... 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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@Lessah - Yeah, but that starts to break down to much past the starting level. I mean honestly what I wanted to do for a business makes the most sense with something wizardly and all, and I just like cleric. But I could honestly do it as an unchained rogue/investigator. It would still make sense, and it would have skill points to spare for things. I mean the rogue/investigator would be what, 8 from rogue and 3 from investigator, and an extra 3 background skills a level, before counting anything like human bonus skill or FCB for skills etc. I'd do a rogue/wizard but that always makes me want to take arcane trickster and that just isn't possible in this game. Still might do it but mixing rogue and investigator has a lot of potential for shenanigans.


The list of Bard spells that could prove useful for this campaign is exceptionally long. Those scrolls might not be a bad idea at all.


@Arcane Trickster - It's a fun looking class. But a gestalt game is a shining opportunity to emulate a PrC ... : )

@Bard Scrolls - Mm!

---

Completely unrelated the idea of a scroll merchant isn't too far fetched and it sounds like there's an existing demand. Mehehehe *twirls stache*


Lessah wrote:

@Arcane Trickster - It's a fun looking class. But a gestalt game is a shining opportunity to emulate a PrC ... : )

@Bard Scrolls - Mm!

---

Completely unrelated the idea of a scroll merchant isn't too far fetched and it sounds like there's an existing demand. Mehehehe *twirls stache*

What else would a wizard/cleric do for a business? Lol.


Dragana Magrimdottir:
This ... started out well. The family line of priests to Magrim, the journey to Galt, the partial isolation within themselves of the dwarves in Galt (see the group Torag's Children, in the Galt Gazette / Isarn / Movers and Shakers / Groups of Influence). It ran into some trouble when you started deciding what happened with the dwarves in Galt overall -- 'Her people began to leave. Before long, the small community had all but vanished, with only the most opportunistic arms merchants left behind.' -- instead of looking at the information provided to you (the stability of the dwarven community of Azurestone, the significant community of dwarves surrounding the temple to Torag in the Nord Rivière district).

Then you started using exclamation points -- and, again, deciding what happened in the world, instead of what your reaction was to what happened. Dragana is made a late-comer to the idea of ending the Revolution, and in many ways (as I have previously related) had already severed her connections with the dwarves.

To fix these things:
First, Dragana should be 'Dragana (Mother's Name)sdottir', for example 'Dragana Kelasdottir', meaning 'Dragana, daughter of Kela'. If not that, then 'Dragana <Clan Name>'; doing otherwise cuts ties with your family, your clan -- for all practical purposes, everything except 'dwarfdom' as a whole, and even then other dwarves will look at you askance.

Second, remove the 'what happened to other dwarves' from your background; that's my purview, not yours. The dwarves tightened ranks and functionally have their own seperate community amongst the rest of Galt and Isarn, but you don't have any say over the ones who are left, only yourself. You also don't have any say over whether or not there are dwarves among those sent to the final blades; there have undoubtedly been a number of them over the last 50 years, for good reasons and for bad (and for none).

Third, don't come late to the party. I'm okay with you using the 'lost' souls of the blade-slain dwarves to press on your conscience and drive your character; approached by someone confident of your disquiet, you might then agree to infiltrate the Gray Gardeners. How you convince the Gardeners that you are a prime candidate for recruitment is up to you, but I would imagine it would take some doing, whether by feigning a turning-away from Magrim, or becoming a heretic and saying that the souls of the fallen are better in the blades than fodder for one planar war or another. But having this be a sudden revelation ... doesn't really work.

Phalera:

Hm.

While I appreciate the time and its consequential pressure of living with her father, the existence of night tea strongly suggests that prostitutes -- particularly sacred prostitutes -- become pregnant only when they want to be. As well, children born of sacred prostitution would most likely be considered simply as children of the mother, with the father being functionally unidentifiable after a number of months -- especially if it was a one-event thing, not a child of a frequent and exclusive association, brought into the world by a Calistrian in order to gain leverage on the father. (Which, considering Calistria, is an entirely possible thing.) If not that, then 'children of the temple', raised functionally as temple orphans.

So if it is her fate to become a Calistrian priestess, why not start her off right there in their lap -- and shift the lessons of 'charm and obsequieously good behavior' over 'temper tantrums of epic proportions' to the temple? They, more than most, would appreciate the ability to do both, and could instruct her in the proper ways to do such -- and the proper times, because sometimes a good temper tantrum can get you what all the wheedling in the world cannot. If that doesn't strike your fancy, then perhaps you might make her mother the one who strayed (with a beguiling elven priest) and put the child in the home a more ... standard way.

Other than my recommendations regarding that detail, the background is well-done -- just the right amount of issues, a turning point that doesn't become a true turning point until a key bit of information is uncovered. Well done.

As a note -- it is, for all practical reasons, essentially impossible to have 'a strong resemblance to both' parents, especially if they're of different races. If there is a strong resemblance, females tend to resemble their mothers, males their fathers, but the opposite is absolutely possible; strongly resembling both is ... well, practically impossible.

Everyone: Character Builds:
As a reminder to everyone, I will need to be able to build your character from scratch, just with what you have showing. PLEASE do not use the profile sections for this, because there is little room for what I need.

Split your attributes up into starting ratings, racial bonuses and penalties, the two 4th level bonuses, and magic item bonuses. Spend all your skills and put down all the languages you know. Indicate fully what classes and archetypes you have. When there's a decision to be made, clearly and concisely indicate what decision was made -- how many of what FCB were chosen, what feats and class abilities and talents and whatever were bought when, what weapon(s) your feat etc. applies to -- I hope you get the picture. If I can't tell just by glancing at your character sheet -- and that's what I'll be doing, because however many applications you're submitting, I have all of those and everyone else's to do -- what decisions you made, then it isn't clear enough, and you should revisit it.

To be clear, and to provide some motivation for you to do this, if there is a decision to be made and you have not made it, whatever it is, it will be lost. That's gonna really suck if you have a feat or ability chain that depends on a decision, because you're going to lose access to the entire chain until you can regain that feat -- or ability. Assume nothing. Double-check your character for build clarity. This is part of me being an assh0le; make it easy on me, or it will not be easy on you.


@GM TWO Looking at feat prerequisites, and I had a question. I have searched online and found people on both sides of this, but nothing in RAW or a FAQ to explicitly answer it, so I guess it's in GM purview:

Bard Versatile Performance (you will have to scroll down, it has no separate entry other than the Bard class entry) states "At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills." In my case I chose Dance so that it applies to Fly and Acrobatics. My question is, if a feat requires 5 ranks in Acrobatics as a prerequisite, would I be able to take it due to ranks in Dance, or would I need to take actual ranks in Acrobatics as well?

Sovereign Court

Renaud has been updated with the following:

Advancement:

Ability Scores Start: STR 12; DEX 14+2 Racial; CON 13; INT 13; WIS 12; CHA 16
Level 4: +1 CON; +1 INT
Headband of Alluring CHA: +2 CHA

Alternate Racial Traits
Adaptability (free Skill Focus) replaced with Dual Minded (+2 Will Saves)

Feats
Level 1: Arcane Strike
Level 3: Spell Cartridges

Bonus Feats
Level 1: Prodigy
Level 3: Convincing Persona
Classes: Gunsmithing

Favored Class Bonuses
Level 1: +1 Spell Known
Level 2: +1 Skill Point
Level 3: +1 Skill Point
Level 4: +1 Spell Known
Level 5: +5 Spell Known


I didn't include Lucien's special abilities since it pretty much just lists everything you find in the class entries, but since you requested all crunch I include it here.

Special Abilities:
Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Spell-like ability: Rakshasa-spawn tieflings can cast Detect Thoughts once per day as a spell like ability.

