Cheliax / HouseRules / 'Game-of-Thrones' Style -- Looking for One (or Two) PCs


Recruitment

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Our three-Years-and-Counting PbP needs ONE new PC -- perhaps Two.
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Ours is a significantly Player-Driven, Sandbox-style, long-term evil PbP campaign -- pretty Slow Pace -- that is mostly Setting-and-NPC-Heavy intrigue & infiltration with guile, intelligence-gathering, planning, manipulation, extortion, diplomacy, innuendo, negotiating, ...that kind of roleplay. (not so much combat)

PCs are Loyalists of Cheliax. LE is the preferred PC Alignment but NE is fine and I suppose CE or maybe LN are possible. Regardless -- this is still a cooperative game and you Must work with the group and be fair and honest and, er, 'good'(?) to each other, sharing treasure and such.

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HouseRules, allowed sources and PC-generation guidelines are posted below. Please take the requisite time to read them if you're interested -- but first and Most importantly, let me introduce the Campaign....


Agents of Cheliax Abroad

Queen Abrogail wants YOU:

PCs are Chelaxian loyalists who Queen Abrogail Thrune, Gorthoklek, and other top advisers have identified as being suitable agents for a long-term mission abroad.

Your Mission, to Expand Cheliax:
Covertly infiltrate to manipulate, corrupt and subvert -- by whatever means necessary -- using guile, extortion, diplomacy, negotiation, intimidation, misdirection, bribery, etc. All this you are to do underhandedly enough to ensure Cheliax’s enemies such as Absalom, Taldor, Osirion, Andoran and others do not learn of your efforts. This mission, which will span years, will take the PCs to a number of nations that Queen Abrogail Thrune, Gorthoklek, and their advisers have deemed ripe for insidious conquest.

With the Chelaxian military might on high alert on her eastern border with Andoran -- and with Absalom and Taldor (among others) constantly looking for weaknesses in Her Infernal Majestrix’s Empire of Devils, the PCs will be charged with keeping as low a profile as possible – yet commanded to succeed.

The onus is on the Players to come up with plans on how to infiltrate, subvert and corrupt individuals of power and influence, as well as commoners and experts, in
Sargava
Rahadoum
Diobel
Isger
Nisroch
These places shall fall to Cheliax, Queen Abrogail Thrune, and Asmodeus, from the inside -- their leaders and commoners coming to embrace Her Infernal Majestrix’s rule through her Agents’ insinuations, manipulations, and corruptions.

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Open Recruitment should focus first on some ideas you may have for how you can forward this SANDBOX Campaign. What are some examples of Gambits you think would be playable -- to run in Rahadoum, for example? What might your strategy be differently in Sargava and Nisroch? Isger seems easy considering how close they are to Cheliax politically, but obviously Queen Abrogail isn’t satisfied with the status quo there. How do you subvert the folk of Diobel without Absalom realizing it?


I am one of the players and have been on board since it started.

I can recommend the campaign as excellent, with well rounded NPCs, good atmosphere and detail. Get in while you can!


I'm not seeing the character creation guidelines? Are they just answering the questions you've asked, or are there build guidelines I'm just missing?


I like the premise a lot! But I'm in the same boat as Simeon. Are there rules for character creation yet, or is a submission at this point just a concept for the sandbox? I guess that makes sense, because a character might need to be tailored to their first assignment (story-wise, it's probably why they were selected for it in the first place).


Sorry about the delays, guys. And THANKS for your interest.

PCs are 8th Level at the beginning of the campaign. We have spent a few RL years of Roleplay – very slow paced – IN Cheliax, building up character backgrounds and, more importantly, making contacts and resources in Cheliax. Soon the current three PCs will be ninth Level and Her Infernal Majestrix, Abrogail Thrune will send for them to begin this quest.

I’m not sure how long Recruitment will go and when I’ll introduce your PC; you may be ninth Level at the start.

We began in the Homebrew GHERADESCCI COUNTY in SW Cheliax, north of Corentyn on the edge of the Anferita Wood and the rugged Badlands under the Eismonts. We have also spent time in pre-Council of Thieves Westcrown. The NPCs of Gheradescci County, as well as Westcrown and even Corentyn have been developed as resources and allies through nearly three years of Roleplay so that they can serve as contacts and resources once you go abroad.

The PCs and I are all quite anxious to get out of Cheliax and get the ‘Agents Abroad’ Campaign started. But we’re having fun and the game is moving forward. I’m usually able to post a couple times Mon-Fri during the late morning (NY time) but there are plenty of times when several days go by before I can get to the Boards to post.

We began with a Campaign of four but one PC mysteriously disappeared after a couple months into it, never to be seen on the Paizo Boards again. So for a couple years we were just three PCs. About a year ago a second PC left because we were just too slow paced for his preference (two years and hadn’t even left Cheliax!) At that point I introduced two new PCs who have been with us for a good eight months. And this past holiday we lost another PC as he and I had a problem we could not seem to reconcile. ….So we are now three PCs and I’d like to add one more (maybe two).

(I also foolishly tried to do two PbPs with two different groups, even managed about 6-8 months – by my work schedule just did not allow it and we shut down the second PbP table.)

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This Campaign takes place after the events of Curse of the Crimson Throne and Shattered Star, but prior to the events of Council of Thieves, Hell’s Rebels, and Hell’s Vengeance. Please NO Spoilers from these (as your DM is hoping to one day play in those three APs).

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In the meantime, think about some character background for a loyalist Chelaxian with the experiences of an 8th Level PC – and think of ideas you think would be fun to play as an Agent of Cheliax Abroad.


House Rules, Acceptable Sources, PC-Generation Guidelines:

As this is an ‘Evil’ campaign, please note that no PvP will be allowed and that, moreover, PCs must be able to work together as a team -- sharing treasure, considering everyone’s opinion and playing together in common cause.
Further, please include in your background some detail on YOUR interpretation of Alignment for Your PC -- explicitly agreeing that others may have a slightly different view of the same Alignment that works for their PC.

For ALL of the NPCs, Alignment works as such:
Good and Evil are Moral alignments
Lawful and Chaotic are Personality alignments


Character Generation Guidelines:
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8th Level

26 point buy for Ability Scores (show your math)

2 Ability points gained every four levels, to be used however the Player wants (instead of just one)

Max HP every Level

40,000 GP – no single item may cost more than 16,500gp

Select three Traits.
Please list the mechanical effect of the Trait for me, not the name.
Further, since a Trait is half the strength of a Feat, you can make up Traits pretty easily: +2 to one Skill; +1 to two Skills; +2 Initiative; +1 to a Saving Throw; +2 to Concentration checks; +1 Spell Penetration; +1 to attack rolls vs a Type of monster – that kind of stuff. I’m pretty easy here.

Select one extra Feat.
Taken at 8th level.
Feats may be selected from the Core Rulebook and the APG. Feats from additional sources may be allowed – please send me a PM for specific requests. Some few of these others, such as Fey Foundling in the “Inner Sea Guide,” are approved with some Houserule modification.

ALL Races shall instead conform to the “Standard” Ability Score Modifier Quality as defined in the ARG chapter four:
Pick one Physical stat for a +2 / Pick one Mental stat for a +2 / and pick one of the other four stats for a -2.

