
Hot DM |

Yup. I'm not sure why I would want to take the melee one before five. I mean... other than not provoking when you hit someone in melee. But it's really rare you can't leave melee pretty safely as a kineticist (good dexterity, Acrobatics as a class skill, Five foot steps, and so on). Likewise, Kintetic Blade disappears at the end of your turn, meaning you don't even offer flanking ;~;
Things get a lot better for melee at 8. Kinetic Whip becomes a 2 energy thing (and you can move action to make it a composite, which is nearly equal damage without the lowered chance to hit on the second attack), and you won't have a second iterative anyway. Kinda a mess :(

Misha Stormborn |

Taking it before 5 'cause it's a thematic thing! It seems silly to suddenly at 5 be "I'm melee now!" :p

Hot DM |

You could do that. It works both ways, really. It's not 'suddenly' you're melee, it's 'until 5, I focus more on shooting. And I can still shoot at 5.' :) They're not exclusive.
My question, though... is how Air's Reach interacts with Kinetic Blade and Kinetic Whip...
Sadly, the designer says 'it doesn't' :(

Misha Stormborn |

Well from a meta-standpoint it's the case. But would need to have some reason to start using a weapon instead of range roleplay-wise :)
For Misha the catalyst was trying to emulate Kenzer. So it only makes sense for her to take it right off the bat and to try to focus on that.
Having Air's reach work with kinetic whip would be crazy, 30' reach weapon is a bit much :)

Scath Lynx |

Should Scath take out GP from his funds daily for the hirelings, or weekly, or monthly?

Scath Lynx |

Well, the thing is, we might not be doing things actively, but he'd have to have them doing things off-time (buying raw meat, running errands, etc) just about every day, at least until such time as he has people he can trust who know what he is (IE: PCs). Until then, it might be better to buy them by the week/month. They are mostly untrained help, so I would expect them to be cheap...

Hot DM |

Mmhmm. I hadn't even intended for there to be an associated cost, short of if you actually bring them into combat. After all, they're not explicitly doing much you couldn't do yourself, besides keeping a secret. Likewise, at some point, you'll wind up with a rebellion that you won't have to personally pay for.
Also, I left the book at work, and while I do remember the most important bits, I don't remember the specific DCs for anything. If you'd like, I can still press forward, but the descriptions might be a bit off. :o

Scath Lynx |

No, we'll wait.
As to the urchins, until we get Leadership at 7th, anyone who does our bidding should be hirelings. Once we hit 7th, then we can get the followers and we just stop having to pay them.

Hot DM |

I just noticed that Victor has 0 Ranks in Handle Animal. This is somewhat problematic, because commanding an animal to perform a trick requires a DC10 Handle Animal check. You get a +4 to this when working with your animal companion, but it's not an automatic success. :P Brutus doesn't quite respect you that much. I was assuming you had a +9 mod or higher, but didn't actually check. With 1 Cha, 1 Rank, and 3 Class Skill, your mod with him becomes +9. It's still worthwhile to have more, because injury and debuffs can reduce this. With just the +4, Brutus won't listen 30% of the time. You can adjust your build if you like to accomodate this... or wait until next level to fix it. :o
Also, I need to know who takes what from Rexus's shinies. Be specific! Anything not claimed before you enter the building (personally), is left to Rexus!
Signet Ring
Monies
Dagger, Masterwork Silver
Spellstoring Bracers

Hot DM |

Not quite done with auditing for poor Brutus and Victor:
On the note of Handle Animal Checks, you can buy a Training Harness for 2 gp, that weighs 2 lbs, and gives a +2 to handle animal checks (though not just for you).
You have 25 gp missing that I don't see the expense of. I've also listed your carrying capacity and Brutus's together, which prevents you going over your light load. If you're wanting to stay below your light load without putting anything on Brutus, I'd suggest ditching most of the super-heavy Ranger kit. :P
Also, the Carnivore Food is ridiculously heavy. Assuming just feeding him chicken, he shouldn't need more than 2.5 lbs of food a day (as a 100# dog), but it's rated at 5 lbs. Pathfinder can be really silly about requirements, like... stating that a young tiger and an adult large breed dog eat about the same amount. So... basically, you can feed Brutus for about twice as long as your rations state (which might also free up some of the weight). You know. Unless half the weight is packaging... :|
Finally, it looks like your disguise skill is 1 lower than it should be (I get 8: 3 class, 2 Cha, 2 ranks, 1 Fed up Citizen.)

