GM Peachbottom's War for the Crown

Game Master Peachbottom

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County of Meratt Map

Book 2 Maps
Tanager Jubilee (Dramatis Personae)

Hero Points:
Icabhod: 3 | Henrika: 1 | Liraela: 3 | Trevor: 1 | Tychus: 0 | Xallis: 2

Joust
Henrika: 2 points
Trevor: 1 point

Trucco
Liraela: 1 win
Tychus: 1 win
Xallis: 0 wins


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LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

This is where the fun begins! (4th level is when I’ll be taking my first level of bard I believe)

Got to decide on which archetype to take, though. Hmm. I’ll work on it over the next day.

Edit: Or do I go to 4th level rogue for debilitating injury. Decisions, decisions.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Woo-hoo! Thanks GM! And sorry about your ongoing computer woes, Liraela!


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

This is where being a stoic butler-guardian type is a problem. I saw Icabhod being the kind who moves in the background making sure no hitmen get in and the food is unpoisoned (Kinda of like Alfred from Batman, but with a sword) Chatty type he is not.


I don't want to spoiler anything yet, but Book 2 will definitely have opportunities to play up the Alfred-like character.

I also think that Icabhod's knowledges and buffs are some of his strong points. Not every character needs to be chatty.

But also, if you are unhappy with any aspect of your character, I'm okay with helping you rework him.


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none

Ohh, 4 is a fun level. Second tier of spells, and my first funny level where Navia doesn't gain a Hit Die. But she does gain 2 whole evolution points.

Level up!
Xallis and Navia have reached level 4!

Xallis
+1 Charisma
+8 HP
+1 BAB
+1 Will saves
+1 Skill Rank to: Diplomacy, Bluff, Kn. Planes, Spellcraft, Use Magic Device, Kn. Nobility, Linguistics, Kn. Arcana
New Language: Abyssal
+1 2nd level spell per day (+2 with current Cha modifier)
New 2nd level spells: Glitterdust, Invisibility
New ability: Shield Ally. Whenever Xallis is within Navia’s reach, he receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if Navia is grappled, helpless, paralyzed, stunned, or unconscious.

Navia
+1 Skill Rank to: Acrobatics
+2 Evolution Points
Evolutions Removed: Grab (Claws)
Evolutions Gained: Skilled (Perception), Shared Evolution (Scent), Bite, Improved Damage (Bite)

Autopilot suggestions in profile have been updated based on additional spells and evolution changes.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
Xallis Livara wrote:
+1 Skill Rank to: Acrobatics

This jumped out at me because you mentioned Navia doesn't get a hit die. Doesn't that mean she also doesn't get any skill ranks this level?

And also: Doesn't Shared Evolution require a Twinned Eidolon? (I recently theorycrafted a Twinned Summoner. :D)


Henrika wrote:
This jumped out at me because you mentioned Navia doesn't get a hit die. Doesn't that mean she also doesn't get any skill ranks this level?

The human summoner favored class bonus is: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Henrika wrote:
Doesn't Shared Evolution require a Twinned Eidolon?

Although I'm not that familiar with summoner, I don't see a restriction on shared evolution. I'm always open to being corrected though. I don't even see Shared Evolution mentioned under Twinned Eidolon. Maybe you are thinking of something else.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
GM Peachbottom wrote:
The human summoner favored class bonus is: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Ah, that makes sense!

https://www.aonprd.com/SummonerEvolutions.aspx wrote:
Shared Evolution (Su) (Legacy of the First World pg. 19): Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the eidolon as a standard action to return the evolution. The evolution returns to the eidolon automatically if the eidolon is dismissed by the summoner or sent back to its home plane. Requirements: Twinned eidolon.

Twinned Summoners are pretty cool, mostly for the special evolutions they get like this one and Extra Feat. And automatically sharing teamwork feats, but they have to give up Shield Ally.


Interesting. On d20pfsrd, it is missing that last sentence, but it does seem like Henrika might be correct.


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none

Oof. d20pfsrd let me down on that one. Could be an issue with the way it's formatted versus how the source is formatted. Guess I got a little excited about the flavor (Aspect ia my favorite summoner ability) and charged ahead without double checking. I'll post an amendment to my leveling up later today.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Hmm! That's an interesting discrepancy. I went and looked at the actual book the evolution comes from, and that last line isn't there either. Instead, it has some text before the Evolutions section:

Legacy of the First World, pg 19 wrote:
Any eidolon that serves a twinned summoner and meets the prerequisites can take the following new evolutions. These evolutions cannot be selected with the aspect ability.

So that's probably why, as you said Xallis. I love the aspect evolution too! Maybe GM Peachbottom will allow you to take it anyway? I certainly wouldn't object to bending the rules sometimes if it makes it more fun for us. You could say that taking it somehow makes Navia more similar to Xallis in a flavorful way, like she is taking on aspects of him while he is taking on a shared aspect of her?