(This hopefully encourages the Player to select Race based on racial Fluff rather than Crunch: If you want a Catfolk Cleric or a Dwarven Sorcerer, for example, then you can do so without crippling your PC at creation. Further, it makes the Aasimar more balanced, forcing it to take a -2 to one score. Note Humans are also +2/+2/-2).

In the ARG, almost all material from Chapter 1: Core Races, is allowed.
Much of the material from Chapter 2: Featured Races, is allowed. (Prehensile Tail is NOT.)
A tiny bit of the material from Chapter 3: Uncommon Races, is allowed – often with Houserule modification.

Option: You may build a Race using the ARG under the following

Race-Builder Houserules:

1) You have 13 points to spend.
2) You may only use “Standard” Traits.
3) You may not have ANY Trait costing four points or more – also, the Spell Resistance, Greater Trait is disallowed.
4) You must still use the “Standard” Ability Score Modifier Quality as mentioned earlier for ALL Races.
5) You must work with the DM on Background and History for the Race, which is ultimately subject for DM approval, revision or refusal. –As a note, I am more likely to accept Races that are defined as a mix-race or a little-known ethnicity: a Nidalese Halfing, a half Dwarf/Gnome,…. What DO you get from an Aasimar parent and a Tiefling parent?....

All Core Classes accepted.
All APG Base Classes (and many APG Archtypes) accepted.
The Base Class in the UM is accepted (You may request other UM material – Feats, Archtypes, Spells, Equipment, etc. via PM.)
The Base Classes in the ACG are accepted. (You may request other ACG material – Feats, Archtypes, Spells, Equipment, etc. via PM.)
The Base Class in the UI is accepted.
The Base Classes in New Paths Compendium are accepted.

A good rule of Thumb for character creation:
The CORE is okay.
The APG is okay.
Some stuff in the UM is okay.
Some stuff in the ACG is okay.
Some stuff in the ARG is okay.
Some stuff in the ‘New Paths Compendium’ is okay.


SKILLS (HouseRules):

Heal:

is more powerful than the book indicates. You can know how injured another PC is with this, and even many monsters to a lesser degree. You can also heal more than just a few pitiful HP with Heal as well.

Knowledge Skills:

Geography, History & Nobility are Combined (making this one Skill closer in strength to the ‘monster’ Skills). This is called “Knowldege: Society.” It includes history, cultures, society, nobility, customs, lands, terrain, people, legends, laws, personalities, traditions.

Religion and Planes are combined. If it has to do with Cosmology (gods are Outsiders, too) this is the Skill. It includes rituals, customs and dogma of the Outsiders, as well as geography and history of the Planes.) This is called “Knowledge: Cosmology.” It is for monsters that are Outsiders, for all things Inner & Outer Planes, the Astral & Ethereal & Elemental Planes, for Gods, Demon Lords, Arch Devils, to recognize Holy Symbols (& Profane), ecclesiastic dogma, ritual & tradition, religion and cosmology ....(Planes and Religion w/out Undead)

Arcane now also includes knowledge of Undead. Religion no longer does. (This makes Arcane on-par with Cosmology.) It is for monsters that are Dragons, Magical Beasts, Constructs, Undead (other 'Arcane' things that can also be gotten with Spellcraft)

Nature and Dungeoneering are now combined. (I’m still working on ways to make it stronger.) For monsters that are Fey, Monstrous Humanoids, Plant Creatures, Aberrations, Oozes, Vermin (other 'Nature' things can be gotten with Survival)

Local is for PC-playable Class and Race information. Class Features and power levels are included in these rolls. All races that advance “By Class” can be learned about through Knowledge: Local.
....Knowledge Local is a Class Skill for every PC Class. All PCs can know about PC Class Features and PC Race Features. (An NPC Expert, Adept, Warrior or Adept, however, may not have Knowledge Local as a Class Skill. For 'monsters' that are based on Class features, and NPCs' 'power levels' (CR interpretation) -- and for Racial features of Humanoid races-- races that advance by Class Level

Engineering is a Profession

Other Misc HouseRules:

If you roll a 20, you Crit. It’s as simple as that.
If you Threat on lower than a 20, you still have to Confirm the Crit.
I will NOT allow Threat ranges to go below 18. (So if you have a Scimitar, there’s never any point in getting Keen. And a Longsword with Keen only Threats from18.

Adamantine can only be found in-game, not purchased.

The Elven Curved Blade is an Exotic Weapon – EVEN for Elves (Weapon Familiarity be damned). Weapons with a Race-name are not auto-proficient for members of that Race, in other words.

Everyone has One Hero Point and these are somewhat stronger than the published version.

The Leadership Feat is not allowed.

Item Creation (except for Scrolls & Potions) Feats are not allowed for this campaign.

We will not be using a grip map for combat.


There is NO "common" language for humans.

Your "common" language will be appropriate to the land from which you come-- Chelaxian in all likelihood. (PCs with backgrounds from places not Cheliax can ask me ('Chelaxian' from Andoran; 'Taldoran' from Absalom & Taldor).

With each Rank in Linguistics you can select an additional Language that must be a 'Human' Language.
(1 Rank for Draconic & Varisian, or 1 Rank for Goblinoid & Osiriani, or perhaps one Rank for Varisian & Osiriani -- Not one Rank for Draconic & Goblinoid)

It takes FOUR Ranks in Linguistics to know Azlanti. It takes FOUR Ranks in Linguistics to know Thassilonian (and four ranks for the other ancient, long dead languages -- only two for Ancient Osiriani).

"Undercommon" is a silent form of Sign Language.
"Rogue's Cant & Innuendo" is an additional choice to the list of Languages on page 251 of the Inner Sea Guide.

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And for the areas in this campaign:
Rahadoum = Osiriani (ancient, native languages may still exist in Rahadoum)
Diobel = Taldoran
Nidal = Shadowtongue & Chelaxian
Isger = Chelaxian
Sargava = Chelaxian


How would an Asmodean advocate fit in? He'd be more of a public face for the church of Asmodeus, serving to dispel the many nasty rumors that nonbelievers have spread about the Archdevil's faith and bring new converts into the fold.


An Asmodean Advocate would certainly be a good addition to the party balance. We have a master summoner, me, a vigilante and an exploiter wizard. And we just lost our party face.

Of course I don't want to intrude on the GMs domain, but it fits the party really well.


Simeon wrote:
Serve to dispel the many nasty rumors that nonbelievers have spread about (Asmodeus's) faith and bring new converts into the fold.

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Now we're talking!


Awesome, I even have a background in the form of his infernal contract written for him. I'll just need to update the stats. I'm including the contract for your perusal.

Contract:

Warrant of Limited Contractual Authority 3T-487.59-666
ISSUED in the name of the Nine and Asmodeus most high, in accordance with protocol 24682:292.98, pursuant to relevant codes, regulations, and decrees.

ARBITRATED by Damned Procurator Ulanaxian, hereafter referred to as OFFICIATOR, in service of Asmodeus above all, to bind Alixus Vade, hereafter referred to as SIGNATORY, to the will eternal of the Nine and Asmodeus most mighty.

HERETOFORE shall the efforts of the SIGNATORY in service to the Nine and Asmodeus unparalleled, be rewarded as specified by the following terms.

