Can You Hear The People Sing? (Hell's Rebels)

Game Master Paladin of Baha-who?

Volume I: In Hell's Bright Shadow (started 23 Jan 2016)
Part 1: Fledglings of Silver (started 23 Jan 2016)
Part 2: Rebuilding the Ravens (started 17 June 2016)

Current Map

Map of Kintargo | NPCs | Rebellion sheet
Coffee house/Nest


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Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

This is a placeholder for a group to discuss the possibility of a Hell's Rebels AP PbP game to begin in the near future. Recruitment is not starting yet.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

OK, so, I was thinking we could begin the game sometime in January.

Here's the player's guide for easy reference.

I was thinking 20 pb with no scores below 8 after racial adjustment. If people all prefer, we could do some rolling instead.

I'm fine with any paizo classes, and most feats. You can use the Vigilante playtest document if you have the playtest document still, but it doesn't seem to be available to add to your downloads anymore.

Given the setting, it seems best to keep to Core races + tieflings. However, one of the boons (see below) could be wider race selection.

I'd say we could use three traits, one being a campaign trait.

I'm thinking of using some of the rules from untrained, such as background skills, skill unlocks, stamina pool for fighters, and so forth. I also want to make available all the rules from Occult adventures.

I might have some way to give people a way to get extra special things. Like maybe some random rolls for 'boons'. i.e. being able to use unusual races or special options.

Any thoughts?


I prefer point buy as it keeps everyone in the same area with nobody really outshining or falling behind just because of good or bad rolls. I like the rules from unchained especially background skills and skill unlocks but I haven't looked to heavily into the stamina pool so I can't really comment on that. That being said I'm very interested in a Hell's Rebels game.


Ohh yes, Point buy is much preferred. I'm thinking of having a random roll to draw 'cards' that give options like a higher point buy, or more race options, or things like that.

Recommended player races for Kintargo are Core races + Tiefling and Tengu.


Hello, this is Maja from the Kingmaker game. On the one hand, I really do worry about having less time these days due to my new job. On the other hand, I don't want to miss out on a good group! So consider this an exploratory post.

Are you open to an unchained rogue? I've gone through the player's guide and was thinking I might make a current or former member of the Red Jills or the River Talons, which the player's guide describes as two of the organized gangs in town. Rough concept is that he was able to ship and smuggle things into Kintargo while avoiding taxes and levies, but now that Cheliax is tightening its grip, he's lost his connections and his wealth, and he's pissed off about it. He's protesting the new government out of self-interest more than anything else.


Unchained rogue is highly recommended.


Milo here from the Kingmaker game.

I'm considering playing an inquisitor or cleric of Cayden Cailean. She enjoys having a good time, but all of the laws are making it impossible for the average citizen to have fun without breaking some rule or another. And now that Lord Mayor Thrune is on the scene, his absurd laws do nothing but make it more likely that someone will be arrested for no good reason. She's looking to find others who want a freer Kintargo, and if I go the inquisitor route, to destroy those who are making everyone's lives more difficult.

Is the "fed-up citizen" trait on p10 necessary for a divine spellcaster who worships a prohibited deity so that they aren't caught? Since my character would likely be chaotic good, the "law-abiding" part doesn't really fit with the character concept. Instead, I'd prefer to go with star-struck or historian of the rebellion to focus on her interest in finding other like-minded individuals.

That being said, the guide makes it clear that certain faiths are prohibited by law in Kintargo. If hiding religion is super important, I'd rather take the infiltrator archetype or the hidden priest archetype. They would also be fun from a flavor perspective.

some thoughts on boons:

I'm all for boons that help flesh out your character, like a bonus skill rank every level for a knowledge, profession, or craft skill that someone might not want to spend a point on otherwise.

You could also consider allowing the players to take a story feat.

Red also did some interesting stuff in Kingmaker when a character completed a cool roleplaying experience, he might give a bonus to certain skills (like free ranks in knowledge: nobility from listening to a lecture), or a unique feat that the character could take.

