GM Fez's Hell' Rebels (Inactive)

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


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Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Maybe Rocco and I should go around via Kurglunn's route and then me and Rocco and Kurglunn can mount a second assault and attack them from two fronts.

How many rounds to get to Kurglunn the way he went?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

With the GM's input, how do we want to do it?

Thoughts? Think quickly.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

The biggest risk on the roof is that she out ranges us. We have no idea how many times she can use that magic. So one of the other things we'd want to do is spread out.

What is the other concealed way into the other building?

Shadow Lodge

MAP

@ Valrani: The route Kurglunn used to reach the church's rooftop is pretty concealed: it involves getting out of the orphanage, then down to ground level, then entering the orphanage's first floor pass through the rubble and then cross the short stretch of open space between the buildings entering the church's dilapidated first floor. From there you can find the ladder for the rooftop. Scarplume could follow you down there but inside the buildings her manoeuvrability will be severely limited to the point of cancelling her main advantage (flight). She's not stupid so it's to be seen if she wants to risk coming at you when she's at a disadvantage.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

I'm more of the opinion that Rocco and Talon should stay on this side, taking pot shots across the gap while the others move across for a more frontal assault. Rocco has basically nothing positive to contribute in melee (a kukri with a negative mod on damage rolls), but has a few knacks he can use all day to draw the enemy's attention (Daze and Telekinetic Projectile in particular).

As far as getting down to ground level for whoever is going, the GM did mention earlier that this building does have a staircase that connected the first and second floors, but it was broken, so the only way down would be with rope or a good Acro roll. That would at least mean you don't have to go outside right away, though.

From there I guess you'd have to find your way through broken openings in the walls to get out of the orphanage and into the church.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

OK...

I'm not much better than Rocco, but at least I don't have a negative damage in melee.

Lirotha is willing to take some big chances...but she's not stupid either.

Crawling out onto that rope bridge with them pointing arrows and spells at it is stupid unless they are distracted somehow first.

My spells are limited too...I have NO attack cantrips memorized either.

Yes, crawling on the roof and attacking from there is dangerous and a huge chance, but I think we can do this...we outnumber them! I still have 1 Cure Light Wounds spell memorized (Not my Healing Hex) and my Burning Hands as well.

Getting to the other side with Kurglunn would be nice but would be even MORE problematic at best. Not to mention if they catch us moving towards them underneath, we endanger Kurglunn being found out and ruining his surprise!

I have an idea I wanna try...


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

So.. what is the other way into their building?

Shadow Lodge

MAP

Aaaaand... we are back!

So, if you want to search for the bolthole leading to the ruined stairchase you need to roll Perception DC15.
Once found it's pretty easy to make it operational again and then use a rope to climb down to the lower level (DC10 climb check).


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

perception: 1d20 + 2 ⇒ (17) + 2 = 19

"What do we have here?" asks Valrani.

"A back exit to the rats nest?"


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:

So, if you want to search for the bolthole leading to the ruined stairchase you need to roll Perception DC15.

Once found it's pretty easy to make it operational again and then use a rope to climb down to the lower level (DC10 climb check).

So, to be clear...the building we are in has a hole in it going down and Val found it?

Shadow Lodge

MAP

Considering the numbers this would seem correct, yes.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Just curious:

Is it just a bad day for PBP posting for everybody, or is something wrong here?

As I understand it, we all get to go here BEFORE they do. As long as Talon and Rocco keep their heads down this first round, the enemy should be taken almost completely by surprise.


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

I'm holding my action for now. Don't want to blow it, like I say I only go every second round with a ranged attack.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

I was waiting as I understood that we were in regular initiative and Val was at the end.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Sorry. Started a new job this week and we're getting ready to move to a new place. Posting might be a bit irregular for a bit here, but I'm still definitely on board.

Shadow Lodge

MAP

Giving Rocco until tomorrow before motting Kurglun's move


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Where's Morricone? He hasn't either in a while...

Shadow Lodge

MAP

Right... I'll send him a PM


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male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Weeke ends can be very taxing, especially if my wive has to work and I have to babysit all day

Shadow Lodge

MAP

No problem I was just checking.


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

What are the little round things on the north and south of the rooftop? Will I be able to move south then west along the roof to come out of cover and fire on Scarplume without difficulty?

Shadow Lodge

MAP

Those are railings.
As for moving in and out of cover you could 5 ft step forward, shoot and then move back into cover, so yes you can do it (as long as Scarplume does not fly on the other side of the building and decides to target you...)


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:

Those are railings.

As for moving in and out of cover you could 5 ft step forward, shoot and then move back into cover...)

Doesn't that technically need the Spring Attack Feat to do that?


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

That's what I thought.

Shadow Lodge

MAP
Lirotha Karsani wrote:
DM Elan Morin wrote:

Those are railings.

As for moving in and out of cover you could 5 ft step forward, shoot and then move back into cover...)
Doesn't that technically need the Spring Attack Feat to do that?

Why? He's recharhed his weapon so he can shoot. He can 5 ft step at the beginning of his turn, then he can shoot for a standard action and then move for a move action. Spring attack lets you do a different thing. Is talon attacking in melee for example?


