MoF's Hells Rebels

Game Master MordredofFairy

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Kintargo | Tactical Map


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1) I'm more than content to let others do a deep delve into the rebellion mini-game. I'll opt for less or medium detail, but that's just for me - I'm don't want to deny anyone any fun. I'm wondering what everyone sees their PC's role in the rebellion as?

Aldous could be the rebellion's semi-public face - with his background in the law, he could "represent" members of the rebellion, while claiming to be personally uninvolved. As the campaign goes on, I'd like him to procure a Galtan printing press, and I envision him writing revolutionary pamphlets for distribution throughout the city. Every movement needs PR, right?

Aldous is not interested in leading anything, nor is he particularly equipped to do so, so I'll defer that role to someone else.

2) Yay, indeed!

3) I've got plans. Lots and lots of plans. This week in gametime, Aldous needs to: 1) forge possession papers for the apartment 2) visit his unrequited love in prison, and 3) accompany Lily to the boarding school and scare some administrators. I figure #2 should be last on his list. If he doesn't come back, the other two jobs won't be left undone.

@Lily, when do want to tackle the school for girls?


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

I'll need to think on at least some of all of this. :) My brain is frazzled from lots of work and Fate-system related things. I should have more intelligent thoughts coursing tomorrow. No promises, though. :)


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

@Leading/role - Hmm Miranda doesn't quite feel like good leader material either. She is probably more suited to sneaking around and gather/spread information that way. Maybe she could help distribute those pamphlets :)?

@Puzzle box - As Miranda mentioned at the start of "today", she'd be more then happy if someone else took a look at the box. New eyes and fresh ideas and all that! Besides she can't hog all the fun can she! So far she has managed to peel back one layer of the box, I'll dig a bit and find that information again when someone decides to take it off her hands.

@Plans - Probably looking to take a look at that prison-warehouse. And maybe some other places and stuff! She also needs to acquire some supplies (and pay off her debt!) like some arrows for that bow she got. Also depends on if someone takes that puzzle or not - and some other things!

@Level 3 - I have mostly updated all the things, just the feat left to pick (and maybe some skill point readjustment. Maybe).

Miranda level 3 advances:
+7 hp
+1 Bab (gives +1 CMD/CMB)
1d6 sneak attack

+1 CL (gives +1 concentration)
+1 1st level occultist spell per day
+1 1st level eldritch scoundrel spell per day

+1 mental pool point
focus power: Unseen (illusion)

+1 feat:
+9 skills (favoured class here): +1 Acrobatics, Disable Device, Escape Artist, Perception, Stealth, Spellcraft, Know (local). +2 Bluff
+2 background skills: +1 Appraise, Craft (conservator)

Alarm Sense (automagic perception check when within 10' of magical trap)
Finesse Training: Daggers (+dex instead of +str on dmg rolls in melee)
+2 1st level spells written: Shield, Crafter's Fortune

Anyhow!

I'm thinking about which feat to pick and just thought I'd try to bounce some ideas here.

Feat options:
a) Accomplished Sneak Attacker - Given that Miranda just got her dex-to-damage and first 1d6 of sneak attack this would really help her do damage. If she can line things up of course! Amusingly it would let her KO herself in one full-attack assuming flanking and that all rolls are average.

What mainly speaks against this is that *just* doing a bit more damage is a bit boring :P

b) Twist Away - This would help her avoid a few more dangerous things. While the difference between her fort and ref isn't that big having the evasion effect is really handy. Also, as she isn't going to be gaining another occultist level, her fort is really going to start lagging behind now (level 12 is the next natural increase :P).

This is probably something Miranda is going to pick up anyhow, avoiding as many fort saves as possible is very good for ones health, and taking it later would mean there are probably even shinier options she'd have to neglect. But, not super duper handy just yet and she could probably hold off with it until level 7 or 9 or something? Hmm...

c) Craft Wondrous Items - Now *this* is an fun option! It's an option that opens a whole new world of wonderful options. (Though some claim that crafting feats opens a whole can of something less pleasant :P)

A problem is Miranda's small-ish spellbook and not-so-super spellcraft which both works together to cut down on what she could reasonably put together. And, for our wealth-class, Kintago still has most of the things we could want available. But the cost-savings are still nice as is the fact that making our own [Wonderous Item of Anti-Thrune] leaves less of a trace then looking to purchase it :P

But before I seriously consider this I'd like to probe @Mordred about how the general feeling on item creation feats is. (And if the unchained stuff is going to be used?)

Also given that we don't really have tons of money - and will probably want to spend quite a bit on mundane stuff - this is another "probably, but maybe later" feat anyhow.

d) Spirit Ridden - It is a nifty little feat that effectively lets Miranda acquire any one skill per day with some prep time. And having access to *any* skill lets us have an expert* on tap for whatever shenanigans we conjure. Synergies quite well with crafting in general and the unchained trials thingies in particular.

Question is though how developed of an spirit world Kintago has and if it is something I/we are looking to explore. Also if it sorta takes away the fun of finding/recruiting the right person for the right job.

*expert maybe is a strong word - but somewhat competent at least?

e) Possessed Hand - Oh boy. Now this is a really character defining feat full of weird stuff! We can start on the bright side and note that Miranda may know of an spirit she could make the pact with... Which is an interesting story twist I think : )

The benefits for Miranda are actually quite nice. Bonuses on to hit/damage with her dagger is always handy (huehuehue) and the skill improvement is on two skills she will probably use quite a bit. And some of the follow-up feats are quite cute though I think I could never get over the ickyness factor of the detaching ones.