Proficiencies: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields.
Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier’s weapon and armor proficiencies.
Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Champion’s Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Order: At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
ORDER OF THE SONGBIRD

Spoiler:
Edicts: The samurai must never destroy art unless doing so is part of an artful act or performance of her own. She must respect the skill of her opponents and never desecrate or purposefully humiliate a foe. If she takes a sapient life, she must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what she has taken from the world.
Challenge: An order of the songbird samurai gains a +1 dodge bonus to AC and a +1 sacred bonus on saves against the attacks and abilities of the target of her challenge. This bonus increases by 1 for every 4 class levels the samurai has. The samurai must be wearing light or no armor, not using a shield, and carrying no more than a light load to gain this benefit.
Skills: An order of the songbird samurai adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills. The samurai adds half her level to Craft checks and Profession (gardener) checks.
Versitile Performance: At 2nd level, the order of the songbird samurai gains the benefits of the bard’s versatile performance ability with one Perform skill. (Perform Oratory -> Diplomacy, Sense Motive)

Nimble: At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces cavalier’s charge.
Panache and Deeds: At 4th level, a daring champion gains the swashbuckler’s panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
This ability replaces expert trainer.
PANACHE
Spoiler:
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
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
Spoiler:
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Banner: At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
~~~~~~~~~~~~~~~~~~~~~~~
Consummate Liar: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare: A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.
Painful Stare: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).
The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Mesmerist’s Tricks: A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.
The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.
TRICKS
Spoiler:
False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC. The mesmerist can’t implant this trick on himself.
Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.

Towering Ego: At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.
Bold Stare: At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.
STARES
Spoiler:
Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.

Touch Treatment: At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.
Minor Conditions: Fascinated, shaken.
Manifold Tricks (2): At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).
Mental Potency: At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5th level mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.


As I said -- I need to know what choices are made.

Versatile Performance:
Mat_H, the key lies in the phrasing, specifically that which you've quoted, and the word is 'bonus'. (So much for my whinging on about interpretations hinging on one word, right? :P ;) ) You don't get to use skill ranks (and apply the attribute bonus for the other skill), you total up your Performance skill bonus and use that. As a consequence, you don't actually have skill (described as skill ranks) in the two skills listed. So for purposes of a feat (or whatever) that requires ranks in a skill, you still need to have ranks in that specific skill. Note that something that gives a bonus to a skill (e.g. Acrobatics) does not provide that same bonus to the Versatile Performance (e.g. Pf: Dance) skill, whether it's a feat (such as Acrobatics), items (such as a ring of jumping), or whatever; you would need specific variants that enhance the chosen Perform skill.

To give you a quick example, in ballet you might perform a long horizontal leap -- a 'grand jeté', 'saut de chat', or 'grand pas de chat' -- and as you're dashing along the slanting tile roofs of Isarn, you might execute such in order to cross a gap over an alleyway. Beauty, grace -- and, just incidentally, 15' over and 6' down. Compare with someone who is trained in acrobatics: getting their timing on the approach dash just right, or using a pole to vault across a longer distance without breaking their stride. The first is using a dance move that 'coincidentally' has the same effect as the acrobatic movement; the latter is training in the movement itself, including the use of techniques and gear to maximize its potential.


That's perfectly fair. Honestly I agree with that interpretation but saw some of the Paizo staff saying they interpreted it the other way so figured I'd ask. Just means I'm gonna have to move some skill points to get a feat I want :)


I'll confess that some of my interpretations lean upon how it's set up in Hero Lab, but with that particular one I agree. ;)


I have a question about the Affiliated Agent campaign trait - are all the non-opposing groups listed in the Gazette okay choices?

Specifically I was thinking about the criminal gangs for a mastermind or either of the two less frothing-rage Milani factions for pretty much anyone?

Edit: Bonus stir-up-mud!

The Verbal Duel subsystem treats all skill ranks from versatile performance as "real" skill ranks. Though that might simply be an intended perk for the social bard class and not something to be seen as a precedent to other things.

Bonus-bonus mud!

Would a familiar get to utilize the masters skill ranks for verbal duels?

I looked at the level 5 improved familiar options and a chatty Brownie looks hilarious.

Now I don't think it will be that useful - after all the challenge is probably to get someone to even take a Brownie seriously - but seeing a poor wizard/shaman/something getting constantly outmaneuvered by their familiar is an amusing thought. Especially if they use their masters skill ranks to do so :P


@GM, thank you, I agree with a lot of those points. I'll take them into account as I work on revising Phalera's backstory. I'm also in the process of making sure everything is accounted for in my builds. :)


I'm thinking I finally have Lilli done, for real this time. Really looking forward to the review.

I know I do ask a lot of questions, but I did have one that you might have missed. I'll repeat it here so you don't have to scroll back for it:

Mat_H wrote:

@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.


Affiliated Agent:
As per the trait, with the exception of the Gray Gardeners and the Revolutionary Council, one may select any group found in the Groups of Influence page for use with Affiliated Agent.

Re: Versatile Performance and Verbal Duels:
Correct, but this is a singular specific exception, and in general are what the more vocal of the skills are meant for. A familiar would use the skill ranks it inherits from the master, yes.

Rose Warden:
Thanks, I had missed that. Anyhow. There are not one but three different groups of Milani worshippers in town -- the Blood Rose, the Courageous Council, and the Sisters of the Everbloom. These latter are, for the purposes of the campaign, the easiest to work with, as their belief structure already lies in the same direction of the Conspiracy.

There is also nothing that says you cannot outwardly use plenty of knowledge of Calistrian beliefs to flavor conversation and the like; this would be a perfect cover for your forbidden worship of Milani. "Look, I even have a little altar to Calistria in my boudoir!!" I figure if you have KS: Religion at 5, you can casually intersperse such flavor into most of your conversation. It is possible, note, that you were a Calistrian, but the long difficulties of Isarn and Galt have turned you away from the constant tit-for-tat vengeance-for-vengeance that Calistria's faith functionally, if subtly, encourages; it's that sort of thing that has plowed Isarn into the slag heap of history. So you may well have already experienced a shift in belief ... and are now using Calistria to cover up your current anti-social tendencies.

Which, let's face it, is the sort of thing Calistria would probably get a kick out of. You are, after all, furthering her own worship, even if you aren't of her devoted faithful any more. It's just that there'll be a price to pay for it -- eventually. (Which in this campaign means about 13-14th level.)


@GMTWO, did you get a chance to have a look at my revised background for Antoine de Chartagnian?

Also, my assumption was that the revolutionary army and the Isarn City Guard are separate entities... Right? Wrong?


Alias ad Tempus wrote:
@GMTWO, did you get a chance to have a look at my revised background for Antoine de Chartagnian?

I think GM TWO is trying to go through a couple at a time in the order we submitted them, as time allows. I think both you and I are soon now that the first two have been done.


Mat_H wrote:
I think GM TWO is trying to go through a couple at a time in the order we submitted them, as time allows. I think both you and I are soon now that the first two have been done.


@GM, I've revisited Phalera's backstory and changed a few things, mainly that she was raised as a child of the Calistrian temple. Thank you again, your notes were very helpful. :)

Liberty's Edge

@ GM TWO - this post is very inspiring. This is not a campaign I could run nor do I believe I could play in it well but it's a great example of how different two GM can be using similar rules and material in this crazy, mixed up world.

@ Krigare - have you considered Inquisitor? It sounds like arcane + divine is your goal and you wanted more skills per level. With Inquisitor, you'd get 6 + Int bonus skills per level, divine spells, Bane, Stern Gaze, bonus to Intimidate and Sense Motive which can be useful skills for a merchant, and can add Wisdom to: Initiative, Knowledge checks to identify foes, etc. That feels like more bang for your MAD buck.

