For Queen and Country - Ambassadors of Korvosa (Inactive)

Game Master mourge40k

Map of Korvosa I also fully acknowledge that I'm ripping off someone else's hard work for this. I simply consider this a sign of approval.


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For those of you who already applied to the prior "For Queen and Country" campaign, you already know the spiel. For those of you who do not, here is what is going on.

Queen Abrogail II has put out a call for groups of heroes that will proudly travel to the former colony of Korvosa as a part of a ambassador's party, with the intent of helping to promote stability and address local (and greater) issues. However, as the situation in Korvosa evolves, there could be potential to gain back the capital of Cheliax's Varisian territories.

In short, this is a re-hashing of Curse of the Crimson Throne. Characters are expected to be loyal to Cheliax, if not nationalists in one form or another. This is a game about knowing what is best for others. This is a game about Chelish traits - the growing and solidifying of power, nationalism, patriotism, and peace through strength. Characters that have backgrounds in line with those themes and strong ties to the Chelish structure (anything from former slave up to aspiring noble) will be given preference. PCs do not need to know each other before the campaign begins, but some ties are certainly fine and even encouraged (read: will probably improve your chances).

Character Creation: Absolutely NO Third Party will be considered. Pathfinder already gives a plethora of options, and I see no need for me to do more work by looking more stuff up.

Attributes: 25 point buy.

Races: Any up to 15 RP.

Classes: Any except the following: Antipaladin, Summoner. Paladins, while permitted, are likely to be a hard sell.

Alignments: Any non-chaotic.

Traits: Three traits, one of which must be a Cheliax regional trait or a trait from Cheliax, Empire of Devils. Drawbacks can be taken for flavor. You will receive no mechanical benefits from taking one.

Starting Level: First.

Starting Gold: Max.

Starting HP: Max. Subsequent levels will be average.

Other Notes: I will be using a custom houserule for flanking. Namely, all that you need to get a flanking bonus is to have more than one ally threatening the same individual. This only applies to creatures (opponents) that are no more than one size category larger than you or smaller. Example: If a pair of halflings are both threatening an ogre, they will have to be in normal flanking positions to gain the benefits. Two humans, however, will be able to receive flanking benefits regardless of positioning as long as they both threaten.

Submission Deadline is December 14th. I will be taking in a grand total of 5 characters.

RPG Superstar Season 9 Top 16

Dot.


So applicants should probably avoid all of those Cheliax regional traits that involve overthrowing House Thrune?

Quote:
Other Notes: I will be using a custom houserule for flanking. Namely, all that you need to get a flanking bonus is to have more than one ally threatening the same individual. This only applies to creatures that are no more than one size category larger than you or smaller.

Opponents that are one size smaller or larger or allies that are one size smaller or larger?


Dotting.


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JoshB wrote:
So applicants should probably avoid all of those Cheliax regional traits that involve overthrowing House Thrune?

This would indeed be the case. However, I'm open to fluff re-imagining in some cases. Just show me the traits in question, and I'll let you know if I'll allow it with fluff change or not. Also, I edited my flanking houserule to include an example. Here's to hoping that helps to clear things up.


additional question above about flanking.


Hum...so if I understand this right, this would more or less be the Curse of the Crimson Throne AP, but experienced through the lens of Chelish agents and diplomats that get caught up in the events of the AP?

Sczarni

Interesting...


Lady Ladile wrote:
Hum...so if I understand this right, this would more or less be the Curse of the Crimson Throne AP, but experienced through the lens of Chelish agents and diplomats that get caught up in the events of the AP?

More or less. This could lead to some potentially very interesting story changes later down the line. I will be open to changes, whether major or minor. But in the end, it's pretty much Curse of the Crimson Throne.


