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®credits
Editor-in-Chief • James Jacobs
Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider
Editors • Christopher Carey and James L. Sutter
Editorial Assistance • Jason Bulmahn, Sean K Reynolds, and Vic Wertz
Editorial Interns • David Eitelbach and Hank Woon
Managing Art Director • James Davis
Publisher • Erik Mona
Cover ArtistKevin Yan
CartographersEdward Reed
Contributing AuthorsJames Jacobs, F. Wesley Schneider, Amber Scott, and Hank Woon
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Paizo CEO • Lisa Stevens
Vice President of Operations • Jeffrey Alvarez
Events Manager • Joshua J. Frost
Corporate Accountant • Dave Erickson
Sales Manager • Christopher Self
Technical Director •
Vic Wertz
Special ThanksThe Paizo Customer Service and Warehouse Teams
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layer’ uid
s G e
uid
Thrown into chaos after the death of the god Aroden, Cheliax found a new spiritual
guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated
today by the Thrice-Damned House of Thrune, Cheliax is a land of inflexible order,
like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and
virtue take second place to a ruthlessly imposed harmony. It is a place where talks
of past glories are only whispered in the dark, where heroic ambitions are kept to
oneself, and where normal people strive to blend into the safe anonymity of the
crowd. It is here, in the country’s former capital of Westcrown, that the Council of
Thieves Adventure Path takes shape.
In this Adventure Path, you and your fellow the Westcrown region, but that content now makes up
adventurers help restore the crumbling honor of
the Westcrown Environs section of this supplement,
Westcrown, fight against a decades-old curse, and
adding even more information for both players and GMs.
do battle with an enemy far more deadly than any simple
Beyond that, check out the Pathfinder website (
paizo.com/fiend, all in the hopes of returning a measure of splendor
pathfinder) and each subsequent volume for more character
to this long-beset metropolis. But before you set off on this
ideas, discussions, and revelations about Westcrown, this
quest, this guide will prepare you for the challenges you
Adventure Path, and the surrounding world. Rest assured,
and your companions will surely face. Pay close attention
this guide is merely the first glimpse, and your adventures
to the wisdom contained herein, for it may save not only
in Cheliax are just beginning!
your life, but your very soul.
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AdventUrersHow to Use tHis GUideCheliax is a land of deception and intrigue, backstabbings
Aside from introducing the Council of Thieves Adventure
and bluffs. Westcrown in particular labors under a cursed
Path, this guide is intended to aid players in the creation
history, with all manner of loosely moraled individuals
of characters native to Cheliax. The information presented
populating its many shadowed streets. A flame shines
herein is common knowledge, especially to characters who
all the brighter in the dim Westcrown, though, and
call Cheliax home. This guide is organized to help root
adventurers of courage and principle find their services
characters in the area in and around Westcrown—the focal
greatly needed, and the ability to make a difference draws
point of this entire Adventure Path. While any character
heroes from all over the land. The Wiscrani (as citizens of
can take part in the Council of Thieves, those created and
Westcrown are known) often live hard lives, yet they carry
using this guide are likely to have more personal motivation
themselves with pride nevertheless.
as the events of the Adventure Path unfold. As the first
The following section presents information on the most
adventure, “The Bastards of Erebus” in
Pathfinder Adventure common races and classes that might rise to glory during
Path volume #25, begins in Westcrown, characters should
the course of the Council of Thieves Adventure Path. For
consider being local to that community or have a reason
additional information about the races and classes of
for a long-term visit to the area. If you choose to create a
Golarion, consult the
Pathfinder Chronicles Campaign Setting.character from beyond Cheliax’s borders, work with your
GM to establish a reason for being in Westcrown.
rAcesIf this guide whets your appetite for more information
Cheliax is primarily a country of humans, but other
about Cheliax, be sure to check out the Pathfinder Chronicles
humanoids of any type can be found in Westcrown and the
supplement
Cheliax: Empire of Devils, which explores the
other large cities. Unlike most of Golarion, Cheliax is also
country in detail and gives a player-friendly overview of
noted for an unusually large tiefling population, and as
the city of Westcrown. In addition, a comprehensive article
such, this fiend-blooded race is included. Check with your
on Westcrown aimed at GMs can be found in
Pathfinder GM for permission to play a tiefling character before you
Adventure Path volume #25. An additional GM’s Guide
start, though, as tieflings are slightly more powerful than
was at one point planed to hold information expanding
the base races.