The ability to channel power and magical effects, approved by the Nine and Asmodeus unsurpassed, with proper display of the Archstar, may it shine with radiance until eternity.

The grant of a representative of the Nine and Asmodeus incomparable, in the form of an imp, serving with permission from the OFFICIATOR.

The SIGNATORY is herewith granted a writ of authority to issue contracts within the bounds of infernal code 199-219 in the name of the Nine and Asmodeus without equal.

TERMINATION of the Warrant of Limited Contractual Authority 3T-487.59-666 will come upon 1) the cessation of the mortal continuation of the SIGNATORY or 2) upon deviation from the will eternal, inferred or explicit, of the Nine and Asmodeus transcendent. Termination due to the first condition will result in the full integration of the soul of the SIGNATORY according to the will eternal of the Nine and Asmodeus unrivaled. Termination due to the second condition will result in immediate revocation of all vested ability and authority.

The Warrant of Limited Contractual Authority 3T-487.59-666 shall be signed in triplicate, firstly for possession by the OFFICIATOR, secondly for possession by the SIGNATORY, finally for record-keeping in sub-vault 9016B of the Nine-Fold Archive located in the damned metropolis of Dis.

Signed in blood and bound by soul.


Hey, this seems pretty interesting, I'm into it.

I think that, when it comes to causing strife and conflict inside of a country so that another country can swoop in and take control, the idea is to destabilize everything. Thus, my idea is to play a master spy, a serial killer, or an assassin. He gets s@!+ done by sabotage, arson, assassination, and framing.

A basic plan would involve burning down crops on his way into the city, allowing rats into the granaries, assassinating an important public figure and pinning the blame on another important public figure to create problems in the streets. He continues to do this until everything starts to break down and then the Chelaxian "relief" workers stream in, offering food and protection from bandits in exchange for loyalty.

Perhaps one could even head out into the hills to hire some bandits to actually attack people and then blame that on someone else.


leinathan wrote:
I think that, when it comes to causing strife and conflict inside of a country so that another country can swoop in and take control, the idea is to destabilize everything.

Now I know a player that has exactly that effect on campaigns.

If he effects a country in the same way, all one needs to do is somehow insert him and wait for things to collapse.


Yaos wrote:
leinathan wrote:
I think that, when it comes to causing strife and conflict inside of a country so that another country can swoop in and take control, the idea is to destabilize everything.

Now I know a player that has exactly that effect on campaigns.

If he effects a country in the same way, all one needs to do is somehow insert him and wait for things to collapse.

Sick burn, I guess.

Anyway, I'd want to build my character as an Int-based rogue gish type character. I think it would be difficult to put in a ton of work without some back-and-forth with the GM and other players.

What kind of ally is the group looking for right now? Where are likely places for them to receive such an ally? Where is the party likely to go first?


leinathan wrote:
What kind of ally is the group looking for right now? Where are likely places for them to receive such an ally?

Well, the last person the GM had in mind as a possible ally we are currently in combat with.

We have been consorting with a variety of Chelian nobles. Working with them, doing favours, currying favour, gathering suitable material for blackmail and the like. We have had some success.

We are currently in Westcrown, Cheliax, staying at a condo owned by the PC whose player has just left.

That is about all I can say to answer this.

leinathan wrote:
Where is the party likely to go first?

Don't know.

It might be up to us to decide or the powers that be, read the GM, may send us somewhere.


leinathan wrote:
When it comes to causing strife and conflict inside of a country so that another country can swoop in and take control, the idea is to destabilize everything.

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I think that destabilization could be a quite playable strategy -- especially in places such as Sargava and Rahadoum. I can see lots of Player-Driven plots and machinations with that stratagem. Maybe in Isger? Diobel has Absalom to fall on, though, and Nisroch has The Midnight Lord and Pangolais. ....Still, 40% of the campaign could use this.

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"leinathan wrote:
I'd want to build my character as an Int-based rogue Gish type character.

INT-based is good. Especially if you jack up a couple Knowledge Skills in addition to Diplomacy. Rogue/Gish is good too. We don't have a Rogue-build and a bit extra magic always helps.

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"leinathan wrote:
What kind of ally is the group looking for right now?

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You mean PC? ....
-We have a Master Summoner who is a Roleplay master of talking with NPCs in order to get info and make allies.
-We have a Vigilante whose day job is to pretend to be a 'good guy' (helping Bellflower Network Halflings) but whose alter ego is a hunter of chaotic, anti-Chelaxian menaces. With an Intimidate of like, +72 or something.
-We have a Wizard (and sneaky, pilfering Imp Familiar) formerly of The Darklight Sisterhood who is a master at creative problem solving and troubleshooting.

So, pretty much anything is good.

....As a heavy roleplay (intrigue, guile, manipulation, negotiation, etc.) campaign, Skills such as Diplomacy, Bluff, and Knowledge are excellent. But a clever Player can think of how to use anything.

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"leinathan wrote:
Where are likely places for them to receive such an ally? Where is the party likely to go first?

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You will either begin in Westcrown (less likely as I'm pretty sure we're leaving soon), or rural Gheradescci County in SW Cheliax, probably via Corentyn.


Though I posted it earlier I want to reiterate, this is Cheliax of pre-Council of Thieves, pre-Hell's Rebels and Hell's Vengeance.

I'm avoiding Spoilers from those three APs hoping to one day play in them.


@ Simeon,
I can't wait to see what you've come up with.

The one alteration to the Cleric Archetype I would want to negotiate with you is this: Allow the 'Devil's in the Details' feature to use your Profession for either Bluff or Diplomacy instead of both (chosen at 1st Lvl).

Do you think that's a fair ask for Balance (especially in a campaign such as this)?

Sczarni

Why, hello there, interesting thread, vacant of morals...

Hey there! I remember staring at this game with deep interest when it arrived (I think I even posted in one of the previous recruitments), but I think last time all of the ideas I had overwhelmed me, and I ended up not applying.

Not a mistake I'm planning on doing this time. A party of excellent and complex villains needs an excellent and complex mook. In fact, it's often those in power focus on the movers and shakers, but they forget to glance down, and their house of cards can crumble from the bottom.

Someone who not only knows to bribe the guards, but which guards to bribe. Someone, whose grubby little fingers are always on the pulse of any town, city or port. And someone that, when a nosy do-gooder inevitably discovers a plan months in the making, knows exactly in which dark alley to appear and when to clear his throat menacingly, with steel flashing from his hands.

An opportunist without peer, and the person who puts 'organised' in 'organised crime', as it were.

Mechanically, I've got nothing at the minute, and I'll need to double check, since I'd hate to go diving in the d20pfsrd and find out half the shiny things I've discovered are not legal for the campaign.

But the basic concept is of a skilled and charismatic fighter-y/rogue-y character, with a focus on operating in the gutters of society, and excelling at convincing/intimidating the underworld to do the bidding of those who pay him. Would also double as an muscle/bodyguard when the need for one arises.

Not a drop of noble blood, nor magic in his veins, he'd be trying on doing things the physical way. I think I might even have a short story concept coming up, I've not been bad evil in a long while!


Well, I’d certainly prefer to have it apply to both from a utility standpoint but it’s ultimately your call. I will argue that losing the second domain takes away several fairly powerful abilities and a larger spell selection, it seems a fair tradeoff for having one skill apply to two skills, especially since profession (barrister) isn’t groundbreakingly useful.