But I'm not really sure if I'd like Miranda to go down this route really. It isn't quite what I imagine for her and having her hand permanently possessed doesn't really feel like something one can brush underneath the carpet. Moreso the feat (and followups) aren't actually *that* useful considering she has many of the benefits already (prehensile tail grabbing stuff, divination implement gives insight bonus conditionally and similarly for the follow-ups).

I mostly added it here because it was an interesting feat, I don't really think I will pick it. But that said - if someone ever get the urge to run a silly/immature campaign I'll claim the concept of someone actually romantically engaged with "miss rigthy/the stranger" already^^

Pew! Sorry about the wall, just looking to organize my mind and see if anyone have some thoughts (if you do please share!). Cheers : )

edit: you know what? Maybe some spoiler tags will help^^


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 kind of think of Boros as having the most experience with rebellion, though with Cha 7 perhaps he's a better advisor/strategist than leader. Lily would be sort of the reluctant leader, being of high class and gifted at speech, but perhaps inwardly unsure of whether it is right to be bringing danger to those who joint the rebellion.

Also, I kind of like Miranda as a tinkerer, i.e. crafter.


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

I was definitely also eyeing magic crafting feats. It may be smart for us to divvy those up a bit!

I'd definitely like for one of us to grab craft wands, wondrous, and arms and armor. Lily isn't bad at spellcraft, just not good.

Craft Wondrous can utilize the spells of allies, so no matter who gets it, we'll have access to all of the spells of the party. The only thing to worry about from that point on is the time spent crafting!

Currently, I was leaning towards Craft Wondrous or Extra Revelation. Lily's options for Revelations are super cool!

Revelations:
The City Provides (Ex) Once per day as a full-round action when in an urban environment, you can scrounge up any non-magical item of your choosing with a value of up to 10 gp per oracle level. You cannot obtain coins or trade goods, and the item is too tattered to resell (though fully functional). If you scrounge a new item, any item previously obtained in this way becomes useless.

Eyes of the Streets (Su) Once per day as a full-round action, you can summon a spirit rat, pigeon, or similar tiny creature to serve as your eyes on, above, and beneath the streets—this spirit serves as an arcane eye. At 10th level, you can summon multiple such spirits; this ability functions as prying eyes. At 15th level, this ability functions as greater prying eyes.

Face in the Crowd (Ex) You gain a +4 bonus on Stealth checks, and can attempt a Stealth check in a crowd even while being observed.

Keep to the Corners (Su) Once per day when you fail a Reflex saving throw, you can reroll the saving throw with a +4 insight bonus. You must take the second result, even if it is worse. At 7th level and 15th level, you can use this ability one additional time per day.

Knife in the Dark (Ex) As a standard action, you can make a sneak attack as if you were a rogue of your oracle level. You can use this ability once per day, plus one additional time per day at 5th level and for every 5 levels thereafter.

Nooks and Crannies (Ex) You can move through any sort of obstacle or difficult terrain in an urban environment (including crowds) at your normal speed and without taking damage or suffering any other impairment. Areas that are enchanted or magically manipulated to impede motion still affect you.

Secrets of City (Su) Once per day when you cast a divination spell affecting creatures or areas in urban environments, you can double the spell’s range. At 7th level and 15th level, you can use this ability one additional time per day.

Shroud of the City (Sp) You can melt into the streets and alleys. You can cast veil once per day, but can affect only yourself and one willing ally per oracle level within 30 feet. You can make the targets appear only as typical members of a settlement with which you are familiar, and can’t match the appearance of specific creatures. At 7th level and 15th level, you can use this ability one additional time per day.

The Streets Are Your Friend (Ex) As long as you are in an urban environment, you can call upon the city to help an ally within 30 feet succeed at a task. The ally gets a +2 competence bonus on skill checks with a particular skill as long as you concentrate. This bonus increases to +3 at 9th level, and to +4 at 15th level.

Currently, Lily has The Streets are your Friend. I'm most interested in Face in the Crowd, Nooks and Crannies, and Eyes of the Streets. Shroud of the City is nice, but I'm not sure it'd get a lot of use, and it'd be very limited due to party size at the moment. What do you guys think?

@MondayorFriday: (Yes, I often think of MoF as Monday or Friday. Deal with it!)

What are your thoughts on Extra Revelation becoming other feats later down the line if I run out of cool Revelations to take?


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

@Magic crafting - Mm we can help eachother out. But the only full list we have access to is the witch one and the bulk of the stuff uses spells from the wizard list (which Miranda has, but at reduced rate) or the cleric list (which Lily has, but with limited spells known). Even with the full might of our partys spells to bring to bear we better start looking at things on the Witch list^^

Or pump our spellcraft. Hey how does Lily feel about sitting still and concentrating for 8h for those friendly streets :P?

There is also the question on how Aldous magic interacts with crafting. IIRC spheres of power have a chapter on that, but it is mainly their own style I think?

Though I do agree that getting those delicious crafting feats into the party seems like a splendid idea!

I'm guessing Lily would lean towards Wondrous Items? I'm not so interested in the Craft Wands thingy, since I personally feel that they usually cost too much (which could be spent on making fun wondrous items instead :P), but Miranda could definitely make a spot for the weapons & arms later on if you want to split that way. Unless there are more of us looking to get in on the magic item pie :)?

@Revelations - That Veil one seems cool. I'm sure we can find a use for it! Even if it isn't the full party having the freedom to effectively sneak around a few heavily armoured/armed ones is really nice. And I'm sure a few of us can pretend to be normal too until you can include the full party (especially if the Veiled people can carry all the suspicious gear!).

