven violently impeached the Cabinet of Skulls, Korran Goss was appointed chairman with overwhelming support from the senate. He chose at that time, AS WAS HIS PREROGATIVE, to suspend citizens rights to elect a new senate.
Eight years Goss has been chairman, and the time for mandatory elections has come and gone. To keep his hold on power, he denies every citizen of Galt their rights! Their right to representation! The freedom promised us by our those who cast off the yoke of monarchy, and paid the price in blood!
Stand up, Galtans! Demand your right to vote for a senator who will represent you!
No one stays alive in Galt taking leaps of faith. Blindly giving your trust is perhaps the quickest way to find a knife in your belly. This note however really piqued your interest. Using the letter of a newly executed ‘enemy of the revolution’ to pass notes was certainly a bold gesture. The mysterious messenger knew to pick a place people had not heard of. Perhaps too secretive. It took you hours of asking around. Eventually come across an elderly gentleman who fondly remembers looting store back in its prime. He gives you directions to an abandoned neighborhood deep in the Industrial Quarter.
The large wooden sign, its color long ago faded, is lying flat in the alley. The whole block is abandoned, except for some raccoons chittering in the distance. You study the shop, peering in the storefront and down the alley, looking over your shoulder three or four times. Weapon ready, you enter the ruins of Lolly's Toy Shop.
Inside is completely dilapidated, the rank smells of animal and wood rot greet you as you enter. You make your way through the shop’s debris slowly, ready for anything. You catch a glimpse of something way in the back, a glint of light. As you approach the source of the glint, you see a mirror, polished and unbroken! You check your surroundings again, finding something in perfect condition after looters have picked the place clean was unusual, to say the least.. You edge ever closer, deathly cautious but equally curious.
The mirror sits atop an old toymaker's workbench, leaning against the wall. Its reflective surface faces back out into the shop. A single sheet of paper sits on the workbench, completely blank except for a line at the bottom. You take a closer look at the reflection: the shop in the mirror is dark, but something in the mirror seems different. You check behind yourself again before looking deeper into the mirror. As you gaze into it, a candle at the end of the bench lights up, but only within the mirror, the candle on the table next to you remains unlit.
The shop beyond the mirror looks like another world. The wood of the structure is new, and the floor is clean of debris. All shapes and sizes of toys fill the shop. A pair of rocking horses are neatly placed on the floor, side by side. The shelves, still fixed to the wall, hold hand-carved wooden toys. Many works are bare, others finely painted. There are small horses, complex marionettes, and the same single sheet of paper on the workbench, sitting just under the mirror.
You look about the room again, the one you’re standing in. You’re surrounded by the same filthy ruins, yet the vision of the Toy Shop in its prime remains in the mirror. In the reflection, the page left on the workbench has some writing, different from the writing on the scrap of paper in your hand.
Galtan Citizens Pledge
I solemnly swear to do all within my power to serve the nation of Galt and its citizens. I hinder not the freedoms of others and fight for the freedoms of all.
________________
You nudge the mysterious sheet on your own side of the glass, and watch its reflection move in the glass. The real sheet bears only a blank signature line, only beyond the glass does the page bear the Pledge. They move in perfect tandem somehow, acting one and the same.
Puzzled at the circumstances, but the pledge is pretty simple. Something about the writing speaks to you. You think for a moment, and check your surroundings again. You could just leave if you wanted, but instead you pull out a pen and sign your name to the page.
A calm and droll voice pierces the silence, ”Welcome, friend of Galt.”. You look up from the pledge to see a small creature, little bigger than a goblin, wrapped tightly in robes. Its face is completely hidden, but its arms held out warmly.
You're not sure if the figure appeared, or if you'd been transported. You no longer see the decrepit old toy shop around you, instead you see the pristine shop from the mirror. The smell of fresh wood replaces the foul city smell you're used to. The wooden floors, the walls, and shelves are clean, free of dust and grime. Finely crafted toys line the shop.
”Welcome, Citizen. I am Le Quatrième Voile, an activist of sorts,” the small person wrapped in cloth greets you. ”My associates and I have been watching you. We may be interested in enlisting your unique services to our private organization.”
”You have been brought here, to a mindscape of my making, so we may speak freely.” The voice sound otherworldly, but calm and patient. "You are free to leave, should you like, but we suspect that you are someone who wants to see things change around here. In this city, in this country."
"So, tell me a little more about yourself..."

GM Renard |

Presenting: Alive in the Red Revolution
The most tumultuous city in modern Golarion, Isarn has borne the ravages that 50 years of constant revolution bring. Those who still reside in the once fashionable capital live in constant fear and paranoia. Those who speak truth to power must hide in the shadows for fear of losing their lives and their immortal souls.
Game Summary
Combat: 1-2/5
The amount of combat will depend heavily on player’s methods of approaching the big picture objectives provided to them, but brute force will rarely be the most effective method of dealing with problems.
Intrigue: 5/5
This game is all about immersion in the living city of Isarn and all the various groups vying for power or their own slice the city. All character choices will impact future quests and interactions.
Lethality: 4/5
Death is cheap in Galt, and more so in Isarn. While in most of Golarion, people fear death, in Galt it is a greater kindness than ending up beneath a Final Blade. There will be powerful players in Isarn, crossing the wrong group at the wrong time can result in making enemies that might be out to get you, and the possibility of having your soul trapped in a Final Blade is an ever-present concern for Galtans.
Recruitment opens immediately and closes 12:00am PST on May 21th.
We may choose to extend this date if there is still a steady stream of applications.
A broad overview of the game is provided above, but you will want to make use of our campaign guide: The Galt Gazette. The Gazette has a full Player’s Guide section with more detailed creation rules, as well as many hooks for you to make use of.
You may submit up to 2 characters. If you choose to submit only one character, that’s fine. There are many popular character archetypes for intrigue games (e.g. the Spy, the Assassin, the Vigilante), and we don’t want players to not submit their best idea because other submissions fill the same role. However, we may choose either of your submissions for the game, so if you feel strongly about a character, you may not want to make another. Only complete submissions will be considered (eg. If you submit a complete rogue and state “if this doesn’t work I’ll play a slayer”, only the complete rogue will be considered.
Class: Any Paizo
25 Point Buy: 18Max, 8Min before racial mods
Level: 7
Any Paizo material: Core + Tiefling
Background Skills: Who doesn’t play with Background Skills?
Traits: Any two traits of your choosing. No drawbacks for a third trait. You may choose from our Campaign Traits listed in the Player’s Guide.
Feats: No Taxes and a free skill feat (refer to the Player’s Guide for eligible feats)
Posting requirements: 1/day minimum Mon-Fri, Once over the weekend, though more is always encouraged.
Starting gp: 10,500 gp (Galt’s economy has been destroyed multiple times over the last few decade, its poor economy has either affected you as a citizen, or through heavy taxes and bribes to enter the country; WBL-2)
Other Notes:
Verbal Duels: yes
Influence: yes
VMC: yes
Crafting: Unchained
Downtime: Unchained
Spheres of Might/Power: no
We look forward to answering your questions and reading your submissions!