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Trevor's player is working all weekend, and will have the cleric leveled and ready-to-go on Monday.


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Honestly, the ability isn't any more powerful than any other evolution. I'll leave the choice up to Xallis. Especially the ability Xallis wanted to share. I don't think him having Scent is going to be game-breaking.


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This is not really related to anything, but Book 2 has a section called "10 Things to Know About Taldans". I'll share it. Maybe it will give you some inspiration.

TEN THINGS TO KNOW ABOUT TALDANS

As citizens of one of the oldest nations in Avistan, whose bravery and martial prowess forged an empire and whose canny wit helped them establish trade networks around the globe, Taldans are complex and multifaceted. While the amusing illusion of stuffed-shirted wealthy elites harrumphing as they look down their noses at downtrodden peasants makes for an easy laugh, a campaign in Taldor means much more frequent contact with a vast array of citizens. To diversify your view of Taldor, here are 10 interesting aspects of the Taldan people.

10. Taldans Love Wordplay. As originators of the Taldane language, Taldans understand a considerable breadth and depth of the Common tongue that even their former colonies don’t share, and fast-paced banter and clever linguistic choices are proud parts of their heritage. Even the flintiest of farmers love insightful plays on words, and a cleverly timed, crass pun can delight even the stodgiest of nobles.

9. Taldans Love Board Games. Every Taldan fancies herself a general, and so board games, strategy games, and war games are popular pastimes for everyone from gong farmers to emperors. While gambling can be fun, it leaves victory in the hands of fate—something few Taldans can stomach—and they prefer diversions that offer at least the illusion of control. While many board games—the equivalents on Golarion of agon, backgammon, chess, Parcheesi, and rithmomachy—were either invented or adopted by Taldor, just as popular are war games played out with wooden miniatures using elaborate rules.

8. First Emperor Taldaris Is the Man. Taldans are a people suffused in patriotism and a love of history, but until we published Pathfinder Campaign Setting: Taldor, The First Empire, they lacked the sort of founding myth typical of large (and especially old) nations. When we updated their history, we fleshed out their origins as a series of city-states united by a great leader: First Emperor Taldaris, Taldor’s own Romulus or George Washington. Like similar figures, he’s often invoked and exploited by residents: politicians insist they know what his vision for Taldor really was; tutors place him in all sorts of parables for bravery, honesty, and other virtues; and inns and estates advertise that “Taldaris slept here” to impress travelers—even though few, if any, structures in modern Taldor have survived since the First Emperor’s day.

7. Taldan Hair Is a Big Deal. Even poor households invest in quality brushes, sheers, and oils from the tea tree and argan tree to keep themselves looking and smelling good, and every family has its own secret recipe for shiny, healthy hair. Many outsiders consider this yet another example of Taldan vanity, but the truth is more complex. Taldans’ world travels have brought a wide array of parasites home over the centuries; clean hair is a simple comfort that also promotes health.

6. Taldans Will Eat Anything. You can’t be a refugee or a soldier on the march and still be a picky eater. Since the founding of their nation, Taldans have embraced a philosophy of “whatever doesn’t kill me makes me stronger,” and that very much extends to their embracing of unusual and exotic foods. For nobles, this translates to eating almost anything that walks, crawls, flies, slithers, or swims, while for commoners it more often means making a meal out of whatever parts the rich won’t eat.

5. Taldans Are Creative. Shelyn began as a Taldan god, and Taldor still reveres the arts in every form. “Anything worth doing is worth doing with a flourish,” the Taldan saying goes, and almost every citizen of the empire pursues an art in her spare time, especially music and dance. Most families have a long tradition associated with a particular skill they may turn into a business—such as painting, weaving, or woodcarving—but just as many are farmers who pluck away at their lyres after work or sing reprises from their favorite operas to make the harvest pass more quickly. Illustrated or illuminated books are especially popular, and many families record their history in books passed down and doodled in over generations.

4. Taldans Love Dogs. Taldor claims it domesticated the first dog, but then again, Taldans claim to be the first to do a lot of things. Realistically, while dogs were rare in Azlanti society, they were common among the Kellid and Garundi societies that early Taldans filtered themselves through, and dogs became companions and workers in a culture hard up for extra hands. In those first unstable centuries, Taldor bred a hundred specialty dog breeds to assist with herding, pest control, physical labor, warfare, and even kitchen work, and as the Taldans’ fortunes rose, they also bred dogs to serve purely as companions.

3. Taldans Love Pie. Since before the first Army of Exploration, Taldans have been sealing their tastiest treasures—and especially leftovers—inside pie shells to help preserve them, and that trend continues to this day. Sweet pies are the traditional breakfast, while farmers and laborers carry a savory hand pie or two with them for a midday snack. Taldans particularly love blending the sweet and the savory into pies, creating treats such as jubilee pie, a rich mix of currants, cherries, and fowl served at almost every major event.

