I'm running a Mythic 3 person Hell's Rebels game with a few modifications, one being that House Sarini signed a pact with Hell a long time ago that sold the souls of everyone on the house and everyone to be born into the house in exchange for power. Essentially the House has it diabolist traits turned to eleven. The father of one of the PC's is a Sarini and secret worshiper of Milani despite being the fact that he's doomed to go to Hell when he dies. In order to help the party and hobble Thrune the father is going to destroy his house, depriving Thrune of a powerful ally in Kintargo and the larger Arch-Duchy and end the contract between the Hell and his bloodline. This however includes not just the adults but also the children who bear the contract by virtue of being a Sarini. Due to them being mythic the PC asked Milani to get a Empyreal lord to intervene on the children's soul behalf. I need to figure out which Lords would respond to such a call knowing the Hell has a legitimate (by Hell's standards) claim to the souls, enough that Pharasma would hand them off to Hell.
Okay so my spell list is making the assumption that they're SLA and don't have costly components and the no one has more than 4 HD, not picking any of the spells that replicate lower level spells because that's cheating.
1st-Feather Fall
2nd-Gentle Repose
3rd-Remove Disease
4th-Emergency force sphere
5th-FeebleMind
6th-Geas
7th-Teleport, Greater
8th-Polymorph Any Object
9th-Terraform
Honestly straight wizard with the Conjuration (teleport) school special is best since you can get out immediate danger if needed and pick up the item crafting feats and have access to the Arcane builder discovery to craft 25% faster. You should pick up the skill focus feat in spellcraft to offset the -4 penalty to craft opposition schools. You'll get bonus feats to spend on crafting feats and metamagic which frees up your main feat. As an added bonus pick up the spark of creation trait to make magic items at 5% cheaper. Nab the repair magic racial trait for some heals. As for schools, Conjuration for mage armor, always prep this in your free 1st level slot and never let it go. Illusion and Abjuration are you best friends, shield and mirror image will save your ass. You're not going to want to ban evocation to get access to the wall spells and the basic battle spells. If you're not building into them I would choose Enchantment and Necromancy as opposition schools, Enchantment does have some nice battlefield control spells but you've got Conjuration for that, become a pit mage and put things in the hole. Summon spells are your friend to draw away agro, provide flanking for your friends and just to fill up space so monsters can't charge you.
Here's another idea. You could use the Atrillery teamwork feat to work with a team mate to use a large Heavy crossbow, take a dip into wizard for Gravity Bow or buy a wand and shoot Huge Crossbow bolts at the enemy. Because the feat lets one person use their actions and feats to reload and the shooters actions and feats for attacks you can have a pair of halfling snipers. The spotter/loader builds into the helpful halfling aid other to use it's standard action to buff your attack roll and move action to load the weapon. The shooter takes vital strike, Strike True, deadly aim because with all the buffs to attack rolls they can afford the penalties. Sprinkle in some far shot/distance weapon enchantment/sniper slayer and well placed illusions you get a lean mean killing machine. Going sniper halves range penalties, combined with far shot and the distance enchantment you have a max range of 2,400 Ft at a -5 penalty. Assuming a level 11 team for ImVS and you're getting 3D8 at base, 9D8 and assuming the shooter is a sniper slayer with the accomplished sneak attack feat you get an extra 4D6 on your first shot.
