MoF's Hells Rebels

Game Master MordredofFairy

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Kintargo | Tactical Map


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Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Ah! Right! Thanks for saving me all that digging around!

Too early in the morning here, I was also thinking the WIll save was INT based. More coffee...


Hells Rebels Tactical Map

Well, you have time to clean up, now.

I meant to write up a summary of you making your exit.
(no problems arise on the way to the river, only opportunities.)

But alas, I'm in a hurry today, and will be gone over the weekend. So, while I did not manage to get you out of the location and into down time to rest and recover, you all get a job over the weekend.

You are Level 2 now.

Level up and post changes in Discussion.

I WILL audit the character sheets afterwards, after having stumbled on some small mistakes with different characters.

HP: You get half and roll for the other, in the first post you make in discussion after this one.
that means D6 => d3+3; d8=> d4+4, d10=> d5+5, d12=>d6+6

Example post of one of my characters. Not very tidy, so not actually a great example, but yeah...try and spell out everything important.
Example 2 - as you can see, format varies so no "strict copying" is necessary. :P I usually try to mirror the person who posted first.
I will keep your post linked in my notes so I can always reference them so help me by making my job of understanding your changes easy :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Level 1->2 Advancement

Classes: Rogue 1->2, Occultist 1->2

---Defence---

HP: +1d4+4+2 (1d8Hd + 2 Con) HP: 1d4 ⇒ 1

+1 Ref (Rogue ref save 2->3)
+1 Will/Fort (Occultist will/fort save 2->3)

gains Evasion (rogue 2)

---Magic!---

Arcane CL 1 -> 2 (Eldritch Scoundrel); Concentration 5->6 (4 int + cl)
Arcane 0 spell slots 3->4 (-||-)
Arcane 1st spell slots 2->3 (-||-, Int bonus gives 1 extra)

Psychic CL 1 ->2 (Occultist); Concentration 5->6 (4 int + cl)
Psychic 1st spells per day 2->3 (-||-, Int bonus gives 1 extra)

Focus pool 5->6 (Occultist level + int bonus)

Extra Implement (Occultist 2; gives 1 base power and 2 spells known)

---Statistics---

BaB 0->1 (Rogue/Occultist 2)
CMB 0->1 (Bab increase [+1 Str, +1 Bab, -1 Size ])
CMD 13->14 (Bab increase [+1 Str, +3 Dex, +1 Bab, -1 Size])

Skill points +9 (4 Class, 4 Int, 1 Favoured Class)
Background skill points +2 (Standard gain)

gains Magic Item Skill (Occultist 2)
gains Object Reading (Occultist 2)

---Items---

+2 1st level spells in spellbook (Eldritch Scoundrel)

End of Summary

Things to pick:

1) Implement/Magic School for Occultist
1b) 0 and 1st level spell for above
2) 9 skill points
3) 2 background skill points
4) 2 1st level wizard spells

I'll get to it as I find the time : )

Edit: I decided quite quickly to pick Divination as my third implement. The spells Detect Psychic Significance and Object Reading the spell (not to be confused with Object Reading the class feature :P) as Mirandas Psychic spells


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Level 2 Summary

Stats
1d4 ⇒ 1
+7 HP (5 HD +2 Con)
+1 Will
+1 BAB/CMD

Skills
(4 class, 2 Int, 2 background, 1 FCB
+1 rank to: Perform (Sing), Diplomacy, Craft (Culinary), Stealth, Spellcraft, K(History), K(Religion), Perception.
+1 rank and FCB to: K(Planes)

Feats
N/A

Class Features
Nuffin.

Spells

+1 0th level spell known (Stabilize)
+1 1st level spell known (Faerie Fire)
+1 1st level spell/day

Favored Class Bonus
+1 Skill Rank

@MoF: Any chance 'Crimson' could be added to the glow options for Lily's Faerie Fire? :)


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

HP: 1d5 + 5 ⇒ (2) + 5 = 7
+1 HP (Con)
FCB: +1/4 Grit

+1 Fort
+1 Ref
+1 BAB

+7 adventuring skill ranks and +2 background skill ranks
+1 Acrobatics
+1 Climb
+1 Craft (alchemy)
+1 Heal
+1 Knowledge (local)
+1 Perception
+1 Survival

+1 Knowledge (engineering)
+1 Profession (soldier)

Class feature
Nimble +1 (precious AC!)


