Hell's Rebels Adventure Path (Inactive)

Game Master TreasureFox

Wealday, the 27th of Sarenith, 4715AR
Day 5 of the week
Cloudy with no chance of meatballs


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Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Well I guess I'll vote for keeping the imp. Now don't get me wrong I think it provides loads of interesting role-playing. My concern is on how it'll or she'll affect the rebellion. Personally I think we need to recruit everyone possible who can aid us unless they're evil. But I do like Pylos's idea of keeping her on a short leash.

And Kethaera will be upset keeping her around like Jules will although unlike him him due to his traumatic childhood her dislike of fiends is because of her dislike to the Asmodean church.

I do think that we need to see what keeping her does to our rebellion stats. That's main concern.

But yeah I do feel bad about her. We're just paranoid.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Well I certainly didn't expect it, but it looks like you guys are planning to keep her. Is there anyone who is adamantly against the idea of keeping Blosodriette? By adamantly, I mean a "If Blosodriette is kept, I will seriously consider leaving the game."

It is not some terrible secret ploy, or a serious mechanical penalty, so don't worry about that. I just want to make sure everyone continues having fun.


M Human Ranger 1

Won't be leaving , Phillip will just refuse to have anything to do with her.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

That's acceptable Philip. I think Jules and Kethaera will be doing the same thing.

And if the imp does become a problem we can always tear up her contract. Um...I mean Pylos can send her away.


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Oh, if I gave the impression I was as a player against the idea, I'm sorry that was a misunderstanding.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Not at all Tarnagius. I just wanted to make sure no one was upset.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

I'm not upset by this although I'm concerned if it's going to come back and bite us in the butt later on. The imp is mightily protective of that contract. Bet she'll try and take it. But that's paranoia talking. ;P

Anyhow if Pylos wishes to make Blosodriette an ally he'll have to redeem her. I'm heading to work now but I know that a couple of books have lists on how to redeem someone. I also know that the Companions and Cohorts sourcebook has rules on converting NPCs to your character's religion.

If all of you including the GM are okay with it, I'll try and post the rules and lists when I get back from work tonight.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

I think the book is the good Champions book. I'd have to get on my laptop to know for sure.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

That's one of them. I know there's some more listed in a wrath book (I got all of the wrath books as I had planned to gm the AP one of these days) but I'll have to look when I get back from work.

The converting rules would be more for dealing with nonplanar beings.

However the gm has final say on whether or not we can redeem the imp.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

I just realized that since Rexus and Laria are officers they have a say in whether or not we keep the imp.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Also and sorry for multiple posts but I got an idea we could also try and get some of the Dottari on our side.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Well, for the love of Cayden, let us in on it!


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

The Dottari while following the orders of Thrune, some of them are actually doing their job and trying to protect the citizens of Kintargo. I'm guessing maybe Tarnagius might know a few of them what with him being a noble and all. If we could convince them to act as insiders to help us out that might be good.

Another idea is to get help from local merchants as they're not liking the economic situation that Thrune has put the city in. There are a lot of ways we could do either one. Mostly via high diplomacy checks.

The imp might cause some problems since we are trying to prove ourselves to the Church of Shelyn that we mean well and are doing this rebellion to protect the people of Kintargo and restore hope to them.

I just hope that trying to redeem her doesn't take up too much of our time though.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Hey y'all what do you think about adding trinkets like those from D&D 5th edition like these:

https://www.dandwiki.com/wiki/5e_Trinkets

http://keren.wikia.com/wiki/Trinket_List

http://dnd.wizards.com/articles/features/elemental-evil-trinkets

http://www.enworld.org/forum/showthread.php?474704-Out-of-the-Abyss-Trinket s

I'm thinking that as Kethaera gets to know all of you she might gift one of you with a trinket that her mother collected during her adventuring days.

Also the gm could also use these to make treasure hoards interesting.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Oh snap. A -1 to all loyalty. Hisses

That's...doable I guess but still this might hurt us since we are just starting.

Question (in addition to the ones about the Dottari and trinkets) if we redeem her will that remove the -1 penalty to all loyal checks?

And how long would it take to redeem the imp?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Sorry, I totally forgot about your previous questions.

Well, the -1 penalty is to reflect the morale of your members, teams, and supporters. It may not be enough to just redeem her, but to also convince your rebellion that she exists for a good cause. I expect that -1 to be there for a very long time.

As for what it would take to redeem the imp? A lot of work. It may not even be possible to fully redeem her. While being consistent with teaching her the goodness in life, I would expect her to be very resistant at first. Perhaps softening up by book 3 or so. In the meantime, I would suggest that you try to be an example to her, and to thwart her when she tries to get the upper hand.