Victor 'Manhunter' Stone |

Err... I have 2 ranks in handle animal. It's right there under background skills. Meaning it's a +7 normally (2 ranks, +2 Cha, +3 class skill), and +11 for Brutus, meaning I auto pass on him.
Can Brutus carry his own food? I can get him bag or something to carry things in. That puts me under a light load I believe.
Also, can I see the math for how much I spent? I'm curious where I lost track of 25 gp.
Disguise skill fixed.

Victor 'Manhunter' Stone |

Right, forgot about that.
Alright, so if I can get something like this for Brutus and count it as a saddlebag, then my weight problem will be taken care of.
I think I'll get a set of manacles and a simple lock. That should leave me with like 2 gp, but you never know when we'll need to restrain an enemy.

Victor 'Manhunter' Stone |

Okay, either I don't know how to use Google Docs or the gold isn't adding up correctly on the sheet, but I did the math and I think I'm left with 3 gp and 6 sp after everything.

Hot DM |

I had adjusted your gold with an audit. When I increased the GP up top, I removed the audit, meaning that I'd handed you your 25 gold. Then you bought manacles for 35 gold, meaning you subtract 10 from what you had. I still have you at 5.6 gp, including the dog food, and .6 gp including a pack saddle.
All the math is there, unless I have something wrong, which I do -not- mind you doublechecking. I did some of the objects from memory, after all. :)
Edit: Basically, the program adds J1: Your munnies, to everything between J4 and J40. I can increase that if it's necessary, down the line. Everything in those columns gets added.

Victor 'Manhunter' Stone |

Ah, alright, I see where I did the math wrong. So I have 6 sp left. Works for me.

Victor 'Manhunter' Stone |

Good luck. In person GMing is always harder for me than PbP.

Hot DM |

I'm not ignoring your question, I just forgot to address it!
I was hoping more folks would try to come in. You whistling for Brutus would definitely draw attention to you by the other dogs, though.
The rules are a little murky. As the dogs would be at least hostile, I would think it would be harder to push them, but I don't see that in the rules, which leaves it at DC 25, as it's essentially a down command being pushed.
I personally prefer to roll druid's wild empathy into the base handle animal (to make the character able to make animals actually like them, because that makes sense as an extension of handle animal), and just make wild empathy a +1/2 level to Handle Animal, similar to trapfinding. But that's a fairly generous houserule, so for now ill stick with base, and adjust if you guys think it fits.
My reasoning for not immediately responding is because of the hope that others will come in before things go bad... you know, assuming they might. Tobias is guaranteed to get in, albeit slowly, as is Misha, but Juniper, Armon, and Brutus may still have trouble. If they haven't rolled by the time I'm off work, I'll go ahead and start combat. Go ahead and roll a handle animal, and try to 'push'. Just list the trick you're trying to.push them with, as well.

Victor 'Manhunter' Stone |

Brutus is small sized until 4th level, so he automatically makes it in.
Also, I very much like that houserule. Not that I'm biased or anything *suspiciously specific denial*

Misha Stormborn |


Victor 'Manhunter' Stone |

Aw, that's a shame. Hope you feel better soon then. I hate days like that.

Hot DM |

Thanks to those who have worked to help. You did, a lot. I was trapped going in circles in my head, and needed that bit of a jar (especially the humor) to get me out of the funk. I'm still not in an ideal place, but I'm in a much better place, all the same.

Hot DM |

An important question to me, regarding Supergiant Games, it's spoilered, because I don't wanna give anything away:

Misha Stormborn |

Paper Boats yeah :o
Haven't heard Setting Sail yet, but working on it! :)

Victor 'Manhunter' Stone |

Okay, I can't tell from the text. Do these things have DR? Mechanically it sounds like DR, but the description sounds closer to Fast Healing. But that can just be flavor.

Hot DM |

It's DR. :) DR can be a lot of different things (like, I don't subscribe to Vampires having Diamond Skin that sparkles in the sunlight (though it does spark in the sunlight), and instead simply regenerate wounds inflicted by weapons that aren't anathema. Similarly, globs of flesh that have DR doesn't really make much sense to just be 'impervious' and instead 'you didn't hurt anything it actually needed.'
As a direct result, Brutus can't actually hurt them except on a crit. :(
Does DR still have the 'minimum 1 nonlethal' stipulation?

