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Elven Curve Blademaster

Elven Curve Blademaster

Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.

This build combines Power Attack, sneak attack, and critical hits to inflict effective damage. It obtains the Iron Will feat at level 5 to mitigate dangerous mental failure, and the Blind Fight feat at level 15 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards the elven curve blade, Shatter Defenses, and late game dual wielding for Allslayer. While the obvious endgame weapon is Bane of the Living, inclusion of two-weapon fighting for an Allslayer in each hand provide attacks that devastate enemies immune or regenerative to Harm.

Initial Ability Scores
Strength 13 Intelligence 10
Dexterity 18 Wisdom 10
Constitution 14 Charisma 15
Skills
Athletics 1, Knowledge (World) 1, Mobility 19, Perception 20, Persuasion 20, Stealth 19, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent: Combat Trick (Exotic Weapon Proficiency [Elven Curve Blade])
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training: Elven Curve Blade
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Charisma, Rogue Talent: Skill Focus (Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent: Combat Trick (Cornugon Smash)
7 Thug +5 Sneak Attack +4d6 Feat: Dazzling Display
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent: Combat Trick (Shatter Defenses)
9 Thug +6 Sneak Attack +5d6 Feat: Combat Reflexes
10 Thug +7 Rogue Advanced Talent: Crippling Strike
11 Thug +8 Sneak Attack +6d6 Feat: Improved Critical (Elven Curve Blade), Finesse Training: Short Sword
12 Thug +9 +1 Dexterity, Rogue Advanced Talent: Opportunist
13 Thug +9 Sneak Attack +7d6 Feat: Critical Focus
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Two-Weapon Fighting
18 Thug +13 Rogue Advanced Talent: Improved Two-Weapon Fighting
19 Thug +14 Sneak Attack +10d6 Feat: Combat Trick: Greater Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Dispelling Attack
Equipment
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, gloves of the scribe, manticore skin boots

Stormblade Fencer

Stormblade Fencer

Thunder. Thunder. Thunder. Thundercallers! Hooooooooo!

Thundercallers are not meant to be a frontline combatant, yet here we are. In order to make this unorthodox concept work, one needs to concede min-maxing Intelligence and Wisdom to assign at least 14 points on Constitution. The exceptional skill points and Will saves of the Bard class makes the concession tolerable.

This build goes hard for longsword optimization in anticipation for endgame acquisition of Perfection, which adds Inherent +2 to multiple stats. Piranha Strike is obtained at level 5 to inflict requisite warrior damage. Completing the Crane Style feat chain, along side medium armor proficiency, then becomes a focal point for survivability afterwards.

The spell selection include melee favorites such as greater heroism and haste; however no expense is spared to also obtain Bard support magic like communal delay poison and mass cacophonous call. Furthermore, though capable with a blade, exemplary Charisma is mandatory to maintain Thunder Call and Storm Call effectiveness.

Starting Ability Scores
Strength 11 Intelligence 8
Dexterity 18 Wisdom 8
Constitution 14 Charisma 17
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 1, Lore (Nature) 3, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Feat: Dodge, Human Racial Feat: Weapon Finesse; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Weapon Focus (Longsword); remove fear
3 Thundercaller +2 Thunder Call 1d8 Feat: Slashing Grace (Longsword); feather step
4 Thundercaller +3 +1 Charisma; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Piranha Strike; cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage Bard Talent: Combat Trick (Improved Unarmed Strike); sense vitals
7 Thundercaller +5 Bardic Performance: Move Action, Thunder Call 3d8 Feat: Crane Style; grease, displacement, haste
8 Thundercaller +6 Storm Call 3d6 +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; cure serious wounds
10 Thundercaller +7 Jack of All Trades Bard Talent: Combat Trick (Armor Proficiency [Medium Armor]); glitterdust, dimension door, echolocation
11 Thundercaller +8 Inspire Courage +3, Thunder Call 5d8 Feat: Crane Riposte; expeditious retreat, greater invisibility
12 Thundercaller +9 Soothing Performance +1 Charisma; freedom of movement
13 Thundercaller +9 Bardic Performance: Swift Action Feat: Lingering Performance; communal delay poison, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call 5d6 Bard Talent: Combat Trick (Combat Reflexes); invisibility, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call 7d8 Feat: Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Dexterity; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Greater Spell Focus (Enchantment); crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Improved Critical [Longsword]); mass cure moderate wounds
19 Thundercaller +14 Thunder Call 9d8 Feat: Armor Focus (Medium); ki shout
20 Thundercaller +15 Deadly Performance +1 Dexterity; shield of dawn, eyebite
Equipment
perfection, singing steel breastplate, headband of alluring charisma +6, absolver’s cloak, maya’s charm, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, cheatsheet gloves, manticore skin boots