Trinkets: Sounds like a great idea, but let's keep it to mundane (and relatively useless) items as gifts. I'll add some stronger and stranger trinkets to our loot when it feels appropriate.

Guards and Merchants: These are generally reflected as the teams Rebels and Traders (respectfully). I would highly recommend treating them as teams to be hired, rather than individuals to be convinced. The reason behind this is to maintain the balance of what your rebellion is currently capable of, and you already have the maximum amount of teams at the current time. I hope that's acceptable


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

It's cool. And thank you for answering my questions.

Book 3 huh? Wow that's going to take a lot of work to redeem her (if we can!).

I just hope this doesn't come back and bite us.

And I'm glad you like the trinket idea. I thought it was neat that they added that in 5th edition. Are there any trinkets y'all think your character would like from those lists?

That makes sense concerning the teams.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

My basic plan will be that it WILL bite you in the butt, but in minor ways. I don't want this to be a situation where she seriously ruins something essential to the game. In fact, it may be of use for you to direct her evil. She could be your interrogator, your spy, your distraction. I'm sure we can all come up with some creative ways to put her to use, even right now.

I like to think of evil less as pure tyranny or destruction, but in lesser terms simply doing whatever is in your best interest... and at any cost.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Using her as a spy might work I guess (although I vote that the first time she bites us in the rear we get rid of her quick like!).

Although to spy on who is a different story. Spying on the Lord Mayor would be a huge mistake.

I do think we could have her act as a diverson against guards and other patrols when do scouting missions.

Also there were a couple of other questions you might have overlooked such as what would be the opinion of Laria and Rexus concerning the imp.

As well as this one


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Sorry, yes I missed those as well.

Laria and Rexus are both differing to you. Rexus is less than pleased, but Laria sees the imp as a tool with some possible uses.

I'll consider you to be relatively well known, but for your own good not TOO well known. Otherwise you'd disappear like Shensen :)


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

For what it's worth I as a play love the extra secrecy she grants lol


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Yup, I don't think you guys will have trouble with Secrecy checks for quite awhile lol


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

That's true. The secrecy bonus is a plus actually.

Okay. I'm actually surprised that Laria would be okay with it.

And that's...probably good then. Otherwise this would be a very short adventure!

But anyhow, seems Phillip and Tarnagius are busy raising our notoriety! Again! ;P


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Lol like I said. We're it not for a specific imp in his background, Jules would love the new spy.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

True true.

Hey gm, I know that probably this AP has ways of continuing the campaign; will we be continuing the AP?

Crosses fingers and toes that the answer is yes!


M Human Ranger 1

Depends. Many APs just die even if people stay interested.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I don't get the question. Are you asking if we're only doing 1 book?


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Sorry about that Jules! I worded that wrong! I was asking that after we finished the sixth book will we continue the campaign?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

I have no idea, but if we manage to finish book 6 I'm sure we'll think of something!


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Sweet!

So just curious here, but when will we find out the results of our linguistics checks for decoding the documents?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

You'll find out at the end of the ingame week

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Actually, just thought of this, but having Blosodriette would probably help us if we/I come across any diabolists who question my loyalty as a Thrune. After all, who but one of them would have a bound demon?


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

That might come in handy.

Still it is better to be prepared in case she doublecrosses us: we better stock up on silver and holy weapons.

Liberty's Edge

Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

I wonder if my mask would count as a holy symbol. Since, you know, it has Cayden's mug stitched onto it.


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Probably not, but if you would like, I can eventually give Hallowed equipment to you. That or a holy symbol


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Pretty sure there's a feat or item quality or something somewhere that allows you to use alternate holy symbols (I think the example was a cleric having it etched into their gauntlet).


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Thinking about multiclassing as a swashbuckler/cleric Pylos?

Also and this has bugging me a while y'all, but at first I thought about having us make an army (actually a squad really) of constructs preferably iron golems to aid us/guard our HQ but now that I think about it, having that many constructs would draw a great deal of attention to us. I did look over the monster index at the Archives of Nethys website and I saw this Angelic Guardian. I think this sort of construct would be better for us as a guardian for our HQ.

Of course this also brings up the problem that our enemies might get suspicious if they start seeing statues of celestials in odd places.

What is everyone's opinions on creating angelic guardians for our base? Or should we even think about using constructs at all?

