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


Recruitment

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Sczarni

Wow.

That's an interesting character concept, leinathan. Every evil party needs an evil doctor.

@GM - I have the bare bones of the character sheet, though I was hoping to get an answer about the two-weapon feint feats. Like I said, though, those aren't necessary. Should I build a sheet? I think I'm the only applicant without one.


Appreciation appreciated, Lion Cleric.

I'm back to say that I believe I'm totally and completely done. Let me know if I missed or got anything wrong or need to change anything.


@GM: I don’t believe I have any rules questions aside from what’s been already asked.

On a separate note, I’m certainly interested by the evil doctor that isn’t a mad scientist, it subverts the trope nicely.


I haven't figured all details of the character yet, but with the Dm's permission, I would love to offer my character idea:
Sulli the Repulsive has offered her services to the mighty Cheliax. Born in the hinterlands of Taldor, it was difficult growing up as an orc (using the race builder rules to create a variant orc), and seeing the humans getting successful, while the orcs were left behind to barely make an existence in the wild lands. After an attack by "adventurers" on her tribe, here most of them got massacred, the grieving Sulli managed to form a pact with a death spirit, and has gained the powers of magic. She then started using her powers to spread death and misfortune among the humans, until she was forced to flee.
When she reached Cheliax, she found a more welcoming place, and it good to be recognized for her powers and achievements. She pledged herself eagerly to the "Good Queen", and is eager to spread her powers across the region, bringing glory to Cheliax.

Undead servitors, Disease, Poison, and everything that necromancy can bring to the table is just waiting for her to unleash upon Cheliax's enemies.


Updated Vulpus, to throw his hat in the ring again! Excited to try my hand at this type of game.

Vulpus is a Kitsune Bard aimed at infiltration and maintaining a low profile. His preferred MO is to find weak-willed individuals and play at their weaknesses (without magic) to win them over to his ends. Changing someone's mind is often harder, but longer lasting than magic. If the target is not easily corruptible my subtle seduction, there remains the option to compromise the target and coerce them into compliance.

Failing these options, magic remains an option, but its detection and short-lived influence makes it a secondary plan for Vulpus. Here are some of Vulpus's plans with regards to local targets. (These are somewhat reposted, but updated).

Sargava: While formerly a Chelish holding, the distance and protection from the Shackles makes it a difficult target. It would likely be better to target parts of the Shackles first and weaken the protections surrounding Sargava. Once the Free Captains' hold is weakened, it sounds like the people can easily be incited to revolt as there is little wealth to be had in the area. If we come with the promise of gold and investment, it's likely Her Majestrix's influence would be welcomed back.

The Shackles: While undoing the entirety of The Shackles would be difficult work, the fractured nature of the Free Captains could make it possible to sow mistrust and instability. Some options include converting current Free Captains to privateers for Cheliax, likely an expensive exercise. Alternatively, we could try to establish our own puppet Free Captains to sow distrust. A little discord can go a long way in a group so loosely held together. If we have a Free Captain or plants we could likely regain a foothold in The Shackles. Regaining control here would also reduce piracy targeting our vessels.

Diobel: A promising target to increase Cheliax's influence on Absalom. Having a rocky relationship with the Pathfinders, having more leverage over the city will certainly prove useful. There appear to be a few avenues to gain influence. With the government rarely changing, it seems like it would be easier to gain influence with the current Teriarch than try to install new governance. There are a few possible angles of attack from my initial assessment. The current Teriarch has a tense relationship with the Primarch, so we could spread rumors that would strain the relationship even more, leading the Teriarch seek powerful allies. A second option would be to target the Kortos Consortium. They have a fair amount of influence in the city and seek to reduce smuggling. As an expert infiltrator, I would be more than happy to set up some new smuggling supply routes to and from Absalom. This increased smuggling activity is sure to cause panic among the Consortium. This will allow us to either degrade their influence until Diobel's stability wavers, or we could offer them assistance in tracking down and eliminating those supply lines. Certainly, a prestigious Chelish Inquisitor like Magnius would have the pedigree for such an operation. Both methods are orthogonal, and can be pursued concurrently.

