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


2,501 to 2,550 of 2,930 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

My bad! I’m probably confusing drawing a weapon with getting and stored item in the backpack. But I meant it more like examples - I was guessing nothing truly provoked :) the one I was mostly thinking was the imp on my square. The 5-foot-step doesn’t provoke, but entering a creature square does... so, you know, confusion!

Anyway - I’ll post my action there in gameplay.


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

No worries, Abbo and Bazzle. I make mistakes and my Pathfinder-fu skill isn't maxed.

Now waiting on Vandomir, but he has until Monday. I'm trying to be more serious about 'weekends do not have mandatory posting'.
During this time, if you'd like to ask any questions, I'm happy to hear them. My weekends are rarely busy.

How I'm interpreting the round thus far:
- Unless Bazzle tells me otherwise, I'm interpreting his bluff check as a stealth check in order to attack the Black Robes' flatfooted AC (provided the Black Robes fails a perception check).
- Abbo's doing good stuff, baring the failed disarm. I'm pretty sure he's attack Black Robes, and not the Imp. Hard to disarm an Imp
- Rexandi is making a bold move to hex the cleric
- Aster's having a hard time at the moment, but her prayer has already paid off, twice I think.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

That works. Bazzle's stealth is +7 more.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

Yes, Abbo attacked the guy he’s flanking, and currently ignoring the imp. Not sure if the imp provoked or not, hence why the question (the 5 foot step means his movement doesn’t provoke, but entering Abbo’s square still does). Regardless, please feel free to roll AoOs in the future too, GM - I usually don’t mind at all. Might have moments where Abbo would take the AoO to try a disarm or trip instead of attacking, but since we’re in a PBF environment - anything we can do to keep things moving is valid :)


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster and doing damage are not two things that go together normally. Too many people get to beat the crap out of her if she tries to cast another spell as well so she will continue she flanking assist s


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

I was quite confused, but after some research, I've learned that a tiny or smaller sized creature entering the square of a small or larger creature provokes an AoO, regardless of 5ft step. I don't think this AoO can even be mitigated with acrobatics.

Apparently Brainiac has been not just been very kind to me, but exceedingly kind for never rolling AoOs against my poor familiar delivering touch spells. I have been spoiled into ignorance. Perhaps they thought my character was so suboptimal that they needed to be given a break.

Since the round isn't over, Abbo can make an AoO against the imp. I'll roll them if they come up during enemy turn, but we're waiting, so go ahead and roll the dice.

-----------------------

Yeah I know Aster isn't built for damage output. But consider this: If you had a level 3 spell that blessed the next ally to hit and the next enemy to miss, with no saving throws, we'd pick it every time, and it works for all levels of play.


oversized hobbit

I'm confused, but okay.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

I added it there, but I was asking mostly out of curiosity too... I think Acrobatics should be able to mitigate it (it makes sense to me! Especially for familiars, which probably have good acrobatics) and I’d even be okay if we just houserule that that movement doesn’t provoke (entering square with 5 foot step). Is the imp with some sort of mirror image going on? If yes, GM, please feel free to roll it too (or tell me how many images and if I should hit low or high for miss chance), no need to delay anything waiting for me.

I also host games sometimes (mostly in person but did it in the forums in the past as well), and I was used to rule that drawing the weapon would provoke. I even used to rule that quick draw would mitigate it. I was wrong and learn with you! I remember also when I learned with another player that there’s no official “quick stow” in pathfinder and the only way to do it without an action would be to drop the weapon. Honestly I love that we’re always learning new stuff everyday. I just love the ingenious complexity of D&D style of games.

In unrelated news, I’m applying for that Mummy’s Mask game in the recruitment forums where Brainiac will be one of the players! Maybe we’ll get to play together there.


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

I'm happy to hear that you're open to house rules, Abbo. You'll fit in here. I tinker a fair bit with house rules, and I've 'tried' to stay consistent using the Homebrew rules sheet.

I'll consider handwaving the size-provoke rules. It reminds me, Aster, I'm considering giving you a feat that would allow you to transform into a common rat. Is that something you'd be potentially interested in?