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Dwarvesnatures. Even better, at half the size they take up half the
Westcrown and other large Chelish cities do a brisk business
room when it comes to providing housing. Over the years,
in recovered relics and salvaged goods from abandoned
many halfling slaves have found themselves abandoned
noble estates, and dwarven traders often frequent Cheliax
when their employers died or fled the country, and
because of these rare items. Most Chelish cities have
halflings in Westcrown and other large cities are often
ruined areas where entire estates collapsed due to neglect
descended from these freed slaves.
and abandonment; many dwarven adventurers enjoy
Halflings are ubiquitous in Chelish cities, and some
spelunking in these “urban ruins.”
make good use of their ability to go unnoticed. A halfling
Some dwarves come to Cheliax as emissaries from
servant may secretly act as a spy for another house or for
their homelands, here to do business with wealthy
a guild, secret organization, or even an adventuring party.
houses. Rumor holds that in some dwarven communities,
Halflings are part of many different city affairs, from
mining operations have provoked skirmishes with fiends
housekeeping in noble estates to scribing in courthouses,
who live under the earth. Dwarven emissaries may be
and when information is needed, one usually finds a
in Cheliax seeking better methods for fighting these
halfling in the know.
fiends—or they might seek out such techniques for their
own personal benefit.
Half-Elves
Westcrown has something of a reputation in Cheliax
Elvesas being a place where society’s leftovers live, and as a
The Barrowood, just north of Westcrown, holds a small
result, half-elves often find themselves drawn to the city.
elven settlement. In the last few decades, some elves have
Most arrive from other lands and settle in Westcrown
drifted from the woods. A few left the country altogether,
for personal reasons, but enjoy the fact that little is made
while others settled in small communities within
of their mixed heritage—tieflings take the brunt of the
Westcrown and other Chelish cities.
racism normally reserved for half-elves here. In fact,
Elven communities tend to be insular and mistrustful of
Tieflings with minor fiendish features sometimes attempt
humans and tieflings entering their districts; humanoids
to pass themselves off as half-elves. Unfortunately for both
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of other types are met with less hostility. In particular, elves
races, this tactic is well known and often leads to innate
are greatly suspicious of human nobility in Cheliax, for it
mistrust of half-elves. Half-elves may even be required
is here that the devotion (be it legitimate or lip-service) to
to prove they are what they appear to be before entering
Asmodeus and diabolism are most common. As a result,
certain areas.
elves in Cheliax are more likely to be found dwelling among
the poorer folk rather than amid the higher classes.
Half-Orcs
Half-orcs can live a comfortable existence in a city like
GnomesWestcrown. The presence of tieflings and diabolists
Gnomes with a flair for summoning magic sometimes
makes half-orcs seem less of a threat, even pedestrian. The
gravitate to Cheliax in the hopes of learning ways to
countless political games in progress often require hired
summon and bind powerful devils. Gnome wizards
muscle, and noble estates are always hiring more guards.
sometimes garner sponsorship from noble houses, but
Some half-orcs take offense at being taken for mere thugs,
later may find it difficult to extricate themselves from such
but many find security in such jobs. Some half-orcs find it
agreements. Most prefer to hire out their services on a
so comfortable in the cosmopolitan streets of Westcrown
case-by-case basis and use their fee to finance expeditions
or Egorian that they make permanent homes there. Others
into abandoned estates that might hold ancient texts.
plan to stay in Cheliax only as long as it remains profitable
Gnomes in an advanced state of bleaching, in search for
and then move on to grander adventures elsewhere.
the most extravagant experiences available, might come to
Cheliax to flirt with the danger of diabolists and treachery.
HumansSuch work is easy to come by, but hard to forget. Those that
Most of Cheliax’s citizens are humans, and most humans
do so come away revitalized, but their experiences color
belong to some sort of noble line. Those that don't tend to
them in some way, with soot-black hair, flame-tinted eyes,
act as if they do—in reality, the House of Thrune officially
or extra-long nails.
recognizes some 250 noble families. Many more claim
nobility or pretend to relate to one of the legitimate houses.
HalflingsLineage and standing are currencies almost as valuable as
Decadent noble houses require many servants to keep the
gold in some circles.
estate running. Halflings in Cheliax—as elsewhere—are
Ethnic Chelaxians amount to around three-quarters of
favored as slaves due to their stamina and their amenable
the human population in Cheliax. Azlanti and Taldans
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make up most other humans in the country. Many ethnic
Chelaxians claim a bloodline descended from Old Azlant,
Playing Tieflingsand some even portray themselves as genuine Azlanti
Since tieflings are slightly more powerful than the base
(no one has ever been able to prove pure Azlanti heritage,
races, check with your GM before you create a tiefling
though). Taldans get along well with Chelish nobility,
character. The difference in power is slight enough that
finding it easy to enter and make an impression in high
some GMs won’t mind letting you play a tiefling, but the
society. Taldan women are notorious trend-setters in
following requirements can help to mitigate the disparity
Chelish society, always on the cusp of the latest fashion
between the races—your GM may require one of the
and ready to fiercely admonish those who fail to follow
following from you (or a similar restriction) if you play a
their lead. Taldan men have caused many troubles for
tiefling. Work with your GM to find a solution that pleases
Chelish noble houses over the years with their interest in
your entire group.
attractive, young noble ladies.
