... Ou la Mort

Game Master The Wyrm Ouroboros

Remove Citizen Goss; destroy the Gray Gardeners; liberate the souls from the final blades; end the Red Revolution.
Player Tools: Discord Channel, Trello War Table, Isarn Map, the Galt Gazette for this campaign, Distances in the city, and Organizations and Buildings spreadsheet

Links and Enhancements:

Individual Threads
Spoiler:

Dolores: Ou la Mort
Lilli: Ou la Mort
Lucien: Ou la Mort
Jerome: Ou la Mort
Manush: Ou la Mort

Estelle Delsarte: The Vigilant Guard
Eponine d'Ambreville: The Vigilant Guard
Athanas Sylvain: The Vigilant Guard


Additional Systems:
Spoiler:

We will be using all sorts of optional rule systems. Skill Unlocks from Unchained are one main one; Verbal Duels, Influence, Affiliations, Personas (standard and Masked), Mysteries and Investigations, Rumors, Research, Contracts, Downtime, Duels, Gambling and Games of Chance, Investments, Building and Organization rules, and all that sort of thing; if it's in Ultimate Intrigue, chances are it'll get used. If it has to do with intrigue and isn't found in UI, chances are it'll get used.

I strongly encourage you to examine the Building and Organization rules, as well as the Persona rules, as the Leadership feat is not so much being replaced as being dramatically enhanced by these two; the better your persona and organization, the better your chances of succeeding at your goals.

I strongly encourage you to examine the specific rules for Verbal Duels; Performance skills are highly useful in them, and

I strongly encourage you to consider the uses of news, art, and propaganda both overt and subtle in history, whether for revolution, war, or political change; the Artistry skills (and to a lesser extent the Craft skills) will enable you to spread your thoughts much farther than your voice can reach.

Though you may not yet have access to them, of note are the rules for Personas and Masked Personas.

Personas
Personas are a measure of how influential you can be in the world; at the end of the first adventure, we will put these together. For a game like this, these are very useful -- especially so for the more public figures of the Military Genius, the Reliable Statesman, and the Influential Merchant, but useful as well in some ways for the Criminal Mastermind and the Distressed Prelate. Your personas will give you dedicated agents to work for you, admirers, and possibly even friends in high places; your personas will make you the critcial linchpins in ending the Red Revolution.

Masked Personas
While vigilantes are the most obvious users of masked personas (and can do so with a speed and reliability that is staggering to see), these rules allow otherwise-ordinary people to keep a 'mask' behind the mirror, as it were. The long-time masters of the masked persona are actually the Gray Gardeners; few if any of them are vigilantes, yet their identities remain hidden. Many if not all of the PCs will acquire a masked persona (again, at the end of the first adventure); the primary development of it will have been accomplished prior to the campaign, with its fruits being seen only now.

Persona
Affiliations
Influence (Search “Jockeying”)
Contracts (See AP #101, Hell's Rebels 'The Kintargo Contract', section on Infernal Contracts)
Research (Search “Using a Library”)

Masked Persona
Mysteries and Investigations

Rumors
Bar Fights
Gambling and Games of Chance
Duels
Verbal Duels (and how they work)

Buildings and Organizations
General Downtime
Downtime Activities
Investments

Contacts

More as I think about it and/or am asked.


Languages
Spoiler:

Because I was asked ...

Because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Tamil
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole
Undercommon ==> Bengali

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

'The Family' Gang Cant ==> Afrikaans
-----------------------

If you have a language that isn't found here, let me know and I'll figure something out. :) If you have a suggestion, even better.


Isarn Settlement Statblock:

See the Isarn and Its Districts page for an easier-to-read version of this information.

Isarn
CN metropolis
Corruption +2, Crime +1, Economy 0, Law +2, Lore +2, Society 0
Qualities Cultured, Defiant, Gang-Ridden*, Notorious, Rumormongering, Under-City*
Danger +40; Disadvantages Impoverished, Martial Law, Oppressed**
--------------------
Demographics
--------------------
Government Fascistic autotocracy
Population 42,800
--------------------
Marketplace
--------------------
Base Value 4,800gp Purchase Limit 50,000 gp Spellcasting 4th
*** Minor Items 4d4 Medium Items 2d4 Major Items 1d4
--------------------
* - Modified (Gang-Ridden derived from Cruel Watch)
** - Downgraded
*** - Available magic items are re-rolled at the end of every week; obviously, you can commission one, or try to find out if someone is wanting to sell or is about to finish making an item you're looking to acquire.

Stat Usage

Spoiler:
Each of a settlement's stat blocks are added to certain rolls, as follows:
Corruption +2: To Bluff vs. city officials/guards, Stealth outside (not underground)
Crime +1: To Sense Motive vs. Bluff, Sleight of Hand to pick pockets
Economy 0: To Craft, Perform*, Profession to Generate Income
Law +2: To Intimidate to force friendly, Diplomacy vs govt officials or to call guard
Lore +2: To Diplomacy to Gather Info, KS when using city libraries
Society 0: To Disguise, and Diplomacy to alter attitude of govt official
Danger +40: To random encounter table rolls (or chance for encounter)

These apply to all appropriate rolls, whether by you or by an NPC; obviously, the 'Danger' stat is essentially GM-only. If you are using Hero Lab and have ShadowChemosh's Adjustments, you can apply a 'Skill Bonus, Situational' for each of these, and that'll show up on your sheet in the correct places.

* - Due to Cultured, Isarn is always considered to be Prosperous (+1 to Economy) for the purpose of certain checks to generate income; briefly, the check has to create or express something 'artistic' in the 'high art' sense of the term -- statuary, paintings, opera, drama, orchestral music, and the like. Street musicians play the lute and sing arias and solos, or band together and perform 'chamber music' and the like. 'Low' art -- bawdy comedies and music, farcical plays, street art/graffiti, and similar activities, fiddlers with monkeys -- do not receive this bonus, but do not receive any penalty; the point is the people appreciate the 'high art' more.


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@GM: The Artistry thing does make sense for the criminal. I was thinking more about backstory than about future use. I'll keep the skill as literature instead of criticism and I've already put a printer and craftspeople as my next purchase. IMO although I understand the use for it, it's not something the character would have had before starting up this endeavor so I feel like it doesn't make sense for her already to have one staffed and running in her safe house.

I have a clarification for my question about rooms in the safe house. I've already drafted a potential floor plan and have it online at Building and Organization Details. Slide 1 was all purchased through the downtime system, but what I'm asking about is the stuff on the two lower levels (slides 2 and 3). I could conceivably add those rooms as official "downtime" office and lodging and storage and stuff but since the talent says the safe house can be arranged any way you choose and none of those lower rooms will be used to earn money/influence/goods/etc through the system I just wanted to make sure it was OK to have them there without 'paying' for them other than taking the talent. Eventually as the safe house area increases I might add downtime system facilities down there as well but those would of course get built with goods the proper way.


Here's what I have in mind... I'll polish it all if/when I get your thumbs up!