The Copycat ability from the trickery domain allows you to create a single mirror image as a move action, usable 3+Wis/day. The Imp has this ability due to cleric archetype. I would give more information, but I want combat to be over before I discuss any more specifics.

It's all good, I'm not waiting on you. I'm really enjoying your enthusiasm to play. For things like mirror image or concealment, I opt for high roll = good for the person rolling it. So if you're attacking and you want to determine if you hit a mirror image or not, you'd roll 1d2 here and if you get a 2, you hit the actual imp. If you need to make a concealment 20% roll, you roll 1d100, and upon a 20+, you hit. I'm sure we'll come across it again.

Ingenious... this is a way to describe Pathfinder... without pulling one's hair out. I sometimes run 5e games as well, so I get rules mixed up. One thing I like doing is going through the entire list of feats, because I clearly have nothing better to do, but there's so many weird things in there.

I have very little information regarding Brainiac as a player, but they're a solid DM. They update very regularly (when they're not sick), have lenient house rules for convenience, and the game moves really quick. They don't tinker with the game though, which is okay. Perhaps a Lawful GM versus Chaotic GM?


Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction
Bazzle Blast-hazard wrote:
Bazzle goes down with a thud.

Technically, you're disabled with 0hp, correct?


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Are you still conscious with 0hp


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

Disabled (0 Hit Points)
When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been reduced to 0 or fewer hit points.

You can also become disabled when recovering from dying. In this case, it’s a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

I fixed it.


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

Congrats to Rexandi, our new dodge tank.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster didn't transform, gift of claw and horn is one of her oracle revelations. Gives her a bite attack x times a day


INACTIVE - GAME DIED

Genuinely shocked.


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

Oh okay, thanks.

Why is it called gift of the claw and horn, if you get a bite attack? Weird


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Too wordy to say gift of claw, bite, or horn? maybe? You get to choose which one to manifest. She goes with bite cause it fits more with her.


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

Not even mage armour, and you dodged 6 attacks. I don't think prayer even played a part in it.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

@Aster

Being an oracle, you can play such games with theology and alignment! We clerics have no such leeway! I did once play a Paladin of Abadar though, and while most Paladins seem hell bent against Evil and such, mine was more focused against Chaos, and in favor of trade as the end goal of Law, which I view as just as likely in a Paladin, especially of Abadar. GM allowed me to Smite Chaos, etc...


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

Excellent job, Vandomir and Aster. I really like it.

I play a LN Cleric of Abadar in one game. The sorceress balked when I started negotiating with the intelligent undead, rather than killing them. It's a pretty hectic game.

One Goddess that I'd really like to see a paladin for is Pharasma. Some sort of LN undead scourge kind of paladin with a very specific code. Warpriest is doable of course, but I'd have liked paladin. Warpriest tends to be a selfish class with self buffs being more important than party buffs, and they have no aura abilities.


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

Also, sometimes I have churches of various faiths be one step away from the God's alignment, or specialize in only one aspect of said God. Makes things more varied.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

I wanted to see a Chaotic Good Paladin of Desna, but I guess Pathfinder simply assumes that deities that are not LN/LG/NG don't have paladins, just warpriests and inquisitors (I guess it makes sense). Of course there are the paladin archetypes that allow you to play a non-LG Paladin, but nothing for like a CG one besides "ex-paladins".

Abbo follows Pharasma - I just thought it made more sense to him, I like the flavor, and confessedly I want to see him in the future holding like a sacred skull or something and bumping people on their heads with it. :)


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Yes! Oracles are lovely in that whole follow an idea instead of the exact tenants. I do like them discussing it, hopefully, our Gm won't kill us and allow us to continue down the road.

Pharasma for a gravestone maker, very apt!


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

In the other game I run, we have a paladin of Chaldira Zuzaristan, and while the paladin is officially LG, I perceive him more as CG. Which is fine, it's not a big deal to me.