Level 2: incanter
FCB: +1 skill

HP: 1d3 + 3 + 2 ⇒ (1) + 3 + 2 = 6

+1 will

+1 BAB

Skills: 2 + 4 int + 1 human +1 fcb = 8
Background skills: 2

Arcana, History (background), Linguistics, Local, Nature, Nobility, Planes, Profession (barrister; background), Sense Motive, Spellcraft

Class features:
- 1 spell point
- 3 talents (TBD, but definitely geared towards blasting and healing)
- 1 feat (extra spell points)
- 1 caster level

Casting:

11 total spell points (2 level + 4 casting mod + 1 drawbacks + 4 feats)


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Woohoo! Thanks for not getting me killed. Flying back from vacation today. On to Level 2! I'll put this together soon.

HP: 1d5 + 5 + 2 ⇒ (3) + 5 + 2 = 10.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Woho! Time for another interesting dice observation :P

Varuzhan is the only one that rolled average on his HP dice, the rest were bellow so far :P


Good thing hps are average plus a roll for sure!


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

@Mordred - I have a request. As a Herb Witch, Varuzhan receives the Cauldron Hex at Level 2. That hex gives a +4 to Craft (alchemy) checks. But Herb Witch also allows Varuzhan to use Profession (herbalist) checks in place of Craft (alchemy) checks. Can he apply the +4 bonus from Cauldron to Profession (herbalism) checks?

Ranger (Witchguard) 2 | Herb Witch 2
+10 HP
+1 Fort / Ref / Will
+1 BAB
Combat Style Feat: Two-Weapon Fighting
Hex: Cauldron
Skills: Climb, Intimidate, Knowledge (arcana), Knowledge (local), Knowledge (nature), Perception, Profession (herbalist), Sense Motive, Stealth, Spellcraft

Sheet to be updated soon.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Just realized I probably didn't allocate enough background skills, so I'll reconsider on that basis.

-Posted with Wayfinder


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Here's the updated Varuzhan:

Ranger (Witchguard) 2 | Herb Witch 2
+10 HP
+1 Fort / Ref / Will
+1 BAB
Combat Style Feat: Two-Weapon Fighting
Hex: Cauldron
Skills: Climb, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Perception, Profession (herbalist), Sense Motive, Stealth, Spellcraft
Spells Known: Enlarge Person, Cheetah's Sprint


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Varuzhan also learns Entangle from the Witch Patron for plants.


Hells Rebels Tactical Map

Still waiting on some decisions to be made, here, and Nissim to level in general.

Addressing those points already asked:

@Lily: Blue/Green/Violet! No more! Just kidding. I have no idea why the coloration is limited in the first place. So yeah, sure, make it crimson. It will never be mistaken for real fire or anything(just in case that was the weird-ass reason for the limited choices)

@Aldous: 3 Talents? Where? How? Why? Incanter gets one at even, 2 at odd. Where'd you get 3 Talents from? Clarify, please.
Also, the Extra Spell Point Feat should only give +2 Spell Points, not +4-

@HP rolls: Aye, it's at LEAST average, with a chance for more. So no biggie if the rolls are not that great, there ;)

@Varuzhan: I WILL look into it some more. But my first instinct is to say no.
Explanation: Herb Witch is a Witch Archetype. Witch is a Int-Based caster. Craft is Int-Based, Profession is Wisdom-Based. And cauldron-Hex independent. Now, what gives me pause is that Herb-Witch gets a scaling bonus to Profession(Herbalist) which it gets to substitute for the craft(alchemy). It seems unintended for them to stack.
Rather, with a 1-skill-point investment into the craft, the witch would have a basic skill of 4+int+3+1 in craft-alchemy, with int being the casting stat. But at the same time, the wisdom-based profession would receive a scaling bonus: So at Level 10, that would be 5+wis+3+ranks, at level 20 10+wis+3+ranks - both is a background skill, but one of them covers both at the same time.
At the same time, they could simply have given Brew Potion INSTEAD of the cauldron hex, replacing 2nd-level Hex, OR gone the other way round, giving her a scaling bonus to craft(alchemy) and allowing the herb witch to use Craft(Alchemy) in place of Profession(Herbalist)-checks. <- italiced to put emphasis, because the fact they did not go that way seems proof of intent to me.
As such, the idea to me seems that they wanted to front-load the craft alchemy to make it useable, while you are supposed to actually invest the skill points into the profession, which will cover both skills and may eventually overtake the craft skill alone.

Regardless, I may conclude that it's not worrysome and allow it anyway, even if it does seem against the intent to me. As said in the beginning, I'll look into it some more, then let you know.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

my interpretation!:
The way that the Cauldron Hex is usually handled, not RAW, but RAJames Jacobs on the topic of Versatile Performance: Every bonus from both skills stack. RAW, goodness only knows. JJ just suggested that he'd wished he'd spelled things out more clearly.