LN Human Noble Fencer Inspired Blade Swashbuckler 2 + Musket Master Gunslinger 3 Gestalt Conspirator Sleuth Investigator 5

build outline:

str 10, dex 20, con 10, int 14, wis 14, cha 16

TRAITS
Rising star
Secret Knowledge (history)

FEATS
skill-based feat: Prodigy (Profession & Performance)
human feat: Improved initiative
1: Veiled contempt
3: Extra Investigator Talents
level 3 bonus feat: Iron Will
5: To be determined
Musket Master 1: Exotic Weapon Proficiency (two-handed firearm)
Musket Master 1: Rapid Reload (muskets)
Inspired Blade 1: Weapon Focus (rapier)
Rake 1: Weapon Finesse —> Deft Maneuvers
Rake 3: Finesse Training (rapier)

SKILLS
(5) Acrobatics
(5) Bluff
(5) Diplomacy
(5) Intimidate
(5) Linguistics
(5) Perception
(5) Knowledge (history)
(5) Knowledge (nobility)
(5) Perform (oratory)
(5) Perform (comedy)
(5) Profession (soldier)
(5) Sense Motive
(5) Stealth

The build is complex as I tried to bring together a few inspirations...

1. Inspired by D’artagnan… He is a nobleman and an inspired fencer. Would it be conceivable that he studied fencing with Androk Jeggare? I rather like the idea of the two having met at some point. Perhaps Androk was his teacher? Or another student at the school?

2. A touch of Jean Valjean… I think that a past incarcerations would prove to be both a turning point for the character and an interesting flaw that could be exploited by opponents. Perhaps he was imprisoned as a result of the Second Decree? This begs the question: when was the second decree proclaimed? If it was pronounced by one of the earlier councils, I'd think of another reason for his incarceration... Perhaps he was imprisoned during the Galtreed Pact for some reason?

3. Becoming Javert… Freed and redeemed, and having agreed to cast aside his noble rights and pretensions, he becomes a zealous officer of the police, hunting down revolutionaries and bringing them to justice with righteous steadfastness. During which council? The Council of Perfection? In any case, just as Javert shows leniency towards Jean Valjean, the sleuth could have found out his old fencing companion Androk Jeggare and showed leniency? And this could be when Androk Jeggare convinces him to reconsider his allegiances, and he becomes a conspirator?

4. Napoleon… During the Imperial Council, he joins the army. He climbs the ranks and proves his worth. He later becomes a captain in Korran Goss’ forces…

So many questions!


...There are a few mistakes in the build summary above. I will address them soon-ish!


Okay, then, I've changed the name to Jerome and I think he's ready.


So... Since there's still almost a week left in recruitment and I had some free time on my hands, I went ahead and created another character, this time for the role of the Distressed Prelate. Since the GM said it might be relevant, she's my favorite and preferred character of the three.

Dolorès Durante, an Oracle/Vox Mesmerist with the Shattered Psyche Oracle curse who has seen everyone she's ever loved go to the Final Blades. She believes that the voices she constantly hears are the souls trapped within the Final Blades, and that Pharasma granted her powers so she could eventually free them.

HP:
4d8 + 8 + 5 ⇒ (8, 7, 1, 6) + 8 + 5 = 35 So, 39.


Wow. 3 submissions, and I can't even bring myself to make a second since every time I start one up I get part way through and realize something I can do to tweak or improve Lily and then go down the rabbit hole.

Who knows maybe I'll put something together before the week is up.


I just love building characters! Also, I tend to jump around and take 'breaks' from writing one character by starting on another. ;)


I love building characters too, but every once in a while I get one that really excites me and sticks in my head. Doesn't keep me from building new ones, but does distract me. As an example I saw that Sapiens had used Ash's RPG Personality tool and my first thought was "I should do one of those for Lily" and I paused building a character I was working on for another submission in order to do that XD


Here's the revised build...

BUILD:

Human Noble Fencer Inspired Blade Swashbuckler 2 + Musket Master Gunslinger 3 Gestalt Conspirator Sleuth Investigator 5
Lawful Neutral Medium Humanoid
Init +5; Perception +10
Special +1 bonus on Perception checks to notice scrying sensors, prying eyes, and other magical effects used to watch him, as well as on Perception checks to act on the surprise round; as long as he has at least 1 luck/grit point, he gains a +2 bonus on initiative checks and can draw a weapon as part of the initiative check.

DEFENSE

AC ??, touch ??, flat-footed ?? (+1 dodge)
Special
HP ??
Fort +4, Ref +9, Will +9
Special +4 bonus on all saving throws against poison; +1 bonus on Will saves against mind-affecting effects; +2 bonus on saves against Divination effects

OFFENSE

Speed 30
Melee
Ranged

STATISTICS
str 10, dex 20 (+5), con 10, int 14 (+2), wis 14 (+2), cha 16 (+3)
Base Atk +5; CMB +?; CMD ??
Special
+2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point
Traits Rising star, Carefully hidden
Feats Gunsmithing, Prodigy (Profession & Performance), Quick draw, Veiled contempt, Fencing grace, Iron Will, Combat reflexes, Exotic Weapon Proficiency (two-handed firearm), Rapid Reload (muskets), Weapon Focus (rapier), Weapon Finesse (rapier)

SKILLS
(5) Acrobatics +13
(5) Bluff +11 +1d6
+2 bonus to Bluff checks to appear innocent
(1) Craft (Alchemy) +6
(5) Diplomacy +13
(1) Disable device +11 +1d6
(1) Disguise +9 +1d6
(5) Intimidate +11 +1d6
(4) Linguistics +9 +1d6
(4) Knowledge (history) +9 +1d6
(4) Knowledge (nobility) +9 +1d6
Keen Recollection & Inspired Intelligence: Attempt all Knowledge skill checks untrained and add inspiration die without expending a use of inspiration.
(5) Perception +10
+1 bonus on Perception checks to notice scrying sensors, prying eyes, and other magical effects used to watch him, as well as on Perception checks to act on the surprise round.
(4) Perform (oratory) +12
(4) Perform (comedy) +10
(5) Profession (soldier) +12
(5) Sense Motive +10
(1) Sleight of hand +9 +1d6
(1) Spellcraft +6 +1d6
(5) Stealth +13

POWERS & ABILITIES

Underhanded / Inspiration (Ex) As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed.

Use inspiration on any Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending a use of inspiration. A conspirator adds half his investigator level (minimum 1) on Bluff checks to appear innocent and on Disguise checks.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
(4/day)

Poison Lore (Ex) He cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Watcher Sense (Ex) +1 bonus on Perception checks to notice scrying sensors, prying eyes, and other magical effects used to watch him, as well as on Perception checks to act on the surprise round.

Studied Strike (Ex) As a free action, upon successfully hitting his studied target with a melee attack, deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

Studied Combat (Ex) Use a swift action to study a single enemy that he can see. Upon doing so, add 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

INVESTIGATOR TALENTS
Quick Study (Ex)
Inspired Intelligence (Ex)

LUCK/GRIT/PANACHE
Pool 7

Rolling a Natural 20 on a Knowledge or Sense Motive check while actively investigating.

Rolling a 6 or Higher on an Inspiration roll while on an investigation.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

DEEDS

Daring (Ex) Spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportunistic Evasion (Ex) When a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex) As long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check.

Make It Count (Ex) When a sleuth uses studied strike, he can spend 1 luck point to apply an investigator talent that he doesn’t already know and which affects studied strike. He must be able to fulfill that talent’s prerequisites.

Run Like Hell (Ex) A sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance (Ex) When a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Steady Aim (Ex) As long as a musket master has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Fast Musket (Ex) As long as the musket master has 1 grit point, he can reload any two-handed firearm as if it were a one-handed firearm.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).

Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

I look forward to fine-tuning his backstory and personality, and to developing his organization!


I think I'm going to withdraw interest from this one for various reasons.

It sounds like it could be an amazing campaign, though, and I hope those selected have a great time. Good luck to all.


All right, scrolling back to when I last actually answered questions and suchlike.

Saving Throws:
I was incorrect indeed -- you select for the best of each one, not the best set overall.

