Activate Safe House Question


Hell's Rebels


So my playgroup has had a question come up, and the guy who is running for us hasn't read far enough ahead to see if there is an answer, and my Google-fu also failed us. I would appreciate if there are any spoiler-free answers here!

Our question involves Activate Safe House. I am on my phone, so I can't really get the exact text very easily and I apologize for that. The important parts of the power include that the Safe House is active for the week only and that the rebellion gets a stacking bonus to Security checks of +1 per active Safe House, up to a maximum of +5.

The question, then, is how does that work? If we can do each action only once per week, how could we possibly get a bonus to Security checks beyond +1? Is there something later that allows us to make more safe houses per activation?

No spoilers, please. We just finished part 2 of the first book. I appreciate any insight into what we have missed, if anything!

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

If you have multiple teams capable of activating a safe house you can take the action multiple times during the week to gain the additional pluses.

My players have never used activate safe house. I guess if my reading comprehension would have been better then I would have realized that they needed them for whenever they chose to do the rescue character action.

So much fail on my part.


You don't need them for Rescue Character, they are just available as an option instead of taking that character to the HQ.

Also, I did not realize multiple teams able to take the same action meant we could take the action multiple times. That is good to know!

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