I tend to go a middle ground - things that make sense, get added. You can't doubledip, though, so if you have a +2 racial bonus to diplomacy and a +2 racial bonus to perform: oratory, you can't have a +4 racial to diplomacy via versatile performance (in fact, this seems intended - if you take versatile performance, you're effectively getting +2 in two major skills anyway!).

When it comes to things like Vivisectionist + Chirurgeon and Cauldron Hex + Herb Lore is to have the ability benefit one-way: You do gain Chirurgeon's bonus on healing checks even when using K(Nature) to make that check, and likewise, gain the Cauldron Hex's bonus to Craft(Alchemy), even when substituting P(Herbalist). I don't, however, allow Chirurgeon's Skill Focus (Heal) affect their K(Nature) checks to identify things (Or, in this case, P(Herbalist) to answer a question related to their occupation).

The intent to me is that they're good at crafting alchemy, and healing, respectively. It doesn't really make sense to me to make them not really good at their schtick. :)


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Sorry, no time over the weekend. I'll do the level up later today.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Skills (9): +1 Acrobatics, +1 Bluff, +1 Climb, +1 Disguise, +1 Disable Device, +1 Escape Artist, +1 Perception, +1 Stealth, +1 Use Magic Device

Background skills: +1 Appraise, +1 Craft(Conservator)

Wizard spells added to book: Chill Touch, Secluded Grimoire

That should conclude Miranda's levelling up to 2!


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Lily has given what I think is the right interpretation - a feat which allows substitution of skills should also allow bonuses to those skills to apply, within reason. This helps maintain the benefit of using the substituted skill, instead of creating a situation in which skill substitutions become useless. From a flavor perspective, the Cauldron hex is a reflection of Varuzhan's deep knowledge of herbs, and ought to be reflected in his herbalism skill - it's a bit silly if he instead becomes better at the alchemy of city-dwellers than the herbalism of his cultural roots.

Moreover, as far as hexes go, Cauldron is not particularly powerful. Allowing the skill bonus to apply to Herbalism would be on par with the benefits form other hexes that Varuzhan would have received as a non-Herb Witch.

I'm just providing my perception since you seem to have an open mind about the question; I won't quibble about this once you've decided.


Sigh. Sometimes, I'm a ditz. Friday night appears to be one of those times. I don't know what I was thinking reading that table - it seemed wrong to me then, but I still read the talents line as Aldous getting three talents at level 2 (instead of having three total talents - is there a blushing code for these messageboards?). Which, would have been sweet if that were the case - that would mean next level Aldous gets 5! talents!

As for the spell points, aye, I was working off my myth-weavers sheet, which I apparently never updated to reflect Aldous' final build. Originally, I had extra spell points as a feat (instead of orator), and I'd thought I'd take another this level giving me 4 total spell points. So, my math was right, excepting the fact that I never took the feat in the first place! (Where's that code for blush again?)

I'll be not taking any extra spell points feats, and instead sinking my l2 feat into extra magical talent, giving Aldous a total of 2 talents this level (one spent on a destruction talent, one on a life talent).

Total spell points are 7 (4 from Int, 2 from level, 1 from drawbacks).

Sorry for the confusion.

</blush>


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Level 2 HP: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Witch

WILL: +1

Hex: Cackle

Patron Spell: Ears of the City

Spells: Shadow Trap, Hex Vulnerability

Alchemist

BAB: +1
FORT: +1
REF: +1

Poison Resistance +2

Mindchemist: Perfect Recall

Discovery: Precise Bombs

Formulae: Recharge Innate Magic (If Allowed), Expeditious Retreat

Skills (All +1 Added)
Acrobatics
Bluff
Intimidate
K; Dungeoneering
K: Planes
K: Religion
Stealth
UMD
Craft (Potions) (Background)
K: Engineering (Background)

I haven't added this to Nissim's character sheet yet. I'll try to do that tonight. My son was out of school with a nasty cold Thursday and Friday, and of course I got it as well. And it was a very busy weekend on top of that. :/


Hells Rebels Tactical Map

No worries, Nissim. Take your time. I'm at a conference today and tomorrow and not sure how much time I'll have.
But...wrong die size ;) it's 1d4+4, not 1d8, even if the 7 would be nice.

@Varuzhan: I was never really opposed to what Lily suggested, but your suggestion was to move the actual bonus over from Alchemy to the Profession, rather than only apply it if you substitute it.(even then, I was unsure regarding the scaling bonus/insight bonus).

