GM Xavier Kahlvet's Hell's Rebels 2e

Game Master KingTreyIII

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Chance: 2 | Edrakk: 1 | Jisara: 0 | Vitalis: 1

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Chance: 3 | Edrakk: 2 | Jisara: 3 | Vitalis: 3


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GM Xavier Kahlvet wrote:
My only concern right now is that there isn't a person with Medicine, but when there's lay on hands on the table then it isn't a HUGE deal.

The alchemist I built has medicine (it's not great, since he doesn't have a great wisdom modifier), and has Elixir of Life as one of his formulae, so I could go with him to fix that.

My oracle has heal, but he can only cast it twice a day at first level, so it probably would be a better idea to go with the alchemist.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Pick whichever one feels best to you. Adjusting my character for that is a very minor change in comparison.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance is trained in Medicine. He doesn’t have a Wisdom bonus, so all he gets for his modifier is level + proficiency (and I forgot to buy healer’s tools, but I can probably fix that), but he is trained.

I can also swap one of his offensive spells for Soothe, which I was planning to pick up at level 2.


Alright, in that case, I think I'll go with the oracle vigilante, primarily because I can probably play the alchemist in a different game and have it work, whereas the oracle vigilante looks like it would work best specifically with Hell's Rebels in 2E.
I'll finalize the statblock and the alias soon.


| Strange Aeons | Hell's Rebels | ◆◇↻
FriendlyNeighborhoodMadScientis wrote:

Alright, in that case, I think I'll go with the oracle vigilante, primarily because I can probably play the alchemist in a different game and have it work, whereas the oracle vigilante looks like it would work best specifically with Hell's Rebels in 2E.

I'll finalize the statblock and the alias soon.

Meaning that all we're waiting on is that and Peachbottom to make an alias, then we're good to go.


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CG Male Human Acrobat 3 | HP 32/32 | AC 20, Resistance (Physical) 3 | F: +5 R: +8 W: +8 | Perc: +6 Stealth: +8 | Speed 25ft | Hero Points: 1/3 | Curse Level: None | 1st: 3/3, 2nd: 2/2 | Conditions: Minor.

Here's the alias complete. There's a link to the alias for the vigilante identity in the description of this one, and vice versa.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Nice!


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Alias complete.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance can afford healer's tools in his starting gear if he gives back the minor elixir of life (3gp, plus the 2gp he already has), which makes sense to me - a single 1d6 of healing vs. 2d8 of healing for every Treat Wounds check made with the healer's tools.

This one is harder: a 1st level bard gets two level 1 spells (in addition to the one granted by his muse - true strike, in this case). Currently, Chance has taken color spray and grim tendrils, but I could swap one of them for soothe instead, which heals one creature within 30 feet of 1d10+4 hp; the target also gains a +2 status bonus to saves against mental effects for 1 minute. I think grim tendrils fits Chance's flavor a little better than soothe, but at level 1 telekinetic projectile does better consistent damage (albeit without the possibility of bleed on a crit). Color spray, on the other hand, is the only real option for Chase to have a multiple-target offensive spell.

OK, I just talked myself into it. Chase is buying a set of healer's tools and switching grim tendrils for soothe. Updating his statblock now.

@GM - please let us know when you’re ready for us to dot in to the Gameplay thread!


| Strange Aeons | Hell's Rebels | ◆◇↻

Dot in as soon as you can; I've got quite a bit of management I gotta do before officially starting.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Dotted. Updated statblock and revised backstory are on Chance’s profile page.


| Strange Aeons | Hell's Rebels | ◆◇↻

A note on Hero Points: I track them in the forums, just below the link to the maps, etc. Hero points reset at the 1st of every month. The exception to this will be the 1st of January, 2021, because that’s, you know, in two days.


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Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Okay, got a backstory up that I'm happy with. What I wound up with is a lot more CN than the CG I started with, so I bumped Jisara's alignment a bit. Hopefully the party will be a good influence on her. :)


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Should we assume that most of the gray squares from the lowest line of dottari down are where the demonstrators are?


| Strange Aeons | Hell's Rebels | ◆◇↻
“Chance” Ravennablitz wrote:
Should we assume that most of the gray squares from the lowest line of dottari down are where the demonstrators are?

Yeah, should’ve mentioned that; the pavement (the gray squares) below where the dottari have set up the barricade are considered difficult terrain due to the gathering of citizens. I just didn’t mention it because the rounds are measured in hours, so the speed reduction at this point is negligible.