2. Taldans Are Very Polite—Until They’re Not. Taldans live by their politics and succeed through cooperation. Sometimes that means smiling politely and shaking the hand of the man who tried to kill you last week. Rudeness isn’t just unseemly... It’s un-Taldan! They instead couch insults in careful language, usually as unhelpful critiques and backhanded compliments, most notably the cold Taldan “Well, aren’t you a treasure.” Once Taldans decide to stop being polite, they take their outrage and insults up to 11, insulting, scolding, threatening, and yelling in tirades that usually end in duels.

1. Taldans Never Quit. While most of Azlant sank, the ancestors of modern Taldor dragged themselves onto a foreign shore and pulled their lives back together. Orcs attacked and they rebuilt. Kellids plundered them and they rebuilt. They founded a kingdom and ran into one natural barrier after another—from rivers to forests to deserts to more orcs—and every time they pushed forward again. Taldor’s glories stem from bravery and skill, to be sure, but more than anything they come from the fact that Taldans never look at a challenge and say “maybe not this time.”


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none
GM Peachbottom wrote:
Honestly, the ability isn't any more powerful than any other evolution. I'll leave the choice up to Xallis. Especially the ability Xallis wanted to share. I don't think him having Scent is going to be game-breaking.

I appreciate the consideration. That evolution has a lot of fun flavor with the relationship between Navia and Callis and how they met.

I would like to say that some 2-point evolutions are rather strong on a character, though. Most notably the Fly evolution that will be available at level 5.

Would the Shared evolution still be allowed, considering the full range of evolutions its compatibile with? Or should we figure out what is and is not acceptable? (Maybe limit it to 1 point evolutions if it would be a problem)


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Lvl 4 investigator

HP 4+2+1=6
Bab +1
+1 Dexterity
Ref/Will +1
+2 Second Level Extracts
New Extract: Barkskin
+1 All skills
New Language: Dwarven
+1 Inspiration Point
Studied Combat:
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. +2 This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

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

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.


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Xallis wrote:
I would like to say that some 2-point evolutions are rather strong on a character, though. Most notably the Fly evolution that will be available at level 5.

Sure, but usually the issue with Fly is overcoming obstacles that walking characters couldn't overcome. But if Navia is able to fly, I don't think her passing the ability to Xallis makes much difference. Either way, you have a humanoid who can fly.

I'll let you try it and see how it goes. I also don't think this campaign has many physical obstacles that fly would be an issue anyway.


New Rules!

Agents of Change

Most player characters are exceptional people distinguished by extraordinary deeds. When it comes to bringing about lasting social change, however, PCs must rally others to their cause. The rules system presented below provides a framework for PCs to cultivate their public personas, gather loyal agents, and send those agents on missions on their behalf. Beginning with the second adventure in the War for the Crown Adventure Path, the PCs will have many opportunities to build their burgeoning reputations and use that influence to further their goals; these opportunities are called out for GMs in the adventures’ text. However, this system can be used in any campaign, especially ones that focus on intrigue and status; guidance for such use is provided in the following pages.

Facets of Persona

A wide variety of traits can inspire people to follow a budding leader, so instead of representing a PC’s reputation as a single statistic, this system divides her public persona into six different facets: Charm, Genius, Heroism, Sacrifice, Sagacity, and Subterfuge. For each facet, a PC has a number of Facet Ranks ranging from 0 to 10, where 0 means the character is generally believed to lack that quality, and 10 means the character is seen as a paragon of it. The term Facet Rank is sometimes shortened to Rank, except in situations where it could be confused with skill rank. The meaning of each facet and its general effects on play are summarized below.

Charm: Charm represents a character’s personal magnetism and force of personality. A character with a reputation for being charming has an easier time than most gaining access to social events, whether they’re artistic performances or high-society balls. Charming characters have an easier time winning strangers’ trust.

Genius: Genius represents a character’s reputation for brilliance, whether measured in terms of knowledge or strategic vision. Characters with a reputation for genius have an easier time convincing others to follow their plans and trust them as intellectual authorities.

Heroism: Heroism represents a character’s reputation for bravery and perseverance. It also captures the effectiveness with which a character earns admiration for her most exceptional deeds. Characters with a reputation for heroism are more likely to be asked to fight monsters or face seemingly insurmountable challenges.

Sacrifice: Sacrifice represents a character’s reputation as an upstanding member of society who gives of herself to improve the lives of others and who is capable of persevering through great hardships. Characters with a reputation for sacrifice have an easier time convincing others of their righteousness and inspiring others to make sacrifices of their own.