Pharasma will have a small part later in the adventure. Just in case you're not aware, she is a banned deity as well. It's unclear how well known the banned deities are, but it's well established that Cayden Cailean, Calistria, Sarenrae, Norgorber, and Irori have been hiding in Kintargo.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV
DM Hell's Fox wrote:


Pharasma will have a small part later in the adventure. Just in case you're not aware, she is a banned deity as well. It's unclear how well known the banned deities are, but it's well established that Cayden Cailean, Calistria, Sarenrae, Norgorber, and Irori have been hiding in Kintargo.

I had no idea, no... But I'm glad she's part of it in the future. Assuming that Abbo knows she's "banned", he'd probably keep his faith and mementos well hidden. :)


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

Only the following Gods and Goddess are legal in Cheliax:
- Asmodeus (duh)
- Zon-Kuthon (due to political allies with Nidal)
- Abadar (bank)
- Shelyn (even asmodeans like pretty things. I think they would totally 'convince' shelynites to create asmodean-themed art)
- Unclear about Aroden. They're either a laughing stock or were eliminated during the civil war. Probably eliminated.

Every other faith is sacrilege, corrupting the youth, etc. Iomedae and Milani are outright treasonous. I think the death penalty is absolutely appropriate for anyone who bears the mark of Milani.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

I have a PFS legal Tiefling "Paladin" of Asmodeus. He's actually a LN Inquisitor, but he can mimic the various Paladin abilities (e.g. Bane vs Smite and Detect Alignment vs Detect Evil), enough that he claims Paladinhood, and when queried, he points out aspects of various Paladin archetypes that trade away and/or modify core Paladin abilities. "Not all Paladins have mounts!" In addition, his Inquisitor Archetype (Infiltrator with the Conversion Inquisition) allows him to detect as LG in all respects.

He's quite fun to play.


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

Oh that's funny. Does he pretend to worship a different God, or does he strictly claim to be a paladin of Asmodeus?

Do you think the average person can tell the difference between a paladin, a warpriest, an armoured cleric, and an inquisitor?
"Wears armour, carries weapons, casts magics, says religious stuffs."


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Oh no, he's very straightforward about being a Paladin of Asmodeus.

One of my favorite adventures with him was with a Paladin of Sarenrae. We concluded that as our deities were able to work together, we should be able to as well.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Aster pulled out the rope of climbing which we had kept. I think we posted on top of each other Rexi, so it is understandable to have missed it.


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

I've finished race building the Skritt (for at least the 4th time now). I'd be happy to show you if you're interested.


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

I'm 99% sure you guys want to head towards the Skritt Scratch, but I would like some sort of confirmation, please.


INACTIVE - GAME DIED

Yes let's!


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

99% sure is correct


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Except for spending times in the sewers professionally, this isn't Vandomir's place to be making decisions. I'll follow wherever Milani, and the group, lead.


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

In part to show off, and in part to give you some clarity, here's what I'm currently working with for Skritt stats, culture, society, etc. This is player knowledge rather than character knowledge.

The Skritt are not my intellectual property.

Physical description:

Bipedal mouse-like creatures, with black eyes, long arms, stubby legs, and a long and thin tail. They come in whites, blacks, greys, and browns, sometimes with splotches. They have long whiskers and ears, both of which stick out to their sides. A Skritt reaches maturity after only a year, and is considered venerable after the age of 20. Female Skritt are almost always pregnant, and can conceive litters of a half dozen every six months.

Society:

Skritt society is highly communal, with Skritt living together in very tight communities. Each Skritt is fully devoted to their community, willing to sacrifice themselves at a moment's notice for the community's greater good. A Skritt can keep track of hundreds of individuals in the nest, which is called a Scratch. Most scratches are made of junk from other races. Skritt care little about gender roles or hierarchies, with the only true position belonging to the Skritt King, regardless of gender. A Skritt king is not necessarily the strongest, or the wisest, but rather the best communicator of the Skritt. A Skritt king's role is simply to convey the thoughts and ideas of each Skritt to all other Skritt. Many times this King is an illusionist, using illusions to communicate effectively to hundreds, if not thousands of Skritt at once. Though smaller scratches may simply have an expert as a king.