Past Relationships:
Not sure how well I covered this, but no, you do not need to develop your relationships with the other PCs until selection -- not even for the other roles. You can if you want, but do not have to. A potential example of doing so, however:

"<My Influential Merchant>, being willing to deal with any sort of individual within his counting-house, could easily have a business relationship with both the Statesman and the Criminal. I envision the Statesman having investments with the Merchant, while the Criminal and the Merchant being somewhat at odds, the Merchant having been blackmailed by the Criminal a few times in order to 'pay a toll' to get his shipments through without molestation, and yet has had issues with other organizations when the Criminal wasn't involved."

Again, however, this sort of thing is not necessary; interpersonal things can be decided after selection, and needn't exist at all.

The Conspiracy, Its Timeline, and Game Start
A few things do seem to have to be ... redescribed, perhaps? I don't know, maybe I've been vague about this. So.

First, the Conspiracy: you are a part of it. You've been a part of it for three or more years. You have been acting in its interests for that time. Those interests are decided, in part, by your character. You have had a hand in, and will continue to have a hand in, the development of the plan. You will need to decide how you're going to better insinuate into the various groups that are active in Isarn (and Galt) society, how to expend your Organizational network to influence them, control them, dominate them, whatever. A prior player of mine has said that the impression is that the Nobleman is calling the shots -- this is not intended; while the general direction of the game is laid out, specific events and reactions are going to depend on how you people develop yourselves, how you develop your organizations, and how, when, how quickly, and in what manner you (each of you!) react to the situations in which Isarn emerges, and in whcih you will find yourselves.

Second, The Timeline: Specifically, the 'up until now' timeline. For three years, up until now, you have been developing your organization, and building your rooms. For three years, up until now, you've been experimenting with your crafts and artistries and performances, watching how public opinion sways this way and that, what works, what doesn't, what cause people to react strongly or weakly. If you write diatribes or draw political cartoons, you have reason to have a scriptorum or printer; if you put little shows on upon your coffee house's stage, you've had plenty of practice using your playwriting and musical composition and choreography to conceal within an occasional show your criticism of the powers-that-be without going too overboard and getting yourself arrested for sedition. You've already been active with this sort of thing up until now -- for three years. Game Start is not the end of your background and the start of the Conspiracy; that was three years ago. Ever since then you've been maneuvering to get into place to be able to really get to work -- but that doesn't mean that for the past three years you've been sitting around with your thumb up your bum. Any time, for any thing, you might think 'I feel like it doesn't make sense for her already to have one staffed and running' -- you need to revisit that feeling, because you've had three years of reason to 'already have one staffed and running'.

Third, Game Start: Game Start is the first real concrete move of the conspiracy. Up until now it's been planning and experimentation, feeling out contacts, gathering in other people who are passably loyal to you, seeing what works and what doesn't, establishing your credentials, and trying to figure out how you're going to get things done in your style. At Game Start, it's time to put all that into play: to manipulate the selection of candidates in order to get the Prelate into the Gray Gardeners, by whatever method you feel is best. This doesn't mean that everything starts now; it means that everything you've already started matters now. The Overthrow is still a long way away -- ten levels at least!! -- but this is the point where the things you do start to have a real and lasting impact on things.

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Specific Answers (which may prove useful to those other than to whom they are addressed)

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Sapiens:
I have no problem with you using a light mace as a cane. No matter how elegant it appears (see here), however, it will absolutely look like it can be used as a weapon -- the way most archaic canes did, and could be.

It should be noted that it appears that Jerome Lemaître is apparently no longer part of the government, having abandoned it in order to set up his own law firm, the establishment and running of which would invalidate being a part of the government -- not to mention apparing to work simultaneously for both the prosecutors and the public defenders, which would be chaos incarnate. I don't mind him going from one to the other, but make sure that him having done so is clear. I also recommend reversing the situation for him -- pass the bar, start his own practice, then as he gets some skill and notice, go to work for the government as a public defender. Finally, move into the prosecutor's office as an assistant or deputy who's proved extremely reliable over the last number of years.

The organization built can either remain the 'possession' of his partners (but to which he still has informal, behind-the-curtain access), or (more likely) simply be his office in the courthouse, shared with two other Assistants / Deputies, i.e. the sages who look to you for leadership / advice, and through whom you can pass recommendations and field suggestions.

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Helix Missionary:
Re: Double Time / In Vogue, ref: Artistry

It depends entirely on what sort of Artistry skill you're using. What Double Time boils down to is that you can get 8 hours of work done within 6 hours, leaving time for your 'other activities' (and that working more that 6 hours is the equivalent of working more than 8 hours). What In Vogue results in is that your work is going to naturally be taken up more readily, and earn you more money. That could instead be parleyed into spreading more widely.

Re: Investigator's Inspiration in Verbal Duels
The Noble Fencer's Swashbuckler's Social Panache ability specifically references Verbal Duels; going with that as a guide, I may allow Investigators to do something similar, depending on their style of Investigator. Just off the top of my head, I'd allow an Investigator to spend up to 8 points of Inspiration, and for every 2 points which he spends, select a tactic for which he has chosen one of his Investigator free-inspiration skills (e.g. a Conspirator can select Bluff and Intimidate, while the standard Investigator could use any Knowledge or Linguistics) as an associated skill, and gains an edge he can only use with that tactic. If you've expanded your skill choice (by way of an Investigator Talent) you may select tactics as appropriate to those additional skills -- but still to a maximum of 4 choices.

These abilities would probably overlap.

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Mat_H:
Ref: Lilli Popescu / Mama Lily

What was previous to these posts seemed okay; I'll trundle along and answer stuff anyhow.

Q1: Answered, I think.
Q2: Also answered, but just as a reminder (to you and to all), Criticism and Philosophy can be used on their own for direct manipulation, or can be used via other works (drawing, painting, sculpture, literature, playwriting, etc.) in order to more subtly direct the opinions and attitudes of your target audience. You can have been doing this previously.
Q3: Crafting rooms + craftspeople as appropriate can absolutely be purchased to generate income, items, etc. Fortunately, a crafting room and a craftspeople team are well-matched (room for 3 people, and having 3 people). ;)
Q4: Favored Community would work with only 1 district, yes.
Q5: You do not need to purchase Rooms equivalent in space to your Safe House size, no; the areas of your Safe House simply do not grant tangible Downtime benefits the way Rooms do is all, just as you've described. As a personal note, I would not make your business part of the Safe House effect. You want the actual safehouse to have the 'can't find it' effect, not the people inside the business.

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Nikolaus de'Shade
Re: Daring Champion / Daring General:

For the moment I'm going to suspend judgement, in part because Daring General gains you an advanced sort of Leadership -- which I've specifically forbidden, with the idea of potentially giving it for free much later on. I reserve the right to decide either way on this, depending on how the game goes; if I decline it at first, I also reserve the right to change my mind and grant Daring General at the same time I generally grant the Leadership feat, presuming I do that.

Andostre (And Everyone)
The Decrees:

Androk Jeggare appears compliant with the Second Decree, and is not so stupid as to publically claim he's a Duke. :P

I recommend those of you who are writing diabolism and/or direct association with Cheliax into your character background revisit the Fourteen Decrees. These all remain in effect, and especially at the times when they were first created -- you can often identify specifically when that was just by glancing at the History of the Councils -- the Decree was enforced especially vigorously, and trying to talk your way out of it would get you gagged before getting your soul trapped. Some decrees -- the Iris, the First, the Second, the Fourth, and the Fourteenth are good examples -- remain vigorously enforced.