XP Debt: Before you gain actual XP to progress in level,
Traders from more distant lands are common, as
you must “work off” an XP debt equal to half what you
are visitors on a particular mission. Cheliax's ability to
normally need to reach 2nd level. This puts you slightly
produce magic items and masterwork weapons draws
behind other characters in the party, who will reach higher
traders from many different areas. Criminals on the run
levels more quickly than your character, but as you gain
sometimes see Cheliax as an easy place to live a shady life
levels, this gap narrows.
but underestimate the rigid order of Chelish guilds.
NPC Class: Your GM might require you to begin a
tiefling character as a commoner, expert, adept, or warrior
Tieflingsat 1st level.
Tieflings enjoy an unusual status in Cheliax, though
Tiefling Trait: If your GM allows bonus traits, he might
perhaps “enjoy” is the wrong word. Chelish diabolists
require your tiefling character to take the “Infernal Bastard”
view tieflings as subordinate to humans. Tieflings are
trait (see page 9); this trait is designed to “depower” the
seen as lesser beings, born of human fallibility or devilish
basic tiefling race to bring it more in line with the power
trickery. Noble houses hide tiefling heirs away, ashamed
afforded to a typical PC race.
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PC Boons: Your GM can simply give the other PCs a
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of their very existence, or reluctantly allow them some
control over the family business (usually if there is no
boon to bring their races up in level to equal the slightly
other reliable heir available).
increased power afforded to the tiefling. Allowing a non-
Because of this tarnished history, most tieflings in
tiefling PC to gain an additional +2 bonus to an ability
Cheliax carry around hatred and resentment in their
score that doesn’t already have a racial bonus applied to
hearts. Some strive for greatness as a way to prove their
it is one solution, as is increasing a non-tiefling’s starting
worth and show up those who failed to appreciate their
cash by 500 gp.
talents. Others embrace their heritage and become fiends
in mortal form, running illegal operations, thieving,
murdering, or worse. Most fall somewhere between
work and decadent distractions. Half-orc barbarians who
these extremes, struggling to find their path among the
could not find a place in their home tribes also appear
shadowed streets.
in Cheliax. Grunt work—as bodyguards, enforcers,
gladiators, thugs—is available for barbarians who wish to
clAssesfind jobs in Westcrown or other major cities. Employers
While some classes are more strongly represented in
are reluctant to trust barbarians with important guard
Cheliax, all 11 standard character classes exist and thrive
work, though, due to their frenzied and chaotic fighting
within the complicated country. Cheliax was once a mighty
style; in a lawful country like Cheliax, barbarians make
empire, spanning many modern nations, but though
most people nervous.
Cheliax's borders have receded, its cosmopolitan history
allows for many different types of heroes.
Bards
Bards enjoy great popularity in the plush drawing rooms
Barbariansof the noble houses. A certain flair for the dark and twisted
A few barbarians make their way to Cheliax. On occasion,
serves bards well in Cheliax; many in the upper-class enjoy
an exiled Shoanti or a few lone survivors from a massacred
a tale of horror more than a simple love story, and muddled
tribe settle in Cheliax. At other times, a barbarian might be
morals can make it difficult to agree on what constitutes a
an exotic slave recently released from his duties and made
happy ending. Acrobats, jugglers, and musicians are always
a free man or woman. Such individuals tend to be haunted
in high demand for parties and ceremonies. Historians,
by some past tragedy, sullen loners who seek out dangerous
too, are drawn to Cheliax. Yet it is the actor who typically
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achieves the greatest fame in Westcrown itself; a bard
weather-related issues. Villagers may not recognize
who makes sure to take skill ranks in Perform (act) has a
the wise old hermit or hedge witch as a druid, but their
significant advantage over others in the city of Westcrown.
services are generally welcome, if not fully understood. Yet
The country holds such a rich and disturbing history, full
even in cities like Westcrown, druids are not unknown.
of tragedy and lost information, that it seems a veritable
As a port city, druids with particular focus on water and
treasure trove to those interested in the past. Bards with
weather are often sought out for advice or aid. Druids who
a strong knowledge of genealogy and blood histories find
help control some of Westcrown’s problems with pests like
much work in tracing family lines, but they must beware
rats, ravens, and other animals, and who serve to ease the
of uncovering the wrong information.