Draconic Axelord

Draconic Axelord

Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal! Huzrah nu, kul do od, wah aan bok lingrah vod, Ahrk fin tey, boziik fun, do fin gein! Wo lost fron wah ney dov, ahrk fin reyliik do jul, Voth aan suleyk wah ronit faal krein!

Ahrk fin zul, rok drey kod, nau tol morokei frod, Rul lot Taazokaan motaad voth kein! Sahrot Thu’um, med aan tuz, bey zeim hokoron pah, Ol fin Dovahkiin Komeyt ok rein! Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal!

Ark fin Kel lost prodah, do ved viing ko fin krah, Tol fod zeymah win kein meyz fundein! Alduin, feyn do jun, kruziik vokun staadnau, Voth aan bahlok wah diivon fin lein! Nuz aan sul, fent alok, fod fin vul dovah nok, Fen kos nahlot mahfaeraak ahrk ruz! Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz! Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal!

Starting Ability Scores
Strength 19 Intelligence 10
Dexterity 10 Wisdom 10
Constitution 16 Charisma 12
Skills
Athletics 1, Knowledge (Arcana) 5, Perception 18, Persuasion 20, Trickery 18
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Fighter Proficiency Feat: Iron Will, Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Weapon Focus (Greataxe)
3 Two-Handed Fighter +3 Overhand Chop Feat: Dazzling Display
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Greataxe)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Arcane Strike; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Green Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Cornugon Smash, Bloodline Feat: Improved Initiative; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Shatter Defenses; heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Skill Focus (Persuasion), Bonus Combat Feat: Intimidating Prowess
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Greataxe), Bonus Combat Feat: Improved Critical (Greataxe)
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Critical Focus, Bonus Combat Feat: Tiring Critical
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Exhausting Critical, Bonus Combat Feat: Greater Weapon Specialization (Greataxe)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Improved Iron Will, Bonus Combat Feat: Blind-Fight
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
vanquisher, onslaught, the paragon of defenders, cloak of resistance +6, gloves of dueling, amulet of natural armor +5, belt of physical form +6, ring of circumstances, sentinel, owlbear skin boots

Supreme Duelist

Supreme Duelist

Lawful Good. Unarmor melee build that still achieves an impressive armor class. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Bloodhound, obtainable in Chapter Two by exploiting dimension door in the Lonely Barrow.

Starting Ability Scores
Strength 10 Intelligence 14
Dexterity 18 Wisdom 15
Constitution 14 Charisma 8
Skills
Mobility 3, Perception 20, Persuasion 20, Stealth 12, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fearless, Fighter Proficiency, Halfling Luck, Weapon Proficiency: Dueling Sword Feat: Weapon Focus (Dueling Sword), Bonus Combat Feat: Dodge
2 Eldritch Scoundrel +1 Feat: Weapon Finesse, Eldritch Scoundrel Proficiency, Cantrips, Detect Magic expeditious retreat, mage armor, protection from alignment, reduce person, shield
3 Eldritch Scoundrel +2 Evasion Rogue Talent: Combat Trick (Aldori Dueling Mastery); hurricane bow, magic missile
4 Eldritch Scoundrel +3 Danger Sense +1, Sneak Attack +1d6 +1 Wisdom; Finesse Training (Dueling Sword); enlarge person, vanish
5 Traditional Monk +4 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist, Sneak Attack +1d6 Feat: Cautious Fighter, Monk Bonus Feat: Crane Style
6 Eldritch Scoundrel +5 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Rogue Talent: Combat Trick (Combat Mobility); invisibility, mirror image
7 Aldori Defender +6 Bravery +2, Sneak Attack +2d6 Feat: Accomplished Sneak Attack, Bonus Combat Feat: Crane Wing
8 Aldori Defender +7 Defensive Parry +1 +1 Dexterity
9 Aldori Defender +8 Feat: Weapon Specialization (Dueling Sword), Combat Bonus Feat: Crane Riposte
10 Aldori Defender +9 Weapon Training +1 Weapon Training Group: Heavy Blades
11 Duelist +10 Canny Defense, Precise Strike Feat: Piranha Strike
12 Duelist +11 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +12 Enhanced Mobility Feat: Arcane Strike
14 Duelist +13 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +14 Riposte Feat: Improved Critical (Dueling Sword)
16 Duelist +15 Acrobatic Movement +1 Dexterity
17 Duelist +16 Elaborate Defense Feat: Blind-Fight
18 Duelist +17 Improved Reaction +4
19 Duelist +18 Deflect Arrows, No Retreat Feat: Improved Initiative
20 Duelist +19 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of deflection, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, sentinel, gloves of dueling, manticore skin boots