Oracle would be a middle ground (4 + Int) and Wizard/Oracle gives you access to the highly profitable Cha-as-casting-stat option in a skill based campaign and 9th level divine spells. Additionally, some curses add useful skills or bonuses (Legalistic comes to mind).

Maybe I am missing something besides how hard it is to be a divine caster in Galt already but I hope that helps you in your considerations.

Sovereign Court

Oh man, sure would be nice if it was the 25th already so I could stop refreshing this page all day long.


Agreed. At least I've stopped tweaking my character over and over. Now it's just the waiting game.


@GM: Have you had a chance to continue your background reviews? Haven't heard from you in a couple days.


Yeah, working on it — had a rough couple. Will get at least 2 up tonight, probably 4.


Tough doing two of the same 'type' one after the other. ;)

Lilli Popescu Background:

I was going to make a couple of suggestions, but then I actually, y'know, read all of it, and I realized that my suggestions would've just been patching things that would be better handled otherwise. So.

When I was reading the background, it was bothering me -- something was wrong, but I couldn't place what it was. Then I realized what it was, and where: the timeline. Simply put, in her youth / starting out, Lilli Popescu couldn't've gotten into the Unchained Melody.

Spoiler:
Housed within a former art studio, the ground floor of this high-end brothel evokes imagery of the famous galleries of old Isarn. The higher floors contain spacious rooms for the courtesan-artists, who sell their time to clients. The nature of the combined business has resulted in works far too risqué for modern sensibilities. Like any brothel, there are baser forms of entertainment available in the artists' studios, but only for their most generous patrons.
(Note that here's more information on the Unchained Melody in the original game's wiki.)

In essence, the UM is more of an artist's collective in which the artists themselves are willing to 'entertain' if the price is right, as compared to a bordello that 'does art' on the side; the art (and the skill of the artist as they work) is the critical part of hiring, and starting out ... I don't think Lilli would get hired; she wouldn't be good enough.

I don't think this is a bad thing; I think this lets you not go in six different directions at once. Start out as a devotee' of Calistria at the House of Joy which does not, after all, have much prostitution (sacred or otherwise). As the lotus geisha archetype is going to be a very rare one in Galt (and parts west), perhaps you had a foreign worshipper of Calistria pause for a few years there -- or an elf who had spent a fair amount of time in Tian Xia. (Galtan Agitator you can pick up for pocket change. ;) ) During this apprenticeship is when she 'moonlights' with the Isarn School and thus the Starving Artists, developing her knowledge of the Catacombs to keep the two lives seperate.

In regards to that part -- this reads very much like 'developed a masked/alternate persona'. Since going into the House of Joy is kind of risky for an Artist, I'd like to request you alter this to simply lying (or just being vague, which after all is just another kind of lie) and being careful in whether or not you 'work' around one of the Calistrians. Which I'd think the Artists would avoid anyhow, all things considered.

Anyhow. This allows the two skills/classes to develop simultaneously, on parallel tracks. It may perhaps be at this point where she begins to dabble directly in sex work; I will not suggest a specific location, but if you're looking for actual, direct 'work', the Unchained Melody is not the place.

What needs to be done here is twofold: first, evolve into owning your own place, and second, break with the Starving Artists. My suggestion would be this: she gets into somewhere relatively mundane, some unnamed place, and a few of the Starving Artists discover her there. Nothing dramatic / traumatic needs to happen, but lechery would certainly ensue, leading to her breaking from them. The 'dabbling' might then, perhaps, become a more focused thing.

A 'controlling' madame -- one who locked her girls up/away -- would, incidentally, run a very high risk of running afoul of the Court of Bees, and while I'll not request you drop this, I do suggest that it's the Court that 'takes care of' the problem, and that it's a public thing -- one of those 'subtle/not subtle' things where there are a couple of Calistrian priest/esses watching from the sidelines, and/or attending the woman's execution -- because someone disappearing is good, but someone getting very publically executed with it obvious to all but the oblivious who made it happen is even better. This would send a very firm message from the hierarchy to those who would 'control' the workers: going too far will get you a visit with Madame Margaery. It would also serve as a lesson to Lilli as to the uses of manipulation.

It's at this point that she can take control over the two-bit brothel she was in. I confess I don't like the terminology you use -- '... who had already established her dominance over the other girls' -- and would suggest that it's more along the lines of 'being the only one who knew how to get things done', Lilli being willing to trade (and able to seduce agreements for) her body for protection, supplies, the sorts of things the brothel needed. In time, you'd've built up not only your business but the protection for it -- your immediate area's gang, which perhaps treats you as 'just another place' in its territory, but which of course you control in your other persona.

In regards to the gangs, I would like you using something ... hm. Dominantly restricted? "Her organization, while small, dominated the four-block area immediately surrounding the Guilded Lily."

I will say that you don't need to 'lose valuable clients to rumours and the final blades'; just struggling to get by every day, in the permanent uncertainty of the city, might be impetus enough for her to decide to try to make a change. I won't say no, though, but you might want to revise that sentence to simply say 'valuable clients, useful connections, and friends to rumors ...'

Anyhow. My thoughts.

Garson Grey:

The first thing that strikes me is, honestly, that first sentence; it ... makes me want to lift an eyebrow, look away, and murmur, "Keep your voice down, boy." The second thing is that, well, he is a boy -- a half-elf to boot, which makes '26' very much a stripling. (I'll get into this after.)

Truth is, while it's extremely spare, the bones are really good. There IS an issue with the fact that while 'Not that many knew Garson as a smuggler', there is no indication of what people DO know you as. A small-scale philanthropist, it seems (and you WILL have to keep that up in-game), but ... where does the money come from? You're meant to have a public persona; what is that persona?? Nothing is said.

Nor is anything said of what would draw the Conspiracy to him, other than (apparently) occasional fits of petulance. (And in your Personality section, you used 'force majeure' technically correctly, functionally incorrectly.) And though I thought I might've said something about this before, while youthfulness has its charm and uses, 'exuberance and optimism of youth' is, in this campaign, liable to get you 'swiftly and messily captured and expose the Conspiracy before your final blade execution.'

Like I said -- these are good bones. These are, with the exception of the development of the smuggling operation, a good starting point for a first-level character -- but you're not first level, and you need to put some meat on them bones. How did he develop his organization? What is his 'open' persona? How does he make his 'visible' money? Where's the restraint, the long-term thinking, the ability to plot and plan and take a hit in order to ensure a final victory? What's the reason (besides 'waaah, mommy he broke my toy!') for him to want Galt to be settled down, even if it's put into the hands of a military warlord? Why should Jeggare want you?

A note on age:
Youth is fun and all, but it's also often foolish and impulsive. While I am not going to absolutely restrict anyone from playing someone young and bright-shiny, I do note that the Conspiracy is a long game -- not a con, but a game mixing chess with go with some very nasty potential consequences unless a great amount of patience and self-control is brought to the table. Every one of the six characters needs this to one degree or another; the most amount of 'youthfulness' I'm liable to agree with is 2 PCs. ('Youthfulness' being within the first 1/3 of adulthood for your race.)

I recommend you taking half the sum of the maximum of both your first-level classes' random starting ages, add that to the baseline, then add half the sum of each level of your classes' 'random starting age' dice in months to get a good 'where you should start'. So a half-orc (base 14y) monk (+2d6) / bard (+1d6) should start at (14 + 3d6 = 14 + (18/2) = 14 + 9 = 23 base, plus 4 more levels of each (9 * 4 = +36 months, / 12 = +3 years)) -- 26 years old at least. A half-elf bard/rogue would actually have the same amount of time added in -- 12 years -- but have a base age of 20, for 32. This doesn't quite put the half-elf out of that first 1/3 of their maturity (62 - 20 = 42 / 3 = 14 + 20 = 34yo), but puts the half-orc (30 - 14 = 16 / 3 = 5.3 + 14 = 19.3) well beyond that first third, and actually more than halfway through to middle age.

Let's see some maturity in these characters!!


Regarding age: I'm happy to age Lucien up a bit if that would help. My concept for him is very much the young Napoleon - pretty fresh out of training but already showing some skill, hence the Rising Star trait etc etc. Being a tiefling and therefore a persecuted minority, he's not likely to be shiny and impulsive - that's much too dangerous. Having to struggle against hotheadedness may well be a problem but he's not perfect, so having flaws make sense I think.