Relations:

Skritt have trouble associating with other races, who they consider alien and selfish in their thinking. Most other races consider Skritt to be pests, or carriers of disease, and have difficulty tolerating such creatures. Skritt also have a tendency to breed out of control, forcing them to steal or raid until their numbers are put into equilibrium. Due to their oral traditions and their communal intelligence, if the scratch has made a deal with another society, they may forget the details of the agreement if their numbers are drastically reduced. For these reasons, Skritt rarely work well with other societies.

Alignment and Religion:

Despite their seemingly chaotic nature, Skritt lean towards Lawful Neutral, for they strongly believe in the community over the individual. The community itself is made of a single alignment, and each Skritt conforms to that value. Skritt do not worship a specific deity, but instead erect totems made of the shiniest materials they can find. These totems are believed to bless them with good luck and quick reflexes.

Adventurers:

A single Skritt would never venture out on an adventure, but a group of Skritt (called a mischief, or a hoard if larger) might. Skritt are highly ambitious for the benefit of the scratch, and are willing to take insane risks if the benefit is high enough. Skritt are most often rogues or bards, but are capable of being most classes. As they do not worship a deity, Skritt are unlikely to be paladins or clerics. Skritt typically do not live long enough to be classes that require significant time and discipline. Thematic bloodlines include Aberrant, Maestro, and Pestilence. Mysteries include Intrigue, Lore, and Nature. And Patrons include Agility, Mind, and Plague.

Basic Skritt stats: Overpowered RP. Do not use unless NPC or an all-Skritt campaign.:

Humanoid (ratfolk): 0RP
Small: 0RP
Normal Speed: 0RP

Custom -2 Str, +2 Dex, -2 Con, -2 Wis, +2 Cha (roughly -1RP)
Skritt are weak, frail, and dim-witted, but are fairly nimble and are excellent communicators.

Linguist: 1RP
Skritt speak Skrittish, which is a complex language involving vocal and body language elements at the same time. Skritt who speak Skrittish are capable of listening/observing multiple conversations without confusion, and can switch between conversations effortlessly, even separating vocal and body language to engage in two conversations at the same time, though it takes slightly longer. Skrittish does not have a written form.
Other languages Skritt frequently learn are Common, Undercommon, Aklo, Draconic, Dwarven, Gnomish, Goblin, Orcish, and Terran.

Plagueborn: 1RP
(+2 vs disease, ingested poison, nauseated, sickened)
Scavenger: 2RP
(Members of this race gain a +2 on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste)
Low-light vision: 1RP
Swarming: 1RP
Static Bonus Feats: 4RP (Catch off-guard, Throw anything)
Underground Stalker: 4RP
(Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.)
Scent: 4RP
Skill Training: Skritt always have diplomacy, perception, and survival as class skills (2RP)
Helpful Advice: 3RP
A Skritt may help another Skritt as the Combat Advice feat, though it applies to attack rolls, armour class, or skill checks. The Skritt must speak Skrittish to perform this, and must use both vocalizations and movement. The Skritt may opt to use only one, but doing so increases the action to a standard action.

Communal Intelligence: RP ??
Skritt gain the following benefits depending on the number of other Skritt nearby.
1-4: Skritt gain a +2 bonus on intelligence checks against intelligence drain from the solitary weakness.
5-9: Skritt no longer have to make saves against the solitary weakness, and provide a +2 bonus to all aid another actions to their target, provided the target is also Skritt.
10-24: Skritt gain a +2 enhancement bonus to their intelligence score, which includes ranks in a skill equal to its hit dice, and a language of its choice. This bonus is considered permanent, but is lost if the Skritt is in a group smaller than 10 for 1 day.
25-74: Skritt must designate a Skritt King, who may select a teamwork feat for all the Skritt in their group to gain. One Skritt in the group (not necessarily the King) must already have the teamwork feat. All the other Skritt do not need to qualify for the teamwork feat. The teamwork feat can be changed each day.
75-199: Skritt gain an additional +2 enhancement bonus to their intelligence score, which includes ranks in a skill equal to its hit dice, and a language of its choice. This bonus is considered permanent, but is lost if the Skritt is in a group smaller than 75 for 1 day.
200-499: Skritt are treated as having the Technologist feat, and are proficient with all weapons, armour, and shields, provided that at least one Skritt is already proficient.
500-999: The Skritt King may select an additional teamwork feat, or treat an item crafting feat as if it were a teamwork feat. One Skritt in the group (not necessarily the King) must already have the teamwork or item crafting feat. All the other Skritt do not need to qualify for the teamwork or item crafting feat. The teamwork or item crafting feat can be changed each day.
1000-9999: Skritt gain an additional +2 enhancement bonus to their intelligence score, which includes ranks in a skill equal to its hit dice, and a language of its choice. This bonus is considered permanent, but is lost if the Skritt is in a group smaller than 1000 for 1 day.
10000+: The Skritt King picks three feats and three skills. All Skritt in the group gain these feats, and treat these skill checks as if they rolled a natural 20. Each feat must be possessed by at least 1 Skritt, and each skill must have at least 10 ranks from at least 1 Skritt.

