CoT Player's Guide


Council of Thieves

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Pathfinder Lost Omens, Rulebook Subscriber

Just throwing my two cents in. Grain of salt warning: I'm not a writer, I'm just a doodler-guy, so if my writing or (in)ability to express my point is clearly inferior, well, I'm just a doodler-guy. :P

Revan wrote:

Having just read through the Player's Guide, I have one major issue. Namely, what the heck is Diabolist Raised doing in the campaign traits section? While it's a fitting trait for Chelaxians in general, it does not work as a Campaign Trait, meant to give the players a reason to come together in the first adventure. In fact, it does the opposite. The fluff text: "Certainly not a fool like some of your more idealistic acquaintances, possessed of bizarre ideals about personal freedoms and

egalitarian rulership" suggests that a character with this trait has every reason NOT to join the Children of Westcrown.

I kinda read it like that myself, but I think it's a good starting point for either a reluctant member of the group or a "...however, you know that the devilish influence of your homeland encourages those willing to do what it takes to get ahead..." or maybe, "...or so you used to believe. But some of the current events you've seen or heard about in Westcrown today make you think the time might be right to reconsider your complacent views..."

By way of for instance, my girlfriend's PC has the Diabolist Raised and Lost Nobility (Cheliax: Empire of Devils, pg. 19) traits, basically taking the concept that she was born in the twilight of her family's political power, learning how to play the social games of Westcrown's elite, until some unusual "accidents" and "illnesses" left her the sole heir to her family's title (and a handful of gold to her name). She knows the political game, she can put on the social mask when the circumstances require, but she'd as soon as see most nobles' heads on pikes as talk to them. It's just the former can be hard to pull off as a 1st-level rogue running solo through the streets.

I guess one way to look at it as an "early years" kinda thing. You might have been fine with the political system before, and unwilling to rock the boat, but something might have changed to alter your opinions (possibly your second trait, representing your "later years" or some other caveat to the text of the first trait). Or you could just be ambitious, and see some "revolutionary group" as a way to climb the political ladder. I know, it's "not canon," but it's also a character trait. They're made to be altered to fit as needed:

Council of Thieves Player's Guide wrote:
You have a certain amount of leeway in adjusting or changing a campaign trait’s expected backstory once you’ve selected which trait is right for you, but get your GM’s approval before you run with a modified backstory.

Just sayin'. If you (or your PCs) might take it as chaining a PC to the current order and thus unwilling to join the group, well, I'd cut it. You got five more to choose from. But I'd rather just alter the trait's flavor text.


Wish I could buy a nice print copy...

RPG Superstar 2009 Top 32

Uninvited Ghost wrote:
Wish I could buy a nice print copy...

It is correctly formatted for printing. :)


I found another typo. On p. 9 the Shadow Child trait says "You're goal is to reclaim the darkness from the beasts that hide within". This should read "your goal".

RPG Superstar 2009 Top 32

Now that we have both the APG and (soon) Ultimate Magic, how would these classes fit into Cheliax/Westcrown?

  • Alchemists
  • Cavaliers
  • Inquisitors
  • Magi (the gramatically correct plural of "Magus")
  • Oracles
  • Summoners
  • Witches

    And, aside from Tieflings, would any other of the exotic races (from either Bestiary or Bestiary 2 fit the feel of adventure path? (Which ones?)


  • 1 person marked this as a favorite.
    Lord Fyre wrote:

    Now that we have both the APG and (soon) Ultimate Magic, how would these classes fit into Cheliax/Westcrown?

  • Alchemists
  • Cavaliers
  • Inquisitors
  • Magi (the gramatically correct plural of "Magus")
  • Oracles
  • Summoners
  • Witches

    And, aside from Tieflings, would any other of the exotic races (from either Bestiary or Bestiary 2 fit the feel of adventure path? (Which ones?)

  • One of my players is an Oracle who worked as a Fortune Teller, but became so fed up with dire and miserable readings that she decided to sell her Harrow Deck and buy equipment to do something about the troubles in Westcrown. To rewrite the city's fate, so to speak.

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