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

It's usually left to the DM as their choice. I'm still undecided at this time


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 okay.

Loving this campaign.

Btw are we allowed to redeem enemies? I know it was a big thing in the Wrath of the Righteous AP but just curious if we are allowed to do it in this AP here. I know that a lot of GMs and players might find it a bit op at times (and I know a few people who actually tried redeeming every enemy fhey meet) but I thought I might ask. Doesn't hurt to ask I guess.


M Human Ranger 1

Best get to them before I do.


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

There will be some times where you can talk an enemy down, or even redeem them, but it isn't a common theme. Clerics of asmodeus, agents of thrune, scheming nobles, and devils are unlikely to be redeemed.


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 figured that such enemies couldn't be redeemed (although some friends of mine mentioned that they were able to redeem a demon lord in their wrath game!).

Indeed, convincing a devil to ascend to good would be well a mythic task for sure. And just thinking about those rules gives me a headache! So yeah redeeming Devils is a no!

So i hope everyone had a great Thanksgiving!


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

Both of the fighters are take-no-prisoners types, so best of luck.


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)

Jules is pragmatic enough that it depends on the situation.


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 okay. Makes sense. Wrath had themes of redemption whereas Hell's rebels does not have that. instead it has themes of rebellion and revolution subtlety diplomacy charm and kicking the bad guys in the butt!

Also I have a dilemma here. I can't figure out if I should go full bard or pick up a few levels in cleric or start getting into Oracle. I know we need a healer in our group and I've also thought about maybe the evangelist and exalted prestige classes but I would like to hear y'all's opinions and suggestions to what I should do. I don't want to inconvenience the rest of the party besides I want to see this campaign to the end. So I want make sure that we are all fighting in our top form. I've tried to put up a thread but that ended badly as I got more opinions suggestions advice than I needed and that was a bit overwhelming so I decided to ask the best people to go do all of you


1 person marked this as a favorite.
Chase Rules l
Nisha Infusions:
(CL4) CLW(3), Delay Poison (2)
Help support my Ko-fi addiction

Well, I'm rather used to running low-healing games. While you don't have a healbot cleric following you, you do have your personal healer alchemist who gives you enhanced potions. On top of that, I've altered the loot a bit to give you guys a wand of clw. My players at the table have even less healing (brawler, mesmerist, investigator, gunslinger) and they tend to visit the temples for healing.

If you want to multiclass into Oracle or cleric, or fighter for that matter, there's nothing wrong with that, just don't feel like you're being forced into that role. I would rather find ways to provide for you than to force you into playing something.

The great DM has spoken! *poof*


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

You look good as is.

The Trashheap has spoken!

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]

Honestly, I've wanted to play an Evangilist since I got Inner Sea Gods, since it really only makes you lose a single level of your base class. As for going Cleric or Oracle, I'd say Oracle would fit your character better than Cleric, but you should only go for it if you want to, not because you think it's necessary.


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

Cool. I'll have to think about it for now since it might be too earlier to make a decision.

But I appreciate the help y'all!

I had planned on picking a level in fighter but let's see what happens first.


Evangelists are banned from my old IRL group because of Aligned Class and Spiritual Form. (Giving Rangers extra natural attacks can be annoying, I guess) so I've always wanted to play one and it suits Kethaera to all hell.


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

My computer has arrived, but I have to grab a cord from the store before I can start using it. I just want to say that I really appreciate you guys for your patience. Falling behind weighs heavily on me.

Kethaera, I remember you asked what computer I got. Here's some basic info to give you an idea. I don't consider myself to be educated in the realm of computers, but I think I did a decent job for my money.
- Acer Aspire
- Intel I7 processor 4790
- NVIDIA GeFORCE GTX745 4GB
- 2TB Harddrive
- 16GB DDR3 Memory
- Windows 10


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 seems to be a good computer. I'm not an expert on computers either but that seems to be a good one especially in terms of memory.

I also hope you don't mind I keep making a lot of knowledge checks. From my past experience knowledge checks have been useful (and even kept the party from getting killed too!) so I tend to make a lot of them. But I'll cut back if you want me to.