- While being of House Thrune is possible, it is also risky; see 'consequences' below.
- Being a Chelaxian spy (or ex-spy) is also possible, but see 'consequences' below.
- Being a diabolist / cleric of Asmodeus is likewise possible, but see 'consequences' below.

Consequences:
Discovery at any point would likely mean death by final blade -- with a vanishingly small chance at escaping this fate. Don't have your spy or Asmodean cleric be discovered but escape said fate; them trying to talk their way out of it would result in them being gagged before being handed over to the Gray Gardeners for execution. Chelaxian spies would likely be turned over by the Conspiracy itself; the Conspiracy isn't one to be trying to go back to foreign domination. Asmodean clerics had damn well be thoroughly and ferverently dedicated to Galt and opposed to Chelaxian overlordship, not to mention ferociously secretive about the source of their power; while discovery by the State is not going to go any better for you, at least the Conspiracy will give you the benefit of the doubt.

If you have these elements in your background, I recommend reading and re-reading the 'Background' portion of 'How to Play Like A Star' in the 'Expectations, Both Positive and Negative' spoiler of the recruitment and the Campaign Info.

TL;DR: Don't overcomplicate yourself. Be a normal, albeit restrained / discontented, individual. Have a key moment that makes you start to consider how to change the way Galt works, though you keep that desire quiet (or perhaps restricted to your alternate identity). Then be asked to join the Conspiracy.

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Alias ad Tempus
Background:

See my recommendation for building backgrounds above (Expectations / Play like a Star / Background). You have, by my count, three and possibly four great character backgrounds there. I recommend you thin your turning points -- and to be honest, conflicting backgrounds -- down to one. Considering your use of 'Rising Star', I presume this is meant for the Military Genius.

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To be honest, I'm kind of wondering if I don't just sow more confusion than clarification with my answers. :/


The Military Genius:
Nikolaus de'Shade, with Lucien Fesch (Background), a Daemon-spawn Tiefling Cavalier (Daring Champion) / Magus (Bladebound Kensai)
rutaskadis, with Zephine Vitellius, a Human Inquisitor (Heretic) / Cavalier (Constable, Hellknight Order of the Ennead Star)
Sir Longears (interest)
Alias ad Tempus/Amergin the Wise, with Unnamed Human Swashbuckler (Noble Fencer, Inspired Blade) 2 + Gunslinger (Musket Master) 3 / Investigator (Conspirator, Sleuth)

The Reliable Statesman:
Helix Missionary (interest)
Daedalus (interest)
Chapel Ty'El, with Renaud Garreaux, The Blackwood, a Half-elf Bard (Wit) / Vigilante (Gunmaster)
The Lion Cleric (interest)
Sapiens, with Jean-François Lemaitre, a Devil-spawn Tiefling Cleric (Asmodean Advocate, Hidden Priest) / Rogue (Phantom Thief)
Mat_H (interest)

The Criminal Mastermind:
Helix Missionary (interest)
Vampire Cat (interest)
Mat_H, with Lilli "Mama Lily" Popescu, a Varisian-Human Rogue (Galtan Agitator) / Bard (Lotus Geisha)
Simeon (interest)
Daedalus (interest)
Jing the Bandit (interest)
Sapiens (interest)
The Lobster (interest)
GamerX, with Garson Grey, a Half-Elf Rogue (Galtan Agitator) / Bard

The Influential Merchant:
YoricksRequiem (interest)
rutaskadis, with Phalera, a Half-Elf UCRogue (Snoop) / Cleric (Calistria)
Andostre (interest)

The Distressed Prelate:
Grumbaki, with Dragana Magrimdottir, a Dwarven Inquisitor (Magrim) / Kineticist
YoricksRequiem (interest)
Vampire Cat (interest)
Sapiens (interest)
rutaskadis, with Dolorès Durante, a human Oracle / Vox Mesmerist

General / Undecided / Nonspecific:
Litejedi (interest)
The Lion Cleric (interest)
JonGarrett (interest)

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If I've forgotten someone, misplaced your name, please let me know so that I can correct it.


@GM Two. Thanks for clearing that up. I saw the Leadership ban and thought that Aides-d-camp looked like a really good way of simulating promotion to greater command of troops. Could still get the cohorts but simply translate the followers into a suitable number of extra soldier teams. Since that happens three times that would get him promoted past Colonel status and his troop numbers would rise accordingly. It seemed fitting :).

Rework is in process. I'll post the (brief!) Updated version later.


Alright, I have amended his background so that now he has never been outed as a diabolist, and is currently working as a prosecutor: I had written him changing careers as a reaction to the shifting balance in government. Additionally, I have added a small tie-in to the Conspiracy, with a cameo by the Criminal Mastermind.

I'm not sure whether I want to just have him in the pool or create someone else. I have a few builds that I like, but right now I can't see the character to go with them.


GM TWO wrote:
To be honest, I'm kind of wondering if I don't just sow more confusion than clarification with my answers. :/

Don't worry, it actually all makes more sense to me at least.

Seems like Lily herself is completely ready for submission then. Any background updates or possible swapping one feat are unnecessary until after selection, when details of the conspiracy get hammered out.

In terms of her buildings/organizations/safe house I will be changing some things based on the GM responses. They'll be fixed up before selection on the 12th.

@GM: Two final questions that should have been asked a long time ago (or at least hopefully my final questions):

- Since we have been active for the last 3 years building our positions, should we be paying the "purchase" price for buildings and organizations, or should we be paying the "earned" price assuming that over 3 years we've had time to generate goods/influence/labor and build them as opposed to just purchasing them premade? I originally went with purchase price but it's worth asking before I start figuring out what to "un-buy" in order to get a printing press set up.

- Based on your comments about leadership: If an archetype grants it at a later time is it safe to assume that when that point comes we can just skip that mechanic? For example, Galtan Agitator Rogue gives it at level 12 in exchange for a rogue talent, so at that point could I just take the "replaced" rogue talent instead since leadership is banned?

Sovereign Court

Not gonna lie. I was reading through the Gazette to get an idea of which Senate Party Renaud might be a member of and noticed this:

"The Egalitarian party is headed by Irina Garreau, a junior senator that has become the face of her party over the last eight years."

I don't remember seeing this name before but it is entirely possible that the name was planted in my brain.

I immediately had two thoughts:
1. Oh crud. I need to change Renaud's surname.
2. Imagine being the head of the Egalitarian Party and having someone with almost the same last name in the Parliament Party.


Chapel Ty'El wrote:
2. Imagine being the head of the Egalitarian Party and having someone with almost the same last name in the Parliament Party.

I'd say do it one better. Take the 'x' off of your name and be her little brother who has different political ideals. Throw some familial discord into the mix, and maybe even have a way to influence the Egalitarians through the connection.....

not actually suggesting this, but it would be fun

Sovereign Court

You mad man.


Nikolaus de'Shade wrote:
@GM Two. Thanks for clearing that up. I saw the Leadership ban and thought that Aides-d-camp looked like a really good way of simulating promotion to greater command of troops. Could still get the cohorts but simply translate the followers into a suitable number of extra soldier teams. Since that happens three times that would get him promoted past Colonel status and his troop numbers would rise accordingly.
Mat_H wrote:
- Based on your comments about leadership: If an archetype grants it at a later time is it safe to assume that when that point comes we can just skip that mechanic? For example, Galtan Agitator Rogue gives it at level 12 in exchange for a rogue talent, so at that point could I just take the "replaced" rogue talent instead since leadership is banned?