Woo hoo, second chance! Let's see if I can copy everything that counts:

Post1:
Well this looks pretty cool. I'm running a PbP as a GM after another person I chatted with asked me to try it out, and actual being involved with players who post on the regular made it much more appealing, so I'm looking to try as a player. (My attempts as a player, long long ago, didn't really stretch out, as I got frustrated when people didn't even post once a day.)
Lawful Evil has always been one of my favorite alignments, and I think Cheliax is awesome, with its layers, depth, history, fall, and attempt to rise again. It reminds me of a hell powered British empire.
I'm thinking a heavily armored martial type that desperately wants to join the Hellknights, because of course he does, and I'm amazed none of your players already called that! Particularly, a tiefling, because if you're going Cheliax, you dive in cannonball style with as much devil blood as you can, am I right?
I'm thinking the dark honor guy, the bastard fiend son of a noble with no hope of legitimacy, hoping the Hellknights give him a chance to earn a station he wasn't born with. Ruthless, cold, and murderous, but with manners, standards, etc.

Post2:
Thanks for the head's up, DM. I actually am totally understanding of how bad tieflings are looked at by others.
It's actually why he wants to be a Hellknight. He has no other real chance to succeed in Cheliax. (Although he plans to kill the legitimate members of his family, if at all possible, to force his legitimacy. I did say he's ruthless.)

Crunch and Some more fluff:

Well, since you said a character sheet is a requirement for my submission I'll give you a quick one on my phone, which I can pretty up on my computer later if I get accepted (again, this is for the devil blooded tiefling who wants to be a hellknight):

Edmund the Tainted (Charthagnion)
Race: Devil Blooded Tiefling
Alt Racial Traits: Prehensile tail, fiendish sprinter, Maw or claw (bite), scaled skin (fire)
Attributes:
Str: 17
Dex: 14
Con: 14+2=16
Int: 10
Wis: 12+2=14
Cha: 10-2=8
Traits:
Cold Heart (Regional - Hellknights: +2 vs emotional effects)
Defender of the Society (Combat, Fighter only: +1 ac w/med or heavy armor)
Mutant Eye (Magic): +2 Sense Motive, +4 to notice magically controlled creatures, -1 diplomacy and bluff vs humanoids who can see it.
Level 1 Fighter (Phalanx)
HP: 17 (10+Con+Favored Class+Toughness)
Fort: +5
Ref: +2
Wil: +2
Feats: Toughness, Dodge

The rest is just filling in the blanks with CMB, CMD, equipment, etc.

If you can't tell by the traits and racial alternates, he's very visibly fiend tainted...dang near looks like a half fiend. It's made life all the more difficult, which is why he's so intent on joining the Hellknights and stamping his mark on Cheliax and retaining what he believes is his rightful place (even though he's a bastard he's older than his half siblings). I chose hours Charthagnion because they're known to have a fiendish pack.

If you need any more info, please let me know.

So that's all I think I had on Edmund the Tainted.


Thanks for taking the time to do this!

Full disclosure: I have run Curse of the Crimson Throne in its entirety, so I am quite familiar with the Adventure Path as written.

With that out of the way: You know my character from the previous recruitment. Hiram would likely be along as hired muscle, possibly as personal protection for a character from a noble background. His foreign birth would preclude him from any leadership position, regardless. He is expendable and has no conflicting loyalties in the region, which would make him a sensible choice for the mission in general.

I assume his faith would not be as much of a problem in the Varisian colonies as it would be in the mother country? The Church of Asmodeus has little sway in Korvosa as it is, though that may change. Maybe he was pressured to take part in the mission by someone who knew of his heresy (perhaps the ambassador), essentially being exiled to the colonies while he proves his loyalty and usefulness to Cheliax. I'm open to suggestions.


To echo Crellan: Interesting...

One last question for now: I've seen some people who consider the spiritualist class to be along the same lines as a summoner. Are they allowed or are they also banned?


Welcome back to the both of you! That seems to be all I remember you having for Edmund before (and a quick check-up confirms this), so you should be good there. As for Hiram... His faith is not as much of a problem in Varsia as it would be in Cheliax. You know, aside from the whole devil worship thing in general, most people aren't going to see it as too different from worshipping Asmodeus. Funny how a religion not being as popular in an area can do things like that. Also, I quite like the ambassador angle you thought of. If you want to roll with that, I'd certainly approve of it.