Solitary Weakness: ??RP
After one day of a Skritt being in a group of less than 4 other Skritt, it must make an intelligence check (DC is equal to 10 + the Skritt's intelligence modifier). Failure results in 1 intelligence drain. The Skritt must make this check every day. If the Skritt reaches 0 intelligence, it becomes mindless, and is considered both humanoid and vermin for all spells and effects. These Skritt are referred to as Feral Skritt. A Skritt can recover 1 intelligence from the drain if it socializes with a group of 5 or more other Skritt for at least one day, regaining this intelligence once each day. Feral Skritt do not count as members of Skritt groups.

Alternative traits:

- Wererat slayer: Some Skritt have evolved to slay their most hated rivals, the wererats. These Skritt have a bite attack (1d4) and two claw attacks (1d3), all of which are considered silver for the purpose of overcoming damage reduction. They are also immune to the curse of lycanthropy. This trait replaces plagueborn, and both static feats (catch offguard and throw anything).
- Flexible Hatred: Skritt with this trait gain a +1 bonus on attack rolls against a single humanoid subtype. This trait is determined at adulthood, and cannot be changed thereafter. Common choices include humanoid (reptilian, goblinoid, human, dwarf, shapechanger). This trait replaces Linguist, though Skritt can still speak Skrittish as proficiently as others. Languages they can choose from are limited to Common, Undercommon, Draconic, Goblin, and Dwarven.
- Giant: Some Skritt have mutated to a size comparable to Ogres, though much leaner. These Skritt are sometimes called Giant Skritt, or Dire Skritt. These creatures are size Large, and their final ability score modifiers are +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom. They gain a bite attack (1d8, or 1d10 if also wererat slayer), and have a +1 natural armour bonus. They count as both humanoid (ratfolk) and giant for the purpose of all spells and effects. This replaces helpful advice, linguist, and underground stalker. Giant Skritt do not count as Skritt for the Skrittish language, but they do for Skritt membership.
- Deep Tunnel Sense: Skritt that live deeper underground may not venture to the surface often, and therefore developed better means of detecting enemies. Such Skritt gain darkvision to a range of 60 feet, though they also gain light sensitivity as a weakness. This trait replaces lowlight vision.
- Adept Climber: In areas where the soil isn't good for burrowing, and there aren't tunnels or caves to nest in, Skritt will opt for the tree line. These Skritt gain a +4 racial bonus on climb checks, and treat climb as a class skill. If a Skritt ever gains claws as a natural weapon, they also gain a climb speed equal to their base speed. This trait replaces underground stalker.
- Sand Skritt: In sandy or desert locations, Skritt become more adept at burrowing in order to regulate their temperature. These Skritt gain a burrow speed equal to half their base speed. Furthermore, their whiskers grow longer and more sensitive, gaining blindsense to a range of 15 feet, and blindsight to a range of 5 feet. This trait replaces underground stalker and scent.