Carnage Monk

Carnage Monk

Lawful Good. DPS Intimidation for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athletics, Persuasion, and Trickery skill checks. Acquire the Amulet of Mighty Fists +1 from killing Grarrukh at the Old Sycamore, replace with the Amulet of Mighty Fists +3 from killing Enlarged Owlbear Treant in the Other World, then endgame with the Amulet of Mighty Fists +5 located in House at the Edge of Time (Dinning Hall treasure chest, Trickery DC 48).

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 20, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist Feat: Power Attack, Scaled Fist Bonus Feat: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury: Acid, Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage: Green Dragon
4 Scaled Fist +4 Improved Unarmed Strike 1d8, Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Skill Focus (Persuasion), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: Sudden Speed
7 Scaled Fist +7 Feat: Cornugon Smash
8 Scaled Fist +8 Improved Unarmed Strike 1d10, Stunning Fist: Sicken +1 Strength, Ki Power: Abundant Step
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Weapon Focus (Unarmed Strike), Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Dazzling Display, Ki Power: Restoration
11 Scaled Fist +11 Feat: Shatter Defenses
12 Scaled Fist +12 Draconic Breath: Acid, Fast Movement +40 ft., Improved Unarmed Strike 2d6 +1 Strength
13 Scaled Fist +13 Feat: Intimidating Prowess, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Combat Reflexes, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Persuasive
16 Scaled Fist +16 Improved Unarmed Strike 2d8, Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Deceitful, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Shout
19 Scaled Fist +19 Feat: Improved Iron Will
20 Scaled Fist +20 Improved Unarmed Strike 2d10, Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body
Equipment
protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of armor +8, amulet of mighty fists +5, belt of physical perfection +8, ring of circumstances, ring of the natural born commander, manticore’s claws, manticore skin boots

NeoCity Paladin

NeoCity Paladin

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Paladin. So verify that datalink encryption and get ready to receive an info dump.

Though it may come as a complete surprise for you data leeches, not every criminal wannabe is lucky enough to win a transhumanism lottery for genetic recombination or cybernetic uplift. For ordinary Homo sapiens, the choicest criminal institution to terrorize law abiding tax slaves are the Paladin. One should take careful note the core reason NeoCity Police stockpiles enough firepower to equal the sixteenth largest army in the world, and rival criminals are essentially superhuman soldiers, is because a quarter million miscreants call themselves Paladin. That’s right: these melee loving freaks outnumber the cops and every other gang, combined. Odds are you know several Paladin and don’t know it; or do know and smart enough to keep your cranial orifice closed.

One tenth the motor owning population of NeoCity rides a turbocycle. If your turbocycle is legally registered, it can attain a maximum speed of 300 kilometers per hour… and incidentally contains a GPS Tattletale for vehicular insurance and roadway compliance. The infamous Paladin Destrier, whose owners mysteriously ignore DMV regulations and inspections, can achieve 700 kilometers per hour. With an iconic titanium exterior, the bikes can accelerate from 0 to 40 kilometers per hour in 2.5 seconds. Difficult as it might be to believe, their operation is the greatest contributor of Paladin injuries and death.

