How to paint a Raven Silver (Hell's Rebels)

Game Master Jesper Roland Sørensen

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Rebellion sheet


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Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Thanks Mirabella!


Male Human Urban Ranger 7 | hp -63- 63/63 NL [0] | AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: none

Sorry for the latest delay.

If we have 6,286+ gp each from the last treasure split (which, of course, I forgot to record), then Jack will spend 5,250 gp on fully-charged wands of expeditious retreat and bull's strength, assuming they're available. Whomever wants to carry them--they're all yours! Feel free to use them on yourself or other PCs as needed.

That leaves over 1,000 gp for the party gear (I believe Mirabella said that was like 369 gp per person) and potions of touch of the sea and potion sponges (had to look those up!)

Since Jack is a multi-attack fighter and needs to use the full-attack action to do so, it's best if he's walking on the bottom and doesn't have to make Swim checks unless absolutely necessary.

I also see I missed a question from Logan about a pearl of power we found. Since it's 2nd-level (which Jack can't use yet) and since I tend to forget Jack has spells in the first place, I'd say it would be better if someone else claimed it.

Ready to go! (I think.)


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Jack, Touch of the Sea gives you a swim speed, which means you don’t have to make swim checks for movement.


Male Human Urban Ranger 7 | hp -63- 63/63 NL [0] | AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: none
Mirabella Lindenbrook wrote:

Jack, Touch of the Sea gives you a swim speed, which means you don’t have to make swim checks for movement.

I feel so dumb sometimes. I was also under the (wrong) impression that touch of the sea was a personal spell that couldn't be made into potions. I seem to have a serious mental block in regard to that spell.

Guess I don't really need the wand of expeditious retreat, then. Bull's strength one still a must, as someone (pretty sure it was Mirabella) mentioned that doing 1d6 damage ain't gonna cut it.

Jack is, of course, the master of 1d6 damage.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

how long would it take to get an enchantment on say... jacks sword.


Male Human Urban Ranger 7 | hp -63- 63/63 NL [0] | AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: none

I believe it'd cost 6,000 gp to bump a sword up to +2 or equivalent, so that'd be 6 days, if I'm not mistaken.

Fortunately, both of his short swords are already +1.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

I was thinking more like something flashier... you know like a sonic or flame or cold type damage... you know get you more d6s ;p


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

If we want to make Jack a more efficient fighter, there are several things we can do, even without going into full min/max mode. Two-weapon fighting is a tricky beast and in general, you want to increase the damage from each successful hit.

Compared to Two-handed fighting, you are going to be hitting more often, but doing less damage with each individual hit. So stuff like damage resistance is really going to hurt you, as it applies to each individual hit.

If you are considering weapon enhancements, the Agile special ability (+1 bonus) lets you add your Dex bonus to both attack and damage. That means that Jack can focus on maxing out his Dex and ignoring Str.

Other sources of weapon damage, such as fire/cold/sonic etc. are also a good idea, as is anything that applies a damage bonus to each hit or provides more attacks (haste, Inspire courage, favored enemy etc.)

Once you can cast 3rd level spells, Instant Enemy is a no-brainer. And we should all chip in to get Jack a Horn of the Huntsman at some point.

I'd like to take a stab at offering some more in-depth suggestions once I have better time, both for stuff that Jack can do himself and what we can do as a team, if that's ok.

Liberty's Edge

Gameplay map

Two weapons can be a little weak in the beginning, maybe Jack and Logan should try work in the outflank teamwork feat to get more flanking bonus?
I think Jack can also cast lead blades so might be worth a slot to be able to increase the swords to d8, but I think maybe learn the sense vital spell once you gain a second level for 1d6 sneak per 3 levels


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

I’ve thrown together a quick copy of Jack in Hero Lab to test out different options.

Tl;dr: Single-attack Jack is pretty meh. Full attack Jack buffed with Haste, inspire, Bull’s strength, Hunters Howl and Lead blades is a BEAST. Add Favored enemy and flanking and most enemies will drop in a round or two. Any humans we meet are pretty screwed, especially since they are also vulnerable to Mirabella’s mindtricks.


M Human | Resource Tracker | Hexcrafter 7 | HP 52 / 64| AC 19; 12tch 18ff | +8 fort +4 ref +8 will | +1 init | Climb +8 Diplo +3 Fly +6 Intimidate +16 Kn: Arcarna +16* Kn:Dungeon +16* Kn: History +11* Kn:Nobles + 17* Kn:Planes +16* Linguistics +8 Perc +7 Spellcraft +14 Swim +10

I'd be willing to pick up out flank. Normally we'd have to wait for level 9 for that, but I don't think Logan has ever used his level 7 feat (lunging spellstrike) so maybe with GM blessing we could retcon.

Re two weapon fighting, the visuals look cool but the way the rules have been set up you need to devote a ton of feats to actually out damage power attack + high strength + two hand weapon. You need to be stacking static damage bonuses (favoured enemy, inspire, etc...) and getting weapon enchants (fiery etc).

Liberty's Edge

Gameplay map
Logan Tanessen wrote:

I'd be willing to pick up out flank. Normally we'd have to wait for level 9 for that, but I don't think Logan has ever used his level 7 feat (lunging spellstrike) so maybe with GM blessing we could retcon.

Since there haven't been any real encounters other then a few social ones I'm fine if people want to change a combat feat, but since it requires both of you to have it maybe it's not really needed until level 9. Unless you plan something important there?

Generally I want you to have fun, and if a feat you picked doesn't really live up to what you think we can work something out that doesn't take days ingame to change around.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

sent you a private message Jesper :)

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