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

Game Master Paladin of Baha-who?

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

Current Map

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


351 to 400 of 851 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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

Woohoo!

I took the average HP +1. Otherwise, just more standard cleric stuff. One more level 1 spell per day, +1 BAB, (I can finally move and draw the rapier at the same time!) etc.

If there are any buffs or anything you guys would find useful, let me know and I'll make sure to prep and cast them. Otherwise, I'll be sticking with bless and protection from evil for the most part since they are flexible and will probably come in handy a lot.

GM, I'll send my hero lab file tomorrow, it's on my other computer and didn't think to do it earlier.


Male Human Gunslinger 1 (Mysterious Stranger) HP 20/20 (0 non-lethal) | AC 17; FF 14; TAC 13 | F +5, Ref +6, Will +1 | Init +3 | Per +5

I'll just take the average 6 hp per HD for gunslinger.

BAB +1
Fort, Reflex +1
Also gain Lucky (Ex): Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.
Skills
+1 Craft Weapons
+1 Intimidate
+1 K. Engineering
+1 K. Local
+1 Perception
+1 Profession Engineer
+1 Sleight of Hand
+1 Survival
+1 Stealth

Silver Crusade

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

I was wondering if anyone was going to consider taking a level in Vigilante. That could fix the problem with being identified as a member of the rebels coming back to affect your family.


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

If I had a good-enough handle on the class, I'd consider (with your permission) a full on rebuild. I know it's got a ton of archetypes that make it flexible as hell. (prepares to blow off work today so he can leaf through UI)


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17
GM Paladin wrote:
I was wondering if anyone was going to consider taking a level in Vigilante. That could fix the problem with being identified as a member of the rebels coming back to affect your family.

I thought about it. There's also an investigator archetype that makes people not realize you are there. I need to read it again.


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

(surfaces from an hour's worth of reading while eating breakfast)

This could actually work. Figure Domitius would be the "social identity", and he could do his dirty work as Dukkan, "the Black Blade of Belkzen". :D

Way I see it, I could either make him a straight face-breaker with Avenger, or emphasize the more magically-inclined thing I was working toward by making a Warlock. Fellow Ravens, any thoughts?

DM, if I'm going to do this, this would probably require me to rejigger some ability scores, and maybe change the VMC I'm using. LMK if that would be kosher.


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

@Leora: Boy, Cayden Cailean Really Has Let Himself Go.

@Dom & Davina: I was kicking around taking a level of unchained rogue for the trapfinding and sneak attack damage, but if Davina and/or Dom now have that covered, I'll pass. I, too, am considering taking some levels in vigilante, but that likely won't be until Jessi's caused enough trouble in the Kintargo Opera House Society to qualify for a certain boon that allows her to gain +1 spellcasting level when she multiclasses. Probably gonna go with another level of bard with the Silver Balladeer archetype.

EDIT: @ GM: Has Lydia officially left us? Losing her might affect how folks decide to level up.

Silver Crusade

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

A complete rebuild is fine as long as the personality and general party role remains similar.

Lydia has not replied to my messages. At this time we should probably assume she is not able to continue and move on. Going with 7 initially makes the inevitable player drops easier. I will not recruit a replacement at this time.

-Posted with Wayfinder


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

Does anyone have detect magic available on a daily basis or should Jessibel consider taking it? Jessi doesn't know read magic either, for that matter, so scrolls are useless to her. Maybe with Lydia gone, she ought to invest in that.

Thoughts?

P.S. - Feel free to also suggest a 1st-level bard spell that might be useful going forward. If left to her own devices, Jessi will likely pick something goofy.


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

JESSIBEL BARD 2

HD: +1d8 [5 +1 (Con) +1 (FC)] = 7
BAB: +1
Saves: Ref +1, Will +1
Skill Ranks: 6 +1 (Int) +1 (human) +2 (Background*)
2 Perception
2 Stealth
1 Acrobatics
1 Diplomacy
1 Knowledge (nobility)*
1 Knowledge (local)
1 Perform (act)*
1 Perform (sing)

Spells not yet chosen.
Spells Per Day: 1st--+1 spell
Spells Known: 0--+1 spell (detect magic, read magic, ??); 1st--+1 spell

Silver Balladeer (Archetype)
Alignment: Any Good
Pure Heart (Ex): At 2nd level, a silver balladeer gains a +4 bonus on saving throws against curses, hexes, and charm effects. This ability replaces well-versed.
Silver Mastery (Su): At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons. This ability replaces the 2nd-level versatile performance.

There are also a few issues with her cash and equipment (which I know I updated since Aria Park. Will try to correct that ASAP.


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

Might look at saving finale for a 1st level spell, can be a real life saver.