Escadar: Escadar is likely a poor target. They help suppress piracy for us. At least until we've made some dent in the Shackles it seems foolhardy to try and bring Escadar low. However, Escadar must be dealt with before any large naval operations across the Inner Sea can take place. There are not many obvious opportunities for sowing dissent. They openly invite dens of vice in the city, but at a steep price. Those are likely our best angle for gathering leads on vulnerable targets. That aside, formal diplomatic efforts seem likely to yield better results.

Augustana: An ambitious target, certainly. While this is likely not a city we can significantly corrupt due to its strategic importance, it does seem like a valuable strategic target for infiltration. It's one of the largest sources of naval vessels in all of the Inner Sea, as well as a naval base of great significance. Being so close to our borders, diminishing the city's might would certainly serve our navy well, leaving it with little contest in the Inner Sea. Damaging their shipyards or munitions in any significant capacity would definitely give Her Majestrix's navy a large advantage were Andoran to consider any hostilities against the crown.

Since some of these were explicitly mentioned, I'll add some new entries

Rahadoum: This is an interesting target. Though my methods normally favor finding and compromising powerful individuals, Rahadoum in particular, seems susceptible to unrest from the people. Rahadoum has prohibited the worship of all gods. While this First Law still holds, there is unrest over the idea. There remain secret practitioners of religions, and ills befalling the nation are often attributed to gods angry with the First Law. The most prudent plan of action seems to be targeting the populace, destroying their crops and poisoning their wells, all the while playing up rumors of the anger of the gods. This should be done in concert with stoking the zeal of some of our more amenable faiths’ most passionate missionaries, convincing them that bringing faith back to Rahadoum is the only way to prevent these ills, and it is their divine mission to do so. As all this unrest picks up, Cheliax may decide whether to step in with food aid to gain a softer influence, or if our efforts are particularly successful at destabilizing the region, it may make it susceptible to conquest.

Isger: Already a vassal state of Cheliax, it seems unlikely to be the best use of our efforts. The region still suffers from the effects of its last war. It welcomes all trade we bring through there. Were we to target the nation, diplomatic and rebuilding efforts seem an easier way to expand influence than coercion and duplicity.

Nisroch: There are rumors of captains from the Shackles making their way to Nisroch. This is certainly a concern, as our relationship with Nidal is already difficult. If we do put effort in corrupting one or more captains in the Shackles, this might give us both more intelligence and access to Nisroch’s schemes and ports. More interestingly, Nisroch is kept under a tight watch, with the Silent Shroud order having absolute obedience and training, it will be difficult to corrupt their guards. A lack of merrymaking means it will be difficult to exploit vice to target the leaders of the city and their lesser members of the Umbral Court. Our best bet is to seek a small resistance of Desnan followers that cannot tolerate the Nidalese regime. While finding this group may be difficult, empowering the Desnans with both our skills and resources can certainly loosen the tight grip the government has on the city.


I am one of the existing players, which is why I am commenting. I like your ideas.

Vulpus wrote:

The Shackles: While undoing the entirety of The Shackles would be difficult work, the fractured nature of the Free Captains could make it possible to sow mistrust and instability. Some options include converting current Free Captains to privateers for Cheliax, likely an expensive exercise. Alternatively, we could try to establish our own puppet Free Captains to sow distrust. A little discord can go a long way in a group so loosely held together. If we have a Free Captain or plants we could likely regain a foothold in The Shackles. Regaining control here would also reduce piracy targeting our vessels.

Nisroch:

I recall from having played Skull and Shackles that there is at least one colony of Cyclops in the Shackles, which gives me an idea. The Cyclops once ruled a vast empire, long gone.

We could try to contact various groups of Cyclops and offer to foster the return of their empire. It would require a measure of diplomacy and resources but could be fruitful. Cyclops are individually powerful and could make excellent troops.

We should be able to track down groups through means like commune.

We might want to avoid Nisroch for a while. Like an eon or two.

We had a bit of a falling out with a powerful individual from Nisroch and murdered him a little bit. What is worse, we offended his abyssal superiors as well.