Chance wrote:
Perception (Search for Contact, round 1): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Well, guess I’m going to bring this up. I do generally uphold the rules on secret checks, though I sometimes handwave them for the sake of simplicity (such as for that DC 5 Society check in my first real post in Gameplay). And if you, yourself roll a secret check (unless I put a normally-secret check in a spoiler like I did for that aforementioned Society check), then I call the roll that you made void and I roll it for you in secret.

Of note with this are checks to Recall Knowledge, to Lie, and to Sneak/Hide. For Lie and Sneak/Hide, I am generally okay with those rolls being public (rather than secret), though on case-by-case bases I sometimes adhere to the secret trait on those checks (mostly for when I wish to create tension for one reason or another). For Recall Knowledge (especially when taken mid-combat) I usually roll the highest, most appropriate skill modifier for what that PC is trying to Recall Knowledge about (unless they tell me very specifically that they’d like to use a certain skill). I then put this information in a spoiler addressed specifically to that PC and tell them what skill I rolled.

TL; DR: I generally adhere to secret checks being secret, but I’m a bit loosey-goosey about it at times, so it’s sometimes a case-by-case basis. But if I post a spoiler with a skill and its DC, then that is always a public roll, regardless of if it is normally a secret check.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Great! I love secret checks. I was a little thrown by the Society spoiler, but this clears it up for me.

I went and deleted the Perception roll from my post.


| Strange Aeons | Hell's Rebels | ◆◇↻

By the way, Vitalis, you should have 2 focus points, not 1. I'm aware that how gaining focus points is awkwardly worded from ability to ability, but I (and the house rules/interpretations in my GM profile) am going off of what's written in the Focus Points from multiple sources section, specifically "If you have multiple abilities that give you a focus pool [which is basically any ability that gives you a focus spell], each one adds 1 Focus Point to your pool."

I'm aware that technically the wording is that only the first time you get a focus spell do you get a focus pool (unless otherwise stated), so this interpretation is against RAW, but I'm the GM, and I respectfully disagree with that interpretation. So have two Focus Points in your focus pool.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Sounds good. I’ll update that when I get a chance.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind
Quote:
I will not rant about electric arc. I will not rant about electric arc. I will not rant about electric arc.

If it makes you feel any better, one of my players used this against me last night when I tried ambushing the party with a bunch of giant spiders.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Is Jisara disguised or can I tell she's a tiefling?


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

She is disguised as a regular human, yeah. Ordinarily when I directly interact with someone, the GM would make a secret Deception roll for me against their Perception DC, but since it's just the party (and just for fun) and not an NPC, it's probably okay for me to do it here.

Deception: 1d20 + 5 ⇒ (7) + 5 = 12

A pretty bad roll! The only person that would beat is a level 1 creature with a wisdom penalty. It's also not a critical failure, so I would say that you can tell she is in a disguise, but not necessarily what she is underneath it.


| Strange Aeons | Hell's Rebels | ◆◇↻

Sorry I'm late, was busy looking through the new playtest stuff.

Jisara wrote:
She is disguised as a regular human, yeah. Ordinarily when I directly interact with someone, the GM would make a secret Deception roll for me against their Perception DC, but since it's just the party (and just for fun) and not an NPC, it's probably okay for me to do it here.

You are correct in that assumption; I am fine with it being a public roll in this context.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

My first Pathfinder character ever was a Gunslinger. I'm very excited.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Haven't had a chance to download it, but I'm looking forward to seeing the gunslinger and even more, to seeing the new new class in the playtest, the Inventor.

Edit to add direct link to Playtest document because the Playtest website has crashed.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

It looks as though Stargazer is in the range of Chance’s Inspire Courage - exactly 60’ - but if by some miracle Purple is still up and Chance needs to move another five feet back to be out of reach, that won’t be the case.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Since Jisara is next to Vitalis now instead of Chance, I'll use the Retributive Strike to protect Jisara now if it comes up.


| Strange Aeons | Hell's Rebels | ◆◇↻
Vitalis Tanessen wrote:
I am fine with adjustments for expediency. Also, I wasn't fully healed from the previous fight. I should be at -4.