Sagacity: Sagacity represents a character’s reputation for having good judgment. Characters known for their sagacity are more likely to be sought out for advice in complex matters, ranging from tangled interpersonal disputes to questions of morality, philosophy, or religion.

Subterfuge: Subterfuge represents a character’s ability to operate effectively in the shadows, whether as a sly politician skilled in backroom dealings or a shrewd investigator who digs up dirt on her enemies. A character’s skill at subterfuge is likely to be less widely known than the other facets of her persona, but it still helps her cultivate contacts in just the right places.

These six facets do not represent an exhaustive list of metrics that PCs can leverage to rally supporters. With small adjustments, a GM can replace any of these facets with other options to suit a particular campaign.

Starting Rank

At this early stage, the PCs’ reputations are still immature. They each begin with 2 Ranks: 1 Rank in Genius, Sagacity, or Charm, depending on the character’s highest mental ability score (Intelligence, Wisdom, and Charisma, respectively); and 1 Rank in a facet based on their deeds during the Crownfall adventure. PCs can apply this second increase to whichever facet they like, but players should justify it based on the actions their characters undertook during their ordeal. This may be sufficient for the characters to begin assigning agents to assist them.

Persona Phase

PCs leverage their influence in periods called persona phases, which are abstract representations of time spent building up their reputations or directing their agents to complete missions on their behalf. These phases take place separately from normal gameplay; a player typically makes all related decisions at the start of each persona phase, and those decisions stay in effect until the start of the next persona phase.

At the beginning of a persona phase, each PC chooses from one of two actions: developing her persona or launching an operation. The phase ends when the PC has chosen her action and made the associated decisions and actions.

As the PC increases her Facet Ranks, she unlocks several benefits. Unless otherwise specified, each benefit can be used only once per persona phase.

Developing Persona

A PC might decide to spend her persona phase publicly demonstrating her prowess and character, giving her the chance to increase the Rank of one of her persona’s facets by 1. To do so, the PC first selects one of the tasks from the list below (with the associated facet noted in parentheses), or she can work with the GM to create another appropriate task. Then she attempts a skill check associated with that task, with a DC equal to 15 + twice the Rank she is trying to achieve. If she succeeds at the check, her Rank in that facet increases by 1. Consider allowing PCs to attempt relevant Craft, Perform, or Profession checks in place of the listed skill checks.

The scope of a PC’s persona is limited by her character level. Her Facet Ranks for a facet can’t exceed her character level, and she can have a total number of Facet Ranks equal to no more than twice her character level.

Checks to increase a PC’s Facet Ranks represent placing the PC’s skills squarely in the spotlight. As a result, PCs can’t take 10 on these checks or receive direct assistance in the moment, such as aid another from other characters. Effects that boost PCs’ skills and abilities apply only if their duration is at least 24 hours.

Developing Persona Tasks:
Arrange Secret Meeting (Charm or Subterfuge)
You arrange a clandestine meeting between individuals who can’t or won’t speak openly.
Associated Skill: Bluff (Charm); Disguise or Escape Artist (Subterfuge).

Bask in Glory (Heroism)
You make sure that everyone knows about your own personal achievements.
Associated Skill: Perform.

Demonstrate Might (Heroism)
You show off your strength to impressed onlookers.
Associated Skill: Strength-based skill check.

Drive Legislation (Charm, Genius, or Sagacity)
You take a prominent role in drafting or promoting legislation or another form of governmental policy.
Associated Skill: Perform (Charm), Linguistics (Genius), or Sense Motive (Sagacity).

Give Lecture (Genius or Sagacity)
Whether you’re delivering an academic lecture or a religious sermon, you draw a crowd to listen as you share your expertise.
Associated Skill: Knowledge check relevant to the lecture’s topic.

Organize Party (Charm)
You put together a popular social event that is the talk of the town.
Associated Skill: Diplomacy.

Organize Protest (Heroism or Sacrifice)
You gather people to protest loathsome policies, either through rhetoric or doggedness.
Associated Skill: Fortitude save (DC = 15 + desired Rank), or Diplomacy or Perform check.

Perform Charitable Acts (Sacrifice)
You spend your time or money tending to those most in need of aid.
Associated Skill: Heal.

Sabotage Opponent (Genius or Subterfuge)
You cunningly set one of your opponents up for a fall, perhaps causing one of his shameful secrets to go public.
Associated Skill: Knowledge (local or nobility), as appropriate to the opponent (Genius); Sleight of Hand or Stealth (Subterfuge).

Diminishing Persona

At the GM’s discretion, PCs can lose Facet Ranks for public acts that go strongly against one of the facets. For example, a PC who engages in cowardly behavior could lose a Rank in Heroism. Losing Facet Ranks should not be common, and a PC’s Rank in a facet can’t fall below 0.

Persona Benefits
As the PCs gain more Facet Ranks, they gain the following benefits, summarized in the table below.