My campaign has kicked off with the folowing:
Seraphina Elihem: female LG teifling(Pass for human) Paldin of Iomedae(tourtred crusader)2/Ranger(Divine Tracker)2; Elder sister to Annahera and the first bastard daughter to the Sarini family. Inherited her mother's ability to hide her true nature, was initally accepted by her father but was told stories of the glory and honnor of Iomedae. Rejected by her father when she decided to become a paladin. Traveled to the World Wound two years ago, recently her entire company was slaughtered and she somehow survived. Has sever PTSD and was sent back home to recuperate. With her mother gone now seeks to gaurd her sister from harm. Bruce: male NG teifling Oracle of the streets2/ Bloodrager (meta magic rager)2; A street urchin as so many other teiflings Bruce has fallen in with underground fighting circuts and unsavoury criminals. Would've turned into another common thug if his latent magic hadn't flared to life during a particualry violent pit fight. Soon after he felt a connection to the cobblestones beneath his feet, feeling the city's pain under the crule rule of Thrune. He now seeks to free his city and share his anger with his opressors. Sirinius: male NG teifling(Pass for human) Viglianite(Zealot of milani)1 Unchained rouge 1/Kineitisct Void 2; Sirinius was normal mild mannered bureaucrat working for the government, everday dieing a little inside behind has deesk as minnor injustices crossed his desk every day. One day on his way home from another soul crushing day at the office he saw a person being shaken down by a pair of greedy dottari. Something changed inside him as the blatent injustice infront of him killed any naivety he had left. In it's place a terrible emptyness opened in his soul, connecing it to the life draining plane of negative energy. His anger at the corruption in the government channeled that connection that he used to punish the dotatri. His act did not go unnoticed, drawing the attention of the Rose of Kintargo who recurited him for the cult. Now by day he works in the beuractic halls of Kintargo, subtly aiding the cult to the best of his abilities, and by night he is the Black Rose, defender of the people and bringer of justice to the wiked.
Having watched the second movie Id say he's a Solider, almost certainly an Outlaw with how many connections he's got in the underworld. I'd say Solider (Sharpshooter) to emulate his crazy aim, plus gaining the weapon specialization with all the guns and the Bullet Barrage Gear Boost to show how crazy lethal he is with guns. Operative just isn't killy enough for how good damn crazy John Wick is at his job.
Wultram wrote:
I see this alot and when I do I think of what my first Dm once said when I rolled up my first Paladin. You're not good because you're a Paladin, you're a Paladin because you're Good. The kind of people who become Paladins are the kind of people who would still be good and even if they weren't Paladins. It's not that Paladins never question the morality of the authority above them (Which is in itself a product of modern cynicism with authority), it's that those authorities have already proven themselves to be that good. Anyway the point I'm trying to make is that a Paladin still has to decide for themselves what their morality is and what it means to be good for themselves, that's how they come into the service of a God.
The Drunken Dragon wrote:
I'm imagining a guy huddled up in his room with piles of books raving about how he'll show them all one day, they called him crazy but who'll be laughing when he's wished all his enemies into the sun! Who'll be laughing then! Just you see!
Wikrin wrote:
Mostly assuming because the gap wiped away alot of societal traditions and forced people to rebuild. If no one recalls why men and woman were to be separate casts then it makes no sense to keep it that way.
Wikrin wrote: I'm curious to see how the drow will handle it, given they are traditionally a strict matriarchy. Out of anyone, I could see them keeping detailed birth records so that people born male don't try to escape their station. That may have been true pre-Gap but I imagine that unless the tradition was rebuilt that it doesn't exist post-Gap.
Oh wow, I've gearing up to run Hell's Rebels in a few weeks and in my readings through the books I too have noticed a lot of what you've pointed out. Thank you so much for writing up this awesome collection of posts and content, it's just what I've been looking for. I probably wont use some of it but I'm certainly going to roll with most of it. I'm glad I'm not the only one who noticed the weirdness with Laria being a council member, though I had a slightly different plan I am totally taking your's.
That's one of things I'm looking at for my table, we've one PC (NE Psychic) from Geb who became a vampire (And got married to the LG Magus PC, it makes more sense in context) and another PC (NG Wizard) who's gone diet-runelord at the end of the RotRL. Both of them agreed that before they take over Varisia they were going to hunt down the remaning Runelords and explictily buddied up to the Pathfinders just incase they got wind of any runelords comeing back. Both are highly inteligent and have back up plans for the back up plans so I shudder to think about what gets accomplished in ten years and how to use that for RTotRL It'll be an interesting one, that's for sure.
I've got a pair of teilfing sister who's father is a Sarini, his family was paying thier mother (a teifling with pass for human servant/member of the lacuanfex) to keep silent about the children. The elder sister has pass for human and is acknowledged (privately) as a Bastard of the family, the younger sister is your typical angry young rebel.