clash between civilization and nature, are always welcome
in Cheliax. The sight of a druid walking the streets of
ClericsWestcrown with an animal companion at her side is not
Although the nobility of Cheliax openly pays lip service
uncommon—most Wiscrani druids have badger, bird, dog,
to Asmodeus, the majority of the nation’s people are little
horse, pony, or wolf companions, but in such a city where
different from those found in other lands—only more
exotic delights are much sought after as distractions from
oppressed and guarded about their actual faith. With the
daily life, stranger companions like apes or dinosaurs or
same hopes and goals as their neighbors, Chelish folk
snakes are not unheard of.
find appeal in the same deities as other common folk,
In cities, some druids assist the church of Shelyn in
though many do so under the burning eye of Asmodeus’s
creating urban parks and gardens for all to enjoy. Others are
faithful. Thus, adherents of any faith might be found
simply loners looking for ways to stop the encroachment of
in Cheliax, though they tend to keep their convictions
urban centers on the surrounding wildlife, or methods to
subtle in the face of rampant diabolism. Clerics of all
introduce more wild elements into cities. The influence of
religions practice in the country, though the numbers of
diabolism and shadow magic in large cities can sometimes
non-lawful deities are significantly fewer, usually being
warp local wildlife, and some druids go to great lengths to
little more than traveling priests. Westcrown was once
uncover the sources of this corruption and end them.
an epicenter of Aroden worship, but in the century since
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his death actual worshipers of this dead god have all but
Fightersvanished, even if his shrines still stand. In most cases,
Fighters rarely lack employment opportunity in any area of
clerics of Iomedae have taken up the mantel of honoring
Golarion. In Chelish cities, fighters are always in demand
Aroden’s legacy.
as bodyguards, estate guards, captains of private security
Small temples to Erastil, Abadar, and in particular to
details, and muscle for hire. Many noble houses hire
Iomedae do exist in Westcrown, the former mostly in
fighters as personal trainers for their heirs. City guards, of
rural communities, the others in larger cities. Where
course, are always looking for trained fighters. A fighter's
Iomedae's faith exists, it tends to emphasize her aspects
adaptability and experience make him an asset to Chelish
of rulership and justice over honor and fairness. This may
nobility. Trustworthy fighters may be granted particularly
be the influence of the rigid noble hierarchy in Cheliax,
important missions, such as guarding valuable magic
or the power of the infernal faiths of the aristocracy, or
items, family treasures, or noble heirs. Such work carries a
it may be a survival mechanism; to preach too openly on
risk, however; should a fighter triumph in his mission, he
goodness and fair play in the streets of Westcrown could
must be on guard for employers who would rather kill their
mean trouble for the church.
hireling than leave sensitive information in his grasp.
Clerics and worshipers of all other gods exist in Cheliax,
but most keep their activities hidden, or at least private. No
Monksworship is outright forbidden in Cheliax, but going against
Many Chelaxians see the benefit of expertise in unarmed
tradition can draw unwanted attention. The exception to
combat. Most political dealings and secret conclaves ban
this is the church of Shelyn. Her followers openly maintain
weapons, so monks are exceptionally valuable to locals.
shrines and conduct colorful, beautiful ceremonies in
Noble houses consider it prudent to arm their heirs with
public (usually involving acrobats and musicians). For the
the ability to defend themselves, even weaponless. A monk
darkness pervasive throughout Cheliax, even the decadent
forced to abandon his order for any number of reasons can
nobles can’t resist the appeal and entertainments of the
often find work as a trainer in Cheliax.
goddess of beauty.
PaladinsDruidsPaladins face many of the same challenges clerics do in
In rural areas of Cheliax, druids often assist settlements
Cheliax. Worshipers of Asmodeus openly walk the streets,
with agricultural pursuits, animal husbandry, and
protected by the sadistic but nonetheless legitimate House
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of Thrune. A paladin in Cheliax, particularly a major city
such as Westcrown or Egorian, must take care to rein
Hellknightsin her righteous impulses and work with the existing
The lawful orders of Hellknights are very much a part of
law rather than attempting to barge through it. A well-
Westcrown. The closest Hellknight fortress, Citadel Rivad
intentioned strike against evil could result in brutal
(see page 10), houses the oldest of the Hellknight orders—
government-sanctioned retaliation, and an imprisoned
the Order of the Rack. During the Adventure Path, the
paladin combats evil far less effectively than a free one.