Another route I've seen is a mechanic in another game system where there are no skills. Instead, you come up with a short sentence to describe your character, called a background. In that system, you can have three backgrounds and assign eight ranks among the three of them. For example, I might put two ranks in the background describing my character as a "member of the Wild Mountain Tribe." I could use this background as a bonus to checks to track, find food in the wild, survive harsh outdoor conditions, deal with wild animals, and have some bonuses to interactions with my tribe. It counts as a range of skills in specific circumstances (survival, fortitude checks in extreme weather, knowledge nature, handle animal, and diplomacy) if the player can justify why that particular background would fit a situation. The GM then decides which ability score is most relevant, and the character adds the background bonus to the ability score bonus when making their d20 roll. I hope this makes sense, I can share more info or give some examples if you are interested.


I was Kivan in the last game. I'm thinking about making a cult master mesmerist who is obsessed with his 'angel in a devil's skin' Strea Vestori. The fact that House Thune is responsible, or at least claimdd to be, for her dissaperance makes him angry. Though the chance to see her at this gathering is currently his major hope. He would be looking for others to help him save Strea. The saving of the people being more of a side cocern that he still cares about because Strea cares about it and it would make him look good in her eyes.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Here's my final thoughts on requirements:

20 point buy with no stats below 8 after racial adjustment.

Three traits, one of which must be a campaign trait. (no traits that increase your starting gold other than the Child of Kintargo trait)

Select a reason to Protest on page 9.

Core races, Tiefling and Tengu.

Your PC should be from one of the following locations: Absalom, Andoran, Cheliax, Isger, Molthune, Nidal, Nirmathas, Taldor or Varisia. Elves can be from Kyonin. Dwarves can be from the Five Kings Mountains. Some of the boons allow you to be outside these regions.

All paizo classes, except for original summoner and original rogue. Use Unchained rogue and unchained summoner instead. Either version of Barbarian or Monk is fine. In order to be a Gunslinger, you must use the Bolt Ace archetype, or be from Numeria or Alkenstar.

Archetypes are mostly OK. Gun-using archetypes must be from Alkenstar or Numeria. Anything from the technology guide must be from Numeria. Region-related archetypes must be from their regions, e.g. Rondelero fighter archetype must be from Taldor, Kapenia dancer Magus must be from Varisia. Ninjas and Samurai must be from Tian Xia. Racial archetypes, feats, and spells can only be taken by characters of the race in question (half-races count as both of their parent races).

Right now I'm not banning any feats except for Leadership and Antagonize. I'll consider other feats if they come to my attention as overpowered or problematic. This campaign will provide you with an organization to run (the rebellion) and leadership will be redundant.

Variant Multiclassing is allowed with the restriction that you can't multiclass into the class you've selected with the VMC.

Everyone gets background skills as described in Pathfinder Unchained. 2 additional skill points per level, which must be spent in Appraise, Artistry, Craft, Handle Animal, Linguistics, Lore, Perform, Profession, or the following Knowledge skills: engineering, geography, history, or nobility. Artistry and Lore are new skills, explained in the link above. Basically, Artistry is creating works of art, and Lore is knowledge about a particular subject that is more tightly focused than a Knowledge skill. Artistry will be a class skill for any class with a perform skill as a class skill, and Lore will be a class skill for all classes.

We will use Fractional base bonuses to make multiclassing more balanced.

Fighters get Stamina for free, anyone else can take a feat for it. Anyone can take the Signature Skill feat who meets the Prerequisites, although rogues will get it for free. Ninjas get Weapon finesse at 1st level as a bonus feat, and Signature skill at levels 5, 10, 15 and 20. However, they do not get finesse training, so dex-to-damage remains the domain of the uRogue. Ninjas can take Rogue and uRogue talents and vice versa.

Item crafting is allowed. Mundane crafting happens at 10x normal speed, using your craft result as the gp worth of crafting rather than the sp worth. You can raise the DC of a crafting check, for either mundane or magical items, as high as you want in increments of 5 in order to speed up crafting. As an alternative, anyone who wants to skip crafting entirely can swap out any crafting feat they receive from their class for a feat like PFS does it: Alchemists can get Extra bombs instead of brew potion, Wizards can get Spell Focus instead of Scribe Scroll. It's up to you.