That's my reasoning at least, please do let me know if there are holes in it!


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Thank you for the thoughtful, and extremely helpful review. I will place the final application draft in this location for easy viewing and mechanics checking.

Garson Grey

Half Elf, Male, 65 years old, Chaotic Good
Height 5ft. 6in. Weight 144 lbs.

Classes/Levels
Rogue 5/Bard 5 | HP 36/36 | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +4 | BAB: +3, CMB: +1, CMD: 16, M.Attack +5 [1d8], R.Attack +5 [1d6] | Init: +2 | Perception: +8, low-light vision, detect magic | Sneak Attack +3d6

Combat:

--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 Dex, +4 magic studded leather)
HP 36
Fort +3, Ref +7, Will +0 [+2 racial against enchantment]
--------------------
Offense
--------------------
Speed 30 ft.
Melee
- Morningstar +5 (1d4+1)[Bludgeoning/Piercing] x2
Sneak Attack +3d6
Ranged
- Shortbow +5 (1d6+1)[Piercing] x3
- - Arrows: 20
- Dagger +5 (1d4+1) [Piercing] 19-20/x2
--------------------

Abilities Scores:

Base Abilities Scores
Str 13 Dex 13 Con 12 Int 13 Wis 11 Cha 17

Abilities Modifications
+2 Racial Ability Score Bonus (CHR)
+1 Ability Score Bonus Bard (INT)
+1 Ability Score Rogue (DEX)

Modified Abilities Scores
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 11 (+0)
Charisma 19 (+4)

Racial Traits:

- Elven Immunities (+2 against enchantment, immune to sleep)
- Keen Senses (+2 to Perception)
- Low Light Sight
Adabtability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Bard Features:

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Performances List:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Rogue Talents:

Deft Maneuvers, Sneak Attack 3d6, Evasion, Reputation, Ready for Betrayal, Debilitating Injury, Enthralling Agitation, Uncanny Dodge, Rogue's Edge- Diplomacy (5)

Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt. Any rogue (including the rogue from Pathfinder RPG Pathfinder Unchained) can select the Galtan agitator archetype.

Reputation (Ex): This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation with contacts (Pathfinder RPG Ultimate Campaign 148) in the area by one level or step. For the purpose of vigilante social talents, the Galtan agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the Galtan agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.

This ability replaces trapfinding.

Ready for Betrayal (Ex): At 3rd level, a Galtan agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces trap sense.

Enthralling Agitation (Su): At 4th level, a Galtan agitator can captivate a crowd once per day, as per the spell enthrall. (DC = 10 + 1/2 the Galtan agitator’s rogue level + her Charisma modifier). During the spell’s effect, the Galtan agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the Galtan agitator are indifferent or worse, this check can improve their attitudes by 1 step. The Galtan agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.

This replaces the rogue talent gained at 4th level.

Revolutionary’s Cause (Su): At 8th level, the Galtan agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.

This ability replaces the rogue talent gained at 8th level.

Rogue Talents: The following rogue talents complement the Galtan agitator archetype canny observerAPG, coax informationAPG, follow cluesAPG, hard to foolAPG, and strong impressionAPG.

Advanced Rogue Talents: The following advanced rogue talents complement the Galtan agitator archetype: feat, thoughtful reexaminingAPG, and skill mastery.


@GM: Thank you very much for your thoughts. I have updated her background. Some of the changes you suggested were directly incorporated and some of them more indirectly but I think I have addressed all of your concerns.

In reference to age, I had her at 34 already which is actually only a year short of middle age for a human. Are we taking into account aging effects? If so I might need to take her down to 31 or so just to avoid having ability score changes a year into the campaign.


I've thinking about making an grumpy old elf for my submission but that felt slightly like a repetition :P

(We'll see if I actually get my story together or not, but hopefully^^)


Never fear, ability scores will not be changing; the PCs get a bye on that. Good for physical people, not-as for the mental people. (And you're all applying to this game, so you're all at least a little mental ... ;) )


oooooooooh - submissions close tomorrow night! We're getting close and I'm getting excited!!


Lucien Fesch:
Two things.

First, I don't need ten thousand lines of crunch. I didn't ask for the complete readout of your crunch; I asked for your decisions. Such as the answer to this: 'For your 3rd-level feat 'Slashing Grace', what light or one-handed slashing weapon did you pick?' I don't need this:

Nikolaus de'Shade wrote:

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.
What I should see is something like this:
Quote:
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.

The critical part of this is '(Longsword)', indicating what your decision regarding the feat is. In some of your stuff you seem to be indicating your choice by putting it in parentheses somewhere in the (expansive) text of the ability or feat or whatever, but this is by no means a good way of doing it, as it just makes your choice blend into the background. Don't make me have to work like that.

Second, night before last I was glancing across some of the rest of your overwhelming amount of unnecessary crunch and just happened to come across this little gem:

Nikolaus de'Shade wrote:
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.

...

...

...

When asked, I listen to a player's thoughts/hopes/dreams/ideas, and may (and with a fair amount of frequency do) okay a reskinning of some aspect of a character selection -- a trait given a different name and different requirements (though usually in the same category), an archetype tuned for a different thing. Sometimes I don't, because the world of Golarion is fit together in a certain way, and to be (for example) a Maagyambian Arcanist, you either need to train there, or have a master who had trained there. This started out as another trait -- 'Brevoy Bandit (Mivon)' -- that has specific flavoring, which flavoring might have been able to be changed if I'd been asked.

You didn't ask.

Having this done without asking reminds me of what I said in the player responsibilities post, specifically "It isn't the GM's responsibility to catch you." This is a fvcking 'rocks fall, YOU die' situation, and I (figuratively) walked away from my keyboard when I saw that 'reskinning' in order to get my temper under control. Then I came back and posted my observations on Lilli and Garson, and left you for later. My decision is this:

You may stay in the recruitment. You will exchange 'Brevoy Bandit (Mivon)' for either 'Diligence' or 'Militia Veteran' (choosing Profession (soldier) for the skill). The fact that you did this -- and even posted it multiple times without calling my attention to it -- is definitely a mark against you. That does not automatically mean you won't be chosen, but if it is down to the narrow edge, this is going to tilt things against you.

Now. On to your background.

I'm not absolutely certain that a child born from a rakshasa-humanoid birth is going to be a tiefling, but that isn't really much of an issue; whether from your mother concealing you (and teaching you how to conceal yourself) until you could gain some coherency and mobility, doesn't entirely matter; you might want to theorize on that a bit more, but it isn't strictly necessary. What is something of an issue is the 'enlisted in the army >>> cadet' thing. I get that you're trying to parallel the life of Napoleon Bonaparte, who indeed went off to a military college, had romances and the like.

Problem is, you aren't turning back to the game-world / area in which you're playing (Golarion / Galt / Isarn) and considering whether or not your base material can be properly transferred over. The closest miltiary academies to Isarn are in Brevoy (which really is just the duellist's school there) and, I think, Oppara, though I may be wrong on that one; in both cases, however, your path would have taken much different turns, far away from Isarn.

It might be better to look at the more 'traditional' (read: archaic) ways of getting into the officer corps: purchase, patronage, and performance. In the first, you pays your money and you gets your commission, from lieutenant to general, just for being able to pay. In the second, some other individual either pays for you or, more likely, exerts influence to get you commissioned. In the third, you enlist, climb a rank or three, then earn a battlefield commission. What I'd suggest is a slight blend of the second and third -- in essence, you do something exceptional or heroic in view of someone who can do you good, somewhat on the theory that 'heroism doesn't get you anywhere if there's nobody watching'.

The specifics of how this might work ... hm. Ideally, this is going to be relatively tight, timewise.

Enlist Lucien at age 17 or thereabouts; starting out, especially in the Army of Galt, nobody is especially skilled, and for the most part he's looking at people in his own situation -- too proud to beg, too kind to steal. He'd probably still be the 'weak one out', spears being the battlefield weapon of choice for millenia, but considering his Con, he'd at least be the guy who keeps on going when everyone else around him is dropping from exhaustion.

So he spends six months or so as a private, and his brains and diligence and attention to detail gets him promoted to corporal, then to sergeant after another six months or a year. It's somewhere in there that he meets Alix Dubois -- while it's possible she's a lieutenant, it might be more likely for her to be a fellow corporal / sergeant, older and wiser in the ways of army politics. (Because the army has politics.)