Order of the Rack may take on a relatively adversarial role,
Yet for all the corruption of the country’s rulers, there are
and a PC who wants to become a Hellknight should not
many more evils to face within the country, and a paladin
associate himself with this order. The
Pathfinder Chronicles might work great deeds in the eyes of Cheliax’s people by
Campaign Setting provides more information about other
combating subtler and potentially even more destructive
Hellknight orders, and
Pathfinder Adventure Path volume
evils. Paladins of Abadar, Iomedae, and Shelyn most often
#27 will contain extensive information about these orders,
find their way to Cheliax, their devotion to order typically
including a prestige class that characters can aspire to
being well satisfied within the rigid society even as they
take. In particular, the Order of the Scourge is an excellent
crusade to make the land a better place for its people.
choice for a PC Helllknight, as this order is (among other
things) quite keen on opposing organized crime.
RangersAlthough details of that prestige class are not presented
Rangers find many reasons to wander Cheliax. Many
here, the requirements your character needs to fulfil before
twisted beasts not seen elsewhere exist in the empire of
taking the 15-level Hellknight prestige class are as follows:
devils, fascinating to rangers who seek to hunt or tame
Base Attack Bonus: +5
particularly rare species. Rangers with a particular bent
Weapon Proficiency: You must be proficient with all
toward tracking and destroying creatures often find
martial weapons.
employ even in major cities, as even after centuries of rule
Armor Proficiency: You must be proficient with heavy
the country holds many wildernesses. Thugs and brigands
armor.
of every stripe cause havoc throughout the country, and
Alignment: Any lawful.
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a ranger adept at hunting humanoids can be an asset to
Special: You must defeat a devil as part of a special
city guards and noble houses alike. In the ancient and
ceremony witnessed by another Hellknight. More details
often ruined streets of Chelish cities, restless spirits can
on this ritual are presented in
Pathfinder Adventure Path linger, guarding the treasure living adventurers now seek.
volume #27, but this information is not necessary for you
Of course, in a country ruled by diabolists, rangers with a
to worry about too much during character creation or your
penchant for hunting the fiend-blooded prove extremely
first few levels of experience.
valuable—and extremely dangerous.
A ranger’s best choices for favored enemies in Council
of Thieves are (listed alphabetically): humanoid (human),
for a skilled rogue. The strict laws and watchful guards
outsider (lawful), outsider (evil), outsider (native), undead.
of Chelish cities create a fascinating dichotomy, ending
Good secondary choices include aberration, animal,
most upstart gangs and lawless ventures before they
construct, fey, humanoid (giant), magical beast, and
begin, while practically encouraging the efforts of subtler
monstrous humanoid. Opportunities to fight all monster
and more organized criminal ventures. Both Egorian and
types occur in the Adventure Path, but the ones listed
Westcrown have fertile rumor mills concerning pervasive
above are most common.
criminal organizations, though the rulers of both cities
A ranger’s best choice for favored terrains are urban
deny the existence of such.
and underground. Good secondary choices include forest,
Noble houses also make frequent use of spies and
mountain/hills, swamp, or water. Other favored terrain
infiltrators. Thieves are rarely used to steal items or money
choices are poor selections for the Council of Thieves
from rival houses—doing so is viewed as tasteless and vulgar.
Adventure Path.
Assassination, however, is a respected and time-honored
tradition among the nobility, and assassins, kidnappers,
Roguesand spies rarely have trouble finding work in Cheliax.
Despite its devious denizens and dark reputation, Cheliax
A rogue (or, indeed, any character with a large amount
has a strong love for law and order. Their bond with devils
of skills) would do well to consider spending skill ranks
and innate desire for control influences Chelaxians to
on the following skill choices in particular for Council
conduct their affairs with a certain respect for legality.
of Thieves: Bluff, Diplomacy, Disable Device, Disguise,
Even those nobles most committed to maintaining an
Knowledge (all), Linguistics, Perception, Perform (act),
orderly and controlled city, though, can always find use
Sense Motive, Spellcraft, Stealth, and Use Magic Device.
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Sorcerers
It comes as no surprise that most sorcerers native to
coUncil of tHieves cAmpAiGn trAitsCheliax trace their unusual powers to infernal ancestry.
Tieflings often manifest sorcerous powers thanks to
All manner of people make up Westcrown’s populace:
their muddied bloodline; sorcerers in general are thus
the heroes, scoundrels, diabolists, saints, and everything
viewed with some suspicion thanks to their cultural
in between. The traits presented in this guide,
Pathfinder association with tieflings. Sorcerers are also seen as
Companion: Cheliax, Empire of Devils, and in the Pathfinder
chaotic and uncontrolled compared to disciplined
Character Traits Web Enhancement—recently updated to
wizards, and thus garner more suspicion from the
the Pathfinder RPG Rules and available at
paizo.com—are
orderly populace. Upon occasion, sorcerers from outside
designed to add customization to your character, allowing
of Cheliax, ones who believe their powers come from an
you to individualize your character and further distinguish
infernal bloodline, come to Chelish cities in search of
him from your standard class, as well as provide a means
their heritage. These seekers believe the truth of their
to help further flesh out his history. Presented here are a
family line lies buried in a crumbling estate or inked
number of Campaign Traits specifically themed to characters
into a history book in some noble library. Uncovering
playing in the Council of Thieves Adventure Path.
the information can take months, even years—if the
information even exists at all.