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

I looked at the Vigilante, and the Cipher archetype for Investigators. I'll stick with what I have. My investigator archetype replaced trapfinding with Master of Disguise. That will help with not being recognized as a member of the Ravens. I'll dress up as a washer woman or a student when I head out and abut on Raven business. Once my studied combat and studied strike kick in that will help with damage.


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

@Jessi haha! Homer would be an excellent avatar of CC.

I will prep read and detect magic. Since they are both 0 level spells, it's no big deal.


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

As far as a potential Vigilante rebuild of Dom, the only sticking point I've got revolves around the concept of a social identity. The book seems to heavily imply that the social identity is more on the upper-crusty side, which is like the exact opposite of Domitius. Am I just getting caught up in the class' fluff here? Is "emancipated slave from the Sarini family by day, masked liberator of Kintargo by night" enough to go on without over-complicating things?

Silver Crusade

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

You don't need to be an aristocrat to be a vigilante. You'll just be gaining social notoriety, for whatever purpose you want. You'd want to come up with some kind of identity or purpose for your character to take on publically. It could also be a fake identity -- you could use the bonuses you get on bluff and such to pretend to be someone you're not.


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

I've added the quest log aka Davina's Notes to my what do we call that signature or heading? Feel free to add any rumors you heard or things you need/want to do that I missed.


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

Hmm to Jessi's point about magic stuff, does anyone have Spellcraft? If not, I can switch some skill points around.

Good idea Davina, I'll let you know if I think of anything to add.


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

I have Spellcraft but not detect magic or identify. Do I need those to figure out what things are if someone else points out it's magic?


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

Without detect I believe you have to use appraise instead.


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

In case I wasn't clear, I decided I'm gonna go ahead with the rebuild of Dom as an Avenger Vigilante. Stats will stay the same, but my VMC will switch to Fighter. Build to follow tonight.


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

Ooh, sweet! Jessi's likely to go the stalker route if/when she takes a level. She can be the Robin to your Batman!

Holy annoying sidekick!


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

I think we need to be more Blue Beetle and Booster Gold. Get Kintargo overrun by killer penguins.

Wait, I'm getting that mixed up, aren't I? It was G'nort who had the killer penguins in Justice League Antarctica.

Don't look at me like that, this was a thing.


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

Yeah we believe you Dom. Backs slowly away from the killer penguins.

I'm not big on Justice League but I can totally believe there was an Anartica arc at one point.


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

This was during Keith Giffen's run at the Justice League International title in the late eighties. Lunacy, but in a good way.


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

So to disguise the "Silver Ravens," we could call ourselves the "Platinum Penguins!"

Swapped a few skill ranks (-1 diplomacy, -1 heal, +1 spellcraft, +1 perception).


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

For some reason I'm wanting to start a battle cry of "Thrune has failed this city."

Silver Crusade

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

Heh, I've been binge watching Arrow with SWMBO lately, and I was thinking the same thing.

I'd really like to see a Vigilante VMC or some other way to get the secret identity feature of a vigilante while being mostly another class, without having to dip. But, such is life. Maybe in Unchained 2.

Quote:
Without detect I believe you have to use appraise instead.

Without detect magic there is actually no way to determine the properties of a magic item, other than potions.

There are ways to get it, though. A wand of DM costs 325. If you have access to crafting, either by someone taking it or finding someone to craft for you, you could make a unlimited use, command-word-activated wondrous item that casts Detect Magic for 900gp. In PFS, there's a way to enhance the Wayfinder to allow it to detect magic instead of casting light, and I use that for my alchemist. (That route isn't really open to the PCs here because there's no Pathfinder Society lodge in Kintargo.)

Dom, your planned rebuild is perfectly fine. Do you have Herolab?


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

That I do, you want me to shoot you a .por file?

Silver Crusade

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

That'd be great. I'll PM you my email address.

Silver Crusade

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

Sorry folks, not quite ready to make a gameplay post tonight, since there's a lot of stuff I need to put in it. I'll get one done tomorrow after work, or try to.

One thing I do want to know is whether anyone's planning on examining the statue in detail.


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

Considering my bet with Leora, absofreakinglutely I am examining that statue!


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

So to disguise the "Silver Ravens," we could call ourselves the "Platinum Penguins!"

OMG! And Davina could be our fearless leader! As per this post, if Davina got her parasol sword cane, a funny purple hat, a monacle, a long cigarette holder, and learned to waddle while muttering, "Mwark-mwark-mwark-mwark!" the rest of us could be her Fine Feathered Finks!

EDIT: And I'm sure she'd have no problem whipping up a batch of knockout gas in the depths of her Bomb Shelter. ;)

On a more serious note, I'm going with detect magic and Coin Shot as Jessi's new spells.