@ Simeon,
It's an interesting thing to look at. The Archetype trades one Domain for a Familiar (that becomes Improved at the Level the Domain dramatically improves), and it gets to use Profession for two additional Skills with a different Ability mod, CHA instead of the normal for Profession.

In our current group makeup we have a PC already with Profession: Barrister who has used it on a few occasions to solid effect. We've also got some good group Diplomacy. As far as I can recall, none of my PCs have yet gone bonkers on Bluff, something the campaign could certainly use to nefarious exploit.

Go ahead and design your PC leaving this one element fluid and I'll start a Thread in an appropriate Forum and get some feedback there. Obviously I'll post a link here and let my current group know about it (one of whom has already found our new Recruitment Thread -- welcome Yaos, The Red Widow!)


Hey Lion Cleric, I look forward to seeing what you have in mind.

Sczarni

I got a bit inspired, so I tossed the short story below. You may consider it an application story, or just an interest - I'd be willing to write more.

I'm still toying around the actual build ideas, but it's an agile and tough fighter character, with side investment in a reasonably high Cha and enough Int to cover Lore (Criminal Syndicates) and Knowledge(Local).

He's probably going to be very focused towards Bluff and Diplomacy, as the first one is the main skill you'd need to be an expert knife-fighter.

A thug by any other name:

"... a formerly undesireable element. I hope."

The man's thick, street-level Westcrown accent is easily-detectable even in his whisper. With a theatrical gesture, three daggers roll on the paper-covered desk, edges worn and chipped. "One moment. Your guys forgot.", he points a gold-banded ring in the air, before producing two more, seemingly from thin air. "My bad. Last one. To re-iterate, I've now disarmed myself, and I'm turning myself in.", his face the epitome of sincerity. Crossing his palms and leaning back on the chair, he glances at the two individuals surrounding the table. Clad in claw-marked black armour, heavy morningstars in hand, faces implacable, their eyes track the man's every move across the room.

The clerk, dressed in a lavish red robe with Azmodeus' sigil on a collar across the neck, throws a glance at her unexpectant conversation partner. Lips pursed together, she frowns, sighs deeply, then stares once more at the thick folder.

"Lenzo Tulli.", she almost spits out, opening the folder. "Thirteen charges of smugglin-"

"Guilty as charged.", the man replies, "Shake hands at thirteen?"

"Seven charges of impersonating nobil-.", she continues despite the interruption.

The man's hand raises in the air, prompting the armoured men to take a step forward. "-look, on three of those, I merely shouted, 'Do you know who I am?!' So, I'll accept five-"

"-four counts of grand larceny-"

"-Not according to my fence, they weren't!"

"-Five counts of murder, including, two months ago, a Knight of the Order of the Godclaw." Silence finally falls in the room, as the expression on the knights' faces changes eversoslightly for the worse. Lenzo crosses his arms, his face serious for the first time since being in the room. "I confess. There are laws on the street." The coldness in his voice intensifies. "The bastard pulped one of my boys, 'cause he wouldn't tell him where I was. So, yeah, we fed him to the oozes. Hey, at least I returned the armour!"

At the sight of one of the Hellknights baring his teeth, Lenzo grins. "And I came to a bit of a revelation, truth be said." Raising both hands, he locks his gaze with the administrator. "You want money and power. The underworld wants money and power. You want new lands - we want new markets. You'd like to keep the streets quiet - we want to keep the streets quiet." He leans back once more. "And we come to the point why I'm here. You've been chasing me for two months, and I'm tired of you. You're doubtlessly tired of me. Sure, you can catch me. And you can hang me. And three months later, you can repeat that with my replacement. Six more. With his. Promise you, that's not going to stop his." He shrugs.

Standing up from the chair, he waves his hand over the window, the sun setting over the crowded, smoky backdrop of Westcrown. "Or I could be inside, pissing out. Let someone you don't like deal with me. There can be anyone with my name hanging from the rope tomorrow, and the crowd will cheer just as much. And I'll be your man, 'till I die." Standing up, he leans over the desk and spits on his hand. "Thief's honour.", he extends it forwards. "One last question, I keep the reward for my head, right?"


Presenting Alixus Vade, devilishly charismatic priest of Asmodeus!

Stats:

Alixus Vade
Human (Chelaxian) cleric (asmodean advocate) of Asmodeus 9 (Pathfinder Player Companion: Dirty Tactics Toolbox 16)
LE Medium humanoid (human)
Init +0; Senses Perception +11
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Defense
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AC 21, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 insight)
hp 99 (9d8+27)
Fort +10, Ref +5, Will +14
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Offense
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Speed 30 ft.
Melee Ashmourn +8/+3 (1d8+2)
Special Attacks channel negative energy 9/day (DC 20, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +17)
. . At will—master's illusion (9 rounds/day)
. . 9/day—copycat (9 rounds)
Cleric (Asmodean Advocate) Spells Prepared (CL 9th; concentration +17)
. . 5th—false vision[D], mark of justice, wall of blindness/deafness[ACG] (DC 21)
. . 4th—aura of doom[UM] (DC 20), confusion[D] (DC 20), order's wrath (DC 20), spiritual ally[APG]
. . 3rd—magic vestment, nondetection[D], prayer, trial by fire, vision of hell[UM] (DC 19)
. . 2nd—admonishing ray, calm emotions (DC 18), darkness, invisibility[D], resist energy, spiritual weapon, weapon of awe[APG] (DC 18)
. . 1st—bane (DC 17), barbed chains (DC 17), disguise self[D], doom (DC 17), infernal healing[ISWG], protection from chaos, shield of faith
. . 0 (at will)—detect magic, guidance, resistance, spark[APG] (DC 16)
. . D Domain spell; Domain Trickery
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Statistics
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Str 12, Dex 10, Con 14, Int 16, Wis 22, Cha 18
Base Atk +6; CMB +7; CMD 19
Feats Craft Wondrous Item, Damned Disciple, Extra Channel, Far-roaming Familiar, Fiendish Obedience, Improved Channel, Selective Channeling
Traits contract master: +1 linguistics, desperate focus: +2 concentration, omen: +1 intimidate
Skills Bluff +22, Diplomacy +22, Intimidate +19, Knowledge (arcana) +12, Knowledge (social) +12, Knowledge (cosmology) +15, Linguistics +15 (+19 to create or detect forgeries), Perception +11, Profession (barrister) +22, Sense Motive +13
Languages Abyssal, Celestial, Chelaxian, Draconic, Elven, Giant, Goblin, Infernal, Kelish, Osiriani, Shadowtongue, Skald, Taldan, Varisian, Vudrani
SQ devil in the details, pact bound, serpent, shoulder devil
Other Gear mwk mithral breastplate, Ashmourn (+1 heavy mace), barbed pentacle of asmodeus, cloak of resistance +2, dusty rose prism ioun stone, headband of mental prowess +2 (Wis, Cha), infernal cord, looter's satchel, pact parchment, candle (10), flint and steel, holy text (The Asmodean Disciplines)[UE], ink, inkpen, masterwork portable altar, mess kit[UE], soap, spell component pouch, stationery[UE], waterskin, 1,122 gp, 7 cp
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Special Abilities
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Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 5d6 (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (9/day) (Sp) Create a single mirror image duplicate
Damned Disciple (Intimidate, Linguistics) Gain access to exalted and evangelist boons. Gain a +2 profane bonus to 2 skills.
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Far-Roaming Familiar Retain your empathic link to your familiar regardless of distance.
Familiar[b]: Imp named Cargazzio
[b]Fiendish Obedience
Purify yourself daily to prove devotion to a fiendish power or deity and gain benefits.
Master's Illusion (9 rounds/day, DC 20) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Pact Bound (Ex) Gain Trickery domain, and no others.
Selective Channeling Exclude targets from the area of your Channel Energy.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability
Shoulder Devil (Su) At 8th level, an Asmodean advocate can choose an imp familiar as though she had the Improved Familiar feat.