Decimus Observet |

It's great to see this thread up!
First idea: Talathel Rhuiren, an elf martial expert who is tired of the Red Revolution and their self-serving rhetoric. He will apply his intellect and skills to the cause of freedom.
Elf CG Fighter (Lore Warden/Martial Master) VMC Bard.
Second Idea: Tizianus Vulso, a Galt-born Chelaxian noble and sorcerer who believes that he knows best how to rebuild Galt: in the image of Chelax, with a restored Chelaxian aristocracy.
Human LE Sorcerer (Imperious Bloodline)
More details to follow.

Clément Poulain |

Here is the crunch for Digger's Vigilante submission. Backstory and stuff still needs to be typed up, but the short version is he's a street orator known for his flamboyance and wit who secretly stalks the night as Le Bourreau du Peuple, administering harsh justice on those who would exploit the people.

GM Renard |

Knowledge Nobility will apply to powerful individuals (e.g. Korran Goss, the leaders of the Senate parties, the members of the Court of Bees). Public figures in charge of groups, but will not reveal details about the group itself.
Houses that still survive outside of Galt, be it in Gralton, Cheliax or Taldor will still be covered by Knowledge: Nobility. Any houses terminated by the Red Revolution will be covered by Knowledge: History checks, but can be made with Knowledge: Nobility at higher DCs.

littlehewy |

Okay, just read through the Galt Gazette, this looks amazing. I remember the interest check thread, sounded great then, but you've gone the whole hog! Super keen to have a chance to play this game, I'll give it my best shot. Thinking of making the same character, but with two mechanical options, one an urban ranger, one an unchained rogue. Having said that, the Historian campaign trait has set off some ideas, so I'll see what comes out.
Very cool, folks!

Clément Poulain |

Among his friends, he became known as a gifted storyteller with a wild imagination. Though money was always scarce, he did his best to dress in ways that stood out from the crowd. And though Clément kept a happy face and attitude, he saw the horrors of Isarn firsthand nearly every day of his life. Though the inbred “nobility” were mostly gone, there were always men who amassed power and abused said power and the less powerful with impunity.
His father was one of those less powerful men. Though the two weren’t exactly close, Clément saw the abuses his father weathered by whomever was powerful at the time. He began imagining a different sort of story, one not based on mirth, wordplay, and light satire. A brutal story, violent and bloody. A story about vengeance. And the main character was Le Bourreau du Peuple, the People’s Executioner. Masked but wholly unlike the Grey Gardeners, he wore all black except for a skull mask with stylized colors of the Galtan flag. He used nooses, scythes, and sometimes his bare hands to mete out brutal vengeance on those that would hurt the weak.
But Le Bourreau du Peuple remained but a story for years. It wasn’t until his father was struck down as a bystander in the midst of a raid conducted by the Council that the People’s Executioner came to life.
While he had always felt free and independent, putting on the mask brought him into a whole new level. Though Clément was a gentle soul, the Executioner was harsh and at times cruel to his foes. The powerful would feel powerless as his rope tightened around their necks. He watched the fear percolate in their eyes until all light went out.
Clément has thus split his time since: partially rabble-rousing as a flamboyant public speaker during the day, but silently stalking and murdering abusers of power at night.
When he found the invitation in his pocket, Clément had no idea whether someone had found out his secret, but he had to find out. But if this invitation was real, and an actual attempt at righting the wrongs of Isarn’s past, that’s something with which both of his identities would love to help.
When in that identity, Clément wears black armor he’s more quiet in than should be possible. He is covered from head to toe in black, in fact, except for the skull mask inside his hood, with red and blue patterned on it in a stylized take on the Galt flag. The Executioner speaks rarely, in a husky, flat monotone.
In a game, Clément and the Executioner both have strong social skills, able to influence others through friendliness, manipulation, or sheer terror. If and when combat occurs, he’s probably not a front-liner but can hold his own in melee, especially if stealth is a concern. If selected, I'll make a separate profile for the Executioner, if only for visual aid.
Anyway, I had a blast making this guy. Next up the ranger!

CaptainFord |
2 people marked this as a favorite. |

Well, consider me extremely intrigued! Anyone who goes through the effort to set up an entire Gazzette for a game clearly has some really good things in mind!
...you know, it might be fun to play a straight city guard! I imagine most folks will be going for the cloak-and-dagger, grim-and-gritty, double-life-leading debonair types (which this setting is kind of a breeding ground for, so... no problems there!)
But it might be good for a hoot to have a typical guard just trying desperately to maintain some semblance of law and order amid the chaos that is Galtan revolution!

Amelie Duchamps |
1 person marked this as a favorite. |

Well, one isn’t. Amelie has opinions. She has rather a lot of them. She has spent her young life studying the Revolution in all its incarnations, looking for what worked, and what didn’t. What was just, and what was vile. She’s done being a neutral observer. Isarn is in peril ...all of Galt is in peril! If we lose this moment, we could lose it all!
Orally gifted, Amelie is fluent in 14 languages from across the globe and charming in all of them. She is a keen observer, knowledgeable and a crack shot with a longbow. She often works as a diplomat or translator for people in need, or as a go-between between said people and the muckety-mucks that made the big decisions.
Some in Isarn have grown complacent. Goss’s tenure has been largely peaceful. But Amelia can smell it in the air. A tipping point comes soon, and she aims to add her push to make sure it goes the right way.
If elegant is the word for her appearance, adaptable is the word for her personality. Deep down a pragmatist, she adapts her behavior to her surroundings and companions. In this way she can throw back whiskeys at a public house or discuss art with Starving Artists or hobnob with what has become of the “upper crust.” In truth, she’s been doing this so long that she’s not 100% sure what her “real” personality is. Perhaps associating with something new, someone new might help her find both who she really is, and what Isarn really needs.