I knew I forgot something. I only note damage taken/healed within a particular combat; as soon as a combat ends I expect PCs to note the damage that they have taken on their hotbar-statistics-thing. It's weird, but it's how I usually do things.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

No problem. I do update my hp on the hotbar. I see how you are doing it now. This is only the second fight after all.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

How are you handling carrying capacity? Are we just going to be lugging around all these suits of armor and weapons? Or should we choose what to carry? Because I'd probably just take the lightweight things of value like the crosses and silver coins.


| Strange Aeons | Hell's Rebels | ◆◇↻
Vitalis Tanessen wrote:
How are you handling carrying capacity? Are we just going to be lugging around all these suits of armor and weapons? Or should we choose what to carry? Because I'd probably just take the lightweight things of value like the crosses and silver coins.

I was honestly going under the presumption that y’all would be taking anything that’s moderately valuable and you’d be able to distribute the items with the spare bulk limits among the whole party. The “carried by” column is more for if there’s an item a PC wants to keep; if that particular entry is blank for a given item, then I’m just assuming that it’s being carried by whoever has the available carrying capacity to do so (or, in the case of later on in the AP, that it’s just being kept at a warehouse, rebel base, etc.).


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

GM, would you be able to add your House Rules doc to the list of campaign links? I know you post it when it comes up but eventually the post get pushed off the current page.


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| Strange Aeons | Hell's Rebels | ◆◇↻
Jisara wrote:
GM, would you be able to add your House Rules doc to the list of campaign links? I know you post it when it comes up but eventually the post get pushed off the current page.

Once again, there is a link to it in the profile of my GM alias.

That said, I will oblige.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

"Rexus Victocora"? As long as he is part of the campaign, I am going to be incapable of thinking of him by any name other than "King Victoria."


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

I saw some meme on Reddit that made me think of this:

Rexus (Rogue): "Why are you looking at me through that fork?"

Vitalis (Paladin): "I'm pretending you're in jail, rebel scum."


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Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Had a weird idea: if I give Thatch the Manual Dexterity and Skilled (Medicine) abilities, would he be able to use Treat Wounds on people? He couldn't carry the tools on him because they're too big, but if they were laid on the ground or something, presumably he'd have access to them. His Medicine modifier would be +5 so he'd be more skilled at it than any of us, lol.


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Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Image for reference


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

I'm sorry but you can't ever give Thatch any other abilities because that picture is the canonical image of him for the rest of the campaign.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Too cute to not support.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

On the other hand: see alternative image.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jisara wrote:
Had a weird idea: if I give Thatch the Manual Dexterity and Skilled (Medicine) abilities, would he be able to use Treat Wounds on people? He couldn't carry the tools on him because they're too big, but if they were laid on the ground or something, presumably he'd have access to them. His Medicine modifier would be +5 so he'd be more skilled at it than any of us, lol.

So...the familiar rules specifies that it can take skill actions, but doesn't specify on skill activities (like Treat Wounds). I would personally rule that it could, but the issue is that, with how it's worded, a familiar can only ever be trained in the skill, so it'll only help during early levels, where 2d8 (or 4d8) healing is quite a bit.


CG Male Human Oracle 3 | HP 32/32 | AC 20, Resistance (Physical) 3 | F: +5 R: +8 W: +8 | Perc: +6 Stealth: +8 | Speed 25ft | Hero Points: 1/3 | Focus Points: 2/2, Curse Level: None | 1st: 0/3, 2nd: 0/2 | Conditions: None.

I'd say it's worth it to have a doctor cat.

Also, I'm pretty sure that you can change familiar abilities at the start of each day, except for abilities that are inherent with that type of animal, like a frog's swim speed.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

That's how I figured it as well. Next level I'll be taking a feat that gives me the Life Boost focus spell, which by level 3 will be healing for more than he'll be reasonably capable of, without needing to roll anything.

I'm also planning to take Magical Crafting at level 6, which should be around the time we're not able to just buy stuff we want off the Kintargo market (based on its settlement level). Assuming Chance wants to keep advancing his Medicine proficiency, one of the things I plan to make first is some Healer's Gloves (assuming we don't just find some by then), followed by the Greater version if/when I can turn up a formula of that.

And yeah, I can change them all out each day. He's just a cat, so he doesn't have any required abilities, and as a Witch I get more than usual. Right now it's just one extra for a total of three, but it'll go up with more levels and with some feats. By the end of the campaign my familiar will also have 9 abilities, some of which I'll be able to give to you guys, so it'll be a fun time.


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

When you said there were two bear claws in the coffer, I got excited that they were pastries then disappointed that they were only talismans.