Nooks and Crannies is quite nice. But I'm not sure how often we will have to run trough crowds - though we did have to do that after the into scene right? Also I have a feeling that once you want to use this it is going to be really really really helpful! Perhaps quite literally a get out of jail (by never being caught in the first place) card?

The Face in the Crowd seems like the least exciting of the four you mentioned. If you need to sneak around the veil one seems flashier and if you need to slip away being able to move quickly seems safer. Though that +4 to stealth sure looks shiny ...

Arcane Eye at level 3 seems like a good way to gather information. Like really really really really good! Imagine if we had some place we wanted to take a look at ... And should it be spotted it isn't a sneaking party member that gets caught. The fact that it is just a full-round action instead of 10 minutes of casting time makes it so much nicer.

Wow! Those mysteries were truly quite awesome. Even the least cool of the four was still quite nice. Good luck picking, I think you are going to need it :P


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

Don't forget that HP is 1/2 HD + die roll for the other half.
HP: 1d5 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Ranger/Witch 3

+11 HP
+1 BAB
+1 Fort/Ref/Will
Feats: Skill Focus: Fly, Bodyguard (replaces Endurance)
Skills: Fly, Intimidate, Knowledge (history), Perception, Profession (herbalist), Sense Motive, Spellcraft, Stealth, Survival x2
Favored Terrain: Mountain
Spells: Blindness/Deafness, Raven's Flight


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

Now that is something I did forget!

HP: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9


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;

For rebellion detail, medium or high level is alright by me. But Boros definitely not be allowed a non-combat leqdership role. Trust me, it'll end poorly :D.

Regarding mundane crafting, Boros can contribute alchemical goods, of course. I think, however, that the Unchained crafting rules should be used instead of the normal ones. They're more flexible and responsive to niche situations, at the cost of more things to keep track of.

Also, I believe Lily mentioned taking up the post of critter wrangler?

Level 3:
FCB: +1/4 Grit point (0.75 total)
HP: 1d10 + 1 ⇒ (8) + 1 = 9

+1 BAB
+1 Will

Deeds: Gunslinger Initiative, Pistol-Whip, Utility Shot
Feat: Two-Weapon Fighting

+1 Acrobatics
+1 Climb
+1 Craft (alchemy)
+1 Heal
+1 Knowledge (local)
+1 Perception
+1 Survival

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

VMC Ability: Challenge


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

Oh so many things to cram into this post!

First the rebellion questions:

1. Without knowing exactly what high versus medium will mean, I'd say I'm in favor of high. One of the big attraction of Hell's Rebels for me is the idea of having an actual rebellion, not just the party versus all Kintargo's oppressors. Also I think it would be easier to start high and ratchet back some if we find ourselves unhappily multiple spreadsheets into the weeds doing it. Going from lower to higher is probably not as likely if we're not happy with the skimpiness of a lower detail scenario.

2. I'll try to get the new level finished tonight, but if I don't it will probably be the weekend before I can do it. I've a couple of busy days coming up.

3. Sounds good. Probably can manage a post within the next couple of days.

As for particular roles Nissim could take, he could do well in an information gathering and/or counterespionage role. Spymaster type stuff dealing with security going by the roles given in the players guide. He can do a lot of remote surveillance-type stuff through divination spells.

One thing from a more RP perspective is Nissim acting as recruiter using his connections among the small business owners and craftspeople. I haven't looked at the player's guide in a while now but I think I remember a mention of getting donations from businesses and such for the rebellion.

There is some overlap in some of options for Lily and Nissim, which isn't surprising since both archetypes came out of Heroes of the Streets so some coordination might be in order there. For example, her "Eyes of the Streets" revelation, Nissim will get Arcane Eye as a 4th level spell. So if there are others that look good that revelation is one you could skip. On the other hand, Nissim wouldn't be able to use it until 7th level, which might be longer than we want to wait. Aside from that spell Nissim will also get access to Insect Scouts, Insect Spies, Riversight and a couple more weird divination spells good for recon and keeping tabs on stuff. I guess he's gonna get friendly with vermin. :)

Nissim also has Craft Potion, but that's not one of the heavy-hitter craft abilities.

Using the witch spell list for wands would be amusing. It's an odd spell list Some really great stuff, but not many spells that are typically used in wands. I like it. One thing is Cure line of spells is on the witch list so Lily wouldn't need to take those spells just for wand making if she wasn't planning on it otherwise.

Spirit Ridden is a very cool feat I'd never come across before. I might consider it for Nissim as well!

It really does look like Lily is far better positioned to take the role of a charismatic leader if we have one. Nissim is very much a background guy.


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 3 Summary

Stats
1d4 ⇒ 3
+9 HP (7 HD +2 Con)
+1 Fort/Ref
+1 BAB/CMD

Skills
(9: 4 class, 2 Int, 2 background, 1 FCB)
+1 P(Sing), Diplomacy, C(Culinary), Stealth, Spellcraft, K(History), K(Religion), Perception, Handle Animal.

Feats
* ? ? ? ( Probably Extra Revelation )

Class Features
+1 Revelation *? ? ?
+1 VMC Sorcerer (Dun-Dun-Dun-Dun!) Sacrificial Boon: -1 HP for +1 to Damage, Save, or Skill Check within the next round, 7/day.

Spells

+1 1st level spell known * ? ? ?
+1 1st level spell/day

Favored Class Bonus
+1 Skill Rank

* Revelation(s) still need to be picked.
* Spell still needs to be picked.

Spell choices that seem amazing and fitting are:
Bless: A solid party buff that stays useful for a long, long time.
Divine Favor: Makes her less bad at combat for a time. Not a favorite cause it doesn't fit her - yet, at least.
Embrace Destiny: Amazing flavor, and very fitting. Can let me soak up horrible rolls, but won't save me from turning a 2 into a 1. Yuck. Lets me try twice when I know a DC, though...
Obscuring Mist: Really potent in a city campaign near a river when it can provide solid cover for moving about unseen and wouldn't be taken as unusual.