Facet Ranks___Benefits
1________________Agents
2________________Basic operations
3________________Skill bonus (+2)
4________________Admirers (indifferent)
5________________Bonus feat
6________________Advanced operations
7________________Skill bonus (+4)
8________________Admirers (unfriendly)
9________________Friend in high places
10_______________Master of operations

Benefits:

Agents: When she first gains access to the persona rules, a PC gains a number of agents equal to twice her total starting number of Facet Ranks, reflecting her newfound renown. Each time a PC increases her Facet Ranks in a facet, she rallies two additional agents to her cause. These agents represent people who flock to the PC for a variety of reasons, whether they are ardent admirers of the PC’s cause, members of the PC’s staff, or even people the PC has blackmailed into assisting her. Agents are generally much less capable than the PCs and not strong enough to accompany the PCs on adventures. However, as a PC increases her Facet Ranks, she unlocks the ability to direct these agents to perform operations on her behalf (see below). Particularly dangerous operations can cause the PC to lose agents, which she can replace through the recover agents operation.

Basic Operations: A PC who has at least 2 Ranks in a facet can send her agents on basic operations related to that facet. Basic operations are relatively safe and straightforward, requiring few agents to complete.

Skill Bonus: A PC can sometimes leverage her persona to gain a bonus on a skill check. Once per persona phase, a PC can apply a skill bonus to a single check for one of the facets in which she has at least 3 Ranks. She can apply this bonus after rolling her skill check, but before the results are announced. The exact skills to which this bonus can be applied depend upon the facet (see below). The skill bonus begins at +2 and increases to +4 when she has 7 Ranks in the appropriate facet. For example, a PC with 7 Ranks in Heroism and 3 Ranks in Subterfuge can grant herself either a +4 bonus on an Intimidate or Perform check or a +2 bonus on a Disable Device or Stealth check, but she can still gain only one bonus per phase.

Charm: Bluff, Diplomacy; Genius: Knowledge (any); Heroism: Intimidate, Perform (any); Sacrifice: Heal, Survival; Sagacity: Perception, Sense Motive; Subterfuge: Disable Device, Stealth.

Admirers: The PC’s persona has earned her fans and sympathetic souls. Once per persona phase, she can leverage her reputation to improve the starting attitude of one NPC with an attitude of indifferent or friendly. She can increase the NPC’s attitude by one step as long as she has at least 4 Ranks in a facet related to that NPC. When she has 8 Ranks in a facet, she can also use this ability to improve the attitude of NPCs whose starting attitude is unfriendly. The following list is incomplete; other categories of NPCs can be related to various facets at the GM’s discretion.

Charm: Artists, merchants, nobles; Genius: Academics, arcane spellcasters, instructors; Heroism: Athletes, guards, soldiers; Sacrifice: Clergy of good deities, healers, philanthropists; Sagacity: Clergy, druids, philosophers; Subterfuge: Criminals, politicians.

Bonus Feat: Once a PC has 5 Ranks in a single facet, she gains the bonus feat associated with that facet in the list below, ignoring the feat’s prerequisites. If a PC has 5 Ranks in more than one facet, she can select one feat from among the feats she has unlocked, and can change her choice at the beginning of each persona phase; she can benefit from only one of these bonus feats at a time.

Charm: Persuasive; Genius: Brilliant Planner; Heroism: Dazzling Display; Sagacity: Insightful Advice; Sacrifice: Diehard; Subterfuge: Stealthy.

Advanced Operations: A PC who has at least 6 Ranks in a facet can send her agents on advanced operations related to that facet. Advanced operations can be far more complex and dangerous than basic operations.

Friend in High Places: Once a PC has 9 Ranks in one of her facets, her network of contacts has grown to include a highly placed individual. The PC leverages this alliance to gain access to spellcasting services. If the PC succeeds at an Operation check (DC = 15 + spell level), she can arrange for up to 750 gp worth of spellcasting services to be used at any time before the beginning of the next persona phase as long as she would reasonably have access to an NPC spellcaster, even to cast raise dead (in this case, it is assumed the PC’s agents arrange for her resurrection on her behalf ). The PC must pay for any focuses or expensive material components used.

Master of Operations: A PC who has 10 Ranks in at least one facet can perform one additional operation per phase related to one of the facets in which she has 10 Ranks, so long as she has enough agents to do so and even if she has already performed an operation in that phase.

Operations

Instead of using her persona phase to develop her persona, a PC can send her agents to perform an operation on her behalf. A PC gains access to basic operations for a given facet when she has 2 Ranks in that facet, and she gains access to advanced operations when she has 6 Ranks in that facet.