On second thought let us not go to Nisroch.

Tis a silly place.


@ DM Ray - How would you feel about the Counterfeit Mage rogue archetype for the ACG?


Sorry it's taken so long to respond.

Here goes:
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@ Lion Cleric,
While I don't allow Two-Weapon Feint in my Homegames, I will allow it in this PbP. You can use it. I'm excitedly looking forward to seeing your character!

We do not use Background Skills at all.

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@ Dr. Maeve mac Lir,
Yeah, this character is cool. It looks like you built it specifically with this campaign in mind. ....If it seems reasonable to you, it may be possible to make Maeve mac Lir be originally from the rural County in Cheliax where we started our PbP. If you take a look at our setting background and like it, if it fits, that may work as a good starting point for your PC: Parents came from Mammoth Realms Lords to Gheradescci County in Cheliax where little Maeve mac Lir didn't get along, now she's back "home" after supporting House Thrune, when she meets the PCs and you all get called to Her Infernal Majestrix. I dunno, maybe.

.

@ Sodium Telluride,
I sent you a PM with your answers.
In addition, I would note that the group has a Vigilante already, and with such a small group I don't like the idea of two extremely similar character functions. But certainly make your Master Spy. the character would certainly fit. Just consider that the group has a Vigilante who by day is a pretend good guy sympathetic to anti-Chelaxian ideals but by night is the monster anti-Chelaxians in underground Cheliax are terrified of.

.

@ Sulli the Repulsive,
A Lady creating an Undead army sounds freakin awesome, but there's a Big 'However,' we have a Lady Master Summoner who already creates an army of Conjured Outsiders.

Nonetheless, Sulli the Repulsive sounds really cool and, at the very least, I'd love to see the Orc Race-Build (under a Spoiler tag).

.

@ Vulpus,
I remember your PC proposal from a few years ago. I remember liking him. (I even designed a little village in our Cheliax setting with a small population of Kitsune, Catfolk and H-Elves so Vulpus would have a good local place from where to come. I don't remember why he wasn't originally included in the group, but I look forward to taking another good look at him.

Looking at your ideas for infiltration and subversion one thing pops out at me to mention -- note that there has been some tinkering here-and-there in the official campaign setting and published canon. Hopefully just little things but expect that some published NPCs and locations you encounter will be slightly different now and then. ....Indeed, I have eliminated Mediogalti Island and Korvosa from places our PbP will go to because those two settings have seen dramatic changes from the published canon as I have been DMing them in my Homegames for the past few years and the more my home group plays in a place the more it changes from the published material.

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@ Yttras,
Counterfeit Mage is Legal for play.

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And tell me if I've missed one of your questions, comments or concerns!


DM Ray wrote:
Looking at your ideas for infiltration and subversion one thing pops out at me to mention -- note that there has been some tinkering here-and-there in the official campaign setting and published canon. Hopefully just little things but expect that some published NPCs and locations you encounter will be slightly different now and then. ....Indeed, I have eliminated Mediogalti Island and Korvosa from places our PbP will go to because those two settings have seen dramatic changes from the published canon as I have been DMing them in my Homegames for the past few years and the more my home group plays in a place the more it changes from the published material.

I just wanted to give you an idea of how Vulpus analyzes problems and how he tries to tackle them. It's based primarily on information from the Inner Sea World Guide. I don't expect these to be plans that are immediately run, nor that your game world will be exactly as it was in ISWG. I'm always interested to see how Golarion changes in each game, some things always shift.

Yaos wrote:

We might want to avoid Nisroch for a while. Like an eon or two.

We had a bit of a falling out with a powerful individual from Nisroch and murdered him a little bit. What is worse, we offended his abyssal superiors as well.

On second thought let us not go to Nisroch.

Tis a silly place.

Sounds like a good place to avoid! I've heard people get bees in their bonnets over murder for some reason.


If it’s not too late to get in on this, there’s a half-formed idea I’ve had kicking around in my head. I’d figured on using it for the next Hell’s Vengeance recruitment that pops up, but this wouldn’t be a bad time either.