Also, so long as none of you metagame, I have no issues if you've previously run/played CotCT. I will be adding some of my own changes to give you a twist or two as needed.


I think I got through half of the first book before it fizzled in an in oerson game. I was playing a CG jerk of an abysmal blooded sorcerer who talked s*** to the Hellknights, so this should be a while different world.

Frankly, I don't even remember what happens that far in.

...or was that Council of Thieves?


Lady Ladile wrote:
One last question for now: I've seen some people who consider the spiritualist class to be along the same lines as a summoner. Are they allowed or are they also banned?

Spiritualists are allowed. Phantoms aren't quite as bad as Eidolons can be from what I've read, so I don't have a problem with them. Add in the lack of the Summon Spell-like ability, and I don't think they're nearly as bad as a Summoner.


I had a little time after work with my computer actually near some internet, so I got started...this is still a work in progress.


DM Callaway wrote:
As for Hiram... His faith is not as much of a problem in Varsia as it would be in Cheliax. You know, aside from the whole devil worship thing in general, most people aren't going to see it as too different from worshipping Asmodeus. Funny how a religion not being as popular in an area can do things like that. Also, I quite like the ambassador angle you thought of. If you want to roll with that, I'd certainly approve of it.

Yeah, that's about what I thought. And I'll happily be a victim of blackmail. I do love me some intrigue!

Edmund was planning on being a Hellknight, ya? In Korvosa, that would mean the Order of the Nail. It would certainly be beneficial to the cause to have someone who can get their support.


Hiram Ahiram wrote:
Edmund was planning on being a Hellknight, ya? In Korvosa, that would mean the Order of the Nail. It would certainly be beneficial to the cause to have someone who can get their support.

That's the plan and his desire (although I don't like the actual prestige classes, and mechanically speaking, would be going Stalwart Defender ASAP). The Order of the Nail sounds like a good way to make his name, TBH.


Here is my proposition:

Gallius The Pale, Shoanti Slayer LE:

Gallius was born albino, in the Shadde-Quah, the Axe Clan. All his early years he had to carry the weight of being different, of looking like one of these cursed Cheliaxian. Some of his folks even considered him as being spiritless, without links to the memory and the ancestors of his tribe. He wasn't even worthy of receiving the sacred tatoos of the clan.

But the young Shoanti was clever. He watched a lot of foreigners doing buisness like piracy and trading on the sea with Ulfen or traders. He undestood the power of coins,of network. He also understood that he'll never be a true Shoanti for his peers. No matter how good he was with a sword, he didn't behave himself like a "true warrior", choosing instead of a frontal figth to strike from the shadow.

Tired of his condition, he decided one day to take his destiny in hands. A few month later a mysterious pale-skinned man with red eyes started to make himself a reputation in Korvosa, as a really good blade to hire.

The man changed his name in Gallius, typical Cheliaxian name, and became known for his efficient work. Today, Gallius is devoted to Asmodeus, to the idea that all people are basically on a social ladder, and that pity and traditions are not the good way to climb it.

He despite his people for being barbarians with no sense of "the Modern World", and he's willing to do what it takes to improve his condition as a subject of Cheliax. Quick thinker, fast with a blade, he already worked for a few officials and could be hired as a bodyguard or a murderer.

He's also lonely, despite all what he said or would like to think. Even a cold-blooded assassin need to be able to put his faith in allies.

That's a longshot, but maybe you'll find it interesting. He could use Disguise as a way to lie about his true identity. Or maybe not if albino is enough. Don't mind taking a trait for "nothing" but flavor or even a drawback.


The character percolating in my head is either a rogue or investigator, half-orc or changeling. More to follow...


Didn't see the first "For Queen" campaign till it was too late, hoping for this one.

