What archetype sounds good for Hell's Rebels?


Hell's Rebels

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Paizo Employee Creative Director

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So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?


James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

War priest, Champion of the Faith (Sarenrae). Paladin-like flavor for a Cheliax-based AP, plus ecclesiastical aspects to navigate the Byzantine societal role-play.


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Cayden, cayden cayden.......

drunken warpriest of cayden

Grand Lodge

Inquisitor of Cayden Cailean (Preacher Archetype) or

Cleric of Cayden Cailean (Evangelist)


I like playing rogue-ish types, so I would most likely choose from street performer (bard), spy, swashbuckler (the archetype) or charlatan. A hidden priest would also be a riot!


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For a Chaotic Good character?

Hidden Priest (Cleric) or Infiltrator (Inquisitor), if I were to go with a divine class. I would probably do this regardless of the alignment or the deity, though...

If I really wanted to play a good guy... I might consider going with a halfling rogue with a suitably subtle archetype, like the Spy or the Charlatan, and then work towards the Bellflower Tiller prestige class.


Court bard actively trying to get people to defect to rebels. Thats what I would like to run as.


A man-of-the -people monk of the empty hand (or suitable brawler) who uses everyday items and shows that anyone canstand up to evil and oppression.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I have a small list of ideas,
1.CG Mysterious Avenger Swashbuckler Kitsune
2.CG Liberty's Blade Warpriest of Milani
3.CG Kinetisit (dual path Aether/Fire)
4.CN Slayer
5.CN Mastermind Investigator


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Barbarian - Drunken brute, drunken rager, urban
Bard - Chelish diva (duh), archivist, daredevil, demagogue, detective
Cleric - Evangelist, roving exorcist, hidden priest
Druid - um... which terrain types will there be?
Fighter - Corsair, unarmed, viking
Gunslinger - Not sure. Mysterious stranger, perhaps?
Inquisitor - Exorcist, infiltrator, iconoclast, preacher
Investigator - Infiltrator, mastermind
Magus - Fiend flayer
Paladin - Oathbound, redeemer
Ranger - Infiltrator, warden, skirmisher
Rogue - All of them? Okay, okay: Charlatan, chameleon, Kintargo Rebel, smuggler, and spy
Swashbuckler - Daring infiltrator, masked avenger(?)
Warpriest - Cult leader
Witch - Medium, dreamweaver
Wizard - Egorian academy infernal binder (a focused school rather than archetype, but hey)


Okay, so obviously the paladins can't be used for CG characters - and if I were to make one choice I'd go with a Zorro/The Phantom style swashbuckler (I keep forgetting the name of the archetype).


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kajehase wrote:
Okay, so obviously the paladins can't be used for CG characters - and if I were to make one choice I'd go with a Zorro/The Phantom style swashbuckler (I keep forgetting the name of the archetype).

It's my number 1 on the post above yours.


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Here's a list of my choices, by class. Why? OCD...

Alchemist - Mindchemist
Arcanist - School Savant
Barbarian - Urban Barbarian
Bard - Celebrity
Bloodrager - Spelleater
Brawler - Winding Path Renegade
Cavalier - Gendarme
Cleric - Separatist
Druid - Urban Druid
Fighter - Cad
Gunslinger - Pistolero
Hunter - Divine Hunter
Inquisitor - Heretic
Investigator - Sleuth
Magus - Spellblade
Monk - Drunken Master
Oracle - Warsighted
Paladin - Shining Knight
Ranger - Infiltrator
Rogue - Scout
Shaman - Unsworn Shaman
Skald - War Drummer
Slayer - Cutthroat
Sorcerer - Tattooed Sorcerer
Summoner - First Worlder
Swashbuckler - Inspired Blade
Warpriest - Liberty's Blade
Witch - Hedge Witch
Wizard - Scrollmaster


James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

Aasimar Dawnflower Dervish.

Strong melee and solid ranged as well, utility and buff spells with some quality healing. Broad mix of skills. My favorite PFS character given the chance to rock out in a full-fledged AP where his role-play would be perfectly suited....