Also, Cauldron almost duplicates 2 Feats(Brew Potion and Skill Focus(Alchemy), so it may not be the most preferable choice, but there's definitely weaker options, too.
Plus it opens up "Cook people"!
(Yeah, that last part was kidding, fat chance you want that.)
But hey, if you want to substitute Child Scent for Cauldon, I'm cool with that ;)

Anyway, I'm still considering, because I admittedly had little time to look over things today, but I'll come back to you on it soon.


OK, updated and fixed:

Level 2: incanter
FCB: +1 skill

HP: 6

+1 will

+1 BAB

Skills: 2 + 4 int + 1 human +1 fcb = 8
Background skills: 2

Arcana, History (background), Linguistics, Local, Nature, Nobility, Planes, Profession (barrister; background), Sense Motive, Spellcraft

Class features:
- 1 spell point
- 1 talent (frost blast)
- 1 feat (extra magical talent: greater invigorate)
- 1 caster level


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Thinking back... wasn't there something different going on with VMC besides being free?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Lily Sable wrote:
Thinking back... wasn't there something different going on with VMC besides being free?

VMC doesn't go active until next level :(. Gestalt kids get all the cool front-loaded stuff...


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life
GM Mordred wrote:

No worries, Nissim. Take your time. I'm at a conference today and tomorrow and not sure how much time I'll have.

But...wrong die size ;) it's 1d4+4, not 1d8, even if the 7 would be nice.

@Varuzhan: I was never really opposed to what Lily suggested, but your suggestion was to move the actual bonus over from Alchemy to the Profession, rather than only apply it if you substitute it.(even then, I was unsure regarding the scaling bonus/insight bonus).

Also, Cauldron almost duplicates 2 Feats(Brew Potion and Skill Focus(Alchemy), so it may not be the most preferable choice, but there's definitely weaker options, too.
Plus it opens up "Cook people"!
(Yeah, that last part was kidding, fat chance you want that.)
But hey, if you want to substitute Child Scent for Cauldon, I'm cool with that ;)

Anyway, I'm still considering, because I admittedly had little time to look over things today, but I'll come back to you on it soon.

I'm fine making it work only when Herbalism is used for an alchemy check, assuming that makes sense to you. That makes sense to me.


Hells Rebels Tactical Map
Boros Black-Hand wrote:
Lily Sable wrote:
Thinking back... wasn't there something different going on with VMC besides being free?
VMC doesn't go active until next level :(. Gestalt kids get all the cool front-loaded stuff...

Aye. VMC was sped up. Effectively, you get everthing after the first Power a cumulative level earlier.

I was well aware the time/level-based distribution of power was different for the boon options, but hey, it's cooperative ;) The gestalt kids will simply have to carry more weight, early on. *smile*


Hells Rebels Tactical Map

Conference is over, and I'm back home. I had hoped to have more spare time there in the evenings, but social networking was compulsory, in a way.

Alas, I'll make sure to advance you today or tomorrow, to some open RP opportunity and private downtime available, and try to get the auditing done over the weekend, so we're ready to go again at the beginning of next week(or when it fits...if individual scenes are unresolved, I will continue them in spoiler tags, so everybody is back together and not having to wait/sit out for prolonged periods.)

Until such time, final changes are still possible if you decide to alter any level-up-choices, but do let me know.


I find conferences often completely fill my days.

There's a fire I'm going to have to put out at work in the near future, and it is going to entail a two-hour commute for a number of days and possibly no internet access while I'm working. I'll let you know if Aldous needs botting when I have more details. Thanks!


Hells Rebels Tactical Map

And I guess I have to apologize once more. It may seem hypocritical, but I always disliked games moving TOO slow, or GM's promising updates and not delivering.
I am kind of an excellent example of what I did not want to be, currently. Thank you for not throwing virtual stones at me, yet. I can only, again, promise that I expect things to get better once things calm down at work. But I'm not even slapping a date sticker on that any more. I hope "soon" but I don't want to make more promises that depend on outside factors.

Either way, I appreciate your patience with me. Do know that I am well-aware of my current short-coming and working on myself to do better in the future.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Well, if you're really, really sorry, I guess we can put away the flogging noodles just this once :p. But you only get one pass, mind. Next time, it's salty noodles across the back until our floggers are worn down! Or we get hungry and break for lunch. Or we get bored with noodle floggings and go do something else :D.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hey now! Soon™ is a registered property of Riot Games, you can't use that ... :P

(No worries, we understand that real life comes first!)

Anyhow, if anyone needs downtime-inspiration, check out these extra rules. Not sure if we are using them a 100% but it's a place to start : )


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Party - My guess is that most items will be quickly identified during this downtime period. If not, Miranda will do that as soon as she gets her grubby mits on them again at the end of the week.