As in PFS, there are no differences between arcane, divine, or psychic scrolls.

All modern languages are available to PCs of any race.

Prepared spellcasters receive bonus level 0 spells. Prestige classes that advance spellcasting give 2 spells per level for prepared casters.

Everyone will roll 3 30-sided dice to select three boons for their character. If you roll the same boon twice, you get to reroll. If more than one player gets one of the boons marked with an *, one of the players must reroll. If neither volunteers to reroll, the first one to have posted their boon roll gets it.

Boons:
1: 25 point buy

2: One of the races listed as a 'featured race' in the ARG*

3: One of the races listed as an 'uncommon race' in the ARG*

4: Any paizo-published race.*

5: Two extra traits of your choice (other than ones which give you more starting gold)

6: An extra non-combat feat of your choice

7: An extra teamwork feat of your choice

8: Worship of an evil god allowed (must be non-evil alignment, a team player and not disruptive)*

9: Evil alignment allowed, but you have to be a team player and not be disruptive. Antipaladins are not allowed.*

10: +2 to a stat that none of your class features rely on

11: -2 to one stat, +2 to another. (No stat may be below 6 or above 20 after racial adjustments)

12: Get Psychic Sensitivity Feat if your class is not psychic. Get a feat requiring Psychic Sensitivity if your class is psychic.

13: You can use Variant Multiclassing (Pathfinder Unchained) without sacrificing feats.

14: You can use Words of Power spellcasting (Ultimate Magic) instead of normal spellcasting if you are a spellcaster.

15: You receive the Combat Stamina feat if you are not a fighter. If you are a fighter, you receive the Push The Limits feat. (Pathfinder Unchained)

16: You can be from Numeria, allowing you to take archetypes, classes and feats from the technology guide, or be a gunslinger.

17-20: You can be from Alkenstar, allowing you to be a gunslinger or take archetypes that give you a gun, or to take the gunsmithing feat.

21-24: You can be from somewhere else in the Inner Sea region than the countries normally allowed.

25-29: You can be from anywhere on Golarion.

30: Pick any of the list, or come up with something else with GM approval.


boons: 3d30 ⇒ (21, 29, 15) = 65

With these boons I might not be a mesmerist. Maybe making a disgraced gunslinger engineer from alkenstar might be nice. One question though, what are the main countries not in the inner sea region?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

This map has the whole inner sea region. This is what I mean by 'inner sea'. Countries outside of the inner Sea include everything in Tian Xia (the Asia analog), Vudra (the India analog), Iblydos (mythological Greece analog), Arcadia (the Americas analog), Southern Garund (Africa analog), the Crown of the World, and other areas. Tian Xia is the most well-detailed area, but there is information on other areas too.


So far we have three people confirming interest. Walter Das Sombras said he was interested but didn't join the thread. I think I'll push it out to general recruitment to get two or three more people, but I'd like to get an idea of what you three want to play first.


Tazo tells me he's interested in playing a cutlass-wielding swashbuckler, which sounds fine to me.


I'm back for my travels and still interested in playing a cleric of Cayden Cailean. I like the unchained skills additions, I love having more skills for my characters! I'm working on my character in more detail now. If it's okay, I would rather my character be from Kintargo even though I rolled a boon for anywhere on Golarion. Should I reroll or just not use that boon?

Boons: 3d30 ⇒ (27, 11, 28) = 66
rerolling the 28: 1d30 ⇒ 6

boon descriptions:

6: An extra non-combat feat of your choice
11: -2 to one stat, +2 to another. (No stat may be below 6 or above 20 after racial adjustments)
27: You can be from anywhere on Golarion


I'm going to make a gunslinger from Alkenstar. A mysterious Stranger with a rifle if that's fine.


Just don't use it, that's fine.


Void Dragon wrote:
I'm going to make a gunslinger from Alkenstar. A mysterious Stranger with a rifle if that's fine.