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A tiefling kineticist, especially if there's an archetype that grants infusions to add anarchic, axiomatic, holy, negative, positive, and/or unholy energy to their blasts (aerokineticist with anarchic lighting, hellfire blasting pyrokineticist, geokineticist with axiomatic earth/metal blasts, holy water spewing hydrokineticist, etc.).

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

A Vanguard slayer, specifically a halfling vanguard slayer wielding a scythe to better appear as a humble farmer...the perfect cover for running slaves out of the city as a Bellflower Tiller!


Pathfinder Lost Omens, Rulebook Subscriber
James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

Mysterious Avenger. Because who wouldn't want to play this?

Scarab Sages

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Evangelist Cleric of Milani


My number one would probably be a Daring Champion Cavalier. I could choose Order of the Shield, Order of the Land, or even Order of the First Law.

If there were any archetypes for Rahadoumi I'd probably consider those too, since The Kingdom of Man is just to the south.


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An Improvised weapons character. Nothing says rebel like busting out of a prison cell by slamming guard's faces into bars, opening skulls with mugs, slamming people trying to stop you with chairs, ceramic pots, shackles, other people. Seeing the panicked face of those that have seen what you are capable of, when all you have is a broken chair leg in your hand and confident glare.

I need no weapons. Chains wont hold me. You words are meaningless. Your oppressing rules will hold us no more.

I WILL BE FREE.

(Tiefling Brawler? Or Improvised master monk? That archetype needs a brush up though, it's severely lacking some streamlining UC/ACG got)

Liberty's Edge

Well i would want to be an undercover Eagle Knight and so far there are no archetypes for those as far as i know.
Infiltrator for the Inquisitor and Dune Drifter for the Cavalier come to mind as interesting choices though. Ultimately whilst i can think of several awesome things for Lawful characters mechanically i find Chaotic characters less impressive so i only play them when the concept demands it for roleplay reasons. I wish i could play a Lawful character and take down the rebels!


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Some sort of worshipper of Milani, whether Warpriest, Cleric, Inquisitor, or maybe a prestiged Evangelist!


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Let's see...a small group of rebels taking on an Evil Empire (TM)?

An elderly warpriest who's been hiding out in a small village, watching over...

A young, naive ranger who can multiclass into sorcerer later on...

Teaming up with...

A beautiful young noble rogue of the House of Thrune who has turned on her family, all helped by...

A cynical gunslinger and his offsider, an enormous barbarian.

Joined by two amusing NPCs - an aristocratic butler and a foul-mouthed dwarf rogue.

Sorry...:) Just couldn't resist...


I'd want to be some kind of summon + Buff + social type character. So, summoner, cleric, oracle, or sorcerer come to mind.

I'd focus on worshiping Milani, and summoning celestial creatures while in disguise, and raising rabble behind the scenes when possible.

Grand Lodge

Outside of divine caster classes: Mastermind Investigator.

Liberty's Edge

Not an archetype, but I plan on going Lion Blade prestige class.

Dark Archive

I am thinking Investigator Sleuth or Rogue Spy.


A chaotic good?

Oh that's easy. I'd play a Stone mystery kobold oracle (gold scales racial trait) that worships Apsu (as oracles don't need to be the same alignment as their god like clerics do).

He'd be as heavy strength as I could get (My DM let's me change racial stats occasionally), and take the rock throwing revelation at lvl 1, then Scaled disciple feat to go Dragon Disciple later.

He'd pump his Str, not so that he can turn into a dragon to claw claw bite, but so he when he turns into a dragon he pick up bigger rocks to throw. And a belt of hurling of course.

9th lvl caster, beats the crap out of devils with rocks as a dragon.


James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

Chaotic Good?

I'd go Dwarven Evangelist (Cleric archetype) with the Madness Domain. I'd focus on summoning creatures and buffing the group, eventually using Plane Shift as a primary weapon. Excessive use of Visions of Madness to both buff and debuff in all sorts of different circumstances.


Daronil wrote:

Let's see...a small group of rebels taking on an Evil Empire (TM)?

An elderly warpriest who's been hiding out in a small village, watching over...

A young, naive ranger who can multiclass into sorcerer later on...