A PC can initiate only one operation per phase. She must decide which operation she intends to perform at the start of the persona phase. To determine the outcome of the operation, the PC rolls an Operation check. An Operation check is a d20 roll with a bonus equal to the number of agents the PC sends on the mission, and its DC is set by the specific operation. A PC must choose how many agents to send before the roll, up to a maximum of the number of Facet Ranks she has in
the relevant facet. Operations always fail on a roll of 1 on the die and always succeed on a natural 20.

Persistent Operations: While most operations conclude at the end of a persona phase, persistent operations begin the first time the PC succeeds at the DC 17 Operation check for that operation and continue until the PC calls back her agents. A PC can maintain only one type of persistent operation at a time, and she must send at least five agents; these agents are not available for other operations until the persistent operation ends. Persistent operations must generally be focused on one location (at the GM’s discretion, though generally limited to one town or a large neighborhood in a city); a PC can maintain the same persistent operation in as many locations as she has enough agents to support.

Risky Operations: Some operations are dangerous to agents’ safety or morale. If a PC fails a risky operation’s check by 5 or more, or if she rolls a natural 1 on the check, she loses all of the agents she sent on the mission. These losses could represent the agents’ imprisonment, their death, or their abandonment of the PC’s cause.

Basic Operations:
PCs gain access to basic operations when they have 2 Ranks in a facet.

Filter Rumors (Sagacity): Under your direction, your agents are skilled at separating fact from fiction. Once before the next persona phase, after you or another PC receives the results of a Diplomacy check to gather information, you can ask the GM to roll a secret Operation check, using the number of agents you sent on this operation for its bonus. If the check results in a success, the GM tells you whether the information gathered is mostly true, has elements of truth, or is mostly false. If the check fails, the GM tells you that the information gathered is mostly true (regardless of its actual veracity). The Operation check DC is generally 15, but if someone is actively spreading false information, the DC increases to 10 + the CR of the rumormonger (maximum 20).

Gather Information (Charm): Your agents listen to the local gossip and ask pointed questions. Once before the next persona phase, you can use the result of your Operation check in place of the normal Diplomacy check when gathering information. You don’t need to spend time to attempt this check, and there is no risk that you will be associated with your agents.

Last-Ditch Effort (Any Facet, Persistent): When you perform a risky operation while this persistent operation is in effect, you can gain a +2 bonus on the Operation check. If you do, you lose at least half of the agents you sent on the risky operation, even if it is successful. Beginning this operation requires a successful DC 17 Operation check.

Manufacturing (Any Facet): You can call on your agents’ practical expertise to manufacture items on your behalf, allowing you to use the result of your Operation check in place of a Craft skill check to create mundane items. You do not have to expend the time crafting, but your agents do, and you must still pay the raw materials cost for any items your agents manufacture.

Provide Distraction (Heroism, Risky): Your agents may not be individually strong, but your example has inspired them, and they’d risk anything to help you, even in dangerous circumstances. At the beginning of combat near a populated area, roll an Operation check against a DC equal to 10 + the CR of the most challenging creature in the fight (maximum DC 25). On a success, each PC
gains a +2 bonus on attack rolls or to Armor Class as if benefiting from the aid another action for the first round of combat.

Recover Agents (Any Facet): If a risky operation goes awry, a PC may lose the agents she sent on the operation. A PC who has fewer than the maximum number of agents her Facet Ranks would allow—that is, fewer than twice her total number of Facet Ranks—can launch an operation to rescue lost agents (or recruit new ones, if that flavor is preferred). To do so, she must attempt a DC 10 Operation check, using the facet of her choice. On a failed check, she recovers one agent. On a successful check, she recovers two agents, plus one additional agent for every 5 by which the result exceeds the Operation check’s DC.

Research (Genius): Under your direction, your agents scour libraries for relevant information. You can use the result of your Operation check in place of a single Research check. Your agents must spend the required time, but this research takes none of your time.

Smuggle (Subterfuge, Risky): Your agents smuggle a relatively small or innocuous object (such as a dagger or evidence to be used for blackmail) into a hiding place on someone else’s property. The DC of the Operation check is equal to 10 + the CR of the captain or leader of any guards present.

Tend Wounds (Sacrifice, Persistent): Your agents help you tend to the injured, including you. If you succeed at a DC 17 Operation check, you receive one of the following benefits for the duration of the operation: either everyone in the tended community gains a +2 bonus on Fortitude saves against disease, or you receive the benefits of long-term care whenever you rest for at least 8 hours in the area in which the operation is in effect.

Link to Persona Details: Here


I know this seems like a lot, but its not as complicated as it seems. This is new to me too, so we'll be learning together.

The first thing is, you each get 2 facet ranks to start. The first one depends on your highest mental stat, and the second one you can pick where it goes. It can even be the same facet if you want. (So you'll most likely have 1 rank in two facets, but you could have 2 ranks in one facet).