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Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

You can't normally 5' step in the same turn you take a move action (to move).

the Shot on the run feat lets you do something like this.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

It's up to the GM. As long as he feels its right, that's all that matters in the end. =)

Shadow Lodge

MAP

Ahem... a 5 ft step is "not an action". Despite being called movement it's NOT a move action. And since I'm a good natred DM (or am I? Muhahahahahaha...) I'd also allow you to take 5 ft steps diagonally...

P.S.

I found some apocryphal evidence confirming my reading about the rule

Edit:

Further delving proved me wrong. Thanks for pointing out the mistake then.

5-Foot Step:

You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round. You can only take a 5-foot-step if your movement isn’t hampered by diff icult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

I'd not worry about it. Rules are scattered all over the place and sometimes are not the easiest to find. Most of my arcane rules knowledge comes from having made the same mistake in the past and then having it pointed out to me.

Of course, I still trip over some 3.x -> PF differences, and I've been pretty much exclusive PF for the last couple of years.

Shadow Lodge

MAP

Yeah, this game really has a lot of rules you need to remember or read twice.

On a slightly different note... did I tell you once this is over you get to level 3?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

yay!

:high-fives the GM.


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Thank Odins beard! I was worried I wouldn't survive till level 3. Cos I think level 3 is where things turn around for me.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Finally!

I can now start using my most interesting Cartomancer ability. Using touch spell effects through my Harrow card throws!

=)


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Level 3 feat is an interisting one. Shall I improve my skills or do you think Morricone should do more damage?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

He's already really good with skills.

However, our group's focus is Stealth NOT combat in this rebellion. Does that help? If your worried take one nice Damaging spell that does sonic damage maybe? Then focus on skills.

I plan to up my ante with combat on more combat spells and Hexes. (Taking the Extra Hex feat at 3rd level BTW.) As a witch I will need to start avoiding melee more often as my BAB sucks big-time.

@GM: How are we doing HPs? Roll or 1/2+1? Or something else?


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

Then Morricone will gladly pledge his life and work to Shelyn, starting his path toward the evangelist prestige class by taking deific obiance feat.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

@GM: As a half-elf I can spend my Favored Class bonus on a new spell one level lower than my max...I can cast 2nd level spells now, so I can select another 1st level spell to add to my Familiar/Deck.

Can I take Web Bolt?

It's listed as a Drow origin spell, but I was hoping the spell made sense enough on its own that I could take it. I've wanted to do so for a while, but hesitated until now.

What do you think GM?


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Yay, level two spells. Finally barkskin, and maybe something else more combatty.


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Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Nice Lirotha! I expect some rad effects :)

Talon took a lot of notice of Oren and her fighting style and made mental notes so that he could be more effective in future and so I've taken a level of Brawler for a little versatility in combat.

Shadow Lodge

MAP

For Hps you get half your class hit die+1. Talon for example gets 5+1 hps plus constitution modifier, plus possibly favored class bonus.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

So we are officially level 3 now? Coolness!

It might take me a day or two to get leveled up.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:
For Hps you get half your class hit die+1. Talon for example gets 5+1 hps plus constitution modifier, plus possibly favored class bonus.

Cool. I'm leveled basically now. Any opinion on the Spell?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren Brawler level 3:

HP 5+1 + 2 Con + 1 FC= 9
+1 BAB
+1 Will save
Maneuver Training I (Bull Rush)
Skills: (4 + 0 Int + 1 Human) = 5
Perception
Sense Motive
Know. Local
Escape Artist
Acrobatics
Feat: Pummeling Style

Shadow Lodge

MAP

@ Lirotha: No racial spells unless you happen to belong to the correct race, sorry.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Rocco 3rd level:
+6hp
+1 Reflex
+1 BAB
0-level spell Light
1-level spell Chill Touch
Feat - spell focus (necromancy)
Skills (4 ranks) - Appraise, Stealth, UMD, Disable Device
Bonded Manifestation


Kurglunn the Runner | Phantom (Fear) 6 (HP 46/46) | AC:20 (15 Incorporeal) | T:13 | FF:17 | cmd:17 | Fort +2 | Ref +7 | Will +4 | Init. +3 | Perc:+8; Darkvision 60ft | Speed 30ft | Manifestation: Ectoplasmic | Status: N/A

Kurglunn 3rd level:
+7hp
+1 Fort
+1 BAB
Feat - power attack
Skills (4 ranks) - craft, intimidate, stealth, perception
Deliver touch spells


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Lirotha 3rd Level

+5hp
+1 Fort and Ref
Feat: Extra Hex (Slumber)

Skills 5 pts (Perception, Spellcraft, Know(Arcana), Use magic Device, and Stealth)
Background Skills: 2pts (Prof: Harrower; Linguistics(+Infernal))

New Spells:
2nd Level: Glitterdust, Stricken Heart
(Favored Class Bonus) 1st Level: Identify


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

level three druid here.
Power attack for my feat.
Favored Terrain - Hells.


Male human Noble 5; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Talon/The Hound

+1 Level Brawler
+6 HP
+2 Fort & Ref
+5 Skill pts - Acrobatics, Perception, Stealth, Bluff
+1 BAB
Feat: Rapid Reload
Brawler abilities : Improved Unarmed Strike, Martial Flexibility

Shadow Lodge

MAP

Is everyone levelled up?

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