Teaming up with...

A beautiful young noble rogue of the House of Thrune who has turned on her family, all helped by...

A cynical gunslinger and his offsider, an enormous barbarian.

Joined by two amusing NPCs - an aristocratic butler and a foul-mouthed dwarf rogue.

Sorry...:) Just couldn't resist...

So basically a 5-pointed Star Wars.


Chaotic Good Bloodrager, Abyssal bloodline.


So far, only the Cavalier and Bard have chosen archetypes... Daring Champion and Demagogue respectively. Neither the Cleric or Sorcerer seem to want an archetype, and in the Sorcerer's case, he's not finding anything (Bloodline included) that screams "rebellion!" to him.The Cleric really wanted Evangelist, but with a Bard in the party it would be overly redundant and he's still debating going the Warpriest route instead.


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CG Filcher Rogue. What better way to get back at Thrune for years of halfling oppression than to take their ritual implements when they aren't looking and de-pants them mid-speech.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dragonchess Player wrote:
A tiefling kineticist, especially if there's an archetype that grants infusions to add anarchic, axiomatic, holy, negative, positive, and/or unholy energy to their blasts (aerokineticist with anarchic lighting, hellfire blasting pyrokineticist, geokineticist with axiomatic earth/metal blasts, holy water spewing hydrokineticist, etc.).

Rats. No hellfire pyrokineticist option in Occult Adventures.

Still, devil-spawn tiefling (+2 Con, +2 Wis, -2 Cha; Resistances Acid 5, Cold 5, and Fire 5 to match devil resistances/immunities, instead of Cold 5, Fire 5, Electricity 5) with Pyromaniac* (as gnome alternate racial trait; replace Fiendish Sorcery and Spell-like Ability) and Vestigial Wings can work.

Although an esoteric magus with the Chakra feats looks pretty interesting, too.

*- Since it applies to "spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage," it should also apply to fire kinetic blasts and fire wild talents (IMO).


I've had fun with Sanctified Slayer rogues past APs, and that seems appropriate here.

On the other hand, nothing says "Cheliax" like Master Summoner.


CG Female Half-Elf Warpriest (Cult Leader) of Milani


Dragonchess Player wrote:
Dragonchess Player wrote:
A tiefling kineticist, especially if there's an archetype that grants infusions to add anarchic, axiomatic, holy, negative, positive, and/or unholy energy to their blasts (aerokineticist with anarchic lighting, hellfire blasting pyrokineticist, geokineticist with axiomatic earth/metal blasts, holy water spewing hydrokineticist, etc.).

Rats. No hellfire pyrokineticist option in Occult Adventures.

Still, devil-spawn tiefling (+2 Con, +2 Wis, -2 Cha; Resistances Acid 5, Cold 5, and Fire 5 to match devil resistances/immunities, instead of Cold 5, Fire 5, Electricity 5) with Pyromaniac* (as gnome alternate racial trait; replace Fiendish Sorcery and Spell-like Ability) and Vestigial Wings can work.

Although an esoteric magus with the Chakra feats looks pretty interesting, too.

*- Since it applies to "spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage," it should also apply to fire kinetic blasts and fire wild talents (IMO).

Why in the world would you go pyro in a campaign heavily featuring enemies immune to fire who are NOT fire subtype and therefore you'll be neutered for ~half the fights?

Scarab Sages

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Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
Myrryr wrote:
Dragonchess Player wrote:
Dragonchess Player wrote:
A tiefling kineticist, especially if there's an archetype that grants infusions to add anarchic, axiomatic, holy, negative, positive, and/or unholy energy to their blasts (aerokineticist with anarchic lighting, hellfire blasting pyrokineticist, geokineticist with axiomatic earth/metal blasts, holy water spewing hydrokineticist, etc.).

Rats. No hellfire pyrokineticist option in Occult Adventures.

Still, devil-spawn tiefling (+2 Con, +2 Wis, -2 Cha; Resistances Acid 5, Cold 5, and Fire 5 to match devil resistances/immunities, instead of Cold 5, Fire 5, Electricity 5) with Pyromaniac* (as gnome alternate racial trait; replace Fiendish Sorcery and Spell-like Ability) and Vestigial Wings can work.