Henrika starts with 1 rank in Charm because of her 14 Charisma.
Icabhod starts with 1 rank in Genius because of his 16 in Intelligence.
Liraela starts with 1 rank in Charm because of her 16 Charisma.
Trevor has a 16 in both Wisdom and Charisma. It Trevor increases one of those at level 4, that will be where his first rank goes. Otherwise, he can pick which one, either Sagacity or Charm.
Tychus starts with 1 rank in Sagacity because of his 14 Wisdom.
Xallis starts with 1 rank in Charm because of his 16 Charisma.

Your second rank is your choice. Charm, Genius, Heroism, Subterfuge, Sagacity, and Sacrifice. The descriptions of each is above. You can pick whichever you want but also give a reason for your choice.

Second, you each receive 4 agents to work for you. (The number of agents you have equals twice your total facet ranks.) However, you can't do anything with the agents until you have 2 ranks in one of your facets.

Next, you are getting one Persona Phase right now to develop your Persona further. Look at the tasks under Developing Persona and pick one associated with the facet you want to increase. For example, if you wanted to increase Heroism, you could pick "Bask in Glory". Then you would make a Perform roll. The DC is 15 + twice the rank you want to achieve. If you are trying to get to Rank 1, the DC is 17. Or for Rank 2, the DC is 19, etc.

And that's it for now. If none of the sample Developing Persona tasks fit your character. You can discuss with me making up your own task with an appropriate skill check to go with it.


Since the Leadership feat recently came up in discussion, War for the Crown actually has a variant of the Leadership feat that I would consider allowing. (I was waiting to mention it until I posted the Persona rules, otherwise it wouldn't make a lot of sense.)

VARIANT LEADERSHIP
In campaigns where gathering social clout is a central feature, players are likely to gravitate toward the Leadership feat (or toward archetypes that grant the feat). Consider replacing Leadership with the following feat, which is designed to interact smoothly with this system.

COALITION LEADER
You have a knack for attracting others to your cause.
Prerequisite: Character level 7th.
Benefits: You gain a cohort as described in the Leadership feat. Determine your leadership score as described in the feat’s text but with the following exceptions: Instead of adding your Charisma modifier to your character’s level to determine your base leadership score, you can add the Rank of any facet of your persona. Additionally, you can direct your cohort to send agents on an operation, instead of accompanying you. If you do so, you gain a +2 bonus on your Operation check, but your cohort is unavailable until the beginning of the next persona phase. Finally, you do not gain followers as listed in the Leadership feat. Instead, you can perform the recover agent operation once per persona phase; this does not count as an operation.


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Level 5

HP 1/2hp (4) + 2 Con + 1 Favored = +7 hp.

BAB +1 Fort +1 Will +1

+1 1st-level Cleric spell
+1 2nd-level Cleric spell

Skills
+1 Diplomacy
+1 Knowledge (planes)
+1 Knowledge (religion)
+1 Sense Motive

+1 Ability Score Cha


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
GM Peachbottom wrote:
I know this seems like a lot, but its not as complicated as it seems. This is new to me too, so we'll be learning together.

This all sounds awesome! Henrika will take Heroism as her second facet rank, and will probably do something to improve Heroism in her first Persona Phase.

Also, I should probably summarize what she gets at Mesmerist level 4:

• +1 BAB
• +1 Reflex save
• +1 Will save
• +1 HD
• +1 CL
• +2 2nd-level spells known (mirror image, placebo effect)
• +1 2nd-level spell slot
• new mesmerist trick (False Flanker)
• painful stare damage increases to +2/1d6+2
• FCB: +1 hp, +1 skill, +4/3 towering ego bonus
• +1 Strength (17)
• 11 skill points: +1 Acrobatics, +1 Bluff, +1 Diplomacy, +1 Intimidate, +1 Knowledge (local), +1 Knowledge (nobility) (background), +1 Perception, +1 Sense Motive, +1 Sleight of Hand (background), +1 Stealth, +1 Use Magic Device


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Decided to go into bard for sure now, will get my updates here after work.

Definitely going Subterfuge for my second, for obvious reasons.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Subterfuge as well


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Henrika wrote:

As this is more like planting gossip and rumors than performing, would it be all right if I made a Bluff check instead of Perform?

Bluff to develop Heroic persona (DC 17): 1d20 + 11 ⇒ (5) + 11 = 16
Can Henrika use a hero point to reroll this? It is fairly important to her character development, I think.

Yes, Henrika can use Bluff. And yes, Henrika can use her reroll.