Background:

Warrant of Limited Contractual Authority 3T-487.59-666
ISSUED in the name of the Nine and Asmodeus most high, in accordance with protocol 24682:292.98, pursuant to relevant codes, regulations, and decrees.

ARBITRATED by Damned Procurator Ulanaxian, hereafter referred to as OFFICIATOR, in service of Asmodeus above all, to bind Alixus Vade, hereafter referred to as SIGNATORY, to the will eternal of the Nine and Asmodeus most mighty.

1. HERETOFORE shall the efforts of the SIGNATORY in service to the Nine and Asmodeus unparalleled, be rewarded as specified by the following terms.

2. The ability to channel power and magical effects, approved by the Nine and Asmodeus unsurpassed, with proper display of the Archstar, may it shine with radiance until eternity.

3. The grant of a representative of the Nine and Asmodeus incomparable, in the form of an imp, serving with permission of the OFFICIATOR.

The SIGNATORY is herewith granted a writ of authority to issue contracts within the bounds of infernal code 199-219 in the name of the Nine and Asmodeus without equal.

TERMINATION of the Warrant of Limited Contractual Authority 3T-487.59-666 will come upon 1) the cessation of the mortal continuation of the SIGNATORY or 2) upon deviation from the will eternal, inferred or explicit, of the Nine and Asmodeus transcendent. Termination due to the first condition will result in the full integration of the soul of the SIGNATORY according to the will eternal of the Nine and Asmodeus unrivaled. Termination due to the second condition will result in immediate revocation of all vested ability and authority.

The Warrant of Limited Contractual Authority 3T-487.59-666 shall be signed in triplicate, firstly for possession by the OFFICIATOR, secondly for possession by the SIGNATORY, finally for record-keeping in sub-vault 9016B of the Nine-Fold Archive located in the damned metropolis of Dis.

Signed in blood and bound by soul.


Appearance and Personality:

Alixus Vade is a tall, thin man, his black hair slicked back. His deep brown eyes cut a contrast to his incredibly pale skin. He wears the black and blood-red robes of an Asmodean priest, trimmed with gold thread over a mithral breasplate. He carries a heavy mace, the favored weapon of Asmodeus, which he has named Ashmourn and a ruby-bladed dagger for religious ceremonies. He also wears a barbed pentacle on his neck, his symbol of his lord Asmodeus. A raven can be seen perched on his shoulder from time to time, transforming into a foul-mouthed imp named Cargazzio when in the presence of those sympathetic to Cheliax.

Alixus is a calm and charismatic man. His voice, though soft, cuts like a cold knife with an exacting precision that leaves loopholes for him to exploits and none for his enemies. When preaching about his lord Asmodeus, it rises to a fiery bombast that is hard for most to resist. To those that follow him, he is a firm but fair leader. Those that do their duty are rewarded, and those that shirk what is assigned to them are punished, just as the relationship between himself and his lord Asmodeus. To the public, he is a gracious and charismatic figure. The bitter rumors of the undue cruelty of the church of Asmodeus are lies perpetuated by those jealous of its glory and power. He seeks to spread his lords message to the non-believers, to bring them into the sublime fold of Asmodeus. What the heathens call tyranny, the faithful know as stability. What blasphemers label cruelty, Alixus will correct it as justice. Alixus knows that all, in their heart of hearts, hold dear the teachings of the Archfiend even though they may not know it. He intends to make sure that they do.

Let me know if you have any questions.


I don't really have time to do up a complete submission right now, but I wanted to put something up so that you can have an idea of what I've got in my head. If it seems appropriate to you, I can do a full write up and do the full statblock for proper consideration. If I need to adjust anything fundamental (like the party role or the proposed introduction), please let me know.

I may yet dump Charisma and use Clever Wordplay to pick up Bluff, and use those points to pump Constitution.

Incomplete Crunch:
Serena
Female human monk (unchained) 2/rogue (snoop) 4/assassin 3
LE Medium humanoid (human)
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STATISTICS
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Str 8, Dex 18, Con 12, Int 16, Wis 18, Cha 14
Feats Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Improved Grapple, Agile Maneuvers, Throat Slicer, (bonus 2nd), (3rd), (5th), Greater Grapple, Jawbreaker, (9th)
Traits Poverty-Stricken, (two more)
Skills specialize in Acrobatics, Bluff, Disguise, Escape Artist, Perception, Sleight of Hand, and Stealth
SQ rogue talents (underworld inspiration, innocuous servant), uncanny snoop, finesse training (unarmed strike), evasion, flurry of blows, uncanny dodge, sneak attack +4d6, poison use, death attack (DC 16), +1 saves vs. poison, inspiration

Ability Scores:

STR 10 - 2 racial (0 points)
DEX 14 + 2 racial + 2 level (5 points)
CON 12 (2 points)
INT 15 + 1 level (7 points)
WIS 15 + 2 racial + 1 level (7 points)
CHA 14 (5 points)

TOTAL: 26

Incomplete Backstory:
Serena was born to an impoverished family of Varisian caravanners. Like most Varisians, they made their living traveling all over the Inner Sea Region, peddling wares and performances for coin. Unfortunately, they became bogged down in Westcrown when the family patriarch suddenly became ill and they did not have the money to pay for treatment. They were forced to go into debt in order to save Serena's father, which meant that they had to stay in the city and take on jobs. Unfortunately for the family, they were ill-suited to indoor work and could not ever pay off the debt.

After a few desperate suicides and one imprisonment by debt-collectors, Serena was one of only a handful of the family left free. She was forced to live on the streets, and she lived a desperate, criminal life.

After a few years living this life, she made the mistake of attempting to steal from the wrong (or maybe the right?) Chelaxian nobleperson, and she was caught and thrown into a cell. However, her erstwhile target had noted her desperation and her potential skills, and he made her a bargain. He would not have her executed, and she would do anything he asked for a period of years. After those years, he would set her free and pay her. Not really knowing better and not having a better option, the terrified preteen agreed and thus was sealed into the service of this particular Chelaxian noble.

This was several years ago now, and Serena has honed her skilled as a thief and an assassin by doing the dirty work of the noble family.

My notion for the party introduction is twofold. For one, this noble family offers to lend Serena to the "task force" in exchange for probably property rights in one of the conquered regions (a beautiful and highly desirable packet of land, I think). If she does well in the task, he offers Serena all of the remaining balance of her slavery.

I'm not certain what all NPCs the party is in with right now, but I think an NPC offering an ally in exchange for political leverage fits well with the themes of your game?