This here is Asbadan Lotheustan, an aspiring diabolist and a desperate devil's bid for more influence in Hell's fiendish circles. He might have been hired by Queen Abrogail II as not only a voice for Cheliax, but a voice for her infernal allies too. I plan to upgrade the imp in his backstory into his familiar, but for now, he has an Infernal-speaking "thrush".

I believe he is good to go, but if something is off let me know and it shall be remedied.


Introducing Marcus Clay, an obdurate farmer who was thrust into the limelight when he repelled a notorious bandit's attack on his village. Chasing the bandits back to their camp, he killed their leader and freed their captive, a young noblewoman who was being held for ransom. In doing so earned her profound gratitude, such that she dragged him back to her native city, and there feted and celebrated him as an example of the best of Cheliax's common folk.

It's been a month now since he quietly insisted on withdrawing from the party circuit. With his farm destroyed by the bandit attack, he's unsure as to his next step. A premonition, however, tells him that fate may yet have further surprises in store for him.


dot.

is unchained allowed?


Pathfinder Adventure Path, Companion, Rulebook Subscriber

Yay! I think I'll submit what I did for the other game since I didn't make it in, let me know if it needs to be tweaked to fit better.

I would still, if it is deemed acceptable and there is a taker, like for her to be owned by a pc, it would help to explain why she's involved in events.

Build:

Vinexa
female vishkanya kineticist 1
LN medium humanoid (vishkanya)
Init +5; Senses Perception +3
--------------------
Defense
--------------------

AC 16, touch 13, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 12 (1d8+4)
Fort +5, Ref +5, Will -1-
--------------------
Offense
--------------------

Speed 30 ft.
Melee kukri +1 (1d4+1/19-20 x2)
Ranged telekinetic blast +3 (1d6+1+3 /×2)
Special Attacks telekinetic blast
Spells (CL 1; concentration +6=+3+1+2):
Kinetic Blast 1d6+1+3
--------------------
Statistics
--------------------

Str 12, Dex 16, Con 16, Int 13, Wis 8, Cha 16
Base Atk +0; CMB +1;CMD 14
Feats WP: simple, kukri, blowguns, shuriken; AP: light; dodge
Traits desperate focus, talented, reactionary
Skills acrobatics +7=3+1+3, perception +3=-1+1+3, perform (dance) +10=3+1+3+1+2, stealth +9=3+1+3+2, use magic device +7=3+1+3
Languages common, vishkanya, elven
Combat Gear kukri, leather armor, ammo 1 (n); Other Gear leather collar with a slave signet
Misc Gear performer's outfit, backpack, bedroll, soap, belt pouch x2, mess kit, flint and steel, water skin, trail rations (6 days); 32.89 gp
--------------------
Special Abilities
--------------------

Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Element Focus Aether: At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Wild Talents: 1st—basic telekinesis, kinetic cover, kinetic healer, pushing infusion†, telekinetic finesse; 2nd— bowling infusion†, telekinetic haul; 3rd—foe throw†, force hook†, self telekinesis, telekinetic invisibility, touchsight; 4th—telekinetic maneuvers; 5th—aether puppet, force barrier, self telekinesis (greater), touchsight (reactive); 6th— disintegrating infusion†, suffocate; 7th—spell deflection; 8th—many throw†, telekinetic deflection, telekinetic globe.
Infusions: At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Reactionary: You gain a +2 trait bonus on initiative checks.
Sensual: You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
Talented: You gain a +1 trait bonus on checks with a single Perform skill (your choice [dance]), and all Perform skills are always class skills for you.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.


Blasts:

Telekinetic Blast: Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.


Infusions:

Extended Range: Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Description and Personality:

Vinexa is a nineteen year old vishkanya woman who stands five foot four and weighs ninety pounds. Her eyes are a burnished gold color, her hair a lustrous black, and her delicately scaled skin is a very pale green color. She moves with a sensual grace that draws the eye of those around her and wears loose fitting dancer's garb most of the time with a leather collar around her neck. Now that she's been assigned to a group of adventurers by the queen she has been outfitted with a set of leather armor, a kukri, and some general travelling gear.