A brief lesson on Player responsibilities:

If there's a ban on something, looking for something that does the same thing in order to get around the ban is a very, very, very bad idea. If there's an option that violates the sense of the ban, avoid it; if it's a part of an archetype, the moment you seriously consider taking the archetype, you ask how it might be handled, offer an option, as Mat_H -- belatedly -- has done above. If it's central to the archetype, avoid the archetype. It isn't the GM's responsibility to catch you; it's your responsibility, as a player, to follow the rules the GM has laid out, both explicit (no Leadership) and implicit (nothing that mimics Leadership).

This is the kind of sh!t that makes GMs say 'rocks fall, everyone dies'. Do not do this, to your fellow players, prospective GM, current GM, or at all. Doing so can get you booted from the game if it's active, or from a recruitment if you pull it without the GM noticing until later.

So y'know -- just don't do it.

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That having been said, I have stated my reasoning behind forbidding Leadership, and that was, in part, to possibly (probably) give it to you at a later point. As at least three characters are set up to gain a version of it (one almost-now, two later), I have decided to remove the ban -- since, after all, none of you are yet 7th level anyhow, and for those who do acquire it in whatever manner, it will serve you as a loyal core of your organizations.

Note, however, that the primary negative of the feat was not the followers; it was the cohorts. So getting 'only the cohorts' was not a good alternate. Nikolaus de'Shade, I will allow you to take both archetypes, and select one of the 20th level abilities to keep.

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Sapiens:
Not ... quite sure what you mean by 'I'm not sure whether I want to just have him in the pool or create someone else.' For now I am presuming your character choices are as already established.

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Mat_H:
First -- the above regarding responsibilities, and archetypes, and things that go against a ban. Got it? Good.

Second -- rooms and organizations fall under the crafting rules: game start, you buy everything, no crafting discount. This puts everyone on an equivalent keel. You can certainly talk about how you crafted your cloak or forged your ring or built your organization from scratch, but that's fluff, not crunch. Crunchwise, at game start, you buy it straight out like everyone does everything else.

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Re: Renaud Garreaux:
Families are well-known for having different political opinions. Large families might well have multiple different factions within them, with the patriarch considering it to be a good idea -- that way, no matter how the wind blows they have someone in a position of power to look after the family interests. And thus, kind of a built-in Drawback for the character.

Flip side, there are plenty of Smiths, Smyths, Smythes, etc. Having a surname close to someone else's is a curiousity, not a critical edge/flaw; up to you whether or not you want to stay with it, take advantage of it (by actually being related), etc.

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Extension:
Considering the mass of babble spouted by Yours Truly, I will be extending the Recruitment by one week; the new final date will be 5/19, with the announcement date being 5/26.


Spends the extra time eavesdropping, plying blabber mouths with drink, speaking with known sources of information, passing along beneficial rumors, spreading disinformation, and putting the right amount of coin into the right pockets to make sure that the right eyes turn in the right direction at the right times.


GM TWO wrote:
Game Start is not the end of your background and the start of the Conspiracy; that was three years ago.

After realizing it isn’t as obvious as it was in my head, I just wanted to mention that all my backgrounds are meant to have ended 3-4 years ago. I didn’t include anything more because I figured they’re all essentially the same after that point (learning to work with the other members of the conspiracy and maneuvering in their individual ways), and that the details (how they joined and who-recruited-who) would be decided after selection as already stated.


Simpler? Better? More compelling?

Backstory & Personality:

Born in 4678 of a common woman and a nobleman who embraced the revolutionary ideals and the socialist politics of the Gaetan Unity Council, Antoine de Chartagnian is veritably a child of the revolution. Against all the odds in a city torn apart by infighting and ever-changing politics, his was a happy childhood until tragedy struck in 4686 when the Final Blades killed his father for his opposition to the changes proposed by the Cailean Council.

The death of his father left a scar that would not soon heal. The boy blamed the powers that be, and he swore to himself that he would change the world. He became a serious, diligent, and driven young man. While caring for his ever-mournful mother, he was mentored by his uncle who taught him fencing and history, as well as all the skills he would need to prosper in Galt.

He was twelve when the Galtreed Pact put an end to the Final Blades and only sixteen when he joined the ranks of the revolutionary brigades. He was full of hope and enthusiasm. He proved to be an exceptional and courageous skirmisher and his prodigious talent as a soldier and orator made him a rising star who shined in particular during the Imperial Council.

But his glory was short-lived. When the battle against the council from Woodsedge was lost, Antoine was imprisoned. While in prison, hearing news of the bloody ways of the Council of Enlightenment, he made a decision that would guide him forth for years to come: one day, he would end the revolution once and for all. Committed to this ambition with righteous zeal, he thought upon it and steeled himself for four years until he was freed by the wizards of the Cabinet of Skulls who needed good soldiers to keep the peace.

He found this council’s rule to be no less disappointing, and he was glad when their reign was ended by the Red Raven whom he had himself been tasked with hunting down.

Gorran Kross’ populist New Revolutionary Council was, to be fair, a refreshing change, at least at first. But all good things come to an end. When this council showed itself to be no better than the last, Antoine began to enact his plans, conspiring with like-minded individuals to prepare for a battle that he knew would change the world.

Antoine de Chartagnian is an ambitious man who is driven by honour and a sincere desire to free the people once and for all from the constant conflict that has plagued Galt for over forty years. Calm and even-tempered, he is pragmatic and deliberate. Truth be told, he isn’t a very pleasant man and has been called cold and disagreeable. But he is inspiring and brilliant and has, time and time again, proven himself both as a soldier on the battlefield and an officer of the peace in the streets of Galt. His men are steadfastly loyal to him.

Working both for and against the council from within the ranks of the army, he has become necessarily reserved, cautious, and vigilant. To conceal his thoughts, he always acts with dedication and zeal, working diligently to hunt down the enemies of the council, come what may. When he is idle, for similar reasons, he has resorted to constantly reading and reciting famous speeches of the past.


GM TWO wrote:
Not ... quite sure what you mean by 'I'm not sure whether I want to just have him in the pool or create someone else.' For now I am presuming your character choices are as already established.

I just meant I'm likely not going to make characters for the Criminal Mastermind or other roles. I have ideas that are mechanically interesting but not much in terms of fluff.

Sovereign Court

I've added a few things to Renaud's profile. Just some personality and extra background info as well as his age, weight and height. I decided to lean into the name and drop the "x". I made Irina a second cousin that way the tie is there but it's distant enough that it could be ignored.

Age 73
Height 5’10” | Weight 170 lbs

Personality:

In many ways, Renaud Garreau embodies everything that many citizens attribute to members of the Parliament Party. “Banal,” “stodgy,” and “old-fashioned” are all ways he has been described. He argues for an elected legislature. But never offers ideas on how it could work. Renaud argues for stability. And offers no plans on how to get there. He never seems to lean too far in any direction - too concerned with not making enemies to effect any change.

To the vast majority, Renaud Garreau fits all of those descriptions. Few remember the youth who attempted to rally Isran against the Rane Council with vapid works of philosophy. And who only managed to avoid punishment because of how quickly the Council dissolved. Those that do remember (or even know) tend to attribute the ebbing of Renaud’s passion a mixture of old age and a desire to retain a head on his shoulders. Despite the uninspiring person his peers see him as, Renaud maintains a reputation as one of the Senate’s more well-spoken members.