Serena is not really a loyal Chelaxian, but she believes that succeeding at this task is her only path to being able to live her own life, and so she will throw herself wholeheartedly at it.

Her skillset mostly includes sneaking into places and killing people, but she also has a background and some leftover skills in simple service, larceny, performance and acrobatics, both from her years of doing assassin's work and from her childhood as a Varisian circus performer.

Sczarni

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DM Ray wrote:
Open Recruitment should focus first on some ideas you may have for how you can forward this SANDBOX Campaign. What are some examples of Gambits you think would be playable -- to run in Rahadoum, for example? What might your strategy be differently in Sargava and Nisroch? Isger seems easy considering how close they are to Cheliax politically, but obviously Queen Abrogail isn’t satisfied with the status quo there. How do you subvert the folk of Diobel without Absalom realizing it?

And, uh, since I got carried away, going back on topic. Let's go from start to the end.

Sargava:

The two main issues in Sargava are that they've reached their independence on their own, and that they're significantly further away than any of the other lands. That means that both goods and power would be difficult to move, both in and out - thus a more subtle and, hm, intangible approach would need to be taken.

Currently, Sargava is paying vast sums to the Pirate Kings for little gain. However, they're still culturally close to Cheliax, albeit the Cheliax of old. Using the subvertive powers of bards, playwrights, novelists and artists, the Sargavans can easily realise that despite the issues in the past, Chelaxians and Sargavans are still the same people, deep inside. And they're great people, unlike the savages they're surrounded by.

With some creative actions from the Navy, painting the pirates as vicious, untrustworthy and vile, the public opinion can be swayed, and if the Chelish Navy is to get the local financial and strategic support from the Sargavans, the tides will turn (pardon the pun) on the Pirates.

Rahadoum:

In Lenzo's eyes there'd be two methods of approach, which can possibly be neatly combined into one, shall we choose to do it. They're the chief reason the Chelish fleet isn't as efficient in their blockade, and they're fiercely anti-religious.

Now, the human (or, more correctly, mortal) psyche needs something to believe in, to feel for. An excellent replacement would be a cult of personality approach. Akin to some bandits in the outskirts of society are seen as folk heroes, a captain defiantly escaping and thwarting the Chelish navy, someone with vast charm and oratory might, might very well manage to find themselves in power.

And if that person just so happens to be a devil in disguise, sympathetic to Cheliax - what's the harm.

Diobel:

Diobel is a surprisingly lawful and loyal place. Let's change that.

It's a prime smuggling port, and there's people in Absalom who want what they want, regardless of who they get it from. A little bribery, a tiny scandalous rumour, and the occasional unfortunate accident can weaken the hold of formal law on the port, and there'll be criminal syndicates lining up to join hands with us. The main difference would be that ours would be backed from the state, and will be paying it back in return.

And the streets have strict laws all by themselves, even if they're not 'fair', or 'just'.

Isger:

A tiny, war-ravaged country in the east has only one thing going for it - it's location as a prime striking location with Andoran. A combination of the civilising influence of a Hellknight company is bound to rile the bandits - the bandits who may benefit from organising and learning that they may freely roam the uncivilised lands of Isger, as long as they keep their raids to Druma, Molthune and Andoran.

In addition, convincing village elders and small time owners that if Andoran invades, they'll be put to the sword for being "rich landowners" is bound to have an effect on their loyalty. That, and they'd be a lot more willing to accept a small regiment.

And if the rumours of the diabolist are true... then we have a possible ally with far more power than is needed to tame the ravaged land.

Nisroch:

Despite Nidal's ancient history and the aberrant, horrid acts they are more than willing to commit, on a geopolitical scale they're but a gnat, trapped between the beasts of the north, the wealthy kingdoms to the east, and our mighty empire to the South. And every member of the Umbral Court fully realises that, if they raise Cheliax's ire, there will be no shadow left after the hellfire.

There are two approaches visible here. Allying with a reasonable and grounded faction within Nisroch, and lending our expertise to them to gain power and influence, slowly bringing Nidal closer to Cheliax. The second option, should the first fail, is a lot more radical, and a lot more entertraining.

Were Varisia and Druma, and even Lastwall be sicced onto the kingdom, for some perceived act too unholy to behold, the Hellknights of Cheliax will be happy to join in the assault. And in the dismantling of the kingdom that follows, Cheliax will be able to take the tastiest and biggest morsel, as well as unknown quantities of dark knowledge.

So, those are my plans for the five "marks". Chelaxian cultural dominance and subversion, Infernal Infiltration, Criminal Takeover, Show of Force, and for Nisroch, the classic 'Carrot and Stick'.


I've started a Thread here asking for Advice on the Asmodean Advocate. Feel free to further its posts.

Meanwhile, please be patient with me as it takes time to ponder your ideas and respond with the appropriate consideration.

Sczarni

I'm glad to see my plans have made an influence! On that note, even if I don't make it in, I would absolutely love it if someone ends up using something I came up with. Consider it... networking.

I'm still playing with the build, and I had two questions for the GM. First one - what's your opinion on the Lore Warden Fighter? Either version, really, main draw is those extra skill points. Those are bound to come in handy, and knowing is half the battle. Or three-quarters, in this campaign, I believe.

Second one - What's your opinion on the Two-Weapon Feint and it's bigger, handsomer brother, Improved Two-Weapon Feint? I'm asking, since they're part of the Ultimate Combat book, which wasn't mentioned. And any champion knife fighter is bound to be drawn to them.

That's what I got, and I should be ready with the mechanics the moment I get some clarity about the feat/archetype.


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Though I likely can't do as good of a job as Lion Cleric, here's some answers to questions you've asked in the first post.

Sargava:

Sargava is a land filled with chaos and uncertainty. While the elites may firmly resist Chelish rule, the common people have been plagued by poverty and starvation. They have suffered more under the yoke of the rogue barons than they ever did under the flag of Cheliax. Alixus would appeal to the common man, showing them the error of their ancestors ways and bringing them back to the glories of Chelish rule.

Rahadoum:

Rahadoum would represent Alixus' greatest challenge. Their values are inimical to all of those that Alixus holds dear, their hatred of Cheliax only eclipsed by their hatred of religion. However, the religious dissidents within Rahadoum would likely be willing to support Chelish rule for any rights to worship. Moreover, the deserts encroaching on Rahadoum are feared by some to be the anger of the gods. Alixus would try to accentuate those fears, to bring the faithless back into the fold of Asmodeus.

Diobel:

Many in Diobel resent Absalom to the east and Escadar to the north. The other cities look down on them as a provincial village, nothing more than a stop on the way to greater places. Alixus would accentuate those feelings of resentment, to set them against Absalom and drive their allegiances closer to Cheliax.

Isger:

Isger is still loyal to Cheliax, but their loyalty could be closer. Increasing the authority of Lady Kaltessa Iyis could be greatly useful for that. As one of Mammon's closest mortal servants, her interests align closely with those of the church of Asmodeus. Further, the sympathies to the church are furthered by the monasteries established in the wake of the Goblinblood wars, which fed, clothed, and sheltered many of the displaced children. Those connections can be strengthened, and the rivalry with Andoran can be more strongly accentuated.