Le Quatrième Voile |

This vignette is a follow-up to the first one posted at the top of the interest thread, similar to the one above. If you enjoyed the one above, you're welcome to read that as well.
@Corsario: Isarn has a lot to say about Milani, but a Milanite who takes up the law is curious indeed. I'm interested to see how your barrister came to be a follower of The Everbloom, or vice-versa.
@Gilthanis: A monk can worship whoever (s)he wants, but Clerics do not gain spells or powers if they are not within one step of their diety's alignment.
@ginganinja: Looking over the Veiled Illusionist, there doesn't seem to be anything about them being required to wear a mask at all times. I'LL elaborate on decrees more below.
@littlehewy: Submitting two different mechanical implementations for the same character would be fine, but if both builds are focused on the same thing, I think you'd be better off picking the one you think is best and tailoring to that.
@CaptainFord: A city guard could definitely be an interesting fit. We do say a bit about the current state of the city guard in the Gazzete. And just because you belong to the city guard doesn't mean there isn't plenty of backstabbing and treachery surrounding you.
As a note about our "Decrees" section. The decrees are real, and can carry stiff penalties, but enforcement is also haphazard. For one, you have to be caught breaking one of them, and then someone has to be willing to enforce them. Most of the city guard aren't full of conviction and will likely yield in the face of threats to their lives. The wearing of masks genrally follows this rule, but grey veils are a little different: Gardeners enforce the part about not using their uniform, which makes that Decree far more closely obeyed.
In short, as long as you're keeping a low profile and not noticeably flaunting decrees on a regular basis, a 7th level character can definitely get away with some judiciously applied law-breaking.

Lev Bronstein |

Here is my proposed character, a 66 year old Halfling revolutionary. Still working on how to mechanically represent this best.
Unfortunately, that led him into direct conflict with the Golden Council when it arose a few short years later. Now undeniably a man, Lev was convicted of property rights violations and imprisoned in the walls of what was once Torvin Academy. He studied history, philosophy, economics and military strategy during his time in prison, smuggling in any literature he could through guile or stealth. Though many future councils had no quarrel with Lev, the bureaucracy and upheaval between rivals kept any action from being taken until the Council of Enlightenment took power and released the Old Unity members, as they were known. Finally released from almost two decades of hellish imprisonment, Lev knew he couldn’t stay in Edme any longer and moved to Isarn.
Reintegration into society after so long wasn’t easy, but the acclimation may have saved his life. Shortly after his release, the necromantic cabal known as the Cabinet of Skulls rose to power, taking clandestine action against the Council of Enlightenment, who mysteriously and swiftly met gruesome ends. Initially thrilled with the rise of the New Revolutionary Council, Lev quickly began to have apprehensions about the new government and how it related to the people it claimed to defend. Far from being accountable to the will of the people, instead it sits idle as poverty and crime run rampant. Lev began to create pamphlets, copy them, and spread them clandestinely, even getting some of his better anonymous polemics printed by the Galt Gazette. His revolutionary rabble rousing is slow going, but now he’s caught the attention of a group that seems to be on track to do more...
Lev has the same opinion of most criminal organizations in Galt- any group that self-governs in the face of the state is a potential apparatus for revolutionary movement, with a significant exception. The Vice is perhaps the most worrisome of the gangs to Lev, and the most exploitativel. He has often printed that they are indistinguishable from the Isarn City Guard, both selectively enforcing laws in favor of the powerful. On the other hand, he sees the Caydogs and The Starving Artists as very similar to Torag’s Children- citizens oppressed by the state, organizing independent of it to greater effect. No group has his respect more than Le Commune, though Lev himself disagrees on the best way to establish a nation-wide commune. Those in the Egalitarian Party seek to enact legislative solutions, while Lev believes that only through political action by the people en mass can Galt establish such a society.
The Milanites are the most interesting groups in Galt to Lev. Himself a Milanite, he aligns more closely with members of the Blood Rose than any other followers of Milani, but their lack of cohesion and revolutionary discipline keeps him from joining them directly. He views the Courageous Council as naval gazers who have abdicated their responsibilities to the people of Galt, and too cowardly to take the risks involved with presenting a political program. He disagrees strongly with the Sister of the Everbloom, but respects their work for providing healthcare to the public.
Pamphlets, polemics and essays sent to The Voice of Revolution were rarely published and met with official scrutiny that Lev refuses to read the paper and often vocally disparages it. Meanwhile, his contributions (always through a dead drop, never in person) to The Galt Gazette have rendered him a die-hard fan.
According to Lev, most non-Evil Gods have their place in Galt. The Sarenrites are the best allies to be had when cleansing is necessary, the Erastilians help foster and maintain community, the Milanites confront systemic oppression, even the Calistrians have their place for letting off steam. The exception to this is Abadar. Though no longer a significant threat to Galt, the influence of finance capital and international banking represented by the Gold Fisted miser is something he will always be vigilant about. He sees Pharasmans who seek the destruction of the Final Blades as having poor priorities and myopic sight, but isn’t overly concerned with them.
While most of the Bronstein family’s wealth was confiscated in the revolution, Lev’s father hid the family sword away before being executed by General Rane. He retrieved it before leaving Edme and has kept it with him since. In his time in Isarn, he’s learned the need to both defend and disguise himself. Using what little inheritance he has left, he commissioned a hat of disguise and a mithral shirt to help stay alive and has been wearing both daily ever since.