Any other suggestions? Any ideas you guys like? Should Lily invest more in our not-fuzzy friend by getting more +Handle Animal in exchange for something else?

First: I'm opting for medium or high. As your work load sees fit. :)

@Miranda: I could go for Craft Wondrous or Craft Arms and Armor, honestly. :) And I'm fine taking either one at 3 or 5. I feel like 5 is better as we'll have more munnies, though, to fill the gaps, and 3 lets me get early access to solid revelations of awesome.

With what you said, I'm more thinking I like the active abilities more than the passives. I really like Urban Stride and Hide in Plain Sight, but I can't help but think that the Arcane Eye spell is amazingly useful, and the Shroud actually totally covers what you pointed out, and then some. Like, if we have a wounded person, making them look normal. Or making Boros look normal. Or making a Strix look normal. So I'm leaning towards the two once per day cool things, over the always-on awesome things.

Re: Arcane Eye: The thing there, is that it's -really good- for her and us -now-. And if you pick up Arcane Eye at level 7, she'd still get prying eyes at level 10. So it's still an incredibly potent investment. :)


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

Sounds good Lily!

So here's a question for you all. I've been wondering whether Nissim is a bit offensively weak. Witches can have problems against mindless, animals, etc. and our recent encounters haven't been kind to him in that way. But still...

So, looking at 2nd level spells I'm taking Vomit Swarm because you get to vomit a friggin' swarm of spiders and control them! Of course it's a spell that is good against a wider range of opponents, and could be difficult for them to counter, but you vomit a friggin' swarm of spiders! Nothing else matters.

But the second spell. I've narrowed it down to three. Which sounds like the best choice?

Anonymous Interaction: Great for talking to people but remaining unidentifiable. Great spying and info gathering utility.

Glitterdust: The classic. Area blindness and bye bye invisibility.

Lipstitch: Good against enemy casters. We haven't seen much of that yet, but you know they're out there.

More utility, control, or offense?


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

Lily will get Glitterdust for free at level 4, if that affects your choices. :) Could just mean tons more blind to go around ;) Everything is sparkles!

Your spell choices seem to be taking Nissim down a rather dark path. :P

Also, worth noting, you could totally feed your familiar bought scrolls, and we might be able to get it a friend to learn spells from, as well!


Hells Rebels Tactical Map

Busy at work, just a quick answer to things that caught my eye.

Miranda: Item Creation is fine. But as said, the world moves on, the rebellion is using week-based schedule, so you could get some work done. But I'll still make sure(in various ways) that you won't completely break WBL. I mostly see crafting Feats as an easy way to access specific items that might be hard to come by, otherwise, and further improve them, or get things earlier than otherwise.

Lily: Perfectly fine with that. I do think that was asked sometime earlier, or even in recruitment: If you pick something as a Feat, then get that something as a class Feature, you get to retrain the Feat. You are basically paying for "early access" by occupying the Feat Slot until that time.
Example: Bob the Fighter has high Dex. He wants to pick up some Rogue Levels for the Weapon Finesse, Finesse Training, and Sneak Attack, which he thinks would give him an edge in Combat.
But that means if he spends a Feat on Weapon Finesse, that would be wasted? Or he needs to hope retraining is in effect and possible? Nah. He picks up Weapon Finesse with his Fighter Bonus Feat. Then, when he would get it via Rogue, he chooses something else for that Bonus Feat, freely and instantly retraining it.
Not exactly the same scenario, but same idea. You use the slot now to get access. If you later use your class choice(revelation) to pick it up, that frees up the slot.

@Boros: Good roll, but unfortunately not correct :) You automatically get half the Die. So...1d5+5+1.

@Possession&Spirits - very flavorful, certainly. *nods vigorously* So, do you specifically care what kind of entity is responsible? Or who it answers to, ultimately? *takes notes*
(that said, in the setting, contractual bonding of beings is more prevalent...and you will find many people who are good at exorcisms of varying sorts. So any sort of possession may need to be "accepted and desired".)
That said, there's nothing stopping you from actually signing a contract that results in such circumstances. If you are interested, do drop me a note. *smug grin*

@Leadership/Clarification: What I meant is that people who don't want to dive in too deep, but still want to take part, may take "command" of a single team, if they want.
The Rebellion mechanics uses Teams which are assigned tasks of variying sorts. You are supposed to use various teams of each sort, there. It's part of the more in-detail stuff regarding that. What I meant, then, is that someone who does not want to dive in too deep may pick ONE team, and specifically focus on that. Meaning much less bookkeeping, but still getting involved. I have the exact details at home(not work), so can't say more now, except that it would be a valid alternative to doing things regular.
E.g. Aldous, not wanting to get too involved in the mechanics, may pick one team of the PR-Sort/Rumormongers/Dissidents line, and specifically focus on that team, directing it's actions and possibly supervising himself.
That said, each team will have one person giving them orders. You can discuss together as you please, but it's one person they listen to and who directs them, simply for streamlining the process - so we don't end up overanalyzing.

@ALL:Also, I think that's in the players guide...but your Rebellion needs a focus.
Do you go with public relations? Trying to rouse inhabitants of the city to raise against Thrune? Use established groups and institutions that would be hard to get rid of as ways to get your propaganda across?
Do you hide in the shadows? Move silently, keep a low profile, only be known in whispers, and operating as ghosts?
Or do you seek confrontation? Conduct guerilla warfare, ambushing and engaging the occupation forces, seeking to break their will be dwindling their numbers?