Campaign TraitsWhile most Chelish sorcerers have an infernal
Campaign traits are tailored to a specific Adventure Path,
bloodline, all bloodlines are represented to some degree
and give your character a built-in reason to begin the first
in Westcrown. Abyssal is perhaps the rarest, though.
adventure in a new campaign. Some campaign traits also
grant teamwork benefits if you choose to begin a campaign
Wizardswith your character having a preexisting relationship with
Wizards are respected as scholars and disciplined students
another PC.
of the arcane. Wizards who specialize in summoning and
Campaign traits assume a lot more about your
binding fiends are, of course, common in Cheliax and
character’s backstory than other traits do, and those
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their services are often sought after. Wizards from other
assumptions are mostly about very recent events in your
lands who wish to learn about summoning find no better
history rather than formative childhood events. You have
place to do so than Cheliax. Many wizards apprentice to
a certain amount of leeway in adjusting or changing a
noble houses, exchanging their services for sponsorship
campaign trait’s expected backstory once you’ve selected
and access to ancient libraries. Some find this alliance
which trait is right for you, but get your GM’s approval
contains hidden prices, however, and spend a long time
before you run with a modified backstory.
performing tasks for their sponsors to pay off their debt.
All of the following traits revolve around elements that
Solitary wizards without interest in working for a
are important to the Council of Thieves Adventure Path.
sponsor find ample opportunity to set up laboratories for
You can look at these traits to get a general, spoiler-free
themselves in the various ruined areas of Westcrown and
idea about the types of foes and problems your character
other cities. Wizards beholden to a particular fascination for
might face at some point during the Adventure Path—this
necromancy and shadow magic find it easy to research such
is by design. Knowing that there are going to be elements
subjects in the ancient, crumbling towers of the cities.
such as thieves, shadow monsters, devils, and the like
Wizards (and sorcerers) who gain familiars should
should help you build a character that fits more organically
consider focusing on those that give bonuses to the skills
in the campaign you’re about to join. The following traits
listed under “Rogue” above, making cats, hawks, owls, and
are geared toward your character teaming up with a ragtag
vipers excellent choices. Rats, toads, and weasels are also
group of adventurers, mercenaries, freed slaves, guards,
popular choices in Westcrown.
and rapscallions under the watchful eye of a man named
In addition, the sewers of Westcrown are infested with
Child of Infamy: Your family has long been in show
strange, gelatinous vermin called torbles, or “ooze bugs.”
business. Perhaps it was your parents, or an older sibling,
Torbles are detailed in
Pathfinder Adventure Path volume
or an uncle or aunt—whatever the case, one of your close
#25’s bestiary; if you’re curious about them and would
relatives is, or was, a well-known and well-loved actor or
like to take a torble as a familiar, ask your GM for more
actress. That this relation died in some compromising
details—a torble familiar grants a +2 bonus on Craft
and embarrassing way has done little to alter your family’s
(alchemy) checks (a lower bonus than most familiars
name and fame—if anything, the unfortunate death has
grant, but the wily torble’s acidic bite and its strange
increased it. When folk learn your last name, they are quick
physiology make it a bit more hearty of a creature than
to assume you live a wild life like your ill-fated relative,
other, more common familiars).
and whether you bask in this notoriety or do your best to
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hide your heritage, the years of association with the acting
kin. Perhaps it is a result of your hard life, or perhaps it is
scene have had their effect. You’ve certainly inherited
due to some fault in your fiendish heritage, but you lack
your relative’s talents, and are a larger-than-life figure, a
a tiefling’s standard resistances to cold, electricity, and
melodramatic attention-hound, or a sly manipulator of
fire—instead, you merely have a +2 bonus on all saving
emotions. You gain a +1 trait bonus on Perform (act) skill
throws made against these effects. Likewise, you do not
checks, and the skill is always considered a class skill for
have the ability to use darkness as a spell-like ability once
you. Furthermore, you’ve inherited some of your relative’s
per day—instead, you may choose any one 0-level spell
funds, and begin play with a nest egg of 300 gp that you can
that you can instead use at will as a spell-like ability.
spend however you wish.