CaptainFord |

No joke, Lev, I was actually thinking of an old character myself. Probably an old member of the city guard who's just grown too old to keep doing this $#!+. Glad to see I wasn't the only one thinking it!
You know, I'm kinda tempted to go with a weretouched shifter, and play him off as being either a werewolf or a weretiger. Then, he can have two personas naturally. As a public figure, he is an aspiring watch captain. But when the night falls, he takes to the street as a massive wolf or tiger.
Bet THAT would stand out among the vigilante crowd!
My other idea is a soulforger Magus whose grandpa helped make the final blades, and would love to get back Toothy Morris for on the frost giant who stole it, and put an end to them once and for all.

leinathan |

OK, so I don't have time to do a full write-up right now, (gotta go to work) but I have an idea.
I want to play a gnome that's lived in Isarn for a long time. This gnome's friends and family would have generally traipsed to their deaths checking stuff out or flaunting the rules, and they would have developed a keen survival instinct because of it. Unfortunately, living the downtrodden life of an oppressed commoner triggered the Bleaching. My character would have thought the choice was between Bleaching and death... until a chance encounter in the night with a greedy city guardsman left the guardsman dead, and my character found their body humming, their color returning, and a wild grin on their face.
Such a character would likely be a gnomish assassin, who discovered that they have an intense passion for murder. Suddenly, the shackles fall off, and they find themselves brimming with ideas on how to fix Galt... one life at a time. Of course, this character isn't a madman, or unstoppable. They've just found that fighting a revolution and killing those who stand in their way is what they love doing.
Thoughts? I'll write this one up and then get started on a second.

leinathan |

A little bit more, before I go to class:
My gnome character is a tradesman of some sort, and lived in Isarn for a while before the Red Revolution started, and so laid down roots and doesn't want to leave. I am thinking that it is best if their job involves having a decent reputation and clients with whom they have a good relationship, such as a seller of antique furniture, a small-practice doctor, or a massage therapist.
Additionally, I'm looking at the vigilante (serial killer) archetype. NE vigilante personality, N social personality.
- - - -
I have ideas for a second character, and I want it to be pretty much the opposite of the first one. A purely good character, but obviously one that's smart. I am thinking... someone whose parents or grandparents were among the original Red Revolutionaries, who grew up on stories of what the Red Revolution was supposed to be, who loves their country and the people around them and just wants everything to decentralize and calm down. No more murder, community leaders can spend time cracking down on crime, etc. etc. This character's primary goal would be to see the end of the Gray Gardeners and the destruction of the Final Blades. I'll have more specific details later. For such a character, getting permission to end the Revolution and making sure that the right people are in power wouldn't matter so much if the systems that kept the Revolution going were crippled. They would probably self-publish flyers on the hypocrisy of the Galtan government whenever they found out about any scandal, and live somewhere hidden (like maybe in the caves/sewers?).

GM Renard |

Submissions so far:
Joe Rice - Clément Poulain | Amelie Duchamps
BolshevikBuddy - Lev Bronstein
@Captain Ford: For the magus you propose and his motivation, I don't know if this would really see an opportunity for fulfillment as we will be Isarn focused for quite a while.
@leinathan: I'm really interested to know this character's motivations. More broadly, with Evil characters, the devil is in the details. Right now, the character sounds CE. Details on the how and why they do what they do is important in determining if your character can work with others towards a common goal.
We've also added the Galt Gazette as a campaign link at the top of the page.

leinathan |

@leinathan: I'm really interested to know this character's motivations. More broadly, with Evil characters, the devil is in the details. Right now, the character sounds CE. Details on the how and why they do what they do is important in determining if your character can work with others towards a common goal.
My concept is generally that this character is an Isarn native, with all of the desire for good for their own home that comes with that. However, they simply previously lacked any motivation or drive to actually do something about it. After they discover their (primal, deeply-inset) drive for violence and crime, they'll be much more motivated to go on the warpath helping someone destroy the systems in power. I'll get to work on showing you what I mean, for both characters!

ScegfOd |

Since we're using VMC, I thought I'd ask:
Could an Eidolon use VMC? I'm thinking of building a summoner with a pet sort-of-rogue and trapfinding would be very nice even if it costs a few of her very few feats xD
(Also I'm going to build some sort of artificer type wizard that I mentioned in the interest thread)
And now back to reading the gazetteer etc :D