I would strongly prefer that he not gain any sort of cachet amongst his peers due to this relationship; because of the lack of military academy setup, he also loses the 'brown-nosing the older ones' path. Equally as much, it would be better not to make his reputation on being a counter-bully -- because that's what 'beating soundly in a duel' and 'humiliating the other in a debate so thoroughly that the two never exchanged words again' means; the latter especially generates enemies (which of course is what he would become). Beat those who challenge you; defend your ideas without humiliation. Earn their trust, admiration, and loyalty through tactics that win -- if possible, at a minimal cost of as few troops as can be, but through tactics that win.

Don't give him rewards out of proportion to his deeds; the only low-rank officer who'd be able to get a pick of assignments would be the ones with influence, either on their own or through a patron. Don't buck the system, by which I mean do things that are against the creation of discipline and order; a sergeant in a ramshackle army who does that is just one loser among many.

So perhaps he's a sergeant, propping up his lieutenant with 'liberal interpretations of orders' that keep his soldiers alive during their battles with bandits -- and which win those battles. Because of their higher-than-normal success rate, they get brought to a city. Then, when [important person] happens to be visiting, there's action -- a bandit raid, a food riot, something. You don't prop up the lieutenant, who panics and gives foolish or conflicting orders, which you carry out, but which winds up leaving him exposed -- whether as a coward (and he flees the battlefield), or simply physically, and he's wounded and out of commission. (This is the right way of making a long-term enemy.) With the [important person] as witness to your expertise, you take over command of the platoon, and win the fight against difficult (not overwhelming, not impossible, just tough) odds, by way of strict discipline against an unorganized force.

The [important person] can be anyone of some influence -- a colonel in the army, a member of the Revolutionary Council, Goss himself; this scene is meant to get you your commission, and highlight you in their memory, not make a super-star out of you. And thus you get your commission -- to be honest with the number of troops you have, a lieutenantcy is perfect -- and you and your troops get moved to the capital.

Isarn is where Dubois is stationed, and perhaps you start courting -- letters and walking-out, as it were, but nothing inappropriate; perhaps she too has gained a commission (if you want to go this route, I'll decide how, as well as her relationships due to that), and being under seperate officers you can be associated like this. Most people wouldn't care; hell, the Army might not care, but the key point here is that the Army you want to build would care. So you keep everything above-board and courteous.

This makes your unit trust you, respect you, and though they perhaps are a bit too familiar in regards to you, it's with respect and pride, not 'he's my kid brother' sort of thing.

It's at this point you go to small-end parties and such, make a few acquaintances, among them a fellow (tailed!) tiefling (Jeggare), and talk turns as it always eventually does, to politics -- and you are observed to clearly 'stay out of politics and follow the orders of the Revolutionary Council', but a very sharp eye gets the sense that the statescraft of the day is not to your liking; you have, after all, a small reputation as a good officer with a (surprisingly) disciplined unit, which is rather anathema to the rule by mob and demagogue that currently exists. And in further private conversations, Jeggare coaxes out of you admissions of desiring that Galt be on a path to greater stability ...

Details are up to you, and whether or not you adjust your path; this is advice and advising as to the realities of some details (such as the absence of an officer training anything in Galt) that would affect your background.

Jerome Lemaître:

The typical few suggestions:

As the majority of the nobility and the wealthy do not get torn down until the start of the third Council (the Galtan Unity Council, starting 6 years after the revolution), Claudius / Jerome might use the time to distance himself from his family, take on the other name, that sort of thing. ('Mancinna' is also not one of the proscribed families; you might change your original name to coincide with names in the Second Decree.) That gives you space and plausable deniability, especially since you're looking at being 20 when the Revolution starts -- the very start of your 'd6 training time'.

You also have plenty of time to play with, here; use it. There's no need for him to start out as an Asmodean Priest (since, after all, he'd've been just going into training). He goes to work clerking for a prestigeous but restrained (because it has to survive the revolution) law firm, perhaps his own family's firm. He distances himself from the family, living mostly at or near the office, and in the office amonst the clerks he gets called by the name of 'his' counselor -- and 'Jerome' is an office in-joke of some sort. When the Revolutionary Council's thugs come around arresting people, they hear you referred to as 'Jerome' and 'Lemaître' instead of 'Claudius Tullius Mancinna' (or whatever, if you change it), and pass you by.

Which is your first lesson in allowing people to deceive themselves.

So you pass the bar, and at some point the real Lemaître loses his head and soul to Madame Margaery, and the associates (like you) take over the firm. At some point, a middle-level individual offers you a position in the Prosecutor's office, and you leave the old firm (on good terms) and enter the government. Story proceeds as you've written, making a name, etc. etc.

At some point in these 50 years, though, you find (or receive as a gift, something) some relic of your actual House, which brings some regret -- but in your hands a message is passed on, whether due to a lingering spell, a clever family-secret catch that reveals a hidden compartment with a message, whatever. Due to that, you make contact with a hidden Asmodean priest -- someone you know and never suspected -- and are inspired to become a secret priest of the god of your forefathers. In public, you become casual enemies; in secret, he trains you on the ways of your god. Eventually, of course, he gets found out and executed, but 'the damage' is already done, and you gain in skill and faith, etc. etc.

The last paragraph ... is a mess. In part it suffers from you seeming to say what the world (specifically the Conspiracy) is like and is doing; as I've said to others, don't do this. I suppose describing the Conspiracy as 'a motley group of influential folks' could be taken as being from his point of view, and their methodology of approach might likewise be from his point of view, but you'd best make it clear those are opinions -- because the word choices are definitely loaded heavily with negative connotations. Giving the explanations why he joined is fine, as are actions he's since undertaken, I'd just appreciate some of that 'these clumsy fools' attitude in regards to the Conspiracy be toned down or eliminated.


GM Two:
Thank you for the detail of your response. I'm sure we all appreciate the time it must take you.

My apologies that the formatting of my crunch was not to your liking - I have always erred on the side of completeness by quoting the relevant feat, rule etc in full as I would in a character profile. I'm afraid I didn't understand what you meant by 'I only need the decisions' earlier.

Given these problems I feel that it is better that I do withdrawn from consideration, rather than leave you considering a player that as you said now has a 'black mark' against them.

Best of luck to you all, I'm sure it will be a lot of fun.


I'm not sure I'd actually like to play the character I've clobbered together, so I will not be submitting anything (unless divine inspiration falls from the heavens or something).

The campaign itself though looks really fun so if you ever need candidates to fill the ranks at any time in the future feel free to shoot a pm and I'll take another crack at it then : )

Good luck to all the hopefuls!


Garson Grey
CG Male Half Elf Unchained Rogue (Galtan Agitator) 5 / Bard 5

Init +2; Senses Perception +8, low-light vision
Age 65 Height 5ft. 6in. Weight 144 lbs.

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Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 Dex, +4 magic studded leather)
HP 36
Fort +3, Ref +7, Will +0 [+2 racial against enchantment]
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Offense
--------------------
Speed 30 ft.
Melee
- Morningstar +5 (1d4+1)[Bludgeoning/Piercing] x2
Sneak Attack +3d6
Ranged
- Shortbow +5 (1d6+1)[Piercing] x3
- - Arrows: 20
- Dagger +5 (1d4+1) [Piercing] 19-20/x2
--------------------
Statistics
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Str 13, Dex 14, Con 12, Int 14, Wis 11, Cha 19
Base Atk +1; CMB +1; CMD 15
Favored Classes (Rogue/Bard)

Armor Check Penalty +0

Abilities Scores:

Base Abilities Scores
Str 13 Dex 13 Con 12 Int 13 Wis 11 Cha 17
Abilities Modifications
+2 Racial Ability Score Bonus (CHR)
+1 Ability Score Bonus Bard (INT)
+1 Ability Score Rogue (DEX)

Modified Abilities Scores
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 11 (+0)
Charisma 19 (+4)

Racial Traits:

- Elven Immunities (+2 against enchantment, immune to sleep)
- Keen Senses (+2 to Perception)
- Low Light Sight
Adabtability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Bard Features:

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Performances List:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Rogue Talents:

Deft Maneuvers, Sneak Attack 3d6, Evasion, Reputation, Ready for Betrayal, Debilitating Injury, Enthralling Agitation, Uncanny Dodge, Rogue's Edge- Diplomacy (5)

Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt. Any rogue (including the rogue from Pathfinder RPG Pathfinder Unchained) can select the Galtan agitator archetype.

Reputation (Ex): This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation with contacts (Pathfinder RPG Ultimate Campaign 148) in the area by one level or step. For the purpose of vigilante social talents, the Galtan agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the Galtan agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.

This ability replaces trapfinding.

Ready for Betrayal (Ex): At 3rd level, a Galtan agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces trap sense.

Enthralling Agitation (Su): At 4th level, a Galtan agitator can captivate a crowd once per day, as per the spell enthrall. (DC = 10 + 1/2 the Galtan agitator’s rogue level + her Charisma modifier). During the spell’s effect, the Galtan agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the Galtan agitator are indifferent or worse, this check can improve their attitudes by 1 step. The Galtan agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.

This replaces the rogue talent gained at 4th level.

Revolutionary’s Cause (Su): At 8th level, the Galtan agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.

This ability replaces the rogue talent gained at 8th level.

Rogue Talents: The following rogue talents complement the Galtan agitator archetype canny observerAPG, coax informationAPG, follow cluesAPG, hard to foolAPG, and strong impressionAPG.

Advanced Rogue Talents: The following advanced rogue talents complement the Galtan agitator archetype: feat, thoughtful reexaminingAPG, and skill mastery.

Spells:

0-level spells: 6
Detect Magic
Light
Lullaby
Message
Prestidigitation
Read Magic

1-level spells: 4+2
Cause Fear
Cure Light Wounds
Charm Person
Fumbletongue
Tap Inner Beauty
Tears To Wine

2-level spells: 2+2
Cute Moderate Wounds
Detect Thoughts
Garrulous Grin
Passing Fancy

Skills:

(*)Background Skill
[br] Bonus ranks
[cs] Class Skill
[ab] Ability Mod

Acrobatics +6 (1 rank, 3cs, 2ab)
Appraise* +7 (2 ranks, 3cs, 2ab)
Artistry(Drawing)* +11 (2 ranks, 3br, 3cs, 3ab)
Bluff +15 (5 ranks, 3cs, 4ab, +3 skill focus)
Climb +5 (1 rank, 3cs, 1ab)
Craft(Painting)* +10 (2 ranks, 3br, 3cs, 2ab)
Diplomacy +17 (5 ranks, 3cs, 4ab, 2br, +3 skill focus)
Disable Device +6 (1 rank, 3cs, 2ab)
Disguise +8 (1 rank, 3cs, 4ab)
Escape Artist +6 (1 rank, 3cs, 2ab)
Intimidate +12 (3 ranks, 3cs, 4ab)
Kn. Arcana +7 (2 ranks, 3cs, 2ab)
Kn. Dungeoneering +6 (1 rank, 3cs, 2ab)
Kn. Engineering* +6(1 rank, 3cs, 2ab)
Kn. Geography* +6 (1 rank, 3cs, 2ab)
Kn. History* +6 (1 rank, 3cs, 2ab)
Kn. Local +10 (5 ranks, 3cs, 2ab)
Kn. Nobility* +6 (1 rank, 3cs, 2ab)
Kn. Planes +6 (1 rank, 3cs, 2ab)
Kn. Religion +6 (1 rank, 3cs, 2ab)
Linguistics* +6 (1 rank, 3cs, 2ab)
Lore (Isarn "Underground")* +11 (2 ranks, 3br, 3cs, 3ab)
Perception +8 (5 ranks, 3cs)
Perform(Act)* +12 (3 ranks, 2br, 3cs,4ab)
Perform(Oratory)* +12 (3 ranks, 2br, 3cs, 4ab)
Perform(Sing)* +8 (1 rank, 3cs, 4ab)
Profession: Merchant* +8 (3 ranks, 2br, 3cs)
Sense Motive +8 (5 ranks, 3cs)
Sleight of Hand* +6 (1 rank, 3cs, 2ab)
Spellcraft +7 (2 ranks, 3cs, 2ab)
Stealth +7 (2 ranks, 3cs, 2ab)
Swim +5 (1 rank, 3cs, 1ab)
UMD +9 (2 ranks, 3cs, 4ab)

Skills unlocked-

Bluff
5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

Diplomacy
5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

Skill Ranks Per Level: 14 (70 Total)

Feats:

Feat Tax: Power Attack, Deadly Aim, Combat Expertise, Agile Maneuvers, Point Blank Shot, Deft Maneuvers

Bonus Feats:
Skill Focus (Diplomacy) *half elf +3
Skill Focus (Bluff) *3rd level +3
Persuasive *skill based +2 Diplomacy, Intimidate

Feats:
Brilliant Planner
Cosmopolitan
Persuasive Bribery

Buildings/Organizations:

Building - Black Market (2200 gp)
1 armory, 1 cell, 1 escape route, 1 false front,
1 guard post, 1 office, 1 secret room, 1 storage, 1 vault

1 Printer (380 gp)

Underground Network

5 Bureaucrats (200 gp)
3 Craftspeople (200 gp)
5 Cutpurses (110 gp)
2 Driver (90 gp)
5 Robbers (200 gp)
5 Soldiers (220 gp)
5 Scofflaws (130 gp)

3730 gp total


Equipment:

Magic Items - studded leather +1 (1025 gp)
Scrolls --
Potions --
Mundane Items Morningstar (8 gp), Short bow (75 gp), 20 arrows (x gp), 2 Daggers (4 gp), Rogue's kit [50 gp -
includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin],
Concealable Thieves’ Tools: Price 190 gp;You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks),

Money 5600 gp

Backstory:
"It's my home. And I am tired of people tearing it down!" Garson said as he poured his guest a glass of wine. It was Taldoran, as were so many things that had come into Garson's possession lately, and of a good quality. There was still an unmediated tension on the border of the two nations, but the local factors rarely allowed such things to stand in the way of trade.

Even if it had, that would have had little effect on Garson. His own group, The Copper Ring, was more than adequately skilled at smuggling things both in and out of Galt, especially into Isarn itself.

Not that many knew Garson as a smuggler. He had worked hard to keep that aspect of his life a well kept trade secret. No, some remembered Garson's father, Prolyneus. An Elven bard, Prolyneus, had charmed Isarn from trench to terrace. His voice so soft and sweet that vinegar would turn to honey at the sound of it.

Garson had followed in his father's footsteps, although some were quick to point out not nearly as well. But if Prolyneus had been thought of as the Beautiful and Beloved, and he had been called that, then Garson could be called the Benevolent. The easiest sign of that would be the regular donations to the small food outreach to the poor and disenfranchised that had been set up in the city's within the Theater District of Isarn.

Garson had not expected the Red Revolution to become the continuing cycle that it had become. Early on, he focused only on navigating through life and his surroundings to feed his own youthful impulses. It was true that he had failed to meet the hopes of his parents in becoming a musical prodigy of hope and enlightenment, but those rebellious years of his youth spent struggling and surviving in the city streets had taught him invaluable lessons as well.

It was in 4680 that Garson lost his father to the Final Blades. He would lose his mother in 4682, to a broken heart many said. Moving forward, Garson dedicated himself to the memories of his parents in his own heart. Good people lost to the madness that called itself revolution.

One face would be shown for the Council, another face would be shown in the nooks and crannies beyond the Council's reach. Garson began to put his knowledge and skills to use not only interacting with people, but learning to manipulate them to his own ends. Garson soon found that he had a knack for such manipulation.

Needing something of his own that he could control, Garson established a network of smugglers known as the Copper Ring. It would be his first instrument against "the revolution." It would also be the primary instrument to gain the attention of Jeggare and Garson's invitation to the Conspiracy. It is his ability to influence, sway, and agitate people to action both as individuals and groups that keeps Garson around.

Now Garson was willing to put all of his skills to use to bring and end to the Revolution. His bard skills, his roguish smuggling skills, and even some skills that he had kept hidden away even deeper. He would bring his own flavor of honey to Galt, and a version of vinegar with more sting than any other.

Garson handed the newly poured glass of wine to his guest. And together they set about creating plans to end the Red Revolution, once and for all.
-----------------------------------------

There are two rules to survival in Galt.
#1 Watch what you are doing.
#2 Watch what everyone else is doing.

Open Persona:

Prolyneus. His son...the actor. That disparaging epithet would follow Garson for most of his life. Since it was inevitable, Garson determined to put it to his own use. Garson would travel all through Isarn, performing in taverns, makeshift playhouses, and on street corners.

Mostly it was acting or storytelling. To be honest, Garson was an exceptional performer in these areas. But he would nearly as often sing. His musical voice could have earned him a comfortable position in many noble courts, or enough private patrons to enjoy a lifestyle of at least minor decadence.

But to those who remembered Prolyneus and his golden voice, Garson's songs were overshadowed like a candle in a thunderstorm. And many only pretended to remember his father, or held on to the certainty that they really did know the extent of the Elven bard's talents, thanks to the lingering legend of his voice.

So Garson played the part of the son doomed to ever be in his father's shadow. Earning whatever sympathy and good will might come his way, and seeding into every mind that he would never be a threat.

Known in the districts. Got a few friends here and there. Garson was also known as a trader, one could pick up a nice item or two, tax free, from one of his friends. Or if you found yourself in possession of something that shouldn't be sold on the open market, Garson just might have a friend who could take it off your hands for a fair price.

Good for a bit of coin, that one. Mostly heard from the city guard, but sometimes even some of the 'sleepwalkers' in the Warehouse District. Garson knew how to grease the right palms and earn an extra bit of good will as material goods made their way from one point to another. Garson had opened quite a few channels between the Vice and the Caydogs.

Private Persona:

Garson is secretly the head of a smuggling outfit known as the Copper Ring. He also maintains a black market set up in the Warehouse District. Few are aware of this fact outside of the Ring itself. Instead, most are only aware of single personal transactions thanks to "friends" of a successfully social bard, Garson himself. You know. Prolyneus's son.

An even lesser known secret is that since his alliance with Jeggare and his fellow conspirators, Garson had been operating a small printing press of his own. Mostly as a source for anonymous political cartoons.

Garson is also a talented painter, and he has an interest in influencing the thoughts and actions of others through art and symbolism.

Description:
Garson is a shining young lad who has just finished the spring of his manhood and moving into middle age age. Slightly Elven features keep him looking youthful as well as seal upon him a level of beauty that is rare among most men, even if not among most Elves.

There is a shock of ebony hair. And grey eyes that can be utterly disarming in the way that they twinkle and sometimes even smolder. And such a charming smile. One that doesn't indicate that he is aware that you are pleased to see him, but that he is genuinely pleased to see you.


@GM: I know you're doing your selection now but I did have a question. If we were to do any crafting are we using core rules, the alternate rules from unchained, or the spontaneous alchemy rules from the Alchemy Manual book? Also, will there regularly be enough down time in game to allow for crafting? On a related note, what about drugs? The use of substances such as opium to create dependencies in targets might be useful as well but I'm not even sure if they can be crafted.

I took ranks in craft(alchemy) as Lilli might end up using non-lethal poisons and/or drugs to render targets unconscious, dependent, confused, or induce similar effects. Depending on how crafting is handled it might make more sense to just buy what poisons and drugs she might occasionally make use of, freeing up those skill points to be spent elsewhere. Additionally she has an alchemy lab with three craftspeople in her organization, so they might be able to work without her assistance.

This of course could be addressed afterwards if she is selected, but in case you want our characters set in stone before then I'll ask it now.

If you're not familiar with the different systems, the core system and the spontaneous alchemy system are both HERE and the unchained rules are HERE


@GM: For the last paragraph, I'm not a native English speaker, so it's quite possible that it came off as more disparaging than intended. For the rest, I'm not sure that the one you suggested is the narrative I was trying to build for Jerome, but there are a few parts that can be adjusted.

I'm very busy for a few days, I'll see if I can squeeze in some changes.


Yes, yes, applications are closed. :P :)

Selection may occur sooner than I thought.

Sapiens:
Ref: last paragraph, that's fine; over the years I've helped plenty of non-native-English-speakers refine their understanding of the linguistics of the language. Some say that Russian is the most difficult language to learn, some say Japanese, some say Mandarin. I agree with those who say English, not just for the regional colloquialisms (American vs. English vs. Australian, regional stuff with all of them), but for the split-hair subtleties of some of their word choices.

Lilli:
Crafting:
Crafting will be done using the Unchained rules; downtime will not only be regular, but will be rather closely followed, as downtime is when your teams and buildings begin to be useful, allowing you to expand the tendrils of strength, ownership, and influence for your organization, and therefore for the Conspiracy.

Spontaneous Alchemy:
I am willing to permit spontaneous alchemy if the players are willing to get into the down-and-dirty to track all of that.

Drugs:
This is an adult game -- or at least, I trust everyone can handle adult subjects, e.g. sexual topics (though I intend to fade-to-black any successful seductions), torture (which will get the same fade-to-black treatment), and drugs (the use of which on the part of a character -- and maybe an NPC -- will get FTB as well). I will point out that deliberately addicting a target to a harmful drug is a strongly Evil and moderately Chaotic act; while Lawful and Good organizations and religions may use mild drugs in rare ceremonies or for oracular purposes, they do not approve of extensive or regular use. (LE organizations / religions use strong drugs, but they're typically part of regular religious observances, not 'drugging up for the sake of drugging up'.)

Crafting by Proxy:
One of the 'odd' things (per se) of the organization / building downtime rules is how you have them make (typically low-end) stuff for you; it doesn't outright say they can, but at the same time, it doesn't say how it's done. The way I intend on doing this is as follows:

Daily work by the team cannot be anything requiring a roll; they work using Take 10 rules. It can be assumed, however, that they are worthwhile workers, and are more-or-less optimized for what they do; standard workers are L4, so while we can presume one feat is dedicated to their skill (a la Skill Focus). Therefore anything they make will hit a DC of 10 + 3 (class) + 4 (level) + 2 (attribute) + 2 (tools, presuming you have the correct Room for them to use) + 3 (Skill Focus) = DC 24. One week per month they can work together on items, regularly hitting DC 28 (as a team of workers is 3 of them, so 24 + 2 + 2).

Performing this work will cost the character the amount needed as if they were going to craft the items themselves, as well as remove the other potential benefits (GP, Goods, Labor, Influence, or Magic) that would be gained during that time. Be sure you balance these things out!!


My deepest apologies for never getting my submissions for this finished up. Work has become more than a little hectic and exhausting in the last couple weeks, and even with the extension to the deadline I never had the energy and headspace to finish writing up the characters. Best of luck to everyone involved with this game, because it sounds absolutely fantastic!


After some discussion I offer a new and improved backstory for Lucien, to be backed up with revised crunch soon. Please let me know what you think GM Two - I've tried to incorporate your suggestions as best I could.

Fluff 2.0:
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 outsider 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 fourteen, 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 after three years on the streets Lucien 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 lacked the raw physical strength of his comrades, many of whom had been hardened in farm-work or manual labour. His speed and stamina helped mitigate this and he won some respect simply for his perseverance and refusal to quit. His determination to get things right ensured that he became a model soldier and, after a few months, he was promoted to corporal having acquired a reputation for steadiness and quick thinking.

Lucien’s first commanding officer as corporal was Lieutenant Alix Dubois. Despite owing her position to her families political influence Dubois was a committed soldier and her grasp of army politics was superb. Lucius watched her with growing admiration and exerted himself to his fullest to impress the beautiful young woman who seemed to consider him simply in terms of his soldierly skills, rather than judging him on his appearance. While his motives may not have been entirely professional he was too practised at dissimulating to let them slip and his work ethic eventually earned reward in his promotion to sergeant with Dubios’ backing.

Unfortunately for Lucius, shortly after he was promoted, Alix’s political skill helped her move on to a more prestigious posting and Lucius’ unit was given to Lieutenant Kinney, an officer of very different calibre to Dubois. Entitled and confident Kinney worked hard to appear officer-like, but in reality apart from being an excellent horseman he lacked any real military skills. Sent on long patrols against bandits near the Chelish border Lucien and Kenny developed an uneasy relationship of convenience. Kinney gave his orders and Lucien carried them out to the best of his considerable ability, a process that usually involved something very different to what Kinney had actually ordered. Nevertheless, Kinney accepted the state of affairs as long as it worked, and brought him the respect of his superiors. Lucien meanwhile gained the respect of his subordinates as he adapted Kinney’s reckless orders to ‘charge the barricade and wipe out the enemy’ in more nuanced plans which kept his men alive and routed the enemy with as little danger as possible. Unfortunately this strategy of ‘interpretation’ only worked out on long patrols, away from immediate supervision and any risk that Kinney might be found out.

After months of minor successes across the frontier, Lucien’s unit rotated back to Woodsedge, to provide additional security for a visit of Chairman Goss to the city. These precautions were well warranted when Woodsedge’s famous independent streak burst out in a spontaneous uprising against the Chairman and his guards. For his valour Lieutenant Kinney had been promoted to Captain and given command of a small unit of cavalry as well as infantry – assigned to protect the Chairman as he gave a speech from the balcony of the City Hall.

As the crowd approached Kinney ordered a full-on cavalry charge. ”These peasants won’t stand up to a real charge! Stay here and protect the hall.” He declared, speaking far louder than necessary so that the Chairman would hear him. Unable to object under Goss’s eye Lucien simply saluted and held position with his infantry as more and more angry citizens poured into the streets.