Or, in other words:

Focus wrote:
When your party gains control of the Silver Phoenixes, you as a group must decide on what overall tactic your Rebellion will favor. If you want your organization to focus on political clout and popularity, select Loyalty as the Rebellion focus. If you want your group to remain sneaky and subtle in its opposition of the government, select Secrecy as its focus. If you want your group to be scrappy and eager to get in fights against Thrune’s agents, select Security as its focus.

Loyalty, Secrecy, or Security, what will be your poison? *drum roll*


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

@Lily Magic - I'm in another campaign with a foresight wizard which gives an ability that is pretty much Embrace Destiny and so far it seems really nice. Though that one draws power from its own supply of daily uses and Embrace Destiny would instead soak up spells per day which right now seems like Lilys most precious resource. That makes it much harder to use casually and just to fish for good rolls.

I would probably wait a bit with that spell and pick it up once 1st level spell uses aren't that important anymore. (Oracles get that spell switchy thing sorcerers and bards have right?) It seems like a great mid-late game spell though! Also, amusingly, if put into a wand it creates an expensive way to take 20 on skills you usually can't take 20 on :P

Bless and Divine Favour are both solid I think. The later seems more useful as things go on but the former could really turn the tide if we get stuck in riot situations or something. Since we are playing a city bound campaign (mostly I guess) this might be cool too, even if the flavour would be a bit off :P Maybe?

Obscuring Mist is one of those spells that are always handy. Especially if we need to run away from the dottari. Which we will probably need some times!

@Nissim Magic - As a rogue I must start out by saying that our enemies can never be blinded enough! And the anti-invisibility tech is always useful. Glitterdust is really one of those spells that always seems nice in a fight. That said, Lily got it and Varu has Blindness/Deafness so redundancy *might* be something worth considering? But just might I mean glitterdust is still awesome!

Anonymous Interaction is one of those will save spells that are really nice if they work and really not-nice if they don't. The big question is: do we know if our targets saved or not (@Mordred)? If not then this really feels too risky. Also feels like one of those spells you want to have an backup casting of just in case the target makes the save. At level 3 that's a big investment. Personally I'd hold off and wait a bit with this spell until I could afford to dedicate a few slots to it.

Lipstitch is one of those really cool witchy spells. Against a caster it is really nice. One thing that is sometimes overlooked is that even if they cut away the stitches they still need to make concentration checks due to the continuous damage from the bleed. Also has some utility in quieting sentries and stuff even if they can make some muffled noises.

Though on another note - Nissim's and Varu's familiars can exchange spells right? (Even if the meeting between owl and rat could be a bit *eh* straining? .P) That may affect your choices since you could probably exchange a few tricks.

@Item Creation/Feats - Mm I think Miranda will grab Craft Wondrous Items then. Making fun little baubles seems nice. And if Mordred is hell-bent on keeping us on wbl we could totally make tons of those one-use items and have some fun with magical apples and whatnot while he is forced to shower us in gold (that's how it works right^^?)!

Also the thought struck me that we should look into getting a scribe or something for our little rebellion. That way we could easily exchange spells between our magicans. We could all tap into Lily's eventual knowledge of glitterdust for example!

@Possession - Trying to avoid the worst of the worst spirits makes sense. Hmm - I wonder if the original Silver Ravens are still around ... :)?

Though for Miranda that may have to wait now that I went for crafting, there are a few other feats she will probably want first (Rime Spell, not-dying Twist Away!).

Edit: eep! GM ninjaed in more stuff. That's what I get for rambling on and on on spells :P


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

Oh and another small thing!

@All - Don't forget to update the skill spreadsheet : )

@Rebellion roles - I think I'll just post them here so we can start to puzzle with them too.

Officers of the Rebellion (p23-24):
Demagogue: The officer adds his or her Constitution or Charisma modifier to the rebellion’s Loyalty check.

Partisan: The officer adds his or her Strength or Wisdom modifier to the rebellion’s Security check.

Recruiter: The number of supporters recruited during the Upkeep phase on a successful Organization check is increased by the officer’s character level. This bonus stacks with that provided by other recruiters.

Sentinel: The officer grants a +1 bonus to the rebellion’s two secondary Organization checks, and can aid during all Organization checks attempted to resolve one event during the Event phase. The Sentinel can add her Constitution or Charisma modifier to a Loyalty check, her Strength or Wisdom Modifier to a Security check, or her Dexterity or Intelligence modifier to a Secrecy check made during this event’s resolution.

Spymaster: The officer adds his or her Dexterity or Intelligence modifier to the rebellion’s Secrecy check.

Strategist: The officer grants the Silver Ravens a bonus rebellion action during the Activity phase. Any Organization check made to resolve the effects of this bonus action gain a +2 bonus on the check.


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

I added a few slots in the skill spreadsheet that calcs the bonuses we would hand out in different roles. Spontaneously I can say that we are quite good at being sneaky :P


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 + 1 ⇒ (5) + 5 + 1 = 11

Better roll :D.

Since Boros was in Kintargo to support a militant rebellion, that's the sort he'd most favor, though he'd do well enough providing muscle for other sorts (which would certainly require his sort of skills eventually). So Security for me.

For roles? Strategist or Sentinel are the only choices that fit.

Where spells are concerned, I can't contribute much advice there; don't know the classes or the spells well enough (I'm a player that favors hitting it until the twitching stops, :p). So you go ahead and pick what you think is best.