Vinexa is an obedient woman who's true personality is hidden beneath the veneer of her role as the dutiful slave dancer. She has learned to respond quickly to her current owner's orders and to focus on the task at hand quickly and efficiently. While she doesn't let people get close to her often she is caring of those she considers her friends and will do much for them so long as she hasn't been forbidden to do so. She's decent at speaking with people, though she has little skill for it, the thing that most animates her is dancing, something her naturally lithe form is superb at. While she is dutiful to a fault she can be mischievous at times, largely by using her telekinetic powers to cause some small amount of difficulty for people who offend her.

Back Story:

Vinexa was born to Vishkanya parents who had left Vudra shortly before she was born. Born on the road to Varisia Vinexa developed a natural love of the freedom of the sky and the feel of travel. They settled in the town of Corvosa when she was only five around the time of a terrible plague and both of her parents died in the resulting turmoil. She spent the next year of her life in an orphanage until a wealthy Chelaxian noble found her and purchased the child for a generous "donation" to the orphanage. Now property her master had her work a maid for his wife at first and then later trained her to be a dancer when his wife noted she would be a natural.

As she reached her thirteenth birthday and her body began to develop into adulthood her master took greater notice of her than before. Despite that she was left unharmed so long as she did her tasks and performed as her master and his wife demanded. It was during these years that the young Vishkanya learned the two principal rules of being a slave, due your work immediately and do it with diligence, to do otherwise is to be disciplined severely. So she learned to tune out distractions and be ready on an instant when her master demanded.

As she reached the age of sixteen and fully blossomed into womanhood Vinexa developed strange abilities as a telekinetic, some vestige of her heritage from Vudra it seemed. Seeing the value of this new skill the lady of the house encouraged her to learn to use it in the hopes it would increase her value for potential buyers as she wanted the young Vishkanya gone so as not to tempt her husband any more than needed. A short time thereafter the Mistress managed to arrange a clandestine sale while her husband was away and so she now finds herself property of a new owner just as things begin to get interesting in the city of Korvosa.

Edit: Tweaked the backstory to better fit.


This sounds really cool, I'd like to throw my hat in too. I just got the cheliax, empire of Devils PDF so I'll give it a thorough read and see what everyone else submits before committing to a concept. So far I like the idea of a patriotic ex-slave, someone who has seen the worst side of the dichomity of chelaxian law and has intentions of working his way up the social ladder one way or another.


Thecooldudenextdoor wrote:

dot.

is unchained allowed?

Unchained Classes except for the summoner are allowed. I will probably pass on Background Skills this time around, and all other rules are currently off the table as I simply don't know them well enough yet to be comfortable implementing them.


DM Callaway wrote:
Thecooldudenextdoor wrote:

dot.

is unchained allowed?

Unchained Classes except for the summoner are allowed. I will probably pass on Background Skills this time around, and all other rules are currently off the table as I simply don't know them well enough yet to be comfortable implementing them.

Darn. Stamina is a significant boost to Fighters, from what I hear.


thegreenteagamer wrote:
DM Callaway wrote:
Thecooldudenextdoor wrote:

dot.

is unchained allowed?

Unchained Classes except for the summoner are allowed. I will probably pass on Background Skills this time around, and all other rules are currently off the table as I simply don't know them well enough yet to be comfortable implementing them.
Darn. Stamina is a significant boost to Fighters, from what I hear.

It is. It really, really is. After I run it with my home group some more, I'll try to incorporate it into PbP. But for now, I'm still working out the kinks. Sorry guys.

Grand Lodge

I'm going to apply with the heavy Diplomacy / Knowledge Skills PC that I chose not to apply in the other campaign because of all the Bards, Wizards and such that were already part of that game.

My PC was the LE Investigator (Empiricist) that will go to Alchemist (Mindchemist).

I'll get her up here as soon as work slows down.