Basically a former Iomedaean who has broken with the church; probably a tiefling(or something simeilar, like a dhampir. A race with a bad reputation.) who was raised a faithful Iomedaean. But in time, no matter how much good he did and how closely he followed the rules, fellow congregants always became suspicious of him. They were always quick to blame him for things that went wrong, etc. Eventually he was accused without evidence of heinous crimes and left town just ahead of the lynch mob, which served to finally cause him to break with the Inheritor’s faith. He’s turned to something infernal for Vengeance (Eiseth or Moloch seem the most likely options). Not entirely sure of class yet, but Slayer seems a likely option. Maybe Alchemist, and have him focus a bit more on arson. While he has a specific grudge against Iomedae and her church, he’s happy to fight other enemies of Cheliax as well.

Thoughts? Questions? Comments? Complaints? Bomb Threats?


Well my idea was a character who doesn't have two alter-egos, but a limitless number of them. Someone that can be whoever is needed in a given situation. (I have a rogue in PFS who sort of does this, and while it's a lot of fun, it's a solution that rarely solves PFS problems.) But realistically, I suppose I'd have to be anti-Cheliax when I'm out in the open, so maybe that would be similar in practice.


I was fiddling with the character, so you actually see most of the character, except spells memorized.

While i know that it is similar to having a Summoner, his summonings are shorter lived than animated undead, not to mention that she can also create poisons, and potions, and her own summoning spells are aimed at summoning more skeletons...


I am perfectly comfortable with you deciding exactly where my PC could be from.

Is there anything else you need from me?


DM Ray wrote:

@ Sulli the Repulsive,

A Lady creating an Undead army sounds freakin awesome, but there's a Big 'However,' we have a Lady Master Summoner who already creates an army of Conjured Outsiders.

Nonetheless, Sulli the Repulsive sounds really cool and, at the very least, I'd love to see the Orc Race-Build (under a Spoiler tag).

That is me.

Yaos's player has no problem with a necromancer with her own army in the group. That may not be DM Ray's concern however.

On the character Sulli, I think her con bonus should be +3, so the HPs should be 8d6 + 24 not +32. Or are the characters level 9.


Yaos wrote:

Yaos's player has no problem with a necromancer with her own army in the group. That may not be DM Ray's concern however.

On the character Sulli, I think her con bonus should be +3, so the HPs should be 8d6 + 24 not +32. Or are the characters level 9.

The extra 8 hp come from the +1 hit point favored class bonus...


I see. My mistake.


Sorry, very busy at work -- back next week.


Here's my character Mareth Vetrane

Cruch:
Human rogue (counterfeit mage) 8
LE Medium humanoid
Init +4; Senses Perception +11

DEFENSE

AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 80 (8d8+16)
Fort +7, Ref +12, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +2

OFFENSE

Speed 30 ft.
Melee +1 dagger +11/+6 (1d4+1/19–20)
Ranged +1 dagger +11/+6 (1d4+1/19–20)
Special Attacks sneak attack +4d6
Spell-Like Abilities (CL 8th; concentration +11)
3/day - arcane mark
2/day - magic missile

STATISTICS

Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Cunning (alt. Alertness), Deceitful, Iron Will, Quick Draw, Skill Focus (Diplomacy), Skill Focus (Sense Motive), Weapon Finesse
(note - I have alertness as an alternate feat if cunning isn't kosher, Cunning is in the Villian Codex, pg. 128)

Skills (w/Cunning) Acrobatics +11, Appraise +8, Bluff +15, Craft (maps) +9, Craft (traps) +10, Diplomacy +16, Disable Device +15 (+19 to disarm magical traps), Disguise +15, Knowledge (arcana) +7, Knowledge (local) +9, Knowledge (society) +12, Knowledge (cosmology) +5, Linguistics +10, Perception +11 (+15 to find traps), Sense Motive +15, Sleight of Hand +15, Stealth +15, Use Magic Device +15 (+19 to activate scrolls, +21 to activate wands)

