Council of Thieves, Act I - The Bastards of Erebus [DISCUSSION]


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How's it going, everyone?

For me, it's all good. I just downloaded my core rulebook (it's 96 megabytes!), Council of Thieves player's guide, and Adventure Path #25 (yep, that one's our adventure). Oh, and the reference document is also available here!

Reports indicate the site's servers were slammed earlier, but that things have calmed down somewhat now. So, if you had a frustrating experience earlier today, I'd say it's safe to try again. I'd like to get this stuff into each of your grubby little paws asap, so we can commence creating characters (fun with alliteration!).

If you wouldn't mind, I'd appreciate a quick roll call from each player once you've got your goods (player's guide and rules...or access to the reference document if the rules aren't in the cards for you at the present time). If there's anything I can do to be of service, don't hesitate to ask.

edit: Also available, a bestiary preview and a conversion guide from 3.5 D&D. Both free, just in case you need more stuff to download. :)
 

CRAP! Just had a whole character concept typed here, and lost it when I accidentally hit the back button! Now I'm too frustrated to put the whole thing back in, so I'll do it sometime tomorrow.

Malvoisin, I do have a few questions:

First, I'd like to make a cosmetic change to my character - I'm settled in on Elven Ranger (female). I'd like to make her shorter than typical (5' or so) due to malnutrition early in her life. Are you OK with such changes?

Second, I'm thinking of Conspiracy Hunter for my trait, with Knowledge (Local) as the skill choice.

Third, I'll likely eventually go with Animal Companion as the Hunter's Bond. I'd like to bond a dog, but make it REALLY big (I'm thinking Great Swiss Mountain Dog, 28" at the shoulder and about 130 pounds) and use Wolf stats. For characterization, I'd like to have the animal from the first, with the bond between them deepening as experience grows toward level 4. Can I 'buy' (actually rescue) the dog as a Guard dog but pay extra to get him up to Wolf stats? Alternatively, can I 'buy' him as a Guard dog and use dog stats but have him grow with my character until she's of a level she can formally bond him (at that point using wolf stats). I just think a dog is more appropriate to the urban setting. At level four the difference becomes purely cosmetic.

I know you just got your books and you're prob'ly all caught up in the pure excitement of it, so there's no huge hurry on this . . . I'm just VERY excited about playing a PF character in an AP, and have been mulling this stuff over for a while now!
 

Mowgli, you're right, I've been reading feverishly. But now, I'm nearly too tired to keep my eyes open anymore, so it's time to call it a night. Still, I can eke out some answers to your questions.

1. I have no problem with your ranger being shorter than typical for an elf.

2. Conspiracy Hunter is a fine trait to select. I should point out that each PC may select 2 traits to start the game...one campaign-specific from the PG, and one general from the newly released Traits document, available as a free download.

3. Here's how I'd like to handle your ranger's dog. The animal can be purchased at 1st level for the price of 40 gp (the premium is due to the fact that the animal will eventually grow to be so large). Initially, the animal will be statted as a common dog, and will be subject to the normal rules for Handle Animal skill checks, if it is to be sent into combat or perform any other 'tricks.' When your character reaches 4th level, the stats can increased to those of a wolf (for role-playing purposes, we can assume that by this time the dog has grown to sufficient level of size and ferocity to justify the change). Of course, at this time, the relevant rules associated with the Hunter's Bond come into play. Is this acceptable to you?
 

Folks, here are a few points regarding character creation, since some of you may be wondering.

-Average starting gold according to class

-15 point buy for stats

-2 Traits to start with: One campaign trait from the player's guide, and one other trait from the general traits rules (available as a free download at Paizo).

-Maximum starting hit points (one full hit die, modified by CON)

As always, if you have questions, just ask.
 