DM Callaway wrote:
I will probably pass on Background Skills this time around, and all other rules are currently off the table as I simply don't know them well enough yet to be comfortable implementing them.

Background Skills would be nice, even if you use nothing else from Pathfinder Unchained. Those really should have been a part of the system to begin with. I seriously don't see any reason not to use them.


Whoops...I was another person potentially thinking ex-slave (halfling to boot) who has something of a Big Brother/Stockholm Syndrome relationship with Cheliax, but that runs awfully close to a couple of concepts already submitted so I'll have to think on it some more ;)


It's weird the reverse loyalty thing a lot of us got going. People are on the receiving end of Lawful Evil's hierarchy, yet somehow that makes us more loyal to our oppressors. Might have misread this theory, but its what I'm seeing.

Asbadan kinda is the same, but his loyalty is more to Hell/himself than to Cheliax, per se.


Finished all except equipment.
I will have that done before the deadline, but I figured I'd let you know all the blanks are otherwise filled in.


Asbadan Lotheustan wrote:
It's weird the reverse loyalty thing a lot of us got going. People are on the receiving end of Lawful Evil's hierarchy, yet somehow that makes us more loyal to our oppressors.

Unless you happen to have been born into nobility, he only way to rise up in Chelish society is to play the system. That defines the whole nation, essentially.


Hiram Ahiram wrote:
Asbadan Lotheustan wrote:
It's weird the reverse loyalty thing a lot of us got going. People are on the receiving end of Lawful Evil's hierarchy, yet somehow that makes us more loyal to our oppressors.
Unless you happen to have been born into nobility, he only way to rise up in Chelish society is to play the system. That defines the whole nation, essentially.

Sometimes, even if you're born in the system to nobility, if grandpa happened to enjoy a romp with an Erinyes, you still need to play the system....

Grand Lodge

DM Callaway,

How much or little will the actual CotCT AP material -- and I guess timeline -- be part of this campaign?

I friggen love the idea of this campaign and think my Knowledge & Diplomacy monkey would fit very well in the right group.... but I played in a great CotCT campaign two years ago and don't want to A) have Player Knowledge of the goings-on in the campaign (I like surprises.) and B) step on the toes of my memories from the game a couple years ago.

If, though, your campaign takes place, for example, just before or even just after CotCT, then as a Player I would get more out of it. ....Assuming, of course, that you feel my Knowledge & Diplomacy PC would fit well with the other PCs you select and you add my forthcoming Investigator-PC application.

Dark Archive

Would a Campaign trait from Council of Thieves be allowed? I'm specifically looking at Diabolist Raised.


Hiram Ahiram wrote:
DM Callaway wrote:
I will probably pass on Background Skills this time around, and all other rules are currently off the table as I simply don't know them well enough yet to be comfortable implementing them.
Background Skills would be nice, even if you use nothing else from Pathfinder Unchained. Those really should have been a part of the system to begin with. I seriously don't see any reason not to use them.

After another quick lookthrough of both the AP and the Background Skills rules, you're right. They pretty much add nothing but good things flavor wise without any real power changes. So, everyone consider Background Skills a go.

W E Ray wrote:

DM Callaway,

How much or little will the actual CotCT AP material -- and I guess timeline -- be part of this campaign?

I friggen love the idea of this campaign and think my Knowledge & Diplomacy monkey would fit very well in the right group.... but I played in a great CotCT campaign two years ago and don't want to A) have Player Knowledge of the goings-on in the campaign (I like surprises.) and B) step on the toes of my memories from the game a couple years ago.

If, though, your campaign takes place, for example, just before or even just after CotCT, then as a Player I would get more out of it. ....Assuming, of course, that you feel my Knowledge & Diplomacy PC would fit well with the other PCs you select and you add my forthcoming Investigator-PC application.