Victor 'Manhunter' Stone |

I've always flavored vampire (and most undead) DR as their bodies ignoring certain kinds of damage because they have a lot of body parts that they just don't need. So stabbing them in the chest doesn't actually deal real damage.
At least Brutus can help keep these things away from the squishies.
It does not appear to have the 'minimum 1 nonlethal' rule anymore.

Scath Lynx |

Quick question, the bite is Bludgeoning, Piercing, and Slashing simultaneously. If the DR is DR/type then the bite works. If it's DR/<metal> or DR/<alignment> then that's all fine. I only want to make sure before I post as if Scath sees the dog's bite not working, he's not going to bother with attacks, he's going to go full defensive and guard others from attacks.

Victor 'Manhunter' Stone |

Given that these things cannot be naturally occurring, I wouldn't be surprised if they have DR 5/Magic.

Scath Lynx |

That's probably what it is, the only reason I ask is that the APs rarely put anything with DR/Magic before you're supposed to be 3rd or 4th level. Usually at this point it's type DR. And I know I have trouble remembering bites are all 3 types. :)

Scath Lynx |

Scath already is just distracting them while others whittle away at them.

Hot DM |

Working ahead a bit here. By the end of this 'Chapter' of the first book, you'll be ready to set up your rebellion. The first step of which is to determine what sort of Rebellion you plan to lead. The following is a rather large primer, though considerably smaller than reading the entire book on it.
There are three primary routes, that you'll likely recognize from Dragon Age Inquisition if you're familiar with the game:
You will be better at recruiting Freedom Fighters (Reduce Danger) and Peddlers (Earn Gold).
You will be better at the following actions: Earn Gold, Reduce Danger.
Advanced Actions: Rescue Character.
Security is also used to overcome or mitigate the following events: Ally in Peril. Disastrous Mission. Failed Protest. Missing in Action. Traitor.
Choose Security if you wish to be the Hero Kintargo needs.
You will be better at recruiting Street Performers (Gather Information) and Sneaks (Secure Cache).
You will be better at the following actions: Gather Information, Secure Cache
Advanced Actions: Activate Black Market, Knowledge Check, Sabotage, Spread Disinformation
Secrecy is also used to overcome or mitigate the following events: Inquisition, Traitor.
Choose Secrecy if you wish to be the Hero Kintargo deserves.
You will not be more effective at recruiting teams, instead, you have a greater tie to the common man of Kintargo.
You will be better at the following actions: Recruit Supporters.
Advanced Actions: None.
Loyalty is also used to overcome or mitigate the following events: Diabolic Infiltration, Low Morale, Snitch, Traitor. (Important Note: Traitor is one of the worst rolls to turn up as an event, and Loyalty is the only thing that can completely prevent the fallout thereof.)
Loyalty will improve the following events: Donation
Choose Loyalty if you wish to be the Hero Kintargo wants.
Rank/Max Rank=Rebellion 'Level', The rebellion can't support more people until you raise your Max Rank (You won't lose supporters, but your organization doesn't become more effective until you expand).
Membership=Population of the Rebellion
Supporters=Number of common folk and members of the Rebellion that support you. Supporters work as experience points for the Rebellion.
Population=Number of people in Kintargo as a whole.
Treasury/Min. Treasury=Amount of Gold the Rebellion has in its coffers. A low Treasury can have negative effects on the Rebellion.
Notoriety=The notice Thrune and his supporters are taking of your particular rebellion. This ranges form 0-100, and generally higher is worse. Sometimes you'll roll a d100 for a Notoriety check, and rolling higher than your Notoriety is good.
Rebellion Actions/Available Actions=You can activate a certain number of teams each week, to perform actions on your behalf. This rises with Rank. Available actions are determined by base actions and the actions your teams can perform.
Events=Events occur weekly. They range from a traitor in your midst, to Thrune actively executing people, to generous donations from your supporters.
Teams/Max Teams/Allies=The number of trained groups you have that are able to perform specific actions. You are limited to a certain number of mundane teams, though there is also the opportunity to recruit unusual people with special actions or mitigating circumstances to your cause, these are known as Allies. These Allies will never count against the maximum number of teams you can organize; they're freebies - if you manage to recruit them. Always be on the lookout for that someone special!
Officers=You. Each role, other than Recruiter, may only have one officer. Later, I'll also allow cohorts to act as officers.
As the Rebellion advances in rank, the Officers will also gain boons. Unlike in the book, I'll allow Cohorts that are officers to gain these benefits as well, albeit at a 'rank' lower. I.E. When you gain the Rank 9 Title, your cohort will gain the Rank 4 Title.
Training: Training represents a free skill rank for those invested in the cause, you pick up a little bit of what your organization is capable of, so that you can better lead them.
Gift: Mostly a free object of your choosing with a hard limit on the amount that can be spent, and what it can be spent on.
Title: A Title associated with your character, or cohort. You also get a bonus feat. If you already have one of them, I'll let you exchange it for free, within the same pool you could have drawn your initial feat from (I.E. A combat feat if you selected one as a fighter bonus feat.)
4: Alertness, Deceitful, Persuasive, or Stealthy.
9: Great Fortitude, Iron Will, Lightning Reflexes.
15: Fleet, Improved Initiative, Toughness.
19: Any of the above.
XP Award: Free experience as a bonus award for being awesome.