The smartest chimpanzees (an extinct great ape) among you are wondering, “who manufactures the Destrier powerplant?” That answer is: Hyperdyne Reactors. You intelligent apes then ask, “is it illegal to provide civilian ground transport that can exceed 300 kilometers, under the North American Road Freedom Act?” Affirmative! Have a banana (an extinct edible fruit). Under whose legal system could suing a mega corporation succeed without the entire judicial circuit getting coerced before litigation begins? The Imperial Empire of Greater Korea does not count. That is cheating and you know it. Grand Empress Kim Yo-jong III runs a tight dictatorship. Thus the classic argument, “we do not build the entire bike, we just build the engine,” works every time in court. By the way, you did not hear this from me, but they also build the entire bike.

Aside their two wheel death machines, Paladin can be identified from the “mithril armor” they don. These are surprisingly well designed crash suits, made with advance plastic composites that can provide protection against unpowered melee weapons. Paladin are expected to finance and maintain their own armor, even before ownership of a Destrier, so newbies often wear hand-me-downs from senior sponsors, or partial pieces that will eventually become an entire suit. Urban legends claim a Paladin never removes her helmet in view of non-Paladin. A romantic lie that originates from a cringe worthy space opera wildly popular to our great, great grandparents. However it is true that Paladin promote a luddite philosophy to disavow assault rifles. This does not mean guns are absent from their ranks, they carry pistols for truly depraved adversaries, but non-augmented humans who prefer melee combat encourages unique “rules of engagement” from rival gangs. Unless seeking an objective that cannot be shared, Ordinance will overlook them as nonthreats. Pointily, Krypteia will prefer to engage Paladin with bayonets and shields as warriors’ respect.

NeoCity Krypteia

NeoCity Krypteia

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Krypteia. So verify that datalink encryption and get ready to receive an info dump.

Krypteia are the preeminent urban warfare combatants. Never more than 300 strong per chapter, the cartel operates like an elite mercenary force. Rivals refuse to engage them in gunfights without overwhelming odds. The HoloNet has endless surveillance footage of Krypteia martial prowess, including the slaughter of an entire SWAT battalion. Even detonation of a low-yield fusion device, vaporizing two blocks of Old Downtown, failed to eradicate the group. NeoCity Power Authority insists the incident was a substation relay failure, but I have several grid failsafe logs to prove otherwise.

Joining the ranks of Krypteia is a herculean (heh) effort. It begins each January. Recruits have their dominant arm removed, then endure 120 days of brutal training without the limb. There is immense emphasis on marksmanship, shield proficiency, and esprit de corps. Those who fail milestone requirements are executed to maintain secrecy. Those who succeed consume mutagenic cocktails to enhance human physiology. One in ten survive the transformation and rigorous combat exercises continue unabated for another 120 days. In August, Krypteia vacancies are announced. If too many “booters” remain at this point, a battle royal to the death weeds out the weakest. Selectees are gifted a cybernetic limb to replace the lost original, symbolizing a complete warrior who undergoes four additional months of military training exercise to master its use. If none of that strikes you as bat guano insane, contact your local recruiter to attend this annual celebration for sadists!

The origin of Krypteia is a tabloid speculation hotbed. Accounts range from disgruntled Aussie Water War veterans to an extraterrestrial invasion vanguard. Whatever the truth, we can analyze several factors. Their iconic assault rifles are built from components traceable to New Jerusalem. Decades before the Krypteia exist, within the heart of their territory, a pharmaceutical plant accidently leaked nontoxic chemicals into the metropolitan aquifer. An entire neighborhood, coincidently of course, perished over a six week span from, “asbestos exposure.” Gold plated cybernetic limbs? Components are from European suppliers popular among private military corporations in the southern bloc. The riot shields are unique though… a Kevlar-Titanium weave over hypercarbon plates. In addition, a directional anti-personnel mine is mounted, “front towards enemy.” Nasty. Especially when they line up in side-by-side formation, the Phalanx, to overlap mine dispersion. Useless Factoid: due to battlefield superstition, Krypteia name their shields, but not their guns. Weirdoes. What kind of social outcast does not name a gun?

Krypteia is led by a man who goes by the name of Leonidas. Absolutely shocking, is it not? Memes aside, it is a title and not his true identity, as police forensics indicate Leonidas changed DNA sequence twice during the last decade. On the other hand, we know absolutely nothing about that mutagenic cocktail, so periodic gene recombination could be a side effect. On a functional level, Krypteia is divided into thirty member units called a Phratra. Each functions as an independent micro-gang if cut from the entire legion. These are further broken into fireteams of five for tactical flexibility.