I will say that there's going to be some very noticeable changes between the base AP and this version. Between me running it to completion once already and the way I'm changing up the story, there's good reason for it to be quite different from the original. In the first book alone, there's a good chunk of the encounters I'm going to have to remove simply because of where you're from. Other than that, it will follow the timeline fairly closely. It's just the nature of some things will be changed due to the diplomat you guys are accompanying.

This in turn leads me to one of the biggest story points for you guys. One of the ambassadors you are escorting is from House Arvanxi, a Westcrown noble house that was scandalized by one of the younger daughters absconding to some backwater in Varisia to marry its king. To spell things out as clear as possible, one of the people you are escorting is Ileosa's older sister.

Sclivian Ruttle wrote:
Would a Campaign trait from Council of Thieves be allowed? I'm specifically looking at Diabolist Raised.

Considering you guys have three traits to work with, I'm somewhat hesitant to allow in a campaign trait. This in particular makes me wary, as it gives you bonuses on four different skills in one city, and we're going to be taking part in a campaign that is set in one particular city. I'm sorry, but I'm going to have to say no to this one. If you want, I can use my search-fu to find stuff that replicates what you want from this.

Dark Archive

Not a problem! It's why I asked first. It looked like it would fit. I'll take Secret Revolutionary instead (although I don't want the background of fighting the power).

ETA: All right, I think I have it all put together! Presenting Sclivian Ruttle, Esq.

(Traits taken are Secret Revolutionary, Destined Diplomat, and Outcast's Intuition. His main story is that his specialty is dealing with contract law and outsiders' claims on souls, so his traits are more about him being dedicated to keeping on top of outsiders' shenanigans.)


Please consider Tellis Corinesten as an applicant. I've never played the AP before and have looking for such an adventure with a suitably Chelaxian flair.


putting the finishing touches on my unchained rogue. He wants power, he grew up from nothing and has managed to work his way up a fair bit through shrewd application of force and wordplay.


Alright, for my own organizational purposes and for you all to clearly see who has what without too much digging, here's the compilation of those who have applied so far and have presented a complete (or mostly complete) sheet.

From Cheliax
Hiram Ahiram - Former Slave, and Human (Garundi) Warpriest of Moloch 1

Edmund the Tainted - Disgraceful Noble/Hellknight Hopeful, and Devil-blooded Tiefling Phalanx Fighter 1

Asbadan Lotheustan - Diabolic Social Ladder Climber, and Human (Chelexian) Wizard (Infernal Binder) 1

Marcus Clay - Surprisingly Heroic Farmer, and Human (Chelexian) Fighter 1

Vinexa - Diligent Slave, and Vishkanya Aetherkineticist 1

Tellis Corinesten - Disenchanted "Noble," and Human (Chelexian) Swashbuckler (Inspired Blade ) 1

From Varisia

Gallius the Pale - Malcontented Albino Shaonti Slayer

Sclivian Ruttle - Diabolic Bureaucrat, and Human (Chelexian) Wizard (Banisher) 1


Now 100% complete character sheet, with equipment and everything!


DM Callaway wrote:
This in turn leads me to one of the biggest story points for you guys. One of the ambassadors you are escorting is from House Arvanxi, a Westcrown noble house that was scandalized by one of the younger daughters absconding to some backwater in Varisia to marry its king. To spell things out as clear as possible, one of the people you are escorting is Ileosa's older sister.

Ooh, very interesting...


On top of not being able to come up with much of an alternate concept that I like, I've also been selected to play in a couple of other (non-Pathfinder) games within the past day or two so I think I'll respectfully withdraw my interest from this one. Good luck to the rest of the applicants; it definitely sounds like a fun concept and I hope you all have a great game :)


Grani here, with the backstory for my application. Arrigo is a Rogue (Roof Runner archetype) and will have a few face skills to boot. Stay tuned for a character sheet.

Arrigo's Story:

Arrigo spent the early years of his life in a small village situated among the Cliffs of Fury. He grew into a strong boy, agile and confident due to the hours he spent climbing the treacherous cliff walls with his friends. They would traverse the jagged rocks, jumping between outcroppings and daring each other to push the limits of their courage.