Credit to Kinney, his initial charge was powerful and sent a shock through the crowd, but the cavalry cut too far and soon were surrounded, being pulled from their horses one by one. It was only then, seeing the situation was almost lost, that Lucien commanded his men to advance. Leading the way himself, his glaive cutting space through the crowd, the squad cut through the crowd just as the last horsemen were being overwhelmed. By holding the chokepoint from the streets to the town square Lucien’s unit held the rioting crowd back for fifteen minutes until reinforcements relieved them and the rioters finally dispersed.

Marked out by his unusual weapon, which had originally simply been a matter of expediency to compensate for his lack of strength, Lucien was easily found in the aftermath of the battle and immediately received his promotion to Lieutenant from the Chairman, who held him up to the rest of the soldiers as an example of the rewards loyalty and service could bring.

This personal attention from the chairman, brief as it was, made him a seven day wonder in Isarn – where he and his new unit were assigned. Although his status faded after a few weeks it was long enough for him to receive his initial entrée into polite society and opened the door to a new world for Lucien. There he was delighted to meet Dubois again and, without the barrier of rank between them, the pair quickly bonded over reminisces and common friends.

Dubois was a devout Shelynite and gave Lucien a gift to mark his promotion – a beautiful ebony glaive, the holy weapon of her goddess, which was imbued with an intelligence of its own. As he and Alix grew closer, taking walks together and exchanging first brief notes and then longer letters, Lucien became increasingly fascinated with the teachings of the Eternal Rose. Previously he had paid lip service to the usual gods of soldiers – Iomedae for honour, Torag for Strategy, Gorum for bravery in the fight, but Shelyn’s focus on inner beauty and harmony resonated deeply with him – especially as he realised just how mired in politics and corruption Galt had become.

Determined to make the most of his new opportunities Lucien threw himself into his command and soon drilled his soldiers into a capable and loyal unit. Commanding men he had once eaten and shared bawdy jokes with was initially difficult, but the mutual bonds of trust between them helped and he knew that, even if they were inclined to be familiar, his men would follow him into hell – trusting in turn that he would bring them all out again.

In this camaraderie, Lucien began to see the seeds a new army, one built on discipline and loyalty, dedicated to something greater than itself. Although outwardly he maintained the armies ‘official’ position of obedience to the Revolutionary Council and (false) disinterest in politics, Lucien found himself searching for a greater purpose – a goal truly worthy of his devotion and hard work. What Lucien thought was a chance meeting with a fellow tiefling named Jeggare, soon became something more and in their detailed discussions of philosophy and ethics Lucien found his cause, ending the chaos of the Revolution, and his mentor.


Gamer X, please check your PMs.


Thank you. Read and responded.


All right, so while the completed-character response was a bit thinner than hoped-for, with some behind-the-scenes conversations I have settled on a group of conspirators. Will the following report to the Discussion page for future execution via final blade:

Nikolaus de'Shade, with Lucien Fesch as The Military Genius;
Sapiens, with Jean-François Lemaitre as The Reliable Statesman;
Mat_H, with Lilli "Mama Lily" Popescu as The Criminal Mastermind;
Gamer X, with Garson Grey as The Influential Merchant;
and
rutaskadis, with Dolorès Durante as The Distressed Prelate.

For those of you (particularly you, Alias ad Tempus) around to whom I did not get regarding your background, I am still willing to do so if you ask, though I'll send my analysis via PM instead of on here.

Thanks to all of you who expressed interest, and particularly those of you who created characters and backgrounds but did not get selected.


In light of your decision, there is no need to comment on my submission. Have fun!


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We have, alas, lost Gamer X with Garson Grey to RL issues. Best of luck to him, and hope it gets calmer, better, and easier soon. This means, however, that I am reopening recruitment for the position of the Influential Merchant.


Looks interesting...
I’m thinking vigilante and maybe bard. How long are you keeping the re-recruitment open for?


Minimum 2 weeks.


Dot.


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Bumping for fun and profit. Come join us!


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Jared Thorne asked questions via PM, and so they are copied, pasted, and answered here.

Jared Thorne:
Jared Thorne wrote:

Hello there,

I was reading up on the recruitment thread and find myself fascinated.

It's the kind of thing I've always wanted to do with a character, but never really had the latitude within an AP.

I do have a couple of questions, and apologize for missing then if they were addressed:
1) How is public worship handled? Clerics, Warpriests, Paladins, auras of good? Desna is the deity in question.
2) How do you feel about the Way of the Shooting Star, Divine Fighting Technique?
3) Thinking a high Cha/Wis Half-Orc with the Overlooked Mastermind, alternate racial trait.
4) I'll take Pass for Human, if I can afford it.
5) Also thinking wine merchant, antiques, textiles, something that involves travel and a caravan. Good cover for having an and force.
6) Masked Persona could be an anonymous writer/philosopher, voice of the people.

Thanks for your time and consideration.

Gratefully,
Hassan

1: Not sure how you're meaning; there is a lot of religion in Isarn, some for the better, some for the worse. Desna's worship is roughly standard for her faith, though in general proselytizing in Isarn and Galt can be hazardous to your health.

2: It is a Divine Fighting Technique; it has its advantages and disadvantages. It would definitely allow you to maximize your AC.
3-6: These ... really aren't questions, they're build thoughts.

These all do, however, describe the shape of your mind and idea, and I'd like to address some of the problems I foresee.

First and IMO, one of the primary disadvantages of what you're looking at are is that it requires you to be Chaotic Good in a campaign where you are striving to change the nation's governance from Chaotic to at least Neutral with tendencies towards Law. While Garson Grey was CG, the character was really more along the lines of 'criminal going legit', and I would have, in the long term, talked to him about a shift of alignment to NG. This, see, is because one of the key things a merchant really desires is stability. Yes, there is fortune to be made in chaotic situations, but the 'risk vs. return' calculation is very very steep, and gets only worse as the chaotic situation continues. In Isarn, that chaos has lasted for nigh on 50 years; this is one of the reasons for a merchant to join the Conspiracy.

Second, Overlooked Mastermind and Pass for Human -- and since you have lots of feats, I'm sure you can afford it - are great; I do indeed encourage them, because they are excellent for the campaign. I will note for the record that they do clash; Overlooked Mastermind specifically plays off "half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming." I would tend to make a ruling that while in disguise as a human, you do not receive the benefits of Overlooked Mastermind, but as yet that is not a hard-and-fast ruling.

Third, 'something that involves travel and a caravan. Good cover for having an and force.' While again, Garson Grey had a caravan (smuggling caravan, in fact), having one is by no means a requirement; in addition, traveling is not something that the Abettors (nobleman, statesman, merchant, mastermind) are likely to do a lot of; the majority of the actions necessary to the Conspiracy exist in Isarn, and very few exist outside of it. While travel to any significant distance beyond Isarn is possible in the campaign, it is not something that is going to be frequent; the campaign basically inverts the 'Adventure Locale vs. Community Locale' ratio for the majority of the characters. (And even the Prelate, Dolorès Durante, is mostly going to be moving from one city to 'some other city'.) That said, there will be reasons for any of the Abettors to go to Galt's other cities -- if only to establish influence and control in them.

Finally, while having what kind of Masked Persona would be appropriate for you is good thinking ahead, remember that a) your character won't have one yet, and b) an anonymous writer/philosopher is not a Masked Persona; they're ... anonymous, and especially concealed by the printer itself. The Masked Persona is essentially your 'Heroic ID', the 'false face' you put on when you go out to do bad things to bad people, such as sticking knives into them until they stop bleeding: in short, it's the cheap (but not inconsequential) version of the vigilante's Dual Identity -- especially because you can have more than one Masked Persona. Even vigilantes can have Masked Personas on top of their Dual Identities, potentially masquerading as several vigilantes; it's just that the two 'base' identities are far more solid than a Masked Persona. I will note that having someone with Artistry (philosophy) would be good; that's the skill that is necessary to craft the framework of a government. But that doesn't make 'the Anonymous Philosopher' a Masked Persona, it just makes for a name on a broadsheet.

Any other questions, please ask them here.

For those interested in building characters, please refer to the Campaign Info Page instead of the information at the start of this thread. As well, if you have a question it is advisable to do a quick search of this thread (and maybe the Discussion thread) to see if it's been asked before.

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