Shadow Child: Westcrown has long suffered under a
Conspiracy Hunter: You’ve long heard rumors of dark
peculiar curse, a blight that rises every night, bringing with
deeds afoot in Westcrown. Shipments of valuable cargo
it fell beasts that hunt the shadows. No one can say from
that go missing with nary a trace or question asked.
whence these night-horrors come—though some blame
People who disappear as though they never existed. Lords
the mysterious wizards of Nidal, other claim that it’s some
of business and nobles who speak in veiled references
curse laid by fallen Aroden, while still others suggest some
and accidental slips of masters even they must obey.
shadowy mastermind manipulates an ebon brood from
What lords rule the Westcrown underworld? Do the
the depths of Westcrown’s northern ruins. Whatever the
tales of far-reaching criminal organizations hold a hint
case, the people of Westcrown have long feared the night,
of truth? Could the fabled Council of Thieves, said to
but not you. You’re goal is to reclaim the darkness from
have been purged from the city ages ago, have somehow
the beasts that hide within. You’ve acclimated yourself to
survived or reformed? And what hold do they hold over
the dark, and thus act with greater precision in the shadow
the city today? You don’t know, but you’re determined
than most. When attacking targets in areas of dim light,
to find out! Choose one of the following skills: Bluff,
you do not suffer the standard 20% miss chance on attack
Diplomacy, Knowledge (local), Perception, Sense Motive,
rolls for being in the poorly lit area.
or Stealth. You gain a +1 trait bonus on this skill and it is
The Pathfinder’s Exile: Westcrown’s dilapidated
always considered a class skill for you.
Pathfinder lodge of Delvehaven has long excited your
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Diabolist Raised: All your life you’ve lived within the
imagination. Forcibly closed by the order of the city’s
grip of devil-possessed Cheliax. You care little for the
diabolical rulers, the Pathfinders of Westcrown were
religion of your country, but that is the way of life in the
exiled, forcing them to leave behind untold knowledge and
most magnificent empire in the world, and who are you
the treasures of countless expeditions. Today, Delvehaven
to question the faith of the empire’s rulers? Certainly not
lies under the pale of fearful rumors and dark magic, and
a fool like some of your more idealistic acquaintances,
bureaucratic red tape has prevented trespass on the lodge’s
possessed of bizarre ideals about personal freedoms and
well-protected grounds. Having secretly and illegally
egalitarian rulership—who can say whatever happened to
contacted agents of the Pathfinders, you’ve expressed
them? You know of Hell and the rigidity of its grim rulers,
your interest in aiding their ventures in Cheliax—with
you’ve seen devils and how they might be employed to the
a particular eye toward investigating Delvehaven, the
betterment of those with the might to control them, and
source of your long-standing adventuresome interests. To
you know of the dark faith of your country. You might not
your surprise, some days ago you received a message back
be a devil worshiper yourself, but there are realities to
from an unnamed Pathfinder operating underground in
living in Cheliax, and it’s always good to know what’s really
the country. Along with encouraging you to investigate
going on behind the scenes. Your knowledge of diabolism
the lodge and report your findings to the Grand Lodge
grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and
in Absalom, he’s sent along a battered and tarnished, yet
Sense Motive checks made against Westcrown’s nobility,
still functional
wayfinder. You’ve promised yourself to pay
and a +1 bonus on all saving throws made against mind-
back your unknown contact the 500 gp cost of the item
affecting attacks from devils.
someday, but until then, it’s yours to use. A
wayfinder is a
Infernal Bastard: You are a tiefling. You might be an
magical compass that grants you a +2 circumstance bonus
escaped slave, a hidden shame, or a homeless vagabond,
on Survival checks to avoid becoming lost, and can be
but whatever your upbringing, life has been particularly
commanded to emit
light as the spell (CL 5th) as a standard
hard on you. You have suffered greatly, nearly starving to
action. Further details on the Pathfinder Society and
death one winter, nearly being beaten to death by racist
wayfinders can be found in the
Pathfinder Campaign Setting sailors one summer, and so on. Whether or not these
or
Pathfinder Chronicles: Seekers of Secrets.experiences have made you a bitter and cynical scoundrel
Westcrown Firebrand: There’s something very wrong
or a pious and hopeful optimist is up to you, but one thing
with the world. Spouses were not meant to huddle at
is certain—you are something less than even your tiefling
their windows hoping and fearing day after day that their
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loved ones returned from work safely. Parents were not
on both ends of the bridge each manned by a score of
meant to hush their children when questioned about
Hellknights, at least four Signifiers, and a Paralictor
what happened to their neighbors. Citizens were not
in command. The double-portcullis in each gatehouse
meant to avert their eyes and hurry by as guardsmen
allows defenders to let travelers in and trap them
beat old friends in the street. The people of Westcrown
between the gates, leaving them at the mercy of the
have suffered long enough! It’s time for a change. But
murderholes overhead.