In private, harbors an immutable disdain for the Revolution and the gray-clad murderers that hold Isran hostage. While a younger Renaud used a more direct tactic in attempting change within the city, the older man determined that a subtle hand was required for true change to happen. Whether it be an offhand remark, a misplaced document, or asking the right question to push others to think on the answer Renaud strives to bring the Revolution to an end.

Extra Tidbits:

During the time of the Galtan Unity Council, Renaud felt like the only way to change Isran was by force. Hoping to keep any danger from his family he adopted the disguise of The Blackwood and set set about combating those he believed to be Grey Gardeners or, at least, acting alongside the masked villains. His stint as The Blackwood lasted only ten years as he retired shortly before the end of the Cailean Council when an ambush killed several of his allies. While the Red Raven may hold the honor of being Galt’s first vigilante, Renaud would argue that masked heroes have long been present in the nation’s history. That previously they were simply called adventurers or criminals.

Though he donned the mask in order to save Delanier, Renaud has been hesitant to wear the mask again. This has led some to believe that the event was either an elaborate stunt or that the man in The Blackwood disguise was simply hoping to use the mask as a way to distract from any other notable features. It would be after Renaud’s return that Jeggare approached the senator.

Renaud is not the only Garreau in the Senate. Renaud’s second cousin, Irina Garreau, has made a name for herself in the Egalitarian Party. Renaud appreciates and respects her beliefs and even lauds her for work she's put in for her party. He is, however, among those that believe Le Commune's method only works on a small scale.


Hopefully the last major revision for Lilli.
Some small updates to personality, background, and gear, but major updates to her buildings and organizations (linked in profile but also here: Building and Organization Details)


While I'm considering following along with the gameplay thread for general interest, which is a first for me, I'm going to respectfully de-interest myself.

Not because it doesn't look fun, but because I don't think I'm a good enough writer to play in a way that would enrich the experience for everyone else. Good luck!

It looks great, GM TWO, you've really come up with something potentially marvelous.


3 people marked this as a favorite.

One becomes a good writer by writing -- and by writing amongst people you think are better than you are, and who encourage and help you to improve. But 'tis your decision.


Is gambling allowed in Isarn, and if not, could an enterprising merchant gain special dispensations to run 'imitation' gambling, using only in house currency?


I'm interested in making a character for the merchant role.

Since you said we can ask about 3pp, would you allow a cleric with the Theosophist archetype?


Gambling:
Gambling is legal, though strictly regulated (and taxed) at current; the NRC also 'displays considerable concern' over any sort of 'high stakes' gambling (e.g. over 5gp); the wise house limits themselves.

Theosophist:
This archetype fails on several points; a glaring one is the loss of all Craft skills, skills which all Paizo classes possess, and which no Paizo archetype removes; another is the removal of Linguistics as a class skill. Learning to speak -- to read!! -- other languages so that one can explore the understanding of other individuals in the way of one's faith is a major failure for an archetype that is meant to be all about how 'formal study and learning leads to wisdom and knowledge of the divine' so that the character 'approaches his faith as a student' and 'gains an intellectual understanding of his religion'. Add in that somehow this intellectual understanding grants him an additional domain, one that is not one in his deity's portfolio, and you have another example of a poorly thought-out archetype generated around an idea -- in this case, 'how could I get a third 'no-holds-barred' domain??'

This is a hard 'no'.


@GM, did you get a chance to review my revised background?


I'd like to express interest in your ambitious ideas once more. Don't have any idea of what (or even if) inspiration will compel me to build so that shall be all for now : )

Edit: I think I shall be as bold as to point out that the Theosophist actually does still have Linguistics.

Also - it looks like the Ecclesitheurge and Separatist archetypes from Paizo would emulate most of those features.

They don't stack by RAW but you would be able to pick what feels most important to you (clothy-cleric perks or odd domain).


Lessah wrote:

I'd like to express interest in your ambitious ideas once more. Don't have any idea of what (or even if) inspiration will compel me to build so that shall be all for now : )

Edit: I think I shall be as bold as to point out that the Theosophist actually does still have Linguistics.

Also - it looks like the Ecclesitheurge and Separatist archetypes from Paizo would emulate most of those features.

They don't stack by RAW but you would be able to pick what feels most important to you (clothy-cleric perks or odd domain).

Yeah but neither get boosted skill ranks. I was looking for a cleric something that gave 4 skill ranks per level without going for Herald Caller or Roaming Exorcist. I'd do Cardinal but I think it gives up a bit much for the extra skill ranks and class skills.

Won't be the first time I've done Herald Caller, probably won't be the last. I was just trying for something different.


Krigare wrote:
Yeah but neither get boosted skill ranks.

Don't forget that in Gestalt you get the ranks from whichever class has more and then half of the other, so only getting a couple on the cleric side isn't an issue depending on what you mix it with.


Mat_H wrote:
Krigare wrote:
Yeah but neither get boosted skill ranks.
Don't forget that in Gestalt you get the ranks from whichever class has more and then half of the other, so only getting a couple on the cleric side isn't an issue depending on what you mix it with.

Mixing it with wizard. Not a big deal. Easy enough to get the couple extra from Herald Caller, I don't mind giving up a domain that way.


Sapiens:
Ah, gotcha. Well, feel free to throw together a few mechanically-interesting characters for me; background I can do. ;)

Theosophist:
Sorry, seemed to have missed that in the whipped-up compare/contrast sheet; thanks, Cutter's Recognized. ( ;) )

Krigare, I somewhat expect your other gestalt class will help support your skill rank desire; going with two low-end skill rank classes ... probably won't help you make for a very good merchant.

rutaskadis / Alias ad Tempus:
Haven't really delved deeply into m/any of the backgrounds; the note was mainly a reminder, from what I was picking up on quick glances. I'll start getting into backgrounds more deeply tomorrow, and if players wish I can offer a revision.


@GM Since you mention it, I am interested to see what you think of Lily's background, appearance, personality, and such. As opposed to a revision I would prefer that you address any issues and then I'll make the changes. That way if it's a writing issue I can learn and improve and if it's a content issue I'll be sure to better understand the change.


GM TWO wrote:

Krigare, I somewhat expect your other gestalt class will help support your skill rank desire; going with two low-end skill rank classes ... probably won't help you make for a very good merchant.

So we are on the same page, what skills exactly do you see a merchant requiring?


I too thought about that. Ended up with the following short list:

1) Profession Merchant - for obvious reasons.
2) Appraise - to evaluate deals
3) Sense Motive - to avoid scams
4) Diplomacy - to negotiate deals

Plus probably several of the following:

a) Bluff - to scam or just oversell
b) Knowledge Local/Nobility/Geography ect - to find markets/customers/goods ect
c) Perception - to keep an eye on the goods or spot counterfeits
d) Craft X - if you are making what you are selling
e) Spellcraft - to spot/engage in magical trickery

This was just what I brainstormed so there's no guarantee that it's accurate. But maybe : )


Lessah wrote:

I too thought about that. Ended up with the following short list:

1) Profession Merchant - for obvious reasons.
2) Appraise - to evaluate deals
3) Sense Motive - to avoid scams
4) Diplomacy - to negotiate deals

Plus probably several of the following:

a) Bluff - to scam or just oversell
b) Knowledge Local/Nobility/Geography ect - to find markets/customers/goods ect
c) Perception - to keep an eye on the goods or spot counterfeits
d) Craft X - if you are making what you are selling
e) Spellcraft - to spot/engage in magical trickery

This was just what I brainstormed so there's no guarantee that it's accurate. But maybe : )

Once you discount what is background skills, there is 4 or 5 skills that I can think of that might be needed. You listed them. It isn't that skill intensive. But GM TWO indicated that it should be. Which is why I was asking him.