Golarion is in the "emerging guns" phase and so advanced firearms aren't available. Muskets and pistols would be what are available.


Sorry, I meant to type musket.


Tazo has withdrawn, so I'll start recruiting shortly for four people. (If Walter joins us, I'm cool with playing with seven -- makes it easier if someone needs to drop out.)

Feel free to keep working on your characters. I plan on creating profiles for them in Herolab, so if you use it yourself, I can give you my email address to send copies to.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Oh, regarding hiding the religion, Medii, you don't have to take the hidden priest or infiltrator archetype, although those will be very flavorful and suitable for the campaign. It's entirely possible for a regular cleric to be careful and hide who they actually worship, especially in a relatively liberal (for Cheliax) town like Kintargo. The Evangelist archetype is another highly recommended archetype, as is the Herald Caller.


Recruitment post is up! Since you two only got two usable boons each, I reduced the number to two per character.


I forgot one important point: Starting gold is average for your class, except monks get max gold for their class.


I unfortunately don't use herolabs, but once I'm done with the character I'll make sure to post here with it.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

How are you folks coming on making your characters? I'm going to need to make a decision on the recruitment thread soon.


I sent you a pm from the character I created, but I could post here if you wanted.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Ah yes of course. That one looks good. Have you looked through the recruitment thread? Lots of interesting entries. The strix are particularly interesting, and I like the way some of the characters are already finding connections to each other.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Oh Medlii, I didn't realize until now that you posted your character in the Recruitment thread.

Cayden doesn't have liberation, I'm afraid. The official pathfinderwiki.com is more accurate than the wikia site.

I would suggest Love, Resolve, Strength, Chaos or Azata (chaos).


OK thanks! I'll switch it out when I get home tonight


Well, I've got a full set of recruits that's for sure... now to whittle it down to four.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

All the people, broken down by general category:

Arcane:
Arachnofiend: (VMC/WoP) Lydia Tivyr, half-elf sorceror (words of power)
Link

He'sDeadJim: (Alkenstar/extra feat) Aleksaan Darksoul, half-elf Sorceror (Oni bloodline)
Link

PDXCook: (8/30) Edgerson, tiefling wizard
Link

Mellok (10/8) Adolina, human witch
Link

Dred Delgeth (22/26) Human Sorceror (Umbral)
Link

Ranged

EmmissaryOfTheNorth: (4/21) Fix, Goblin Gunslinger (bolt ace)
Link

thunderbeard: (alternate Strix option) Shiri Dog-Catcher Strix Kineticist
Link
Link

Drogeney (3/5) Kiri Windfeather, Strix Aerokineticist
Link

Skills

Redelia: (10/7) Lorani, Halfling uRogue
Link
Link

Malyssa: (19/7) Jessibel Aulamaxa, Human Bard
Link

CariMac: (6/30) Davina Eradon, Aasimar Investigator (infiltrator)
Link

Darthrancor: (5/25) Yiangya Mil-deha, Munravi Mesmerist
Link

Leonardo Vashnarstill (5/1) Human Investigator (empiricist)
Link

Melee

Redblade8: (26/13) Domitius Half orc Slayer (Magus VMC)
Link

Septimus Falkland (20/12) Human Fighter (tactician)
Link

Game Master Scotty (2/21) Bebaushie Tiefling Barbarian (invulnerable Rager)
Link

Eudonius Lynch (10/9) Tiefling Alchemist ( Chirurgeon/Internal Alchemist/Vivisectionist)
Link

Gobo Horde (13/16) Brian Longarm, human fighter
Link

Rysky (17/12) Saturday Daud, human Id rager
Link
Link

Wolfgang Rolf (21/7) Reeves Crispio, Human Fighter
Link
Link

Divine

mourge40k (1/14) Samrariel AKA Smashed Sam, tiefling oracle
Link


So, here's my final list. I decided to go with 5 additional because I like big groups for PbP (because if someone leaves it makes it easier to go on) and a lot of the entries were awesome.