Here's how I'd like to handle your ranger's dog. The animal can be purchased at 1st level for the price of 40 gp (the premium is due to the fact that the animal will eventually grow to be so large). Initially, the animal will be statted as a common dog, and will be subject to the normal rules for Handle Animal skill checks, if it is to be sent into combat or perform any other 'tricks.' When your character reaches 4th level, the stats can increased to those of a wolf (for role-playing purposes, we can assume that by this time the dog has grown to sufficient level of size and ferocity to justify the change). Of course, at this time, the relevant rules associated with the Hunter's Bond come into play. Is this acceptable to you?

Having to train the dog is cool - I'm not looking for a cheap way to get an Animal Companion early. One question about training - there's no description of Guard Dog in the text. I would assume that if one buys a 'Guard' dog it would be trained for that general purpose. Can we say my character has been working with the dog pre-game and trained it for the general purpose 'Guard?' This would include the Tricks Attack, Defend, Down and Guard.

In regard to the cost, the only flaw that I see is that I'm not really getting anything for that extra 15 gold until 4th level, when I would get my (newly improved and much larger dog) for free with the Hunter's Bond anyway. I'd be willing to go much higher (perhaps as high as 75 gold?) for a big fierce dog with wolf stats at first level, but it seems like if I'm paying extra I should get something for the money . . .

If you think this would unbalance the game initially, another option would be for me to pay the 40 gold, and have the dog improve gradually (either a little each level or once at 2nd level and then again at 4th). This would be more realistic than a sudden jump from 'Dog' to 'Wolf' stats and would give me a little something for the extra money, but would involve a bit more thought and record keeping.

Also, there's not a lot of info in the PG regarding specific neighborhoods/area of Westcrown. Could you help me out with a neighborhood/area appropriate for a 'street urchin/orphan' background?
 
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My group bought 2 hardcover copies and I spent most of yesterday pouring over it. Good stuff, though some changes I miss, particularly humans losing the martial weapon proficiency. I had built up a few characters for other games that made good use of that. ;)
I bought the PDF today but still waiting for their servers to straighten out so I can download it. The "personalize this file" link is busted. Ah well, I'll fiddle with it some more this weekend.

I've got my character mostly figured out, backstory, feats, spells, etc. He's a Gnome sorcerer with the Fey bloodline. Just gotta figure out the stats now.
 

I'm headed to internet deadland until sometime Sunday. I'll catch up then. Y'all have a great weekend!

In the meantime, here's what I've got so far for my character:

(Her full name is pronounced EHM-rayal (t)new-HAN-uch gun did-ANN - but you can call her 'Slip.')

Code:
  Name: Emraeal Tnúthánach gan Didean ('Slip')         Age: 25
 Class: Ranger                                      Height: 5'2"
  Race: Elf                                         Weight: 90 lbs
  Size: Medium                                        Hair: Black
Gender: Female                                        Eyes: Violet
 Align: Chaotic Good                                  Skin: Light Brown
 Deity: Desna

Str: 13 +1 (03p.)     Level:  01             XP:  00/2000
Dex: 16 +3 (05p.)       BAB: +01             HP:  10
Con: 10 +0 (02p.)       CMB: +02            ACP: -01
Int: 14 +2 (02p.)       CMD: +15        Dmg Red:  0/anything
Wis: 13 +1 (03p.)     Speed:  30'     Spell Res:  None
Cha: 10 +0 (00p.)      Init: +02     Spell Save:  NA


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              16    10     +3    +0    +3   +0     +0    +0    +0

                  Touch AC: 13              Flatfooted AC: 13


                Total  Base   Mod  Misc   Special
Fort:             2     2     +0          Immune to Magic Sleep Effects
Ref:              5     2     +3          +2 Saves vs. Enchantments
Will:             1     0     +1     


Weapon                  Attack    Damage      Critical     Special
Scimitar                +0        1d6+1       18-20/x2     +1 D when Flanking
Short Sword             +0        1d6         19-20/x2     +1 D when Flanking
Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
Dagger (Thrown)         +2 (+4)   1d6+1          20/x2     Range: 10'