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

Isn't also partisan quite a good fit too? Given that it is literally armed guerilla fighter : )

But so far then we have

Roles wrote:

Boros: Sentinel/Strategist

Nissim: Spymaster/Recruiter
Aldous: Hmm. Recruiter?*
Varuzhan:
Lily:
Miranda: Spymaster/Sentinel**/Strategist

*Seems like the closest fit and it is one of those roles that mechanics-wise require less bookkeeping - which given that he decided a lower level of details might be nice : )

**If refluffed as helpful resource or something - I'm thinking her ability to change that +2 to any one physical ability score at the start of the day makes her suited for the somewhat fluid role of Sentinel.

Now to see what Varuzhan and Lily feels like and we might be able to puzzle things together quite neatly : )

Rebellion Type! wrote:

Boros: Security

Miranda: Secrecy

A bit thinner list but it is a start :P


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;

Missed the Partisan, but yes, that's a likely prospect as well.


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

I went back and dug all this up from my campaign that I put on... apparently permanent Hiaitus. :( #Badpersonisbad.

Me wrote:

Working ahead a bit here. By the end of this 'Chapter' of the first book, you'll be ready to set up your rebellion. The first step of which is to determine what sort of Rebellion you plan to lead. The following is a rather large primer, though considerably smaller than reading the entire book on it.

There are three primary routes, that you'll likely recognize from Dragon Age Inquisition if you're familiar with the game:

Security:

Controlling situations through strength of arms, and body. By choosing this path, you make it easier to act after sickness and battle. Your rebels will be particularly adept at defending the citizens of Kintargo directly, thus keeping the population up.
You will be better at recruiting Freedom Fighters (Reduce Danger) and Peddlers (Earn Gold).

You will be better at the following actions: Earn Gold, Reduce Danger.
Advanced Actions: Rescue Character.

Security is also used to overcome or mitigate the following events: Ally in Peril. Disastrous Mission. Failed Protest. Missing in Action. Traitor.

Choose Security if you wish to be the Hero Kintargo needs.

Secrecy:

Controlling events from the shadows, going unnoticed by the enemy. By choosing this path, you make it easier to secret away supplies, enabling you to gain respite in even enemy territory. Your rebellion will be particularly adept at keeping Notoriety low.
You will be better at recruiting Street Performers (Gather Information) and Sneaks (Secure Cache).

You will be better at the following actions: Gather Information, Secure Cache
Advanced Actions: Activate Black Market, Knowledge Check, Sabotage, Spread Disinformation

Secrecy is also used to overcome or mitigate the following events: Inquisition, Traitor.

Choose Secrecy if you wish to be the Hero Kintargo deserves.

Loyalty:

Controlling popular opinion, looking like the good guys. By choosing this path, you make it easier to raise morale, and maintain supporters of the Silver Rebels. Your rebellion will be particularly adept at gaining support for your cause, and gain rank faster than other Rebellions.
You will not be more effective at recruiting teams, instead, you have a greater tie to the common man of Kintargo.

You will be better at the following actions: Recruit Supporters.
Advanced Actions: None.

Loyalty is also used to overcome or mitigate the following events: Diabolic Infiltration, Low Morale, Snitch, Traitor. (Important Note: Traitor is one of the worst rolls to turn up as an event, and Loyalty is the only thing that can completely prevent the fallout thereof.)
Loyalty will improve the following events: Donation

Choose Loyalty if you wish to be the Hero Kintargo wants.

Important Terms:

Rank/Max Rank=Rebellion 'Level', The rebellion can't support more people until you raise your Max Rank (You won't lose supporters, but your organization doesn't become more effective until you expand).
Membership=Population of the Rebellion

Supporters=Number of common folk and members of the Rebellion that support you. Supporters work as experience points for the Rebellion.

Population=Number of people in Kintargo as a whole.
Treasury/Min. Treasury=Amount of Gold the Rebellion has in its coffers. A low Treasury can have negative effects on the Rebellion.

Notoriety=The notice Thrune and his supporters are taking of your particular rebellion. This ranges form 0-100, and generally higher is worse. Sometimes you'll roll a d100 for a Notoriety check, and rolling higher than your Notoriety is good.

Rebellion Actions/Available Actions=You can activate a certain number of teams each week, to perform actions on your behalf. This rises with Rank. Available actions are determined by base actions and the actions your teams can perform.

Events=Events occur weekly. They range from a traitor in your midst, to Thrune actively executing people, to generous donations from your supporters.

Teams/Max Teams/Allies=The number of trained groups you have that are able to perform specific actions. You are limited to a certain number of mundane teams, though there is also the opportunity to recruit unusual people with special actions or mitigating circumstances to your cause, these are known as Allies. These Allies will never count against the maximum number of teams you can organize; they're freebies - if you manage to recruit them. Always be on the lookout for that someone special!

Officers=You. Each role, other than Recruiter, may only have one officer. Later, I'll also allow cohorts to act as officers.

Boons:

As the Rebellion advances in rank, the Officers will also gain boons. Unlike in the book, I'll allow Cohorts that are officers to gain these benefits as well, albeit at a 'rank' lower. I.E. When you gain the Rank 9 Title, your cohort will gain the Rank 4 Title.
Training: Training represents a free skill rank for those invested in the cause, you pick up a little bit of what your organization is capable of, so that you can better lead them.

Gift: Mostly a free object of your choosing with a hard limit on the amount that can be spent, and what it can be spent on.

Title: A Title associated with your character, or cohort. You also get a bonus feat. If you already have one of them, I'll let you exchange it for free, within the same pool you could have drawn your initial feat from (I.E. A combat feat if you selected one as a fighter bonus feat.)

4: Alertness, Deceitful, Persuasive, or Stealthy.
9: Great Fortitude, Iron Will, Lightning Reflexes.
15: Fleet, Improved Initiative, Toughness.
19: Any of the above.