So if people started thinking a bit about what pieces of loot that speaks to them might be good!

Not-dibs on the poison pill :P


Hells Rebels Tactical Map

@Downtime rules: Up to you guys how deep you want to dive into that.

I'll also leave it up to you how in-depth you want to manage the rebellion.
We can streamline, do everything regular, or you get to organize aspects with certain people making certain decisions(e.g. one character managing a team makes all decisions for that team, no discussion beforehand)
We'll see when we get there, and nothing is set in stone :)
Just saying that kind of thing is left up to you.

@Poison pill: Why not-dibs? Don't you want to try it? - like the perfume? :)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Ups, seems as if I splashed something funny on you Lily. Sorry!

Edit: Updated loot-sheet with the purse. Also, Miranda will pawn it off on Nissim for further investigation, unless someone has a better idea : )


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

I put Varuzhan's name next to some items that might be useful for him: Potion of Enlarge Person and Potion of Cure Light Wounds. These are in his inventory.

I've updated the skills spreadsheet for Varuzhan based on his new level.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

That sounds perfect!

@Money/Boros - Even if we just manage to fence the pearls for 75gp each that's still 900 - 150gp each. Should fund your masterwork transformation (and I personally wouldn't mind if you took out your share ahead of time from the party funds. Miranda even has ~40 gp you could borrow, depending on how expensive her magnifying glass turns out to be!).

Also, in the interest of us getting some spending money, we could probably liquidate the pearls during this downtime period. Miranda could probably work it into her schedule, if no-one else wants to : )

But! I'm not sure if we want to sell the ring just yet. It seems interesting to me that both the key and the ring are made by the same person. Might be worth checking up on ...


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

That was my metagame thought about keeping the ring, the maker. But Boros isn't worried about crap like that, while money is a concern. So fluff it as him not knowing the best deal to get, and he'll let the locals manage it instead when they all meet up :D.

I'd prefer to wait until money is in hand, in full, before starting work on the gun. Easier to track that way for my OCD :p. Plus side is, it'll only take a day once the parts are secured. He doesn't need fancy facilities, and he has the tools, so he could park his butt in an alley and get it done, lol.

Powder is a different issue, and Boros may end up using either the bow or crossbow we found as a fill-in.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hmm. I also wonder why there is a shortage. Maybe Thrune is simply buying it up to prevent saboteurs? Or they have something else in mind ...


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Oh, Boros knows damn well why there's a shortage. He may have the social graces of a dead rat, but's he not stupid. Those Hell Knights captured a bunch of guns when they raided his employers. And now there's a sudden run on the stuff needed for gunpowder? 1 + 1 = a Thrune loon getting cute with Alkenstar's precious weapons. Boros won't be tolerating that at all, lol.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Doh! Forgot to reroll my HP the correct way. I also realized I left out my extra skill point for human. Added 1 point to Disable Device.

Level 2 HP: 1d4 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hmm I've been thinking. Miranda should probably bring Lily some sort of "sorry-I-love-potioned-you" gift. Not sure what though ... Flowers are the classical apology gift but that will probably only make things more awkward But then more awkward might not be bad ...


Hells Rebels Tactical Map

Hehe, might not at all be bad. Also, I'll make certain to update tonight.

I'm tired of apologizing over and over, but yeah, you already know that my work/life balance right now is a bit out of order.
I do have an estimate now, though, of about one more month before my schedule should improve.

Thanks for bearing with me through this time.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Poor Miranda is going to accidentally find some magical love-flowers aren't she ... :P?

And no worries : )


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Miranda's going to be the party player at this rate :p. If she ever figures out how to activate swag mode, we're doomed!


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Though I don't think Miranda would find much success with Lily even if she tried - that one already got someone : P


No worries, GM Mordred. Glad to hear your work-life balance will be stabilizing a bit in the near future.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

No problem at all Modred. Kinda been swamped lately myself.

I left off posting more downtime activities after what would more or less be the first set of things. I figured I'd wait and see if there were any things that might affect what Nissim does next. But if you'd rather I post a few days ahead like Miranda did let me know and I will.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Might as well take this opportunity to at least ponder an upgrade to turn his pistol into a pepperbox pistol at some later point.

Interestingly enough, there is a Craft (firearms) skill, with DCs for various types of firearms, offered in Ultimate Combat, though it is buried in the Feat section, not the Equipment section where it should be.

If making this upgrade requires that skill, maybe I could retcon a couple of Boros' skill ranks now, before we go active again, to give him that skill.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

In was planning to have Nissim visit Varuzhan anyway after things settled down at home. So if he misses the save there's that.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

*pokes with stick*

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