The Wyrm Ouroboros |

Hm. Offering the first:
aka 'Charbonabri Portier', literally 'Coal-shed Porter'.
Male half-orc unchained monk (master of many styles) 3 / unchained ninja (knife master) 4
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 17, touch 17, flat-footed 14 (+3 Cha, +1 deflection, +2 Dex, +1 dodge)
hp 49 (7 HD; 4d8+3d10+7)
Fort +5, Ref +7, Will +4
Defensive Abilities blade sense +1, evasion, uncanny dodge
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Offense
--------------------
Speed 40 ft.
Melee combat hilt +4/-1 (1d4+1) or
. . combat hilt +4/-1 (1d4+1) or
. . lungchuan tamo +8/+3 (1d4+2) or
. . snap-dagger +8/+3 (1d6+1/19-20) or
. . unarmed strike +8/+3 (1d6+1)
Special Attacks sneak attack (unchained) +2d8/+2d4, stunning fist (4/day, DC 16)
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Statistics
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Str 13, Dex 14, Con 12, Int 14, Wis 14, Cha 17
Base Atk +6; CMB +8 (+10 dirty trick, +10 disarm, +10 grapple, +10 reposition, +10 steal, +10 trip); CMD 24 (26 vs. dirty trick, 26 vs. disarm, 26 vs. grapple, 26 vs. reposition, 26 vs. steal, 26 vs. trip)
Feats Agile Maneuvers, Alertness, Circling Mongoose, Combat Expertise, Deadly Aim, Deft Maneuvers, Dodge, Panther Style[UC], Power Attack, Snake Style[UC], Spring Attack, Stunning Fist, Unarmed Combatant
Traits gesture expertise, local business owner (International Businessmen)
Skills Acrobatics +11 (+15 to jump), Appraise +6, Bluff +11 (+11 vs. other humanoids, +4 to feign ignorance, +13 to maintain servant guise, +13 to send secret messages via gestures), Climb +6, Craft (all) +4, Diplomacy +14 (+14 vs. other humanoids, +16 to gather information among servants while disguised as one), Disable Device +10, Disguise +3 (+5 to appear to be a servant, +13 to appear as a plainly dressed Medium human, half-elf, or half-orc), Escape Artist +8, Handle Animal +4, Heal +3, Intimidate +13, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +6, Knowledge (local) +10, Knowledge (nobility) +6, Linguistics +10 (+12 to understand gestures), Perception +16, Sense Motive +18 (+18 vs. other humanoids, +4 to intercept secret messages), Sleight of Hand +10 (+12 to conceal the ring in a search, +12 to conceal a light blade), Stealth +12, Swim +5, Use Magic Device +10; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Dwarven, Giant, Halfling, Hallit, Lip-reading, Orc, Sakvroth
SQ bonus feat, debilitating injury: bewildered, disoriented, or hampered, fast movement (unchained), fuse style, hidden blade, ki pool (7 points magic), monk vow (vow of cleanliness[UM]), ninja tricks (forgotten trick[UC], innocuous servant), orc blood, overlooked mastermind
Other Gear lungchuan tamo[UC] (2), snap-dagger (2), cap of bland appearance[ARG], cracked magenta prism ioun stone, cracked mulberry pentacle ioun stone, handy haversack, heavyload belt[UE], muleback cords[APG], ring of protection +1, sleeves of many garments[UE], traveler's any-tool[UE], contracting rope, thieves' ring, thieves' tools, masterwork, tied on items, 710 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat.
Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Maneuvers You don't provoke attacks of opportunity when performing a trip, disarm, dirty trick, reposition, or steal.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds to his base speed.
Forgotten Trick (4 rounds) (Ex) 2 Ki: learn one ninja trick for 4 rounds.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance is a swift action.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Innocuous Servant (Ex) You can disguise yourself as a servant to gather information with Bluff. (1d4 days)
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (4/day, DC 16) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vow of Cleanliness (+1 ki) Wash daily, keep clean, don't touch the diseased/dirty/undead except to try to heal them, attack them w/ manufactured weapons.
--------------------
Forgotten Trick (2 Ki each, 4 rounds):
-- Just a Face in the Crowd: +2 to Disguise/Perception
-- Vanishing Trick (+1 Ki, Invisibility)
--------------------
Local Business Owner (International Businessmen)
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Organizations
International Businessmen
Earnings: Gold +8, Goods +3, Influence +3, Labor +8
Take 10 values (choose 1): (Take 10 = 1 gp, 8 sp/day), 1 Goods, 1 Influence, 1 Labor
Create: Goods 11, Influence 7, Labor 15 (730 gp)
Teams: 3 Driver, 1 Guards, 2 Laborers, 1 Soldiers
Size: 23 people
Notes: The IB is a small group of wagoneers (3 drivers, 10 workers, 5 guards, 5 soldiers) who move goods to, from, and within the city of Isarn, typically from nearby farms, orchards, hamlets, and villages, to the markets of the city. Rarely do they do the buying and selling themselves; they are movers of goods, not owners.
Snap-Dagger:
Fighter Weapon Grouping: Close, Light Blades, Monk
Damage: 1d6
Damage Type: P/S
Critical: 19-20/x2
Specials: Monk
Cost: 40 gp
It also can be used as a fighting baton (combat hilt above), as the lungchuan tamo should be able to be; Damage Type B, Damage 1d4, Crit x2.
If these are acceptable, yay; if not, lungchuan tamo.
Ninja Finesse Training:
In the meantime, however, he does what he can to assist the people -- they still need to eat, they still need clothing and shelter, so he and his 'company', a blend of thugs and simple citizens, work to bring the necessities from one place to another; Coalhouse himself is fairly known for carrying a truly astounding amount of equipment upon his back, if he is given the chance to organize it and rope it down.
Ideally, he'd like to see some form of government where the people have a strong say, but in which those who have had experience have a hand on the wheel as well. What he would come up with would be something akin to a representational democracy of short-term elected officials deciding the course to be taken, but with the actual course being carried out by bureaucrats appointed for extended terms (5-10 years), but which they are routinely rotated out of, or of which they may serve only 1-2 terms. Advisory councils, of leaders or those knowledgeable in the mystic, religious, and natural worlds, may play a part as well; anonymous arbiters might be selected from amongst the government, the advisory boards, the businessfolk, even the commoners, to watch for signs of corruption within the government and expose it when such becomes necessary.
How to reach that wondrous state of events is not something Coalhouse is ready to offer an opinion on at game start.
The truth of the matter is that Galt is his home. Coalhouse knows he's got a short life, and when he goes, he wants to leave knowing he did something that mattered -- that he tried to change this fracking mess that Galt has gotten itself into, leaders sucking up to the masses, and the masses hysterically supporting one or another of the petty tyrants that have managed to get on top. This repetitious cycle of demagoguery has to end, constructively instead of destructively; there must be some way to have 'revolutionary fervor' without executing people and entrapping their souls every time the government changes.
He wants, in brief, to leave a legacy behind him, something that works, something in which the people high and low believe, something that will remember him for longer than two weeks after his death.
As for his strengths ... well, Coalhouse is an everyman. He blends in, he disappears, and even without the use of his minor magical items, given some time he can get into many of the most secure places just by being ... the guy that you overlook, because that's what you do to guys like him. He's a kitchen assistant learning the ropes. He's a recently-hired footman, a temporary coachman, an extra gardner brought in to spread the flowers throughout the place. ... what do you mean, you don't remember him, never hired him?
In addition, his organization/company means that he can easily be used to smuggle things out or in, recon a home, building, or area, or just give him (and/or the group) a reason to be in the area.
For all that quasi-stealth, he's sharp as a tack when it comes to perceiving what it is people are up to, and can turn a pair of carving knives -- or even just his own hands -- into tools for assassination. Faced with a single opponent, unarmed as he is, he can slip their blade and literally dance rings around them as he does terrible things with his blades; with his ability to achieve the use of precision damage on his own, it is possible for him to handle an issue without an outburst.
But, if faced with a mass of opponents, he can usually outrun, out-jump, and out-scramble the lot of them, then turn and disappear ... and walk out either the servant's gate, head down, just another nobody, or out the front gate, wearing clothing far better than what they last reported him as having on.
He is, in brief, an exceptional infiltrator, spy, and assassin -- depending on the needs of the moment.
At the moment, I am considering a variant on Hel Blackfist for the second -- someone born in Galt who has suffered under the various Councils and simply wants an end to the entire thing -- 'perpetual revolution is a perpetual bloodbath', and perhaps she's out to show them the semi-logical consequences of such, I don't know. She'd have a more evil, and far more thoroughly thought out, view of the issues at hand ...