Dean HS Jones wrote:
I now have the funniest mental image of a wizard waking up one day going, 'How did I get here?'.
Extended is almost always worth it on some of the longer lasting buff like mage Armor, Quicken is very useful in the later levels for casting sheild on turn one. Peircing is useful for breaking down Sr and heighten makes lower level spells more useful, intensified spells are a must if you're going blasting damage for the extra dice, and empowered and maximized spells are great. I'd pick up a book of harms for a free 1/day maximized Evocation spell. Also if you want to be a bit crazy, pick up Ascendant spell to grab mythic versions of spells, it is a five level jump so I'd combine it with spell perfection for those few must haves.
About Blue LucienBackground:
Lucien was born in the town of Outsea in the River Kingdoms. Most of his youth was spent in that aquatic town or the nearby regions in and around the mighty Sellen river. It's one of the few places on Golarion where undine are relatively un remarkable, if still not common. Among his childhood friends there was a young Jacquelyn Shadowfire, though they lost touch when she left with her father's company. Lucien stayed on, served in the militia, and (most importantly) learned the rare skill of manipulation of elemental water. he was a natural at this unusual talent, due to his ancestry and strong connection to the Plane of water. Over the course of decades he hones this talent, putting it to good use as a sailor and fisherman, first on the Sellen, later on the Inner Sea. Even so, he was dissatisfied with a life he saw as being mostly in service to land lubbers, and so he recently departed via the Hespereth Strait, bound for The Shackles, and (hopefully) a career as a freebooter. He was astonished to run into his childhood friend Jacquelyn just last night at the Formidably Maid, and arranged to meet her there again today to catch up on how things have been. Appearance and Personality:
Lucien is unmistakeably an undine, with skin as blue as the deep sea. His features otherwise have a rather elven cast to them, unsurprising given that his father was an elf. As to what, precisely, his mother was, he is tight-lipped, except to say that she was skilled with water-magic. He wears little beyond what is necessary for modesty and a bit of armor, and never wears shoes. He is a bit of a free spirit, and loathes working for land lubbers. Even so, he recognizes the necessity of coin, but dreams of a day when he'll be free to swim and sail for no one but himself. Having done military service, he's not averse to violence to get his way, but he doesn't go out of his way to hurt people either; its strictly business. He is, though, fond of using a land lubber's limitations against them, diving below the waves and swimming away, or circling around to attack from another side, and so on. Stats:
Lucien Male undine hydrokineticist 1 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 10) N Medium outsider (aquatic, native) Init +5; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 12 (1d8+4) Fort +5, Ref +7, Will +4 -------------------- Offense -------------------- Speed 30 ft., swim 30 ft. Melee dagger +5 (1d4+1/19-20) Special Attacks kinetic blast Kineticist Wild Talents Known Defense—shroud of water Infusions—extended range Blasts—water blast (1d6+4) Utility—basic hydrokinesis -------------------- Statistics -------------------- Str 12, Dex 20, Con 17, Int 16, Wis 16, Cha 11 Base Atk +0; CMB +5; CMD 16 Feats Agile Maneuvers, Precise Shot Traits abendego pilot (eye of abendego), indomitable faith, touched by the sea, undine loyalty Skills Acrobatics +8, Diplomacy +0 (-5 to improve other creatures' attitudes towards you), Intimidate +0 (-5 to improve other creatures' attitudes towards you), Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (planes) +4, Perception +7, Profession (sailor) +9, Stealth +8, Swim +13 Languages Aquan, Common, Dwarven, Elven, Halfling SQ amphibious, burn (1 point/round, max 6), condescending, finesse weapon attack attribute, gather power, hydrated vitality[ARG], water sense[ARG] Other Gear studded leather, dagger, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Amphibious (Ex) You can survive indefinitely on land. Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents. Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you. Darkvision (60 feet) You can see in the dark (black and white only). Extended Range Kinetic blast has range of 120ft. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2 Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water. Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Swim (30 feet) You have a Swim speed. Water Blast (Sp) Level 0; Burn 0 Water Sense Blindsense 30 ft. against creatures in contact with the same body of water. |