Aye true. Simply might not have accounted for a wizard's desire for well above int?


I'm sure GM TWO will have more specific advice and I am by NO MEANS an authority on this campaign, but as he seems to post late night US time I thought I'd pass on my opinion as merely another submitter. This might give you some things to think about until he is online and can respond with more specifics:

It seems like you're looking at just what would be good for a merchant in general. In a game this intrigue heavy I could see the use for a lot of skills. I haven't really thought about the merchant role, and this is just off the top of my head so I might miss some or might have added some unnecessary ones, but here are some ideas:

Social - you have Diplomacy and Sense Motive on the short list, but Bluff and Intimidate will be useful not just in business but also to influence the middle class folks, as well as in verbal duels when they come up.

Sneaky skills - Stealth is probably not needed, but all the PCs will likely find themselves in places where they don't want to be recognized so Disguise seems good for every role. Sleight of Hand is not a big one but might have its uses as well as the document forging aspect of Linguistics.

Campaign specific - With how much GM TWO has written about the use of Artistry skills for cultural effect I think every PC should seriously consider at least one of them (my criminal submission has Literature, for example). I also wouldn't discount a performance skill. Oratory probably has the most potential uses for what the merchant might find themselves in.

Perception is a given, and any of us might find a need for Spellcraft and/or Use Magic Device. It's been mentioned that there will be at least some portions of the campaign where we'll all be in separate locations so you can't always count on each other to be right there or available. It was specifically in reference to solo combat but that also means we'll have solo non-combat situations so we all need to be well rounded.

Obviously not everyone needs to have 15 skills maxed, but hopefully these ideas give you some food for thought. Who knows, this might turn into an interesting discussion that will help us all out as we go into the final week.


Yeah a conspirator skill list would be a good thought exercise at the very least. My merchant list was just intended as bare-bones-merchant not what's needed to overthrow the revolution.

A full suite of the social skills will probably be helpful.

Stealth too and I'd add acrobatics/climb since some things can't be out talked or sneaked away from. Magical classes of course have extra ways to solve that but scrolls/potions of run-away might be handy for everyone.

Knowledge: Person-standing-in-front-of-you will probably also be really handy to have. Just so you know if they can be safely ignored or if they need special handling and so on. This probably depends on where the conspirator hangs out the most.

Craft: Highly Illegal But Useful Thing might be handy too. While it might be possible to acquire such things leaving less loose ends laying around seems really good.

Just some quick thoughts!


Part of the fun of being a wizard is having spells that do a good job for things. They can't completely replace skills, but they do have ways to mitigate the lack of skill points to a degree.

Combining that with cleric is always a fun thing, they work well together, although it does get pretty MAD.

I may just say screw it and go wizard/alchemist or investigator. Reduced the attribute dependency quite a bit, and adds skills. I just was aiming for a cleric/wizard of Nethys.


Suitably spoilered here is my new version of Lucien Fesch. In the end I was contorting far too much to make the black-blade magus idea work (although I still like it enough that I might try and cook it up into a different submission!) Hopefully he is interesting enough to meet the requirements!

I deliberately left a couple of things vague in his background to allow for tying in with the rest of the players/campagin and gave him an obvious pressure point in the form of his lover Alix Dubios, what's an intrigue campaign with a little risk afterall? :)

Captain Lucien Fesch:
Captain Lucien Fesch
Male Rakshasa-Spawn Tiefling Cavalier (Daring Champion/Daring General)//Mesmerist 5
LG Medium Outsider (Native)

Init +6(+4 Dex, +2 panache (if >1))
Senses: Perception +8, Darkvision 60ft.

DEFENSE
AC 22, touch 16, flat-footed 16 (+5 armour, +1 shield, +5 Dex, +1 dodge)
Resist: Cold/Elec/Fire 5.

HP: 45/45 (10+6+6+7+6 + 5 con + 5 FCB)

Fort +5 (4 base, +1 Con)
Ref +8 (4 base, +4 Dex)
Will +9 (4 base, +0 Wis, +5 Cha)

OFFENSE
Longsword: +11, d8+8+5, x3. [-2/+4 with PA]

Shortbow: +10, d6, x3. [-2/+4 with DA]

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

Base Atk +5 (+5 Cavalier)
CMB 10 (5 BAB, 5 Dex)
CMD 25 (10, 5 BAB, 5 Dex, 5 Dex)

SPELLS
0 (∞/day): Detect Magic, Ghost Sounds, Mage Hand, Message, Prestidigitation, Read Magic
1 (5+2/day): Charm Person, Grease, Innocence, Obscuring Mist
2 (2+1/day): Glitterdust, Hold Person, Silence

STATISTICS
Str 10 (0)
Dex 18 (+4) (15 base, +2 racial, +1 level 4)
Con 13 (+1)
Int 14 (+2)
Wis 11 (0) (13 base, -2 racial)
Cha 20 (+5) (15 base, +2 racial, +1 level 4, +2 Enhancement)

FEATS
Feat Taxes (free): Power Attack, Deadly Aim, Combat Expertise, Agile Maneuvers, Point Blank Shot (for pre-reqs only), Weapon Finesse. Weapon Focus and other feats based on one weapon apply to all weapons in the appropriate fighter group.
Skill Focus: Disguise [Level 1 campaign bonus]: Choose a skill you receive a +3 bonus on checks with this skill. If you have 10 or more ranks in this skill, the bonus increases to +6 .
Stealth Synergy [Cavalier 1 bonus feat]: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Weapon Focus: Longsword [Level 1 Feat]: You gain a +1 bonus to hit with your chosen weapon.
Slashing Grace [Level 3]: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Veiled Contempt [Level 3 campaign bonus]: The DC for Sense Motive checks to get a hunch about you is equal to 20 + your ranks in Bluff, instead of the normal 20. If the Sense Motive check is specifically to assess your allegiance or trustworthiness, the DC is equal to 20 + two times your ranks in Bluff.
Eldritch Heritage (Rakshasa Bloodline) [Level 5]: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Silver Tongue: At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

TRAITS
Rising Star (Campaign): You have 750 GP to spend on creating a military force (see the Ultimate Campaign rules for building organizations out of teams) using primarily military teams (Archers, Cavalry, Cavalry Archers, Elite Archers, Elite Guards, Elite Soldiers, Guards, and Soldiers). You must have at least 15 military people (3 of the above teams) in your organization, though you may add on any other type of team (a team of bureaucrats would be useful, just as an FYI) in addition to them. You may add GP from your WBL if you wish, but if any GP from the 750 remains it is wasted.
During downtime, 1 of every 7 days will be spent keeping the peace in the city (and cannot therefore be used in any other way, using a variant on the 'Enforce Order' Downtime Activity); however, each time you roll for an event (using the Mercenary Company Events table) during the downtime event phase you may roll twice and choose your result.
Bandit Military Genius (Regional): Choose one Profession skill (Soldier) and one ability score other than Wisdom (Charisma). You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.
Trustworthy (Social): You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.