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

@Jessi No one will notice anything weird about that at all. Purple striped outfits and armor for me from now on ;)

Throwing our money around I see Jess aka Coin Shot.


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


Throwing our money around I see Jess aka Coin Shot.

Yeah, I figure with that spell she'll still be armed when she's Lady Aulamaxa the noblewoman. Also, with the Silver Balladeer archetype, her thrown silver pieces count as both silver AND cold iron against DR.


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


Throwing our money around I see Jess aka Coin Shot.
Yeah, I figure with that spell she'll still be armed when she's Lady Aulamaxa the noblewoman. Also, with the Silver Balladeer archetype, her thrown silver pieces count as both silver AND cold iron against DR.

Nice.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None
Davina wrote:
"Domitius and the Impending Giant Wasp Attack Show"

I love that show. I've got front row seats to the matinee!

Silver Crusade

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

By the way, you guys can start using your level 2 stats for rolls now.

Dom, your vigilante build looks good, except that I'm going to GM veto Renown as your social talent. Dom/Dukkan is a nobody right now, so you want to start becoming known in your social identity before you take this talent. We haven't actually determined what you're doing with the dual identity thing yet. Do you want to establish a false name and identity for your social persona, hiding your origins as a slave?


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

I'm totally fine with the veto, it makes sense. I'll figure out an alternative Social talent. (And I'll start working the new stat block into my profile as opportunity permits during today.)

As far as Dom's identity, I have a question that might help me put together an answer: exactly how legally binding was Sabrina's emancipation of Domitius? I mean, was that something where the Old Man could say, "Screw that, my daughter's off her nut, I want my property back," and then any time I'm identified in town, it turns into me fleeing the dottari a la the last 20 minutes of The Blues Brothers?

Silver Crusade

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

That is a very good question. I think that's something you'd need to investigate in-character to be more sure about. You'd need to figure out whether Sabrina's father actually gave ownership of Dom to her, and whether a particular legal procedure is required for manumission. Sabrina is above the age of majority (which for convenience I am assuming is 18 in Cheliax) so if Dom was legally considered her property, she could do it, probably.


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

Fair 'nuff. I'll have a little talk with her when we get back upstairs, start trying to settle that out.


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

Looking back at the original post you made on the topic, Sabrina seems to think she could make the whole thing nice and legal if she "buys me out" from her father. So, to-do list item: see if she knows what my "market value" might be.


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

By the way GM, beaucoup props for our Pulp Fiction reference of the day. :-)


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

In reading the rebellion rules for the third time, whew, it seems there are two big decisions to be made.
1. What our rebellion focus will be.
2.Who will be which officers.

I'd like secrecy for the focus. My character wants to stay in the shadows and sneak around. Be subtle in the destruction of Thune. Though my feelings won't be hurt if another focus is chosen.

There are six office spots and six players. I have a pretty good Int so I'd like to throw my hat in for spy master. Noticing a theme here? However strategist or sentinel would be fine as well.

Still trying to figure out how all the checks work, and I've read it three times. Might be one of those it makes more sense when you do it type of systems.


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

Like you, Davina, I'm kind of figuring that we'll have the hang of it after a few actual spins through the turns.

Silver Crusade

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

For what it's worth, I haven't completely figured it out either. I agree that it'll be a learn-by-doing situation.


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

I am okay with any of the focuses. If we decide to go with secrecy, I may change some of Leora's skills. In armor, she'll never be particularly stealthy, but she could at least bluff or disguise herself for spy missions.

With an 18 Wis, Partisan is fine. But for RP reasons, Sentinel, Recruiter or even strategist would be good fits too.

I agree, the rules should be clearer once we start using them :)


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

I just gave the pdf of the Spymaster's Handbook a quick look. Too bad that wasn't out when we started. Tables for hidden backgrounds, secret agendas, dangerous ploys, some very interesting traits, spells and items.


Male Human Gunslinger 1 (Mysterious Stranger) HP 20/20 (0 non-lethal) | AC 17; FF 14; TAC 13 | F +5, Ref +6, Will +1 | Init +3 | Per +5

I'm fine with secrecy being our focus. Lucius would try for either the strategist or recruiter position.


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

Secrecy makes sense for now, we can always change it after we've built up our strength. As for roll, I'll have to look later to figure mine out.

Silver Crusade

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

So, I said I'd post tonight, but I'm trying to prep for running We B4 Goblins at Free RPG day tomorrow and I just don't have time. I'll have to make the post tomorrow night.

351 to 400 of 851 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hell's Rebels Discussion All Messageboards

Want to post a reply? Sign in.