Reminder, average hp for you d8 HD characters is 5, not 4.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Level 4: Bard (Street Performer)

+0 BAB, +2 Ref, +2 Will
+1 to Dexterity
HP: +5 (base) +2 Con +1 FCB
Skills: level points (7): Bluff, Diplomacy, Disable Device, Knowledge (local), Perception, Sleight of Hand, Stealth
Background: Craft (tattoos), Perform (sing)

Spells known:
0 (4): Detect Magic, Light, Mage Hand, Oath of Anonymity
1 (2): Cure Light Wounds, Vanish

Bard class features: bardic performance, cantrips, gladhandling, distraction, fascinate, disappearing act.

Most important highlight is disappearing act, which allows me to use performance to make someone else invisible to all creatures within 30 feet of them. Very useful for maneuvering or helping with stealth situations!


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2

Level 4: Gunsligner(Bolt Ace)

+1 BAB, +1 Will
+1 to Dex
HP: +6(base), +1 Con, +1 FCB

3 new Grit abilities:
- Gunsligner Initiative - If at least 1 Grit, +2 Initiative
- Pistol-Whip: Melee Attack option
- Shooter's Resolve: Spend 1 Grit, ignore Cover and Concealment

For my second Facet, can I choose Sacrifice? I figured, due to his past loses and that he dedicates most of his time trying to improve the life of the everyday person, it would make the most sense out of the other options.


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none

Ohh, these rules look interesting! Based on Xallis' actions, what with all of the debates and being seen with an extraplaner creature at his side, I'd like to think Genius is a decent second rank to start out with. I also added a Persona spoiler tab to Xallis' profile for easy reference.

Certainly not Heroism, since he's been hiding behind his eidolon the whole time.

Also, I really like the variant Leadership. I'll certainly keep an eye out for it when we hit the correct level.


Trevor wrote:
Can Trevor be invited to your party?

I would assume Xallis would invite all his companions.

Trevor, also please clarify, where did you want to put your second facet rank? And was your diplomacy roll a roll to increase one of the facets (and if so, which?) or are you planning on doing something else?

I'm putting together a post. I just have a lot to write and am also busy with some work, but I'll get it done soon enough.


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

I'd like to put the second point in Sagacity. The diplomacy roll was for me in how Trevor's Lord Uncle would react to the news.

I'm still grasping the new concepts and rules. I want to throw a party, but I'm afraid it would look like piggybacking on Xallis's good idea.

I'll go a different route in the upcoming post.


Trevor wrote:
I'm still grasping the new concepts and rules.

My understanding of the Persona rules are basically, you are going to want to try to increase your ranks most of the times you have persona phases with the occasional operation thrown in.

Also, to keep in mind, you can only perform operations associated with the facets that you have ranks in. So for example, if you wanted to do the Gather Information operation, it is associated with Charm, so you would need at least 2 ranks in Charm to do it.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Trevor you dawg.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
Icabhod Tilneros wrote:
Trevor you dawg.

Taldans Love Dawgs. ;)


Haha


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Trevor multiclassed in Rizzard.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Diplomancer


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2
GM Peachbottom wrote:
Martella wrote:
”In addition, pack for a long trip through the country. You will need to bring at least one fine outfit, a suitable hunting outfit, and at least one respectable mask or costume. I will give you further details the next time we meet.”
Let me know what kind of mask or costume you pick out. To help you out, assume this is for a masquerade ball.

Tychus will commission an intimidating owl mask in midnight blue.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Henrika will purchase another noble's outfit, this time in green and gold instead of red, and she will find an elegant mask that doesn't really disguise her very much (though it does cover most of her face) that has an earthy, faerie theme-- something like this.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Long hooded cloak and a skull mask. Perhaps a noose as well.

In the coatroom with a candlestick!


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
GM Peachbottom wrote:
(You can decide whose name you want on the deed.)

May I nominate Xallis? Like Henrika and Trevor he has the Noble Scion feat, but his family isn't as well-known as Karthis or Kastner and thus could very plausibly be tied to the Betony line. Plus it's a bit of well-deserved focus for the character.


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Trevor seconds Henrika's nomination of Xallis.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5
GM wrote:
(who must be human or at least human-descended, such as a half-elf or aasimar)

Is this a common law in Taldor or is this just because she was human?


Just because she was human. So they are saying it would be more believable for the person claiming to be related to her to also be human or partially human. The book also has another option if the party didn’t contain any humans for someone to be assigned as a caretaker rather than a relative.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Okay, just wanted to make sure before I had Lir get upset that “only humans can own land here” or something. Thanks! Post up soon.


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2

I'm down for handing it to Xallis.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Ditto


Tychus, I found a picture of an Abadaran crosbow user. I remember you mentioning looking for one a while back. Any interest?

I temporarily put it on the Persona picture so you can see it. Let me know.

Link


Liraela wrote:
Is the 5 days part accurate? We're going 5 days away from the capital?

That is correct. You will be 5 days travel from Oppara. There is nothing stopping you from returning to Oppara for visits, but it will be a 10 day round trip.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

I this was Westeros, we would have jetpacks.

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