NeoCity Ordinance

NeoCity Ordinance

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Ordinance. So verify that datalink encryption and get ready to receive an info dump.

Because of the Catholic Death Cult craze, NeoCity Police investigators initially classified Ordinance as an apocalypse sect. Much of the organization’s attire and lexicon lent credence to that assessment. However the deception became apparent, once illicit activities revealed a pattern for artificial intelligence, cybernetic transhumanism, and milspec hardware. Though elaborate, its religious traits are counterintelligence theatrics to obfuscate observation. Ordinance is now recognized as a rogue espionage operation. An example of incompetent oversight and extraordinary autonomy.

Ordinance betrays its state sponsorship via wanton overkill. Whereas most gangs seek precision to limit collateral damage for resale material to acquire afterwards; Ordinance prefers gigawatt plasma rifles and rotary autocannons with UD-HEAPI (uranium depleted high explosive armor piercing incendiary) rounds to disintegrate targets. Unfortunately an equivalent amount of ordinance is necessary to stop them, due to reinforced hypercarbon dermal armor and duplicate internals.

Cybernetic hardware is predominantly North American, though targeting algorithms are indiscriminate firing patterns identical to those throughout the Kyushu Insurrection, with a slight hint of Second Palestine Massacre. To call these, “internationally condemned tactical routines,” would be a gross understatement. If the origin of Ordinance were unveiled as foreign, fallout would result in immediate sanctions, up to and including declaration of war. Nonetheless, I strongly doubt that is the case and believe they are domestic. Your government at work.

Since Ordinance has the firepower of first world dictatorships and the cruelty of pre-irradiated Arabian terrorist groups, how do other criminals compete against them? The fake cultists are fake gangsters. Ordinance preys exclusively on military industrial complexes for beta software, robotic prototypes, and experimental weapons. Monetary finances, narcotic supplies, protection rackets, and commercial goods hold no interest for them. It is commonly held they would depart NeoCity upon acquiring such finite technologies. Cartels caught in their crossfire with private military companies are, “at the wrong place, at the wrong time.” Its unique transhumanist composition also limits membership. Police estimate 63 living and 37 undead, without an immediate means to replace lost members; though current criminal activities indicate intention to reverse that situation. Furthermore Ordinance avoids public view, almost to Shadow Broker obsession, since identification constitutes an immediate Continental Military response. Therefore they negotiate ceasefires with other gangs when possible.

Ordinance is led by the Potifex, a frighteningly charismatic figure thanks to subconscious voice modulation. Always in accompaniment are twin Mother Superiors. I believe a triumvirate neural network is the reason. If so, Ordinance is in possession of bleeding edge wireless technologies reserved for elite special forces. That would also explain the zombie-like Zealots. Prior to the Rio Revenant Revelation, militaries utilized cybernetic bodies that could endure far more damage than human consciousness. Zealots are therefore cyborg corpses, reanimated through synthetic intelligence, until the body deteriorates beyond use. The more interesting implication, is Zealots demonstrate combat improvement. This means necromantic learning, not residual synaptics, constitutes programming. Clear violation of several crimes against humanity accords.

Sabertooth Sorcerer

Sabertooth Sorcerer

Neutral Good. Battlefield control and rearguard support for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Smilodon provides the melee muscle and tanking. Sorcerer provides buffing on pet and debuffing on enemies.