XP Award: Free experience as a bonus award for being awesome.

Not all of it will apply (I left it unedited from my original ideas and handwaves, so Mordred might see ideas he likes or dislikes and point them out!), but it should help quickly wrap your head around what things do if you don't want to mentally fish through the book to figure out what you really prefer.

Re: Scribe Scroll: The problem with getting a 'scribe' is that Scribes can't scribe other people's spells! AUGH! So, just taking it to share one person's spells with the rest of the team is a little... meh. :(

Despite the fact it likely has the least impact on the game, I as a player prefer Loyalty. Certainly, keeping the people safe, and keeping our people safe is important, but what makes us better than Thrune if not popular opinion? :)


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

@Scroll Scribing - You certainly can scribe other peoples spells (unless there is an sneaky faq/errata I have missed?).

Is it the "In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites." line?

They note just before that that prerequisites can be met by having a friend/item provide them so that isn't a problem (ie you can meet the prerequisites of the item you are crafting by having friend druid cast a spell!).

@Overview - Nice!

Sorry about the bad person is bad deal though. But we still like you anyhow : )


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

As indicated in his background Varuzhan tried the "Security" route and failed in rebelling against what he viewed as the corrupt strix leaders. In his view, his mistake was resorting to violence too quickly. Like Lily, he would prefer to win over the people with "Loyalty" against the corrupt leadership before acting.

Also, Varuzhan is a Partisan or Strategist or Sentinel, just like Boros.


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

I think that since it explicitly calls out that you -have- to meet the prereqs -after- they say you can normally dodge them, that it's the exception to the rule. I'm all for it being interpreted differently, though. Spreading our spells known across the party could totally (possibly) be worth a feat slot on its own, if so. But I've always considered the intent to be that you can't do it :(


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

Yeah you have to meet them (can't take the +5 to the crafting DC as they talk about just before). It is just that you don't have to have the spell to do so; you meet prereqs if you have access to the spell somehow. Doesn't matter how you have access to it.


Level 3:

1d3 ⇒ 1
+6 hp
+1 Fort/Ref

Skills:
(10: 2 class, 4 Int, 1 race, 2 background, 1 FCB)
+1 to: Artistry(Writing), K(arcana), K(dungeoneering), K(geography), K(local), K(planes), Linguistics, P(barrister), Sense Motive, Spellcraft

Feat: Extra Spell Points (+2 spell points)

Class Features
+1 Spell Point
+2 talents
+1 VMC Sorcerer (3) Touch of Destiny (Sp): At 3rd level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.)

Talents: energy sphere, extended range

Favored Class Bonus
+1 Skill Rank

Re crafting: I can take craft wondrous items, craft rods, and craft magic arms and armor that will be able to benifit the party, though sphere casters are closer to sorcs than wizards, so there is less benefit than for a prepared caster. As right now Aldous is mostly artillery, wondrous items may not be terribly useful. Craft rods and the life sphere can grant fast healing, which would be good to have.

Spell trigger items crafted by Aldous will only be usable by other spherecasters. I'll probably be taking c(staff) at some point.

Re focus: Aldous would favor Loyalty. The dissemination of radical information, the swaying of the public through discourse and logic, as well as well-crafted emotional appeals (on paper, when he'd do it) is right up his alley.

Re Lily magic: Bless all day in my opinion.

Re Nissim magic: Anonymous Interaction sounds cool and flavorful. Glitterdust will probably have the biggest impact early, though over the whole game AI would probably prove more valuable.

Re Lily revelations: shroud or eyes. Those are some nice revelations!


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

Okay, Level 3 Changes:

HP: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

1/2 main class HD + roll 1/2 HD for VMC class right?

+1 WILL, FORT, REF

Bombs 2d6
Swift Alchemy

+1 1st Level Extract/Day
Extracts: Monkey Fish, Targeted Bomb Admixture

+1 2nd Level Spell
Spells: Vomit Swarm, Glitterdust

Feat: Improved Initiative

Skills +4 Class, +4 INT, +1 Skilled, +2 Background, +1 Nemesis Feat We're using that right? = 12 Skill Points.

+1 Point to: Bluff, Diplomacy, K Arcana, K Local, K Nature, Linguistics, Perception, Sense Motive, Spellcraft, Craft (Alchemy), Profession (Apothecary), Stealth.

New Language: Varisian? Still thinking on it.

I'm split between Stealth and Loyalty, I can see Nissim liking both options. Looks like Loyalty is winning in votes and that's fine with me.


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

Woah, Nemesis feat! Forgot all about that. Last skill will be Swim.


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;

Nemesis feat? I'm missing something here.


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
Rebellion Type wrote:

Boros: Security

Miranda: Secrecy
Lily: Loyalty
Varuzhan: Loyalty
Aldous: Loyalty
Nissim: Loyalty/Secrecy

That makes 1 for security, 1.5 for secrecy and 3.5 for loyalty so where the party is leaning is pretty clear. I must admit that not being betrayed does feel quite nice too, so this is fine by me :P

Rebellion Officers wrote:

Boros: Sentinel/Strategist/Partisan

Nissim: Spymaster/Recruiter
Aldous: Recruiter?
Varuzhan: Sentinel/Strategist/Partisan
Lily: ?
Miranda: Spymaster/Sentinel/Strategist

That's clearly something we can make something out of : )

@Aldous - Would the 'recruiter' role work for you?

Mechanically that means your character level is added to one check result (supporters gained), which means the rest of us can easily keep track of it for that detail. And I think it would fit with printing press/lawyering people out of thrunes grip.