leinathan |
1 person marked this as a favorite. |

My first submission: Alison Faure (LG human investigator (questioner)/VMC witch), a graffiti artist, political activist and writer. It turned out longer than I thought, once I got started! I hope it's not too much, I can give a TL;DR if you like. I'll work on the stats and post them soon.
Unfortunately, her family quickly dwindled. Their firebrand tactics, good family education, and refusal to become docile put one or more of them in danger from various Revolutionary Councils. One of her aunts was killed by the Imperial Council when she suggested that the Galtcreed Council's ban on the Final Blades may be worth revisiting. Her father was killed by the Eye of Law helping to depose them. Her mother was killed in 4703 while opposing the Council of Enlightenment and their return to the level of bloodshed seen in the '60s and '70s. By the time she was a teenager, the only person left to look after her was her aged grandmother, the most pragmatic and secretive member of the family - also the most sickly. With no University to attend and the city still in shambles, Alison began to work a number of shady, criminal, or dirty jobs in order to support her grandmother. At the same time, she started staying out past curfew, writing incendiary messages where people could see them, with the goal of getting people to be more "woke". While this behavior was dangerous, it eventually earned the notice of the Galt Gazette, who (through intermediaries and secret letters at first) began collaborating with her as a source. She provided information on the conditions in which she worked and occasionally self-written editorials about the state of the city.
Alison goes out frequently at night, armed with a pallette of paints, a public target (such as the destroyed Pathfinder library, the old Academy of the Arts or the square where Madame Margaery is kept) and an idea. She has learned to paint quickly, and her paintings have become known throughout the city for their acerbic and quick jabs and for their style. Though she has always been careful to avoid being caught, she recently slipped up. One of her paintings was too similar to the subjects of some of the public talks given by a local lawyer. The Gardeners fingered the lawyer as a reactionary and as having been responsible for the painting and they carted him away.
Alison attended the short public trial and execution, and considered, many times, trying to interfere. Perhaps she could distract the Grey Gardeners for long enough, free the poor barrister who had taken the blame for her, and help them to escape. But... she was paralyzed. She knew, deep down, that there was nothing she could do. She watched in silence as the barrister was executed, but when she went home she resolved that she would make real, concrete differences in the Galtan reality. However... she had no idea how she could possibly do that. She was just a reporter with a history of odd jobs and a dead family. What could she do? For days, she prayed to Shelyn, hoping for something, anything that would give her the answer... when soon, a lovely songbird appeared on her windowsill. Somehow, she could understand the little bird, and over the following months it taught her many things - magic tricks and hexes to lay on her foes. Alison just recently became confident enough to go out and try to do something for her people when she found the note in her pocket, visited the toy shop, and signed the Pact... Where Alison will go from here is a mystery.
Alison was taught from an early age to question everything. This makes her less of a cynic than a skeptic. She is idealistic, well-spoken, clever, cunning, and brave. However, despite the fact she's nearing 30, she is also somewhat naive. This is born from desperation - she's just on the edge of believing nothing will ever change, and throwing her life away. This makes her quite willing to take what she sees as a chance for change, despite potential dangers. She's also worn down from a lifetime of poverty and oppression.
Of the groups in the city, Alison reserves admiration for the Galt Gazette, the Erastilians of Le Commune, and Torag's Children. She feels that these groups bring much-needed stability and predictability to life in Isarn, and that the Erastilians manage to protect their smallfolk and discourage crime earns her approval.
Alison is relatively ambivalent about the Caydogs, the various groups of Milanites, and the Court of Bees. She also hasn't yet made up her mind about the New Revolutionary Council or Chairman Goss, though it wouldn't take much to sway her one way or the other.
Alison's spells and hexes are from her pact with an otherworldly force for a greater amount of power to influence Galt. Alison believes that Shelyn herself sent her familiar and taught her the magic, but doesn't know for certain. Her skills and investigator talents are from her adolescence and adulthood as a skulk and freelance artist, as well as her years being a freelance journalist for the Galt Gazette.
Alison's biggest personal goals are the end of the Gray Gardeners and the destruction of the Final Blades. In her mind, no political reforms will ever stop the violence for as long as these things hang in the background. She wants peace on Isarn's streets, and time for Galt to heal from the decades of murder and revolution. She believes that the current system of government is probably just fine, but the constant upheaval has done nothing for the stability of the country. She wants to see fair elections again, she wants to see Galt open up to the outside, and she wants to see the authorities focus their energy on community outreach and quelling crime.
Alison is a die-hard Shelynite. The colorless landscape that's dominated Isarn lately hurts her to her core, and that's the main reason that she started graffitting - to put something beautiful on the streets again. However, the authorities' reaction to her art put her in a far more antiestablishment mood, and led her to seeking advice from her grandmother and getting involved with more political endeavors.
Alison's greatest inspiration is her grandmother, Dorothy Faure. Dorothy was one of the very first revolutionaries in Galt, and she is also the only survivor among all of her friends and family. Dorothy is getting old, and has been house-bound for 8 years. Even before that, Alison worked hard to support her grandmother. Once, Alison came home and Dorothy didn't remember who she was. That the old woman might lose her keen mind and decades of memories of the revolution isn't something that Alison had considered, and it pains her greatly.