Languages: Common, Elven, Orc, Goblin


Elf Traits:
    * +2 DEX, +2 INT, -2 CON
    * Low Light Vision (See 2x Human in Poor Illumination)
    * Keen Senses (+2 Perception)
    * Elven Immunities (Immune to Magic Sleep Effects,
	+2 Saves vs. Enchantment Spells/Effects)
    * Elven Magic (+2 CL vs. SR Checks, +2 Spellcraft: ID Magic Properties)
    * Elven Weapon Proficiencies
    * Favored Class (Ranger)

Ranger Abilities:
    * Proficiencies: Simple & Martial Weapons
	Light & Medium Armor/Shields except Tower Shield
    * Favored Enemy: Evil Outsiders (+2 TH/D, Bluff, Knowledge, Perception,
        Sense Motive, Survival Checks)
    * Tracking (+½ Lvl to Survival Checks for Tracking (Min 01)
    * Wild Empathy (Improve Starting Attitude of Animals one Category)
    
Character Traits:
    * Dirty Fighter (+1 Damage when Flanking, multiplied for Crit)
    * Conspiracy Hunter (+1 KS: Local checks, KS: Local is Class Skill)    

Feats:
    * Two Weapon Fighting
    

Skill Points: 09 (6/Lvl + 2/Lvl INT + 1/Lvl FC)

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              2                      2       
Appraise                2                      2
Bluff                   0                      0
Climb                   4       1       3      1       
Craft                   2                      2       
Diplomacy               0                      0       
Disguise                0                      0
Escape Artist           2                      2       
Handle Animal           4       1       3      0      
Heal                    1                      1
Intimidate              4       1       3      0
Knowledge (Dngnrng)     6       1       3      2
Knowledge (Local)       7       1       3      2      1
Perception              7       1       3      1      2
Perform                 0                      0       
Ride                    2                      3       
Sense Motive            2       1              1       
Stealth                 6       1       3      3
survival                5       1       3      1       
Swim                    0                      1       


Money
PP: 00     GP: 83      SP: 19     CP: 00

Equipment                      Cost    Weight
Explorer's Outfit                       8 lb
Studded Leather Armor            25gp  20 lb
Scimitar                         15gp   4 lb
Short Sword                      10gp   2 lb
Throwing Axe (2)                 16gp   4 lb
Dagger (2)                        4gp   2 lb
Rope (Silk, 50')                 10gp   5 lb
Grappling Hook                    1gp   4 lb
Beltpouch (2)                     2gp   1 lb
  Flint & Steel                   1gp   
  Parchment (5 Sheets)            1gp   
  Charcoal (10 Sticks)            1sp  
  
                        Total Weight:  50 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 0-50   51-100   101-150  0-150      0-300   0-750

[sblock=Stat Block]
Code:
   HP: 10/10     AC: 16   AC(T): 13   AC(FF): 13
 Init: +02    ST(F):+02   ST(R):+05    ST(W):+01

  BAB: 01       CMB: 02     CMD: 15

Weapon                  Attack    Damage      Critical     Special
Scimitar                +0        1d6+1       18-20/x2     +1 D when Flanking
Short Sword             +0        1d6         19-20/x2     +1 D when Flanking
Axe (Throwing)          +2 (+4)   1d6+1          20/x2     Range: 10'
Dagger (Thrown)         +2 (+4)   1d6+1          20/x2     Range: 10'
[/sblock]

[sblock=Background]
Notes to be fleshed out later:

Orphan/street urchin (parents killed by Tiefling member of organized crime syndicate). This is origin of Favored Enemy and Conspiracy Hunter Trait.

Rescued Carafir (BIG dog - still working out details with Malvoisin) as puppy, raised/trained him. Fought together, this is origin of Dirty Fighting trait. Carafir is her best friend (her only true friend until she gets to know the party).
[/sblock]

[sblock=Appearance/Personality]
Notes to be fleshed out later:

Small (due to early malnourishment), survivor, tough attitude but caring heart and desire to do the right thing. Uses Ranger skills providing for many of the street kids from her neighborhood, as well as teaching them to take care of themselves.
[/sblock]
 
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