Starting Ability Scores
Strength 8 Intelligence 10
Dexterity 16 Wisdom 10
Constitution 15 Charisma 18
Skills
Persuasion 20, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Sylvan Sorcerer +0 Cantrips, Class Skill: Lore (Nature), Detect Magic, Sorcerer Proficiency Animal Companion: Smilodon, Feat: Point-Blank Shot, Human Racial Feat: Precise Shot, Sylvan Bloodline Feat: Spell Focus (Conjuration); grease, magic armor
2 Sylvan Sorcerer +1
3 Sylvan Sorcerer +1 Woodland Strike; entangle Feat: Greater Spell Focus (Conjuration); reduce person
4 Sylvan Sorcerer +2 +1 Charisma; glitterdust
5 Sylvan Sorcerer +2 hideous laughter Feat: Spell Focus (Enchantment); shield, bull’s strength
6 Sylvan Sorcerer +3 stinking cloud
7 Sylvan Sorcerer +3 Improved Animal Companion; deep slumber Feat: Greater Spell Focus (Enchantment), Sylvan Bloodline Feat: Improved Initiative; magic missile, mirror image, haste
8 Sylvan Sorcerer +4 +1 Charisma; greater invisibility
9 Sylvan Sorcerer +4 Fleeting Glance; poison Feat: Spell Focus (Transmutation); scorching ray, displacement, confusion
10 Sylvan Sorcerer +5 animal growth
11 Sylvan Sorcerer +5 vinetrap Feat: Greater Spell Focus (Transmutation); pernicious poison, communal resist energy, communal protection from energy, cloudkill
12 Sylvan Sorcerer +6 +1 Charisma; greater heroism
13 Sylvan Sorcerer +6 greater dispel magic Feat: Spell Penetration, Sylvan Bloodline Feat: Dodge; enervation, baleful polymorph, disintegrate
14 Sylvan Sorcerer +7 legendary proportions
15 Sylvan Sorcerer +7 Fey Magic; changestaff Feat: Combat Expertise; mind fog, chains of light, waves of exhaustion
16 Sylvan Sorcerer +8 +1 Charisma; mindblank
17 Sylvan Sorcerer +8 summon nereid Feat: Augment Summoning; firebrand, seamantle
18 Sylvan Sorcerer +9 tsunami
19 Sylvan Sorcerer +9 summon hamadryad Feat: Superior Summoning, Sylvan Bloodline Feat: Quicken Spell; greater angelic aspect, foresight
20 Sylvan Sorcerer +10 Soul of the Fey; cloak of dreams +1 Constitution; energy drain
Equipment
headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, bracers of armor +8, amulet of natural armor +5

Trippin Mad Dawg

Trippin Mad Dawg

True Neutral. As the name implies, the Trippin Mad Dawg is all about tripping opponents. Doggo animal companion grants more opportunities (such a good boi), while three levels into Sacred Huntsmaster increase the overall mayhem with Hunter Tactics and Tandem Trip. Requisite feats for maximizing CMB are included in the build: Trip, Greater Trip, Fury’s Fall, and Coordinated Maneuvers. Two-Weapon Fighting because, why not?

Starting Ability Scores
Strength 18 Intelligence 13
Dexterity 15 Wisdom 10
Constitution 15 Charisma 8
Skills
Athletics 20, Nature 13, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Mad Dog +1 Barbarian Proficiency, Fast Movement Animal Companion: Dog, Feat: Combat Expertise, Human Racial Feat: Two-Weapon Fighting
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense Feat: Trip
4 Mad Dog +4 Rage +1 Dexterity, Rage Power: Animal Fury
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Sacred Huntsmaster +5 Detect Magic, Enlarge, Inquisitor Proficiency, Orisons, Stern Gaze Gozreh: Plant; bless, expeditious retreat
7 Sacred Huntsmaster +6 Cunning Initiative, Improved Animal Companion Feat: Greater Trip; remove fear
8 Sacred Huntsmaster +7 Solo Tactics, Hunter Tactics +1 Strength, Teamwork Feat: Tandem Trip; cure light wounds
9 Mad Dog +8 Danger Sense +2 Feat: Improved Two-Weapon Fighting
10 Mad Dog +9
11 Mad Dog +10 Feat: Coordinated Maneuvers, Rage Power: Lesser Beast Totem
12 Mad Dog +11 Danger Sense +3 +1 Strength
13 Mad Dog +12 Damage Reduction 1 Feat: Fury’s Fall
14 Mad Dog +13 Greater Rage
15 Mad Dog +14 Danger Sense + Feat: Outflank , Rage Power: Beast Totem
16 Mad Dog +15 Damage Reduction 2 +1 Strength
17 Mad Dog +16 Throat Cutter Feat: Blind Fight
18 Mad Dog +17 Danger Sense +5
19 Mad Dog +18 Damage Reduction 3 Feat: Double Slice, Rage Power: Greater Beast Totem
20 Mad Dog +19 Tireless Rage +1 Strength
Equipment
tyrant, edict, black dragon breastplate, headband of inspired wisdom +6, cloak of the winter wolf, ring of protection +5, wind breath, belt of physical flow +6, manticore skin boots