And don't worry about it! We didn't mind waiting! I'm a patient person so no need to rush.


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

IT'S FINALLY READY!!!!


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!

And I fixed the Knowledge skill modifiers for my character. I goofed on them when I created her. They are now correct. Sorry about that. :(

BTW, what is that stuff on the other side of the circle on the storeroom map?

Also I think most everyone is entirely healed.


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

Just a moment. Now that I have my files, I'll post the proper image. I'm sure you'll appreciate it XD


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

Cool.

Wait...oh snap!


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

Wonder if we'll meet an old sage who will give us something since it's dangerous to fight Thrune by ourselves.

Perfect weapon against Thrune!


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'm... Somewhat impressed the fighter has a better linguistics than me 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

Oh my god. I mixed up the bonuses for knowledge nobility and linguistics. That was only supposed to be +5. :/

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]

Okay, first off, I LOVE the new whip, hopefully it won't be cursed like my now dimension-traveling estoc (I think it would be hilarious if we hear about it from random NPCs later on, just a random estoc appearing and disappearing at random moments, not doing anything but showing up and leaving.).

Two questions: Can I retrain my EWP feat for weapon focus? And can I treat the Deadly weapon ability my whip has as the Whip Mastery feat for purposes of feat prereqs? The ability and the feat do the same thing, just worded slightly differently.


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

Thanks Pylos, I'm glad you like it. When I designed it, I was worried about the fact that it is essentially a +2 weapon, but then I went over whips and said "Meh, they could use a boost anyways". You can retrain your EWP for weapon focus Whip if you'd like, no time or money needed. And certainly, feel free to treat the deadly weapon ability as the Whip Mastery feat. Just note that it will only count for that specific whip. If for some reason you decide to sell the whip (which I doubt), I'll be treating it as if it were just a regular +1 whip.

I do have plans for that estoc, but I suspect it will be quite awhile before any of us see it again. Perhaps I will make it cursed.

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]

Thanks! Now I have a couple of ideas for how I'm going to do this: Do I want to focus on just my new whip, Kyda's Nine Lashes? Or do I want to dual-wield whips? If I end up dual-wielding, I'm planning on getting the Deadly weapon ability on the other one, but if I go that route, it's gonna take a lot of feats, and I'm gonna be stuck with a -4/-4 since they're not light weapons. Any ideas, anyone?


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

Personally, I would just stick to one whip and focus on combat maneuvers to hamper the enemy. You already have Phillip and Tarnagius dishing out the damage. Trips, Disarms, Dirty Tricks, Feinting, etc.

Thats what I would do if I were in your position.

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]

That's what I was thinking. There's several whip-related feats that I'm interested it. Also, turns out that I'll need Whip Mastery anyway. Forgot that it allows me to use a whip without provoking an AoO, which the Deadly ability doesn't. So that's probably going to be the first feat I get when we get to level 3, and use that as a spring board for others, including some of the combat maneuver feats. Thinking of focusing on Trips and Disarms with my whip. Would those be more useful than other maneuvers? Learning that this build will be very feat-intensive, which I've always tried to stay away from lol.


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

Because you're doing this at range, you don't have to worry so much about failing a maneuver. Ontop of that, don't forget the whip's active ability. I should mention that it lasts for 1 hour/day. Although, the hour must be used consecutively.


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

Well, we're dishing out damage now, at level one, where two-handing weapons always kicks ass.

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]

Oh, just letting everybody know, this week will be very slow for me, posting wise. Putting in a lot of overtime at work, my phone's been having problems connecting to the internet there, and family is coming up for an early Christmas gathering. I'll post when I can, just gonna be really busy.


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 think that's going to be happening to everyone. But yeah I might be slow as well but I'll do what I can. So it's cool.


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

Not me. I'll just be sitting here thinking about how my family is across the damn ocean...


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

No worries guys, my time has been packed with sudden schedule changes. Have fun during your holidays (and good luck with that overtime. Think of the money...)


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

Max HP for this level, everyone.