how? You’ve heard rumors of bands of free-thinking
Barrowood: Far to the north beyond Lake Sorrow lies
individuals meeting after the citywide curfew. Perhaps
the Barrowood, a place with more stories than truths.
they might share your ideals? You are quick to react to
What folk do know is the trees that grow therein are worth
opportunity, both physically and mentally, and know that
much to traders and craftsmen downriver or in lands east.
it is with sudden and swift action that many conflicts
Barroak, in the hands of Wiscrani shipwrights, becomes
are best resolved. You gain a +1 trait bonus on Initiative
sleek dark craft of uncommon maneuverability and
checks, and if you act in a surprise round, you gain a +1
strength without added weight. Wizards talk of the even
trait bonus on all attack rolls.
rarer shade maple, a strong wood very easily enchanted as
wands or staves. While nearly 300 miles out of Westcrown,
the Barrowood figures prominently among Wiscrani
westcrown environstrades- and craftsmen. Deep within the woods, rumors of
small settlements of elves persist, but they tend to keep to
Westcrown lies as the last vestige of the old order, where
themselves and avoid travelers.
the reluctant nobility sulked away after the Thrice-
Citadel Rivad: Nestled among the hills less than a
Damned House of Thrune subjugated the rest of the
day’s ride west of the City of Twilight is one of Cheliax’s
country under its new, diabolical rule. Like the fading
most forbidding sites—the hilltop stronghold that
warmth of twilight, Westcrown remains but a specter
spawned the Order of the Rack, the first of the original
of its former glory, its ancient and eclectic architecture
Hellknights. Citadel Rivad, once the estate of a long-
dominated by a crumbling northern quarter filled with an
exiled Andoren noble, is now a sinister walled enclosure,
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unseen menaces and its nights haunted by a twilit plague
its two gates and surrounding battlements bristling with
of deadly shadows.
iron spikes. The dark, three-towered fortress provides
This is the setting for the Council of Thieves Adventure
soldiers with a commanding view of their surroundings.
Path. While a complete GM-focused article about
Seven buildings within the enclosure quarter 150 of the
Westcrown can be found in
Pathfinder Adventure Path volume
order’s soldiers, attendant slaves, and sundry servants
#25
, the following information is designed as an overview
and administrators. As the greatest holding of the
of region around that shining metropolis, land rife with
first Hellknight Order, Citadel Rivad is a sought-after
tiny communities and homesteads from where all manner
prestigious post for many Hellknights.
of heroes might arise, having been raised just outside the
The Dhaenfens: This title refers to the collective scores
sight of the land’s infernal aristocracy. PCs interested in
of small streams, shallow pools, meres, and bogs within
making characters native to Westcrown should consult
a ridge of hills where the Upper Adivian ends more than
Pathfinder Companion: Cheliax, Empire of Devils for a player-
25 miles west-northwest of the City of Twilights. Within
focused summary of the city.
these waterlogged lowlands live many types of undead,
hags, will-o-wisps, and shrieks of harpies.
The Westcrown RegionDhaenhold: This long-abandoned castle rots and
Many sites important to the daily life of Westcrown that
crumbles amid the overgrowth and wildlife of the
are not situated within the city walls or directly on its
Dhaenfens. Rumors mention treasures long held by the
waters. Many Wiscrani power players draw their influence
Mad Larquessa Olara Dhaen and her father, the insane
or use the effects of these places or structures to increase
Larquess Roakar Dhaen. They and their kin held enough
their influence or hold over others. In addition, the
power to flee Wiscrani enemies here deep in the swamps
geography and environs of the South Adivian region
and build a three-storied castle from stones pulled from
affect all those who live therein and those who rule over
the murk. Stories say too that those fell magics eventually
them. Among the many places of interest or influence are
turned every servant, soldier, and son into rotting undead
the following.
monsters, while the daughters became shrieking haunts
Adivian Bridge: The Hellknight Order of the Rack
throughout the swamp. Scores of adventurers have entered
garrisons the Adivian Bridge a mile west-northwest of
the Dhaenfens hoping to leave with Olara’s treasures or
the city. The Chelish-made bridge arches more than 30
diabolical knowledge. Few in Westcrown have ever heard
feet above the Dhaenflow’s surface, its dual gatehouses
of anyone returning from such quests.
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Document Outline
- CoT PG PDF Cover.pdf
- CoT PG PDF
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