Lydia Tivyr

Jessibel Aulamaxa

Domitius

Kiri Windfeather

Davina Eradon

With a gunslinger and a cleric, this should make it a well-rounded party with all the bases covered.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Hi there everyone!

It's good to see you back on the boards medlii, managed to get Lantressa into a lower level Crimson throne game recently right at the beginning of book 2.


Hi everyone!

I'll be playing Domitius, it's a pleasure to be here.

If I might fish for advice on a practical matter regarding my alias: there will come a point in the AP where Dom will be absolutely done with being called by his "slave name". I was figuring the best way to handle that would be to name the alias something like, "Domitius aka Dukkan" so that it's all right there. Anyone think there's an easier way?

Profile will be up soon, but won't have his stats until tonight. Looking forward to this very much!

Ghorrin Redblade
AKA Domitius


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Hello everyone.

I'm so excited to get adventuring.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I dusted off a profile that was sitting unused and it's now Domitius'. :) Fortunately, it looks like I saved off some of his stats into my Google drive over the weekend, but I'd like to confirm everything looks kosher before I say he's done.

Also, anyone have any bright ideas about gear? Dom poses an interesting wrinkle on the usual setup, in that I wonder how much of the usual stuff a bodyguard/slave would own. Apart from the armor and main weapon already there, plus a dagger or two and a sap as backup weapons, I'm hard pressed to think how much more stuff he might legitimatley own. Anyone got any ideas?


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Yay! Nice to meet all of you, this looks like a great group.

Glad to hear it, Kiri! I'm excited to be gaming with you again!

Dominus, is there anything in particular you want to have or buy? Something he has could have been a gift from the family (depending on how they treat their slaves). Or there could be some sort of back story like "after Sabrina nearly got run over by a runaway wagon in the market, his masters insisted he carry a medical kit in case of any emergencies. " On the other hand, teenage girls can be unpredictable, so maybe he wanted to carry 50 ft of rope and a grappling hook just in case.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Leora, I suspect you're right, I may be overthinking it. (That's a thing for me.) :) I'll gear him up tonight, and just try and avoid anything that seems too egregiously "honestly-who-would-give-this-to-a-slave".

Dom


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Hi everyone. I'm so happy to have made the cut for this game (I didn't even bother applying for either of the other two Hell's Rebels games in recruitment--THIS is the one I wanted to be in).

Jessi will be a support character. Her strength will likely be diplomacy with Kintargo's existing/remaining nobility and perhaps with other potential rebel groups. I took cure light wounds for one of her spells, so she'll be a secondary healer as well.

For a boon I got a bonus teamwork feat, but I'm not sure if anyone else in the group got the same thing. If so, just tell me what feat you'd like Jessi to take and consider it done.

I think that's it for now. I really look forward to gaming with you all.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

"Evening, Lady Aulamaxa..."

I didn't get that boon, but, if you wind up picking a feat Dom would find useful, I have zero problem earmarking some space for it in my build. I'll keep an eye on your decision.

Domitius

EDIT: you guys should also start putting down the money on your bets for, "How many posts before Redblade forgets to set his alias and posts under his main name."


Yeah, seems no one else got that boon, Jessibel, but how about Domitius gets it since he didn't use one of his boons, and it would make sense for a bodyguard and the person he's guarding to have trained together.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None
Paladin of Baha-who? wrote:
Yeah, seems no one else got that boon, Jessibel, but how about Domitius gets it since he didn't use one of his boons, and it would make sense for a bodyguard and the person he's guarding to have trained together.

Not that I'm not all about getting more stuff, but I think I did use both my boons. I'm from Belkzen, and "free VMC" (magus).

EDIT: concept-wise, I'm confortable paying for it "out of pocket" on my end, given that at the outset of the story, Dom isn't actually Jessi's bodyguard, but that of a friend of hers (and Gorum knows Sabrina's never gonna take a Teamwork feat herself, she's all me-me-me-me-me...).


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Well, I'm open to anyone picking a teamwork feat and having Jessi pick the same one; I'd hate to have both my rolled boons go to waste. And honestly--I didn't see anything on the teamwork feat list that Jessibel needed to have. If picking a teamwork feat makes another PC better or more enjoyable to play, I'm all for that.