Nidal/Nisroch:

While the church of Amodeus will be largely unable to displace the power of the Church of Chains, Nidal's loyalty to Cheliax remains strong. They know that our great nation's strength far eclipses their own, and that projection of power must be accentuated. They must stay afraid of our power, and they will.


A semi-irrelevant post. Just reading the ideas to subvert Sargava, evil and effective, shame on both of you. :)

But if the PCs can find a way of making off with the funds intended to pay off the Pirate Kings, particularly if they replace them with fake gold of some kind, that would create chaos. And a sad side effect is the PCs would get their hands on a sh###load of loot.


Asmodean Advocate is allowed. All posts in the Thread I started, as well as both a player in my homegame and a player in my PbP have agreed it is balanced. That is conclusive and Asmodean Advocate is legal for play, as is.


I like both sets of ideas from Lion Cleric & Simeon regarding ideas on how to take on Sargava, Rahadoum, etc.

Note that you won't be able to involve Orders of HellKnights or the Chelaxian navy or other conspicuous enterprises of Cheliax. Queen Abrogail Thrune will make it clear that you're on your own -- Cheliax can not risk Absalom, Taldor, Andoran or Osirion finding out about this infiltrating/ corrupting/ subverting mission.

. . . .

I've had this campaign idea in my head for several years but was never able to make it playable. You know, it's not as though you can build a game around Diplomacy (or Intimidation) checks: 'Go there and roll Diplomacy; then go there and roll Diplomacy.' It just doesn't work. And I struggled with how to design it for years into something playable.

Finally, a few years ago I came here and proposed it as a Sandbox-style PbP and put the onus on the Players to come up with a way to actually play this campaign.

And we gave it a try.

.

@ Lion Cleric:
So,... is it a playable design to go, like you said, to Sargava and start making the pirates look bad -- both to the average Sargavan Commoner and to the various merchant lords? Can you see some adventuring Roleplay there? (Beyond a Diplomacy check: 'Pirates are charging you too much, and a Bluff check: 'Pirates kidnapped that young girl that went missing'
I'm confident that it IS playable -- but the onus is on the Players to come up with these gambits, true Sandbox style.

@ Simeon:
So,... is it a playable design to go, like you said, to Sargava and start convincing the Commoners that their lives will be much better if they re-embrace Chelaxian rule. Can this be done in some roleplay adventure beyond just a few Diplomacy checks? I think it can-- but you guys will have to come up with the ideas to get it done. Providing food and medicine to the poor is a good way to do it, absolutely, but is that fun gaming (for devil-loving Chelaxian PCs who are high level?)

@ Leinathan:
What are some ideas you have for Serena in a Sandbox such as this?

.
Now, obviously I'm throwing in a number of dynamic facets to the locations, a beast in the near-Mwangi and a few chaotic pirate captains for Sargava -- maybe a corrupt Sargavan politician you can blackmail or extort. ....Another beast in the mountains below Rahadoum that the locals fear and even an underground religious cult operating there you can expose and blame or destroy or what have you. Several little things. But ultimately, you guys have to be creative and think of gambits you can run that are actually playable.

That's the campaign.


(And as a side note, my six day absence from this Recruitment happens in Gameplay too. I typically try to find availability to post the late mornings of Monday through Friday, often not Monday or Friday limiting it to Tue, Wed & Thu. And when work gets busy, I miss a day or two and all the sudden a whole week goes by -- just like it did here. We are slow paced.)


I'm intrigued (heh) by this.

Question: I don't know a lot about the various nations. Is there a resource you can point me to?

Sczarni

Ooh. I do love questions!

I see we're working off of each others' ideas! I like that. To be fair, my idea for the Sargavans was to teach them that they're so much better than the rest, stoking some hatred of the alien and foreign, rather than healing and good will.

For a more precise plan regarding dealing with piracy, I think more information would be required. Though, as pirates are by nature fickle and decentralised, we might first begin with a little campaign of desinformation (which I do plan at having Lenzo excel at). A rumour here that the Chelish Navy is bolstering their forces. A little suggestion there that a pirate captain is plotting against another, while another is bought by the Chelish. A lie repeated a thousand times is the truth, and pirates aren't known for their tight lips, and neither are townsfolk.

Again, I'd rather begin by understanding the area, and see what can be exploited, but there's action involved in that, too. But for dealing with pirates:

- Can a pirate known for their pride handle losing their flagship's flag?

- How will the Mwangi react to a party of pirates desecrating one of their sacred shrines? Or even butchering a village in the search for treasure that isn't there?

- A false flag operation could lead two pirates who are in the same harbour to come to blows. To take it further, if there's a multitude of pirate factions, the rule of the street applies, The enemy of my enemy is my meat-shield.

- An amazing discovery by an intrepid explorer can lure a greedy pirate to their doom in a island vastly more dangerous than anticipated.

That's just the four things off the top of my head, but there's bound to be more.


I imagine that winning the hearts and minds of an entire nation is not only a few diplomacy checks. Diplomacy is certainly involved, but the subversion of Sargava would not be limited to that. Convincing the peasants is just the first step. The rogue barons are, by far, the greatest threat to Chelish interests and would need to be dealt with. A peasant rebellion would be one of the most effective ways to do so, and those are never easy to organise. Distribution of food and water would not make for a fun adventure, I agree with that. The large scale is where it could be interesting. One would need to secretly build Chelish sympathies without alerting Sargavan authorities, to create ties with communities that can be manipulated to supporting Chelish interests.

I think my ideas could synergize quite well with Lion Cleric’s. Anti-pirate interests could go hand-in-hand with further Chelish sympathies. The vast sums of money that are paid to the pirates simply aren’t worth it to the people of Sargava.

I am sure these ideas can be further developed. That said, I’m deep in the middle of exams and don’t have as much headspace as I might otherwise.


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Alright, so... I'll need to do some thinking on my character. Having the right mix of abilities, motivation, and backstory is super important for this type of adventure. Plus, I still need to read some of the game you've done already to get a feel for your PCs and what kind of person would mesh well with them.

As such, I'll be re-thinking my character submission. Someone else's servant isn't something that I can see working in an adventure with so much agency given to the players. I have an idea, but I need to hash out more specifics before I really commit to it and post it. I will have lots of free time in the next few days, so I can spend time doing that.

As for regime-change plans, I have a couple of different broader ideas.

This should function anywhere with a pre-existing strong bureaucracy, like Rahadoum or Nisroch: The installation of the puppet dictator or politician.

Step 1: Surreptitiously scout for potential sympathizers within the country's upper crust. This probably involves breaking into houses and reading personal documents and perhaps breaking into government spy facilities to check on people that they're suspicious of.

Step 2: Contact this person (not revealing your own loyalties directly) and offer to help them with whatever competitors they have.

Step 3: Take care of a merchant's rivals, a politician's opponents, or a military leader's detractors stealthily. This could involve murder, blackmail, distraction (for example, you could infect an important person's wife with a virulent disease that leaves them on death's door or permanently cripple them with violence. If they're a decent person, they'll be too distracted by caring for their loved one or by grief to do a decent job) or any number of other tactics depending on the target's vulnerabilities.

Elevate the position of your chosen puppet.

Keep records of everything you do, so that you can threaten them with exposure (and a lynch mob, probably) later if they decide against supporting you.