Skills (w/Alertness) Acrobatics +11, Appraise +7, Bluff +15, Craft (maps) +8, Diplomacy +16, Disable Device +15 (+19 to disarm magical traps), Disguise +15, Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (society) +12, Knowledge (cosmology) +4, Linguistics +10, Perception +13 (+17 to find traps), Sense Motive +17, Sleight of Hand +15, Stealth +15, Use Magic Device +15 (+19 to activate scrolls, +21 to activate wands)

Languages Abyssal, Celestial, Chelaxian, Draconic, Elvish, Infernal, Kelesh, Osiriani, Shadowtongue, Taldane, Varisian

Traits:
Arcane Dabbler - +2 trait bonus on UMD checks
Hardened Mind - +1 trait bonus on Will saving throws
Noble - +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

Gear:
wand of cure moderate wounds (50 charges), wand of magic aura (50 charges), wand of scorching ray (50 charges), wand of silent image (50 charges), +2 glamered mithral chain shirt, +1 glamered called dagger, dagger, cloak of resistance +2 (reversible), burglar's outfit, courtier's outfit (w/ jewelry and concealing pocket), disguise kit, forger's kit, handy haversack, invisible ink (superior, with pen), masterwork thieves' tools, scroll case (w 3 sheets parchment), traveler's outfit

Backstory:
Born into a minor noble family in the Aspex Garden district of Egorian, Mareth grew up amid the glories of the rule of Thrune and Hell in Cheliax. With a quick mind and a quick hand, he took to heart early the lesson that the strong rule the weak, and that there is more than one kind of strength. As he grew up, he went into the imperial bureaucracy, and due to his relatively low birth, was placed in a lowly position in the Ministry of Cartography. Not content with his current lot, he worked hard to improve himself - spending nights at the academy of magic learning about the secrets of arcane artifice, working to cultivate contacts among the dottari and merchants, and always saying the right things and asking the right questions.

He got a big break when he was chosen by the head of the Ministry to do a street map of Egorian, and was able to receive an official commendation for his work, even though he had stolen the surveying information from a colleague, and gotten the rest of the information he used from the Mayor's office. Mareth used the position he had worked towards for the past three years to be transferred to the Office of Imperial Intelligence. After a year of training, he was sent to Westcrown to do an intelligence survey of the city, to update the Office's records of the city.

Appearance and Personality:
Mareth is unusual among his countrymen in that he has blonde hair, a mark of an unusual amount of Ulfen blood in his past. However, he does have the pale skin typical of his country, a slim build, and piercing brown eyes. His mode of dress depends on the situation, with his courtier's attire and fancy side of the cloak for dealing with the upper classes, and his pack and traveler's clothes for going incognito.

Mareth is a man of many faces. To those whom he cares to cultivate positive relationships with, he is charming and warm, encouraging them to be more ambitious in those areas which are useful to both parties. For those he does not, he is cold and dismissive, not caring to waste time and energy on vindictiveness or hate. For those few whom he respects, he gives much in the way of attention, always seeking to learn more from their competence.

Mareth, while not a devout follower of Asmodeus, is a diligent student of the infernal model of obtaining power: manipulate and dominate. He works hard to control the world around him by controlling information, through disguise, deception, and reconnaissance. While Mareth delights in twisting deals and contracts to his advantage, he usually upholds at least the letter of his side of bargains.

Intrigue Plans

Diobel:
The "Back Door of Absalom" is most valuable for that reason, since even influence in that city is of great value. As for where to start in Diobel, there is certainly a potential ally in the smuggling organizations in the city. Controlling the main smuggling operation into the Absalom would be very valuable in and of itself, and if we can make it look like the work of Taldor, so much the better.

Isger:
Ironically, an operation to take Isger would be as much a matter of economics as of espionage, since the only thing that could make the country worth more of House Thrune's time is an improvement in its stability and monetary viability. Two options are working to create better farmland along the Conerica River by means of irrigation works, or setting up a high-risk logging operation in the Chitterwood.

Nisroch:
This city is a tough nut to crack, and infiltrating the city's structure would be easiest with either official Chelish diplomatic status, or an infiltration of one of the pirate crews that docks in the city. Using the black market to expand Chelish influence seems like the easiest route.