Applicable Feats:

- All racial feats of Ratfolk
- Rodent Heart:
○ Prerequisite: Cha 13, spellcasting feature
○ Benefit: You gain the ability to speak with rodents, such as mice, rats, capybaras, and feral Skritt, as speak with animals. You also gain the benefits of the Vermin Heart feat for these creatures.
- Ankle Biter (as Goblin, must be at least 1 size smaller than the aggressor)
- Kobold Ambusher (as Kobold, must be size small or smaller)
- Grasping Tail (as Tiefling)


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

I plan to move things forward either today or tomorrow. How are you guys doing with this Skritt stuff?

Vandomir has until the 9th of December before he's kicked. It's quite possible he's got life stuff going, but it's also possible the game was not to his expectations and he's left. Though I'd be sad to see him go, I wouldn't blame him. I think I did a pretty bad job at portraying how different the campaign would be compared to as-written, and so it'd be pretty easy to jump in with the wrong expectations.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

I think we're trying to cook out a plan to split them in case we can't find an enemy scout by himself, with traps and illusions. I never played the AP (this far beyond the first couple scenes ;)) so I have no idea of what's possible or not (I prefer it like that!), so trying to come out with creative solutions. So far so good on my side :)


INACTIVE - GAME DIED

I'm fine, just letting someone else take the lead. Feels like this is an Aster-related plot point so it's her chance to shine!


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

Yeah the game as written does mention the sewers, but never details them or what they can do. So this is all homebrew as a relatively minor mission. I've been a bit concerned that a homebrew mission with a homebrewed race might be a bit too much.
I wanted to give you guys some flexibility to choose your tactics here.


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

Not trying to meta, but if this is more geared towards Aster and her plot points, then we can give up on the plans to capture a scout and head back to help with the defenses. However you guys prefer! I've been RPing as if it was all part of the AP and it doesn't bother me it's homebrewed.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Phew! I had totally missed that Aster was trying to have a conversation with me! I saw that half the party was off to do stuff, and I thought I was off-stage!

The format of a single thread with two separate scenes going on was throwing me off. Apologies.


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

I don't have the feeling this is tied to Aster much, other than her desire to help. The skritt have shown no connection to her other than fear, and she didn't know any of them when she lived down here. If I am missing something please let me know and I'll try to adjust.


INACTIVE - GAME DIED

I figured it was a ratfolk connection, shared neighborhood sort of thing—Aster's familiar with this territory, they live here too, maybe they both like rat things, etc. Or maybe I'm wrong. I dunno. I just know that I don't have any direction to give!


human/wererat (Tian-Dan) lunar oracle 7 AC:24/14/20 (26/14/22 hyrbid) HP:51/51 (58/58 hybrid) F:+5 R: +8 W: +10 (+6/+8/+10 hybrid | +1 vs mind affecting), Init: -1(+3 hybrid) Perception: +13 spells: level 3 4/5 level 2 6/7, level 1 7/7, gift of claw and horn 7/7, disguise DC 19

Originally I did too! But I believe our GM has made it clear the Skritt hate the wererats (for good reason) so no connection. Maybe she should have brought some cheese :)


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

I decided since wererats and Skritt occupy the same location, they would be constantly fighting for resources. I treat it like a racial enemy, like gnomes and kobolds, or dwarves and giants.
The connection is not so much with the Skritt, but with the sewers as a whole. It's your homeland, the place you grew up. Unfortunately, I don't think Aster has a family to return to. She's already pretty old by wererat standards, not in terms of lifespan, but in terms of lifestyle. Disease, malnutrition, drugs, and suicide are probably the biggest wererat killers.

Good to see you, Vandomir. I'll try to keep the two groups distinctly separate, but I'm not sure how much it will help.


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

One thing I can say is that this might be a good opportunity to foster healthy relationships between the two warring races. Kind of like Dwarves and Elves in Lord of the Rings.


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

I decided to jump on the opportunity. I'm sure Rexandi could still create an illusion of some kind if she wants.


INACTIVE - GAME DIED

Sorry, my internet's been dodgy the last couple days, and of course the Paizo site was out last night.

1 to 50 of 2,930 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hell's Rebels Adventure Path Discussion All Messageboards

Want to post a reply? Sign in.