Step 4: Assassinate the rightful regional ruler, and potentially their stewards or heirs. Carefully manipulate the other local ruling bodies to choose your target as the new ruler.

Obviously, this step is the most iffy, as it requires that you choose someone who is already part of the chain of command and then murder everybody above them, but the devil here is in the details of the NPCs' social situations.

- - - - -

The other one should work decently in Sargava or Isger, as both places are relatively wild.

It's a similar but more violent version of the above plan. It involves installing a monster, bandit, or other savage as the leader of wherever you'd like to conquer. Instead of spending your time elevating the social status of whichever NPC you'd like to install, you instead spend your time acquiring weapons for the faction that you'd like to violently invade and then practicing sabotage on the defenses of the settlement that you'd like invaded. A few key assassinations of important military personnel and clever destruction of defensive fortifications would go a long way towards easing the attack.

Of course, first you have to earn the loyalty of whichever group you intend to pawn in this way, which could involve making a s$$*ton of money and hiring them or it could involve more personal quests for whomever you're trying to befriend (for example, a bandit could want their only son broken out of prison in exchange for friendship).

After you've done the necessary alliance-gathering and sabotage and done the actual attack, you pull the final bait-and-switch: You kill your erstwhile allies yourselves, proclaiming yourselves the saviours of the common people in the name of Cheliax. With such a public rescue of everybody and with both previous claimants to the throne gone, it shouldn't be an extremely complicated affair to formally gain power over the area.

- - - - -

Since the PCs are on their own, many of their plans will involve manipulating other people into doing the hard work for them. The work then translates into providing yourselves with the resources for said manipulation.

As you can see, my ideas lend themselves to a character heavy on disguise, information-gathering, extortion, and blackmail. Like I said before, a roguely gish is still looking good, but I really need to ponder the details. Does Cheliax have a formal spy/assassination branch of their military, like the U.S.'s CIA or Andoran's Steel Falcons? Perhaps my character could be an elite spy and assassin by profession. Perhaps a ranger (dandy)? Or maybe an investigator (mastermind)?


The Lion Cleric wrote:
I'd rather begin by understanding the area, and see what can be exploited

.

This is of course a critical note. In any Sandbox game (of multiple PCs) the DM still has to give a pretty full setting description otherwise the PCs may not get anywhere cuz they just don't know what the place has. In our case, at least we have the campaign setting that we all know at least a little something about (part of the draw to you to this was the name 'Cheliax' and the other names at least a little). So you know at least a little about the setting. But the specific NPCs and general social climate has to be described.

.

Of course, then I just need creative players.

I think the ideas so far are strong, and many are playable. Of course, since I've never done a campaign like this I do have uncertainties. But we're gonna give it our best shot and work together to make a great campaign.


The Pathfinder Wiki is a good starting point if you want to know a little bit more about certain places. Purchasing the Inner Sea Guide is a much better idea.


leinathan wrote:
Does Cheliax have a formal spy/assassination branch of their military?

.

Yes and there's certainly a good backstory for a PC who 'used to be' part of such a group -- either the HellKnight Order of the Cipher, or Queen Abrogail Thrune's (or some other noble's such as Archduke Kettermaul Charthagnion the 'ArchHeathen') personal cadre of spies/assassins. But having it as part of your PC's past is appropriate over his or her present. At present, Her Infernal Majestrix is looking for independent operators. But someone who used to be an apprentice in the Order of the Cipher who then became one of ArchHeathen Kettermaul Charthagnion's (the Archduke) spies and assassins would certainly be someone Queen Abrogail is looking for.

One of the PCs is a former Darklight, for example.


Does anyone have any questions about the Houserules? Consolidation of the Knowledges (mine predate PF Unchained by a couple years), or the nerfed Threat range of weapons or such?

Sczarni

I've been meaning to nab the Inner Sea Guide, but...

...hmm...

I might nab the Inner Sea Guide, come to think of it. I imagine that might be one of the Pathfinder books that ages well.

DM Ray wrote:
Does anyone have any questions about the Houserules? Consolidation of the Knowledges (mine predate PF Unchained by a couple years), or the nerfed Threat range of weapons or such?

They mostly seem pretty reasonable, if I'm being honest. The critical range one and the race-weapon familiarity are a bit curious to me as to why, but I wasn't planning to use those anyway, so no skin off my back. Heal being more useful is a nice bit of love to a skill that direly needs it, so thumbs up!

And in the realm of "Just opinions, I realise those are years-old House Rules", I imagine Craft might be a better option than Profession for Engineering, since it's Int based, too.

Though, actual question - how do Background Skills interact with the new Knowledge Skills? I'm imagining they're all adventuring skills, since they're good now.


The Lion Cleric wrote:
DM Ray wrote:
Does anyone have any questions about the Houserules? Consolidation of the Knowledges (mine predate PF Unchained by a couple years), or the nerfed Threat range of weapons or such?
They mostly seem pretty reasonable, if I'm being honest. The critical range one and the race-weapon familiarity are a bit curious to me as to why, but I wasn't planning to use those anyway, so no skin off my back.

I was thinking the same thing-- seems odd, but okay sure. Doesn't affect me either. Currently working on a character for this.


PM sent regarding character build options.


DM Ray wrote:
Does anyone have any questions about the Houserules? Consolidation of the Knowledges (mine predate PF Unchained by a couple years), or the nerfed Threat range of weapons or such?

Not from me.


Alright, so... I've gotten plenty of work done on this character. The statblock is nearly done (just 6,000 gold left to spend). The concept is totally envisioned to me, I just need to finish detailing the remainder of the backstory. Long story short: She is a Kellid from a small town in Northern Cheliax. She left her family in order to move to the city and integrate with Chelaxian society after feeling left out of everything from a young age. She attended university and received a doctor's license and was contacted by the government when she decided to practice abroad. In exchange for large sums of money she started simple spywork - to record government propaganda, gather information on public figures, city defenses, national histories, etc. She mostly works under normal cover identities as a doctor and does clandestine information-gathering on the side. After fulfilling two years-long missions, she returned home. From required-reading religion courses in university, she learned about the faith of Mephistopheles and follows him as the Archdevil of Secrets.

She is a professional spy. A couple of years ago, she attempted to retire and live a normal life, but found that she was no good at living a normal life. She cannot adjust back to being a civilian after the paranoia of spywork. So, she'll request to be put back on duty and be given to the PCs when they head out to their first location.

She is a mastermind investigator, which means she's great at using skills, she has alchemy (split between disguise, investigation and medicine), she has decent combat, and she can give her ranks in social skills to mooks who can make social checks at her request. She is also immune to all types of divinations. She can read minds with Sense Motive and share buffs as well. She is also a very good healer. Aside from her curative extracts she can use Treat Deadly Wounds to heal 40 hit points and 2 ability damage per person per day.

Let me know what you think!


Doublepost!

I bought a bunch of mundane equipment on the above character. I've bought several different outfits and holy symbols for one. A fun example thing she can do is dress up as a cleric of Pharasma, complete with holy symbol and then use wizened appearance to appear to be an elderly mystic. She can then infiltrate Pharasmin morgues to check out corpses for information or to plant evidence. She has outfits for nighttime sneaking, noble hobnobbing, commonfolk friend-making, her professional cover as a doctor and a cleric's vestment.

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