Life changed for Arrigo during his twelfth year. His father a fisherman by trade, set out to work one day and never returned. Months passed, and no word came. Arrigo’s mother could no longer support her son or his younger sister on her own, so she made the decision to pack up and move to Westcrown. Her brother, a locksmith, owned a small business there and she had written to him in hopes that he would take on Arrigo as an apprentice. She managed to secure passage on a merchant caravan, and after a few long weeks they arrived at the City of Twilight.

Arrigo grew to manhood under his uncle’s watchful eye. He showed a knack for the trade, and earned just enough to keep his family fed. As the years passed, Arrigo grew dissatisfied with his station. He longed for comfort; although he enjoyed the work he felt destined for more. He watched the Dottari, the soldiers of Westcrown, with envy. He envied their power and confidence, and aspired to find a way to join their number. He was strong and swift of mind and body, and was sure that one day he would find a way. Dreams of working his way up the ranks, even to one day earn a commission as a Hellknight, overtook his thoughts.

His opportunity came one day by happenstance. A raucous sound drew his attention to the shopfront, where he came upon a group of Dottari chasing a lone figure through the streets. The heavily armoured soldiers were losing ground on the swift individual, and Arrigo acted out of sheer impulse. He grabbed his Uncle’s walking staff and took off. He quickly made up the distance between them, over fences and under railings until eventually they were running over the rooftops themselves. Arrigo caught up to the man, and after a short confrontation he managed to subdue him.

From then on, Arrigo took to chasing bounties on behalf of the crown. For years he made his pay not from mending locks, but from cashing in small bounties on minor crooks. Although far more enjoyable than plying his trade, Arrigo decided he wanted more. His ambition has led him to apply for a place within the group of Ambassadors heading to Korvosa on behalf of the Queen. He hopes that maybe his few short years of service combined with a successful diplomatic mission will earn him favour among the nobility, and perhaps reveal opportunities he has never considered for his future.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber

A few questions:
1) I have run CotCT as a GM a few years ago, so I know it fairly well. It is a problem?

2) the traits from "Pathfinder Campaign Setting: Cheliax, The Infernal Empire" are allowed? It is the new supplement, the PDF should become available in a couple of days. I suppose it will have some new trait.
On the same vein, those that are applicable from Hell's rebels player guide can be taken? (I suppose they aren't as they are campaign traits)

I have an idea for a LN cleric that should work well with your premises.


Diego Rossi wrote:

A few questions:

1) I have run CotCT as a GM a few years ago, so I know it fairly well. It is a problem?

2) the traits from "Pathfinder Campaign Setting: Cheliax, The Infernal Empire" are allowed? It is the new supplement, the PDF should become available in a couple of days. I suppose it will have some new trait.
On the same vein, those that are applicable from Hell's rebels player guide can be taken? (I suppose they aren't as they are campaign traits)

I have an idea for a LN cleric that should work well with your premises.

For question 1:

DM Callaway in a previous post wrote:
Also, so long as none of you metagame, I have no issues if you've previously run/played CotCT. I will be adding some of my own changes to give you a twist or two as needed.

For Question 2: Traits from Cheliax, The Infernal Empire will have to be posted in their entirety here so I can see them, as I will probably not have access to the PDF. Chances are they'll be acceptable, but until they're up on Archives of Nethys or the PFSRD, I'm going to have to rely on you to review them.

As for campaign traits, I've looked through those available from Council of Thieves and Hell's Rebels, and compiled a list of what would count/be acceptable for your required Cheliax regional trait.

The list is as follows:

CoT
- Conspiracy Hunter
- Shadow Child

HR
- Diva in Training
- Gifted Satirist
- Urban Sleuth
- Pattern Seeker


So, wait, does my "cold heart" trait not count? It says "regional - hellknight" under the description in Archives of Nethys. I can find something else if it doesn't.


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It does count, as far as I'm concerned.

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