Scath Lynx |

Scath would strongly lean toward the Secrecy route, given his nature. He could work with Security or Loyalty though, although he'd still likely be a more behind the scenes type of character in either of the latter two types of rebellions.

Hot DM |

In addition to the above, also ahead (just after founding your quaint little rebellion, which will likely be a long time coming), you'll enter part two of Book One. It's worth noting that Book Two is mostly made up of side missions, in which you are gaining the favor of Kintargo directly. I will give the players the option to either deal with something themselves, or send a capable group to do what they can to solve it. You will get a mediocre resolution of the situation if you go this route, and will get a report on what was happening there. Alternately, you can do every one of them (as the book intends), and get the resolution you'd earn. Either way, you'll get the story experience.
The reason I'm offering this is because PbP can be a bit slow, and giving small episodic books can make it worse.
Finally, a third option, is to 'Split the Party'. We can do two events at once by splitting the party into teams of three (possibly bringing along a hireling or ally), which will cut the second book in half. The party will still get all of the experience as if they were there if they go this route.
Which of these options do you prefer?
Give me a bit of a callout on what sort of rebellion you'd like to run, as well, this is a permanent choice. You can also change what role your character is performing during the game for free, though Allies and Cohorts require an action to change roles.
The current makeup of the rebellion's leadership is as follows:
Damagogue: Victor (Replacing Michel) Con or Cha (+(2) Loyalty)
Partisan: Tobias Str or Wis (+(3) Security)
Recruiter: Armon Character Level (+(3) Recruits when recruiting)
Sentinel: Misha Adjusts event phases (+(3) Loyalty, +(1) Security, +(3) Secrecy ONLY DURING EVENTS)
Spymaster: Scath Dex or Int (+(4) Secrecy)
Strategist: Juniper Make an additional action during the Activity Phase. Gain a +2 on this action.
Choose one to add 2 to, as a group. These are only the current numbers, which can change by moving leaders around.
Loyalty: +2 (+5 v. Events)
Secrecy: +4 (+5 v. Events) Scath votes this.
Security: +3 (+6 v. Events)

Victor 'Manhunter' Stone |

Well, from looking this over, Victor would want to go with Loyalty. He's kind of a jaded guy, but he's somehow managed to remain pretty idealistic in relation to the people. He sees the rebellion as for their benefit, wanting them to have the freedom and justice that they deserve. He would want to rebellion to be popular and have the will of the people behind it. After all, if they don't want the rebellion, what's the point?
I'd go with either option 2 or 3 for book 2. Sending out people to do our jobs for us seems like a waste and just takes us away from the plot more. 2 will take longer for us to finish, but we get the full experience. 3 will make it shorter, but that might be harder to GM, so that's more your call. We have enough people to make two reasonably balanced teams, so we could probably manage it.

Scath Lynx |

If we go route 3, cohorts would help. Then we could have a cohort or two come along on each team to round things out. And that would probably make it easier on the GM with all the cohorts, as if we're all in one group with cohorts it get's busy.

Misha Stormborn |

Misha's got experience with secrecy obviously, so she'd do fine that way, but probably would prefer Security. Protecting the people is important!

Victor 'Manhunter' Stone |

Note that Victor would also be perfectly happy with Security. He would find Secrecy a little disconcerting though.