Allied Spellcasting (to overcome SR), Bonded Mind, Duck and Cover (for someone with poor Ref saves), Secret Language (though I'd have to swap a rank into Linguistics to be eligible), Shake It Off (waves to that hack bard, Taylor Swift), Shield Wall, and Shielded Caster are a few that at least caught my eye.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Any thoughts on Escape Route or Swap Places? In my time, I've played with more than my fair share of DMs that liked to conduct every fight as if we were inside a shoebox. (Not to say that's in store here, just sayin'.)

Now, to be sure, whatever the choice is, I can't get in on the fun until lvl 3 at the earliest, but I'm very down with the plan.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

I might pick one up though I doubt it'd be right away.

Course I'd only lose dodge which was more of a "No clue what to take right now" feat. I'll look into it later today.

*Edit
Now I know what I should take, point blank shot since I'm primarily a ranged attacker it might be a good starting point.


I thought you guys decided to make Domitius Jessibel's bodyguard?

Yeah Dodge doesn't make much sense, Kiri. PBS is pretty much a necessary feat so you can get precise shot and so forth.

I haven't played a kineticist before, and your abilities are kinda complicated. Can you give me a breakdown of how your build functions at level 1 -- what your attacks are, what special abilities you have?


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Domitius aka Dukkan wrote:

Any thoughts on Escape Route or Swap Places? In my time, I've played with more than my fair share of DMs that liked to conduct every fight as if we were inside a shoebox. (Not to say that's in store here, just sayin'.)

Actually, I was originally going to include Escape Route on my list but thought it might be more trouble than it's worth if our GM's running a "theater of the mind" sort of combat. Swap Places looks OK, too.

I was initially thinking that Jessibel might not be adjacent to Domitius (the party tank?) very often...but upon further review, maybe Jessi will need to step up into more of a melee combat role than I was planning.

I just noticed that should Leora suffer some tragic accident (Not planning anything--just saying!), Jessibel and her awesome 10 Strength would become the party's Alpha Female! ;)

Eh--we'll see. As I said, I'm open to pretty much anything.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

DM, Jessibel and I decided Dom is the bodyguard of her "frenemy", a fellow bard named Sabrina Montenero. The thinking was, it creates a little more room for agency on my part, and so on (plus one more NPC for you to have to keep track of :P).


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33
Paladin of Baha-who? wrote:

I thought you guys decided to make Domitius Jessibel's bodyguard?

In the end, we decided Domitius was the bodyguard of the 'frenemy' (Sabrina) in Jessibel's backstory--that way there'd be less tension when he decided to 'break his chains' and become a rebel.

@ Domitius: What's our final decision on Sabrina's noble family name? Your Monteneros or my Sarinis? Maybe we should let the DM decide, as the Sarinis might play some role later in the AP?

EDIT: Beat me to it!


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I swear, I'm good with either one. Should we just roll a die?

Odd for Montenero, Even for Sabrini: 1d6 ⇒ 5

EDIT: Montenero it is, if you're willing to let the Ultimate Arbiter stand. :)


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

The short version of my abilities thus far.

I have a wind blast that deals 1d6+1 damage per 2 kineticist levels and additional damage equal to my con mod. It reaches 30 ft and is a standard action.

My first infusion that I can add to the blast increases my range to 120 ft at the cost of 1 burn which gives me non-lethal damage equal to 1pt of damage per kineticist level.

I can gather power as either a move, full round, or full round plus move action to reduce burn taken for most of my abilities by 1 2 or 3 points to a minimum of 0 burn. The gather does provoke and if I'm hit I have to make an insane concentration check that only gets worse and never better since combat casting won't work on it and I can't "gather on the defensive".

So a typical action incombat will be blast if target within 30 feet, gather power as a move and blastvfrom 120 ft away. I'll be utilizing my flight, and evetually the hover feet, to minimize AoOs while gathering/blasting.

I'll give further updates each level so that you can keep up on what I can/can't do.

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