Rahadoum:
Internal destabilization through propaganda and inciting open warfare against the Shackles seems to be the best course to take against the so-called "Lands of Man". Divested of a common purpose, they are nothing more than a collection of desert city-states, which would fall easily to amphibious assault.

Sargava:
Re-opening the colony to Chelish influence really runs into one main problem: the Shackles. Cutting the Pirates off at the knees would not necessarily be too difficult. A potential option involves flaming tensions between prominent captains, then sending the Red Mantis to remove the Hurricane King.

Sczarni

Sorry it took so long - I ended up accidentally running a Shadowrun game, and then I noticed that I can't use Unchained Rogue, which put me back on the drawing board!

Anyway, that's the statblock finished, with the exception of some minor gear.

Stat Block:

Initial Stat Block, Str 15, Dex 15, Con 12, Int 14, Wis 11, Cha 14
Racial Bonus - +2 to Str, +2 to Cha, -2 to Wisdom.
Level ups - 3 in Dex, 1 in Str

NE Medium humanoid (human)
Init +4; Perception +10
Favored Class Bonus +1 to HP (5 times)
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
hp 68 (5d10+4d8+9+5)
Fort +8, Ref +11, Will +5 (+8 vs mind-affecting, +1 add. vs fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +17 (1d4+12) (19-20, x2)
Ranged Dagger +16 (1d4+12) (19-20, x2, 20ft.)
--------------------
Statistics
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Str 20, Dex 18, Con 12, Int 14, Wis 9, Cha 16
Base Atk +8; CMB +13; CMD 27 (+4 vs disarm & sunder)
Feats Skill Focus (Bluff), Skill Focus (Diplomacy), Two Weapon Fighting, Combat Expertise, Two-Weapon Feint, Quick-Draw, Iron Will, Improved Two-Weapon Fighting, Improved Two-Weapon Feint, Weapon Focus (Dagger), Weapon Specialisation (Dagger), Steadfast Personality.

Skills: (69 points)
Acrobatics +8 (1 point, 3 class, 4 stat)
Bluff +20 (9 point, 3 class, 3 stat, 3 feat, 2 trait)
Diplomacy +18 (9 point, 3 class, 3 stat, 3 feat)
Knowledge(Local) +13 (8 point, 3 class, 2 stat)
Sense Motive +10 (8 point, 3 class, -1 stat)
Perception +10 (8 point, 3 class, -1 stat)
Stealth +16/21 (9 point, 3 class, 4 stat, 5 competence) (no armour/armour)
Disguise +8 (1 point, 3 class, 3 stat)
Disable Device +17 (8 points, 3 class, 4 stat, 2 competence)
Sleight of Hand +15 (8 points, 3 class, 4 stat)
Escape Artist + 8 (1 points, 3 class, 4 stat)
Climb +9 (1 point, 5 stat, 3 class)
Swim +10 (1 point, 5 stat, 3 class, 1 trait)

Linguistics +7 (2 point, 3 class, 2 stat)

Languages Cheliaxian, Taldoran, Mwangi, Thieves' Cant, Dwarven, Shadowtongue
--------------------
Special Abilities
--------------------
Sneak Attack +2d6
Weapon Training
Armour Training
--------------------
Traits
--------------------
River Rat
Blathering Skiver - +2 to Bluff
--------------------
Gear
Gloves of Dueling - 15000
Belt of Giants' Strength +2 - 4000
+1 Dagger, x2 - 4004
Boots of the Cat - 1000
Sleeves of Many Garments - 200
Hand of the Mage - 900
Cloak of Resistance +2 - 4000
+2 Shadow Breastplate - 8150
Wrist Sheath, Spring, x2 - 100
25 daggers, somewhere - 50
37,404 so far,
[--TBC--]

*anticipation...*


Taking a look at everyone. (Please be patient a bit more.)

Thanks for all the interest!


Is it too late to express interest? I've been itching for an evil campaign with people who don't play suicidal puppy-kicker evil for so long!

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