M Human Ranger 1

HP 10+2+1=13
Bab +1
Fort/Ref +1
+1 all skills
Two-handed fighting gained


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

Been Christmas shopping with my mom and seeing the eye doctor. So I'm just getting to leveling up!


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

All leveled up now!


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)

Leveled up and ready to go. Got a talent and everything.


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

Good morning guys (or whatever time it may be). I'm going to go over your level ups if you haven't posted the changes (in the future, I would appreciate that). It lets me make adjustments to the AP to help (or challenge) your character's abilities.

Anyways, what I would like to discuss with you are the week's rebellion activities. This is something that will be a bit awkward over the forums, as everyone needs to agree on the week's activities for it to function properly.

You will find the entire process in your player's guide to Hell's Rebels, along with all the options. This week (and this week only), we get to skip the Upkeep phase, and jump immediately into the Activity phase. After that, I'll wrap up with the Event phase. Just a reminder, this doesn't work quite like Kingmaker. You don't have to spend downtime to make this all work, so we can continue to play the game as we have since the beginning.

Feel free to ask as many questions as you'd like. I'll do whatever I can to find the correct answer (or apologize later if I've screwed up).

And with that, let's get started:


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

Possible actions you could make:

Maximum actions possible: 2 (a team can only do 1 action)

- Change Officer Role (No team required)
- Dismiss Team (No team required)
- Earn Gold (The Skritt Squad)
- Gather Information (The Skritt Squad)
- Guarantee Event (No team required)
- Lie Low (Take no actions)
- Recruit Supporters (No team required)
- Recruit Team (No team required)
- Secure Cache (The Skritt Squad)
- Upgrade Team (No team required)


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)

My changes are in the advancement spoiler in the alias.


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

At work at the moment so I don't have access to the player's guide but I think Gather Info and Recruit Team would help us out. Maybe the new team can be some saboteurs to help us out.

The Skritt team can get us some useful info on potential targets to weaken Thrune's hold on Kintargo.

Just brainstorming.


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)

Forgot to add my new language for a new rank of linguistics. Chose Strix.


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

I like Gather Information as well.


M Human Ranger 1

Gather info


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
DM Hell's Fox wrote:
I'll have to admit, this is one of the shortfalls of the AP. I honestly have no idea how the Vashnarstill family would react to your investigations. So I'm going to say that they see you as an adult, and you can do as you like without question. So yes, glad you're safe, the halflings have made dinner, let's talk about what Thrune has done today...

I've noticed that shortfall in other APs as well. Makes running campaigns a bit difficult if you ask me


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)

Gather Info works great for me.


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

Just double-checked and we get two actions. Since the Skritts are going to be on gather information, maybe our other action should be to recruit another team? Or gather more followers?


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 think we should recruit another team maybe one that leads to the saboteur team as that should help us in making areas that are targeted by our gather info team much easier to tackle.

Also could Jules and I be able to help Rexus translate the documents? We both know two out of the three languages needed (I don't have Strix, and Jules doesn't have Celestial) so I guess we could help but I'm leaving this up to the gm. We would be doing a lot of aid another actions though.


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

That's right, Tarnagius. Your sentinel (Laria) grants you an extra action (2 total).

I think it's clear that the Skritt are going to be gathering information. Is there a specific question that you'd like answered? Or do you want a new rumour?

As for the second action, I'm seeing Recruit Team, and Recruit Supporters. Either one is a solid choice in my opinion.

As for the translation, I suppose I could allow a check to be made if you know 2 of the 3 languages. I'll just raise the DC by... 5?

My requirements will be the following:
- Speak at least 2 of the 3 languages (Celestial, Elven, Strix)
- Have at least 1 rank in Linguistics

Rexus will be your main translator, and effectively takes 20 on all of his checks. That's why he's going to be down here for such a long time. If any of you guys succeed on your check (which will be quite difficult), you can help him remove a week off the amount of time it takes to finish the translation. This check is made once/week, and taking 10, or 20 won't be allowed, as it will keep you away from your adventuring. An exception to this rule is for a Bard with the Lore Master class feature.

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