Although an esoteric magus with the Chakra feats looks pretty interesting, too.

*- Since it applies to "spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage," it should also apply to fire kinetic blasts and fire wild talents (IMO).

Wondering that myself, since there's also a strong hint that there's an underwater excursion in one of the adventures, as well.

Why in the world would you go pyro in a campaign heavily featuring enemies immune to fire who are NOT fire subtype and therefore you'll be neutered for ~half the fights?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So the pyrokineticist has to use actual weapons in certain circumstances, instead of relying solely on their blasts... Or perhaps the pyrokineticist actually chooses a different element at 7th level (such as earth for metal/rare-metal to shoot blasts of silver), instead of concentrating solely on fire...


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James Jacobs wrote:

So, also, don't read too much into THIS post...

BUT! If you were to play a chaotic good rebel fighting against House Thrune in Hell's Rebels... what would be your number-one choice for archetype to take for your character?

Some sort of chef or cooking based archetype that is strongly empowered by using specific herbs and spices, particularly mint, as it would give you a reason to rebel to save your class features, since all of the proclamations leading up to rebellion in the Player's Guide are either mildly annoying or very reasonable.

Except the prohibition of mint. Those scoundrels.


Dragonchess Player wrote:
So the pyrokineticist has to use actual weapons in certain circumstances, instead of relying solely on their blasts... Or perhaps the pyrokineticist actually chooses a different element at 7th level (such as earth for metal/rare-metal to shoot blasts of silver), instead of concentrating solely on fire...

Choosing earth at level 7 does not give you access to metal blast on a primary fire. You get magma blast as your composite. The only way to get metal blast is to have earth as your primary element.


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I'm thinking some shade of antipaladin and/or someone transplanted from Galt. If I'm going to be rebelling over mint and grain I want to let loose and do some cartoonishly evil crap.

Paizo Employee Creative Director

Aratrok wrote:
I'm thinking some shade of antipaladin and/or someone transplanted from Galt. If I'm going to be rebelling over mint and grain I want to let loose and do some cartoonishly evil crap.

This is kinda what the next AP is for, honestly... evil won't really fit that well into Hell's Rebels's themes. Of course, if your GM is willing to play along with your plans and doesn't mind rewriting a fair amount of content... feel free to try it out?


James Jacobs wrote:
Aratrok wrote:
I'm thinking some shade of antipaladin and/or someone transplanted from Galt. If I'm going to be rebelling over mint and grain I want to let loose and do some cartoonishly evil crap.
This is kinda what the next AP is for, honestly... evil won't really fit that well into Hell's Rebels's themes. Of course, if your GM is willing to play along with your plans and doesn't mind rewriting a fair amount of content... feel free to try it out?

Wandering from topic a bit...:

All things being equal, doesn't it make more sense to play a CE character in a chaotic-aligned AP, where the PCs are leading the rebellion, than in an LE AP where the PCs (as I understand it) are in service to an LE authority?

Antipaladins notwithstanding due to their codes, I generally find that characters sharing a chaotic alignment tend to relate much better with each other than to anything resembling law. CE player characters tend to stick close to the CN line, as NE is hardly an improvement with regards to party cohesion, and in that case, it's hard to imagine a worse fit for Hell's Vengeance (excepting of course an outright CG).

I guess what I'm saying is that I can see Hell's Rebels skewing chaotic and Hell's Vengeance skewing lawful much more easily than HR being good and HV evil.

With that in mind, I find myself drawn to playing a character in the Arsene Lupin mold; the man loyal to himself first and his heritage second, but who prefers things done cleanly without bloodshed or harm to innocents (though it never quite goes as he prefers). Mastermind, Infiltrator, or Psychic Detective investigator all seem good for it, though sadly none are compatible. Psychic Detective with the Orator feat sounds best, and cover the disguise aspect somehow else.