DBH |

Here is my first prospective character. I gave them a lot of thought and came up with Morella. A Changeling Oracle with the Intrigue mystery. She was a surprisingly fun character to build. I still need to add background skills, equipment and her backstory, but thought I'd let you look her over.
MORELLA
Female Changeling Oracle 7. CN Medium humanoid (changeling)
Init +2; Senses Darkvision (60 ft.), Perception +12,
Temporary Bonuses Applied Shield of Faith,
DEFENSE
AC 16, touch 15, flat-footed 14 (+2 Dex, +3 deflection, +1 natural, )
hp 52 (7d8)+14. Fort +3, Ref +4, Will +6, +2 morale bonus vs. mind-affecting
Spell Resistance 13
OFFENSE
Speed 30 ft.
Melee claw +5/+5 (1d4)
Spell-Like Abilities: rumormonger ( DC 16, 1/day)
Known Oracle Spells (CL 7th, concentration +11):
3rd (5/day) - dispel magic , searing light , cure serious wounds (DC 17) , suggestion (DC 17)
2nd (7/day) - fear the sun (DC 16) , sound burst (DC 16) , violent accident (DC 16) , cure moderate wounds (DC 16) , false belief
1st (7/day) - bless , comprehend languages (DC ) , ears of the city (DC 15) , ray of sickening (DC 15) , shield of faith (DC 15) , charm person (DC 15) , cure light wounds (DC 15)
0th (at will) - create water , detect magic , mending (DC 14) , read magic (DC ) , sotto voce (DC 14) , spark (DC 14) , stabilize (DC 14) STATISTICS
Str 10, Dex 15, Con 12, Int 14, Wis 12, Cha 18
Base Atk +5; CMB +5; CMD 20
Feats Free Spirit, Mother's Gift, Quick Draw, Silent Spell
Skills
Bluff +11,
Craft (Untrained) +2,
Diplomacy +11,
Disguise +8,
Escape Artist +2, Escape Artist (Escape bonds/grapple) +4,
Heal +7,
Knowledge (History) +7,
Knowledge (Planes) +7,
Knowledge (Religion) +7,
Perception +12,
Perform (Dance) +10,
Perform (Untrained) +4,
Sense Motive +11,
Sleight of Hand +9,
Spellcraft +8,
Stealth +8,
Use Magic Device +8,
Languages Aklo, Celestial, Common, Draconic, Hallit, Infernal, Tongues,
SQ Assumed Form, Claws, Darkvision, Gossip Guru, Green Widow (Green Hag), Hag Racial Trait, Intrigue Mysteries, Natural Armor, Orisons, Tongues ~ Celestial, Tongues ~ Infernal, Uncanny Resistance, Whispered Glimpses,
Possessions
SPECIAL ABILITIES
Assumed Form (Sp) You can change your appearance at will, as disguise self with a caster level equal to your oracle level. You can choose to actually transform, which works the same way but counts as a polymorph effect instead of an illusion and doesn't allow a Will save to disbelieve.
Claws (Sp) Changelings get two claw attacks.
Darkvision Changelings can see in the dark up to 60 feet.
Gossip Guru (Sp) You sit in a web of intrigue like a spider, subtly tracing the course of rumors and gossip in order to understand the ties that bind those around you. You can use the rumormonger spell once per day as a spell-like ability, using your oracle level as your caster level. Each time you do so, it ends the duration of any previous activation.
Green Widow (Green Hag) You gain a +2 racial bonus on Bluff checks against creatures that are sexually attracted to you.
Hag Racial Trait (Ex) Changelings inherits a trait from her mother.
Intrigue Mysteries You draw upon the divine mystery of Intrigue to grant your spells and powers.
Looking for Work (Perform (Dance)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Natural Armor (Ex) Changelings have a +1 natural armor bonus.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand two selected languages. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Celestial You gain Celestial as a bonus language.
Tongues ~ Infernal You gain Infernal as a bonus language.
Uncanny Resistance (Su) You gain spell resistance equal to 6 + your character level. 13.
Whispered Glimpses (Su) The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Very much a spider sitting in the center of a web of whispers and rumors.
I'm working on another, this one will be much more of a street thug.

leinathan |
1 person marked this as a favorite. |

Aaand here's this. I wanted to emphasize a few things with this statblock.
For one, I wanted Alison to be adaptable and multitalented, due to having to rely on herself for her whole life.
For two, I wanted her to have abilities which represented a pact she's made with an otherworldly force. Thus, she has some psychic empathy and a variety of spells.
For three, I wanted her to seem Shelynite - thus her glaive proficiency, Inner Beauty trait and Artistry ranks.
All of her skills have 7 ranks in them. Asterisked skills are skills which she can use inspiration on without having to spend inspiration.
All of her adventuring equipment is hand-me-down from her dead family. Her grandmother saved it all, but always cautioned Alison against following the same path that got her family killed. She finally dug it out of their attic and put it on. The kitharodian pen and glowing glove were purchases meant to facilitate her relationship with the Gazette.
Female human investigator (questioner) 7 / VMC witch
LG Medium humanoid (human)
Init +2; Senses Perception +13
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DEFENSE
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection)
hp 66 (7d8+28)
Fort +6, Ref +8, Will +7 (+4 vs. poison)
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OFFENSE
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Spd 30ft.
Melee mwk glaive +8 (1d10+3/x3)
Special Attacks hexes (evil eye, DC 16), studied combat (+3/+2d6), inspiration (6 points)
Bard Spells Known (CL 7th, concentration +10)
3rd (2/day) - bestow curse, gaseous form, confusion
2nd (4/day) - shatter, alter self, blood biography, invisibility, sense vitals
1st (5/day) - ill omen, blend with surroundings, sow thought, liberating command, hideous laughter, ears of the city
0 (at will) - dancing lights, mage hand, mending, message, oath of anonymity, prestidigitation
Patron Jynx
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STATISTICS
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Str 14, Dex 14, Con 16, Int 17, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 19
Feats Feat Tax (Risky Strike, Defensive Stance), Alertness, Street Smarts, Psychic Sensitivity, Weapon Proficiency (glaive), Empath
Traits Affiliated Agent (Galt Gazette), Inner Beauty
Skills Acrobatics +12, Artistry (painting) +13, *Bluff +9, *Disable Device +15, *Disguise +9, *Knowledge (any) +5, *Knowledge (local) +17, *Knowledge (nobility) +15, Perception +13, Profession (writer) +11, Sense Motive +15, *Sleight of Hand +12, *Stealth +12 Conditional Bonuses +3 Perception & Stealth when around 10 others, +3 Perception to locate traps, +4 Perception to hear a conversation or find a hidden object
Languages Common, Dwarven, Hallit, Halfling
SQ investigator talents (eidetic recollection, just a face in the crowd, canny observer, underworld inspiration*), inspiration for subterfuge*, know-it-all +2, trapfinding +3, keen recollection, swift alchemy, familiar (pilferer songbird)
Combat Gear ; Other Gear mwk glaive, +1 mithral shirt, ring of protection +1, cloak of resistance +1, kitharodian pen, artisan's outfit with a pathfinder pouch, battle-strider boots, glowing glove, scrivener's kit, thieves' ring, 71gp
+1 mithral shirt - 2,100gp
ring of protection +1 - 2,000gp
cloak of resistance +1 - 1,000gp
kitharodian pen - 720gp
pathfinder pouch - 1,000gp
battle-strider's boots - 2,000gp
glowing glove
scrivener's kit - 1gp
thieves' ring - 300gp
- - -
10,129gp spent, 71gp remaining
Please, let me know if you have any questions.