SKILLS
Bluff +20 (5 ranks, +5 Cha, +3 class, +1 trait, +4 racial, +2 lvl)
Disguise +12 (1 rank, +5 Cha, +3 class, +3 feat)
Diplomacy +9 (1 rank, +5 Cha, +3 class)
Escape Artist +10 (3 ranks, +4 Dex, +3 class)
Intimidate +13 (5 ranks, +5 Cha, +3 class)
Knowledge (Arcana) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Dungeoneering) +10 (5 ranks, +2 Int, +3 class)
Knowledge (History)* +8 (3 ranks, +2 Int, +3 class)
Knowledge (Local) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Nobility)* +7 (2 ranks, +2 Int, +3 class)
Perception +8 (5 ranks, +0 Wis, +3 class)
Perform: Oratory* +13 (5 ranks, +5 Cha, +3 class) [Use for Dip/SM]
Profession (Soldier)* +13 (5 ranks, +0 Wis, +5 Cha, +3 class)
Spellcraft +10 (5 ranks, +2 Int, +3 class)
Stealth +10 (5 ranks, +4 Dex, +3 class)
Use Magic Device +13 (5 ranks, +5 Cha, +3 class)

Total Points: 65 [5x(6 Mesmerist + 2 Magus + 2 Int + 3 background)]
AC penalty is 0

LANGUAGES
Common, Infernal, Hallit, Dwarven.

EQUIPMENT
+1 Mithril Chainshirt (2200gp) [12.5lbs]
Headband of Charisma (4000gp) [2lbs]
+1 Longsword (2,315) [4lbs]
Shortbow (30gp) + 100 arrows (5gp) [2+3lbs]
Magi Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. (22gp) [31lbs]
2 Potions of CLW (100gp)
(1090 spent on forces.)

780 gold 80 silver 0 copper
Weight Carried: 54.5lbs.

Forces:
10 Elite Archers (760gp), 20 Soldiers (880gp), 5 Bureaucrats (200gp)

Background:
The chaos and fury of the Galtan revolution cost many lives and fortunes, but created a haven (albeit a dangerous one) for schemers from across Golarion and even further afield. One was a rakshasa named Prahasta who cut a hedonistic swathe through Isarn and southern Galt before escaping in the guise of a Grey Gardener to avoid a Final and fatal end to his fun. He left behind him a string of ruined lives, lost fortunes and a half-breed son – Lucien.

Born with a long furred tail and unnaturally glowing eyes Lucien was marked as different from birth – and in Galt different means dangerous. Thankfully for Lucien he inherited his father’s silver tongue, as well as many of his physical features and avoided more than one potential lynching through charm, lies and sheer force of personality.

Finally, aged thirteen, Lucien became tired of life in a backwater galtan village and fled to Isarn, hoping to lose himself in the thronging crowds of the capital. Unfortunately capital life wasn’t much better for a young tiefling than the countryside and Lucien eventually enlisted in the army – the only place willing to provide him with food and clothes and not picky about where he came from.

As a raw cadet Lucien was quick, but clumsy, often picked on by bigger boys for his tail, physical strangeness and lack of martial skills. Absorbing their taunts Lucien bided his time and concentrated on the older cadets, gradually insinuating himself with them, joining in their training and gaining protection by association. Another cadet, Alix Dubois, taught him how to use a sword with precision, rather than blunt force and the two soon became close.

Two years later, when Dubois and her classmates were commissioned, Lucien was left to fend for himself with only Dubois’ advice to help him. ”The best soldiers Lucien, are the ones who stay out of politics.” Fortunately the confident bearing and skills he had acquired, combined with his innate charisma, let him return to his own class as a figure of interest and respect rather than of mockery. He took on two of the worst cadets directly, challenging one to a duel and humiliating the other in debate so thoroughly that the two never exchanged words again, and in doing so cemented his own position.

This marked him as someone to watch and he soon found people outside his small cadet class taking an interest in his life, including senior officers, priests and the occasional senator. Lucien remained cautious, keeping Alix’s advice until he met a man who made him question everything, and take his first cautious steps down a new path.

Graduating at the top of his class Lucien got his pick of assignments and chose to a commission in Woodsedge, with Alix. Their reunion was passionate and the two young officers were soon a couple – in defiance of army regulations. After a successful skirmish with a rioting crowd, where Lucien’s quick thinking and bravery earned him a commendation, he was promoted to Captain in a new regiment and given command of the skirmishers – a flexible command that suited him well, even though it took him back to Isarn and away from Alix.

Back in the capital, he wrote letters to his lover and worked hard to establish himself in his new command, building a reputation as a demanding but fair captain and slowly earning the respect and trust of his soldiers – most a decade or more his senior. It was only once he felt secure, personally and professionally, that he reached out to the man he now considered his mentor and through him met others, a small group to be sure, but a group with plans and ideals that could change Galt forever. A group where he finally belonged.


@GM At some point in the future I might want to take a level or three of Rose Warden. Since there is a group of Milani worshipers who are actually against this revolution in town under the name Sisters of the Everbloom, would it be a horrible idea to change deity from Calistria to Milani even though it's officially a banned religion? Obviously I couldn't do any kind of open worship, but it is a prerequisite for the prestige class.

Alternatively I could stick with Calistria for now and maybe end up swapping deities if I decide to go that way later, but I'm not sure how cool you are with swapping religious beliefs mid campaign.

All of this kind of has me torn since I was planning on using the Calistrian beliefs to flavor conversation when possible, both in terms of the Sting's domain over lust as the teahouse owner and Her concepts of revenge when performing criminal activities.


Is it just me who isn't having this thread pop up in their Online Campaigns list? Very weird.

Krigare:
Lessah has hit some of the most significant points re: the desireability of skill points. (And I have indeed accounted for high INT.) What it boils down to is that this is a fairly -- very -- skill-intensive campaign. For a wizard/cleric, you have 7 skills that would best be maxed out (Bluff, Diplomacy, KS: Local, Perception, and Sense Motive being easily considered necessities for this campaign; otherwise, KS: Arcane, KS: Religion, Spellcraft for a wizard/cleric) with more than another half-dozen (Acrobatics, Climb, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Ride, Stealth, Swim) being useful to one degree or another. Background skills are equally important (PS: Whatever maxed out, plus Appraise, with three Perform skills being highly useful, one or two Artistry, Craft as you like, and virtually all the background Knowledge skills, not to mention Sleight of Hand for a filch -- or a plant), and you only get 15 points for them. Sure, some of this can be mitigated by spells, but that usually only works if you've an idea of what's coming in the future; wizards hate surprises they're not prepared for.

I'm not going to argue further; you seem to have an idea in your head, and I don't want to squash that, because people still surprise me with interesting takes on a character position. So go to -- make me go 'wow, that looks great!!' with whichever you decide to go with.

Backgrounds:
I'll be browsing and commenting on them in order of submission.

Liberty's Edge

As far as I know, a thread only gets on Online Campaigns after you make a post in Gameplay.

A Wizard/Alchemist is a skill monster with incredible flexibility both in and out of combat, and always something to do. I highly recommend it.


@GM TWO - Okay, so yeah, if a character has to be completely self sufficient in all areas all the time, then what I was thinking wouldn't work. I did not realize you expected a character to be able to do all of that on top of whatever the class does. Since that seems to be the case I'll go back to the drawing board.


Mm it's like Sapiens said - you gotta have a gameplay thread for it to show up on the campaign screen. Otherwise you'd have to go through every single person that expressed interest and remove them from said campaign so it is probably for the better :P

@Self Sufficient - You *might* be able to get away with a large collection of scrolls and lower ranks in certain skills?

For example, if Stealth is mainly for emergencies you could just have a potion of invisibility and like 1 or 2 ranks it it. For Sleight of Hand you could have a sneaky familiar. Or call some imps. And so on.

---

I'm thinking about building something with a bit of summoning power myself. Plots seems like the prefect use for all those "call really low CR outsider" spells that are oh so cool.

Or maybe a Medium - because keeping track of Gestalt characters wasn't annoying enough already :P

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