Another thing is that we now have an imp on our team. If we start bringing in celestials we're going to have a problem on our hands. Fiends + Celestials = To the death battle between our allies! How should we deal with this sort of situation? I didn't think about this when we were discussing whether to keep the imp and that's my fault and I'm sorry about that. I've tried to think of ways to keep our fiendish and celestial allies from killing each other but sadly I'm stumped.

I'm sorry if I'm overthinking things but I'm quite OCD about such things.

I just like to cover all our bases on such things too.

Liberty's Edge

1 person marked this as a favorite.
Male Human Swashbuckler(Mysterious Avenger) 3 | HP [30/30] | AC 15, FF 12, T 13 | Fort +1, Ref +6, Will +1 | Init +5 | Perception +5 | Panache [3/3] | Charmed Life [3/3]

Nah, I doubt I'll multiclass with this character, whether normal or variant. Was just curious about it. Might look into the duelist prestige class, though. It does seem fitting.

As for celestial constructs, my first instinct is to say nay, but that's just because having a bunch of symbols of good laying around would prove disastrous in my opinion unless we could find a way to disguise them. Maybe bound celestials that could hide themselves, but I don't think that we have anybody in our organization that could actually build the constructs, and if we outsource their creation, it will come back to bite us in our delectable backsides.

Also, does anybody think that a character from Rahadoum would fit in this kind of campaign?


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

The issue with the construct guardians is multifold.

1.Craft Construct is a feat beyond most of us.
2.Buying such constructs is unlikely in Kintargo.
3.They are obnoxiously expensive and we are freedom fighters working on a fairly low budget.


1 person marked this as a favorite.
M Human Ranger 1

Plus when you are able to build them, they are little more than speedbumps/glorified doormen.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Why do you say that Phillip?

Also Jules's point that we have a low budget is a good reason.

Which reminds me, we really need to split the coins we gained recently.

Which reminds me of something else: that crossbow we discovered in the Livery, is it a masterwork crossbow?

We should do a loot sheet to help us keep track.


1 person marked this as a favorite.
M Human Ranger 1

Well if you make them yourself, you need to be the proper mid-high level and all the proper spells and money

Requirements Craft Construct, antimagic field, geas/quest, limited wish, symbol of stunning, creator must be caster level 14th; Skill Craft (sculpture) or Craft (stonemasonry) DC 19; Cost 55,000 gp

If you are having one along with you on an adventure, it wrecks stealth and creatures are more often than not high level enough to punch through the DR or have the right weapons. I guess against mooks it can be useful.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

I didn't think about the stealth. Good point to make Phillip. And the cost of building one is also a factor that didn't take into account either. If an enemy destroyed the construct, then all of those resources were wasted.

Thank y'all for the opinions on this. I can see now why it's very difficult to build constructs. I always thought it would be fun to build constructs while an adventurer, but everyone's advice puts a new perspective on things. I appreciate the advice. Our resources would be better spent on other things.

I did happen to get ideas for base defense: Phillip and Jules should handle that.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Some things have come up so I won't be able to post as often as I can but I'll still be able to post. It'll be random unfortunately. Just wanted to let y'all know that's all. Nothing major, just some stuff I got to take care of.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Wouldn't it better to just dump the bodies into the sewers?


M Human Ranger 1

That is indeed an option. Bodies do float in the sewers through but it can be done with some rocks.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

You two are hardcore lol


Male Human Fighter (Tactician) 4
Stuff:
HP 39/49; Initiative +4; AC/Touch/FF 21/13/18; Fort/Ref/Will 7/5/2; CMD 17; Perception 0

Tarnagius is only marginally less fond of devils than Jules, and has just been browbeaten into working with one again. He's sort of been on rehab from being basically a mafia enforcer, and is now again on the cusp of being the "necessary evil guy" and has had a fantastically s@~+ty day.

I felt like things really had to go dark with him here.


Skills:
Acrobatics7, Bluff9, Paintings6, Diplomacy16, Arcana8, History7, Local7, Local (local art or music scene)9, Nobility6, Planes6, Religion7, Linguistics7, Perc7, Dance9, Percussion12, Sing12, Sense Motive5, Spellcraft8
Half-Elf
Quick Stats:
Init +2, HP 32/32, Low-light vision; Per +7, AC18, T 12, FF 16, Fort +2, Ref +7, Will +6, +2 vs. enchantment spells and effects, +1 saving throws against fear effects, Base Atk +3, CMB +4, CMD 16
Female Bard (Songhealer, Chelish Diva) 4

Ah I see. Still, there's the chance that if he sticks with Jules, Pylos, and Kethaera he might become good.

Especially if he listens to Kethaera.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Thats fair Tarnagius lol

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