Le Quatrième Voile |
2 people marked this as a favorite. |

Wrapping up our initial work to get the recruitment thread out certainly doesn't mean we came to a stop. On the contrary, we've developed a lot of the surface things and now is the time to dive deeper. We're definitely excited for this, and we'll do our best to keep up with questions and feedback.
@ScegfOd VMC is not designed for eidolons, so no.
Some notes on people's builds:
@Clément/Le Bourreau - Excited to see another vigilante, and a well motivated one.
@Amelie Duchamps - Love your enthusiasm! We knew we'd see at least one Dandy Ranger, but this is so unique.
@Lev Borstein - The research put into our city is certainly on par with what I'd expect for a journalist character. Well done!
@Coalhouse Porter - Interesting build and backstory, but I’m not sure where they meet. Where did Coalhouse get his martial training?
@Alison Faure - I like your history of family ties. A very well put together history.
@Morella - I didn’t read past the word ‘Changeling’.
Digger Chandler1 - Clément Poulain/Le Bourreau du Peuple - Vigilante (Hangman)
Digger Chandler2 - Amelie Duchamps - Ranger (Dandy) fashonista
BoleshevikBuddy - Lev Borstein - Rogue (VMC Bard) journalist
The Wyrm Ouroboros - Coalhouse Porter - Monk/Ninja exporter
leinathan - Alison Faure - investigator (VMC witch) activist
-----
Decimus Observet
Corsario
Vrog
The Chess
DBH
Gilthanis
Fang Dragon
littlehewy
ginganinja
leinathan
Captain Ford

Lev Bronstein |
1 person marked this as a favorite. |

Here's one of Lev's polemics that he printed and tried to spread clandestinely, hoping it would get to the Gazette for publication;
A moralizing Chelaxian’s favorite argument is the lumping of reaction’s conduct with that of revolution. He achieves success in this device through recourse to formal analogies. To him authoritarian reaction and people’s revolutionaries are twins. Twins are likewise discovered in violence used to oppress and violence used to liberate. An inventory is compiled of the common features in Aroden’s dead dogma and the values of the revolution. Thrice damned Thrune’s propagandists wish us to believe that parliamentarism, egalitarianism, and people's revolutionaries represent merely different manifestations of one and the same 'evil'.
Undoubtedly the currents grouped above have certain common features. But the gist of the matter lies in the fact that the future of Galt manifests itself not by Senate rule, nor by blood and honor, nor by the dogma of the decentralization. The historical process is moved primarily by the masses; moreover, different groups in the name of different aims may in certain instances utilize similar means. Essentially it cannot be otherwise. Armies in combat are always more or less symmetrical; were there nothing in common in their methods of struggle they could not inflict blows upon each other.
The conception that the New Revolutionary Council and the First Revolutionary Council are “essentially” one and the same now enjoys the joint approval of parliamentarians, egalitarians, devout Asmodeans, idealists, pragmatists, and confederalists. If the New Revolutionary Council are unable to adhere to this unity of dark forces, then it is only because they are accidentally occupied with the extermination of the actual revolutionaries.

GM Renard |

@The Wyrm Ouroboros I saw that you mentioned 3pp in your submission. We aren't using 3rd party content, so please make sure you're only using 1st part content.
More generally on the feat tax rules, here are some guidelines:
* If a class gives you a feat that no longer exists (such as Unchained Rogues and Weapon Finesse), you gain no additional benefit.
* If a class gives you a feat that is upgraded / rolled into another feat, you get the updated feat.
* If an archetype replaces a feature to give you a feat that no longer exists, instead do not replace the feature. For example the Lore Warden Fighter gains Combat Expertise in place of Bravery 1. Instead, the Lore Warden keeps bravery. However, this may not be used to allow archetypes that could not stack before to be used together.

The Frightmare |

I've had a DM before who was kind of weird about it so I figured I'd ask; how do you feel about people not taking the Vigilante class, but who are vigilantes fluff-wise and use regular Disguise rolls and stuff, just without all the kit stuff the class gives? I'm kicking around a Swashbuckler who takes on a very romance novel hero/phantom thief kind of deal but there's nothing in Vigilante that feels as on-point for it.

Le Quatrième Voile |

@The Chess I suppose that we expect players to complete as much of their backstory as they want considered. For now, we plan to close recruitment in on the 21st (see post #2 in the thread).
A character may worship any deity except for The Rough Beast or Lamashtu. The entries we put on the Theology page is specifically for deities have something different about their worship in Galt. Some are banned legally (Asmodeus, Milani), lots have a peculier local social stigmas (Abadar). Some are popular, but significantly different (Sarenrae). Desna worship is probably pretty popular, since she doesn't really offend many sensibilities and espouses freedom. She is simply not worshiped differently than anywhere else on Avistan. The same applies for the other unmentioned gods.
@The Frightmare A player could certainly do this. Be aware that being recognized, while not certain to happen, would certainly carry some consequences, depending on who finds out the truth

The Frightmare |

Alright cool, I'm aware of and accept the consequences, I just wanted to make sure there weren't any flavour nitpicks about playing vigilante without the class. I've got two strong-feeling ideas kicking about in my head now, so hopefully I can hammer those out. And to ask for something about the other, actually; do you have a specific % limit on starting play with item creation feats and using starting wealth to craft those?