@Lily - How would you feel about the demagogue officer role?

She seems fitting to be the heart of the rebellion (also would make puzzling it at together easier ^^). But I'm not sure how overt she would have to be which might be a problem maybe?


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
Boros Black-Hand wrote:
Nemesis feat? I'm missing something here.

I only had a quick minute to search right now and couldn't find it in the threads, but we were all given the Nemesis story feat by Mordred a while back. Somewhere around the time we came out of the sewers form the stable I think it was.

It gives a second hit point or skill point per level before completion.


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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

Here I think!


Hells Rebels Tactical Map

Aye. That was it.

Also, it seems you are going with Loyalty, overall.

I did mean to write a longer discussion reply, alas, the kind of weather we have currently is giving me a pounding headache at the moment, AND I should be hosting a proper game night later today.

So, apologies, but I fear that longer reply gets post-poned to tomorrow :)

But I am reading along actively. Also, just in case that was not clear: You are not supposed to write up a summary of your whole week in one post...you can do tidbits of activity, or not, while you simultaneously have dinner and work out the details of the rebellion IC.(since we are talking mechanics here, it kinda felt wrong to go the other way round gameplay=>discussion).

Anyway, I'll get a post in tomorrow, hopefully in both gameplay and discussion.


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

Of the choices, Varuzhan seems best suited to be a Partisan. So unless anyone objects, let's go with that.


Nissim Siverto wrote:
It gives a second hit point or skill point per level before completion.

Sweet!

Miranda Greenblossom wrote:
@Aldous - Would the 'recruiter' role work for you?

Recruiter sounds great! I can practically hear the printing presses at work now...


HP: 8/8 | AC: 16 / T: 14 / FF: 13 | Fort: +0, Ref: +5, Will: +1(6 vs Charm/Compulsion) | CMB: -1, CMD: 12 (Small) | Init: +3, Perception: +3 Low-light Vision
Lily Sable wrote:
I went back and dug all this up from my campaign that I put on... apparently permanent Hiaitus. :( #Badpersonisbad.

Having taken some time to decipher the meaning of the text, the girl looks up from the screen with sad eyes:"What...what do you mean by 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

@IC posting - You know I should make one. But babbling about the future is much easier ... ^^

@Rebellion officers - Mkay!

Roles wrote:

Boros: Sentinel/Strategist

Nissim: Spymaster
Aldous: Recruiter
Varuzhan: Partisan
Lily: ?
Miranda: Sentinel/Strategist

So far then!

@Boros - Would you like to be the Sentinel or the Strategist?

@Little girl - Oh! Look an orphan! Tonight we eat well! I mean hi!


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

Hey that's my orphan, and hopefully future cohort! Hands off!


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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

Oh - sorry sorry didn't see that she was taken!

Typical witch to hog all the orphans ... :P

@Nemesis - Added 1 hp to Miranda courtesy of that feat


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

Note we can have multiple Recruiters and their effects stack. So if Lily doesn't want to be a Demagogue, she could also be a Recruiter. Don't want Lily to feel forced into a role.


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

What I mean is, I started to reopen it and my work load just kind of toppled over on top of me again, and I went from 'I think I can do this' to 'When do I sleep..?' as soon as I started to reopen it. :)

Then... it happened again as soon as I started thinking about it again.

And again.

And again. :(:(

I do plan to unpause it, but I just don't see when I would do so. :(

Re: Party roles: No. I will take Sentinel or Strategist from the two people who want them! MUAHAHA :>. Except, no. Demagogue is perfectly acceptable. Lily may need a makeover, though. Her only worries in the city from a personal standpoint are her sister, her girlfriend, and her church. She cut ties with the latter, but I don't see her cutting ties with the former two. :)


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;

Hmmm, either role works well, but I think I'll go Strategist. Don't want the distracted halfling making all the plans :p.


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

@Rebellion roles - This is it then! I'll add this to the sheet (and poor Rexus didn't get any! Mwap mwap .P)

Boros: Strategist
Nissim: Spymaster
Aldous: Recruiter
Varuzhan: Partisan
Lily: Demagogue
Miranda: Sentinel


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

@Mordred - I think I have a fair idea of how Miranda wants to spend her week. Should we start posting our spoilered week yet or do you want a few days to catch your breath^^?

@Party/Wondrous Items - If there are any cheap items you'd like you may start wishlisting now. Miranda has the feat and while we can't really do much with it yet it is always nice to start planning things :)!

@Party/Puzzle Box - Anyone wants to give this a try the coming week?

@Party/Coded stuff - Anyone know the status of these? Did whoever that took care of them get a shot at deciphering them?


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

The trapped book (the focus of the slime creature) has a Ghoul Touch effect still on it, and is in Dwarven. My understanding is that if we disable the trap (and perhaps find a natural Dwarven speaker), it'll teach us about running a rebellion (giving us a bonus of some sort). Ideas for handling that?

Rexus can also be a recruiter! He kind of recruited us, after all.


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

Ooooh ooooh!

<- speaks dwarven!

(I think it was noted a bit off-hand last time we talked about it?)

@Rexus/recruiter - that's true! Or maybe one of those special bonus people?


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

The book is all yours then, Elise!

-Posted with Wayfinder


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;

Boros also speaks Dwarven, for the record.


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

Mmm interesting!


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

Nissim doesn't speak dwarven, but while we're on the subject of languages I'll mention one of Nissim's traits. I have a habit of forgetting some of my characters' abilities that don't come up much, so if it does and I do, hopefully one of you may remember.

Self-Taught Scholar
Being self-taught has made it necessary for you to scour all documentation you can get your hands on.
Benefits: You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

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