Paizo Employee Creative Director

Runelord Apologist wrote:
James Jacobs wrote:
Aratrok wrote:
I'm thinking some shade of antipaladin and/or someone transplanted from Galt. If I'm going to be rebelling over mint and grain I want to let loose and do some cartoonishly evil crap.
This is kinda what the next AP is for, honestly... evil won't really fit that well into Hell's Rebels's themes. Of course, if your GM is willing to play along with your plans and doesn't mind rewriting a fair amount of content... feel free to try it out?

** spoiler omitted **

With that in mind, I find myself drawn to playing a character in the Arsene Lupin mold; the man loyal to himself first and his heritage second, but who prefers things done cleanly without bloodshed or harm to innocents (though it never quite goes as he prefers). Mastermind, Infiltrator, or Psychic Detective investigator all seem good for it, though sadly none are compatible. Psychic Detective with the Orator feat sounds best, and cover the disguise aspect somehow else.

Not to me, no. But then, I have the advantage of knowing how the whole AP is structured and written and how many places there are for an evil character to not fit in nearly as well as a lawful good one. You and/or your GM may see it differently, I guess... but to me, the good and evil axis of the alignment is a MUCH stronger flavor than the law and chaos axis. AKA it's easier for law and chaos to mix than it is for good and evil, thematically.


James Jacobs wrote:
Runelord Apologist wrote:
James Jacobs wrote:
Aratrok wrote:
I'm thinking some shade of antipaladin and/or someone transplanted from Galt. If I'm going to be rebelling over mint and grain I want to let loose and do some cartoonishly evil crap.
This is kinda what the next AP is for, honestly... evil won't really fit that well into Hell's Rebels's themes. Of course, if your GM is willing to play along with your plans and doesn't mind rewriting a fair amount of content... feel free to try it out?

** spoiler omitted **

With that in mind, I find myself drawn to playing a character in the Arsene Lupin mold; the man loyal to himself first and his heritage second, but who prefers things done cleanly without bloodshed or harm to innocents (though it never quite goes as he prefers). Mastermind, Infiltrator, or Psychic Detective investigator all seem good for it, though sadly none are compatible. Psychic Detective with the Orator feat sounds best, and cover the disguise aspect somehow else.

Not to me, no. But then, I have the advantage of knowing how the whole AP is structured and written and how many places there are for an evil character to not fit in nearly as well as a lawful good one. You and/or your GM may see it differently, I guess... but to me, the good and evil axis of the alignment is a MUCH stronger flavor than the law and chaos axis. AKA it's easier for law and chaos to mix than it is for good and evil, thematically.

It depends. Most people play Chaotic Good as someone with Good aligned goals and Chaotic aligned tactics. Like wise Chaotic Evil or Lawful Good where the Good/Evil are the end goals and the Chaos/Law are the methods of getting there. So Chaotic Good and Lawful Good have an easier time with each other because they are trying to get the same thing, they just disagree on the method to get there. However characters fighting for a Chaotic end and Lawful end with good methods may but heads a lot more. You touch on this in the HRPG when telling those interested in playing LG characters to focus more on the good than the law aspect of their character (i.e. going against the law because the law is no longer good).

So I think a Chaotic Evil character whose main focus is the chaos could get by in this campaign, because they'd rather have their personal freedom than an evil nation. But really outside of mechanical restrictions (like the anti-paladin's alignment) you would probably better catch that flavor with CN. The way I see it LE,NE, and LN are all pretty much not in line with this AP. CG,NG, and CN will thrive. Meanwhile LG,CE, and TN can play well with the right story to back them up.


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Chelish Diva made in the mold of BRIAN BLESSSED! who swings a greataxe.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I think a Kineticist with a mixture of Aether and Fire would be effective, Fire for the damage and Aether for the utilities and physical damage options. I'm planning to do something like that for WotR, and I think it might work well here too.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
zergtitan wrote:
I think a Kineticist with a mixture of Aether and Fire would be effective, Fire for the damage and Aether for the utilities and physical damage options. I'm planning to do something like that for WotR, and I think it might work well here too.

Considering the possibilities of devils and burnt-out buildings, wouldn't water or earth be better choices than fire?

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Water is very thematic for Kintargo, and Aether is always great in urban locations because there's all sorts of junk lying around that a creative player can make use of.

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