I can take the oil of potency. The magic weapon worked out pretty well for me last time.

The critical effect on polearms isn't that great if other people want the owlbear claws. If no one wants them though, I'll take just to have.

I think we should hang onto the signet ring and dagger too. Never know when they might come in handy. Someone else can hold onto them though.

I'll swipe the manacles too in case Vitalis is in a nonlethal mood.

The studded leather, light maces, and Chelish crosses we can probably just sell when we get a chance.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

I think it's actually pretty good! It doesn't damage them, no, but if you use it on somebody who is attacking you without a reach weapon, you can move them away from you and force them to spend an action stepping back up.

I don't need the dagger or the claws. If I'm in melee and swinging enough to get a crit, something has gone very wrong.


| Strange Aeons | Hell's Rebels | ◆◇↻

Since it appears that y’all are gonna be helping Rexus (still waiting on Stargazer’s response), I would like to request something:

I would like to set up a Standard Dungeoncrawl Procedure (SDP), including default exploration activities and so forth (I usually prefer to have the GM choose exploration activities based on what actions the party takes, but that would be too clunky for PbP). Basically, I would like to set up a set of party-wide botting instructions so that dungeons don’t drag out unnecessarily.

Currently, my idea of a marching order is the following if there’s at least 10 feet of space (using first letters of PCs’ names and not including Rexus):

Front: V J :Back
Front: S C :Back

Or the following marching order if there is only 5 feet:

Front: V S J C :Back

For the sake of expediency, I’m going to mostly roll for you guys if it can be done relatively quickly (like finding hidden stuff or disabling a simple hazard); I will allow you the chance to reroll with Hero Points, if the situation requires it.

How I generally take parties through dungeons:
Generally for dungeoncrawls, I choose the party’s path through the rooms at my discretion based on how I think the party would go about it (e.g. if there’s a room with a sign that says “McGuffin in here!” then it’d be safe to say that y’all would go there first). If there’s no obvious direction, then the party direction is at my whim (mostly based on getting through the most non-combat rooms in a logical and orderly manner). I will make some exceptions to this depending on the dungeon (because for some of them it REALLY matters where you go and when).

I am also going to go under the presumption that the party clears out all room on a floor before going up/down any stairs, unless there is a VERY good reason to not do that (case-by-case basis)


LG Human Champion 12 | 170/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

I haven't really done the exploration rules before so it'll be new to me. Whatever you think will work best is fine with me.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

I'm good with the marching order. As long as I'm within range of Vitalis's reaction!

Chance, since you have detect magic and read aura in your repertoire already, I think I'll drop those from my daily preparations. That'll free up a couple slots for acid splash (for when we inevitably fight a swarm) and some other fun cantrips.

For the most part, I think I'll be using Avoid Notice.


CG Male Human Oracle 3 | HP 32/32 | AC 20, Resistance (Physical) 3 | F: +5 R: +8 W: +8 | Perc: +6 Stealth: +8 | Speed 25ft | Hero Points: 1/3 | Focus Points: 2/2, Curse Level: None | 1st: 0/3, 2nd: 0/2 | Conditions: None.

Marching order looks pretty good. Stargazer can probably do Scout or Search.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

@Jisara - I wasn't planning on taking Chance past trained proficiency in Medicine - he'd go to expert first in Occultism, then maybe Performance but I had been considering Crafting. If you're looking at increasing your proficiency in Crafting - which makes sense as an Int based character - I can look at investing in Medicine instead, going at least to expert at level 5 and taking a couple of the 2nd level Medicine feats (requiring expert proficiency) starting at level 6. I probably won't take Battle Medicine - as I suspected and had confirmed for me during the street fight, putting Chance anywhere near an actual melee combat is a terrible idea.

How do you feel about summoning? I was looking at Summon Entity (level 5) as being very much in Chance's wheelhouse but if you aren't planning to summon much I might take Summon Fey as my next level 1 spell and make it a signature spell.

@GM - marching order looks fine to me. Chance's standard exploration activity will be detect magic.

@Vitalis - Agreed - we should definitely keep everything & sell what we can of the Goons' gear.


| Strange Aeons | Hell's Rebels | ◆◇↻

Alright, so…

Jisara is Avoiding Notice.
Stargazer is either Scouting or Searching (I’ll likely default to Searching).
Chance is detecting magic.
Vitalis (I’ll say) is Searching.

For the Livery, I’ll say that Rexus is Searching.

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