
Tangent101 |
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I actually thought of a rather killer combination for a group of agitators.
One front-line unit (fighter, ranger, or the like - not a barbarian, however). Add in a Bard, and a Skald for the second and third players.
At first level, the Bard and Skald together will boost the fighter's combat abilities to +2 to hit and +2 to damage, seeing the Skald boosts Strength and Constitution, while the Bard goes for straight bonuses.
And let's face it. A Bard and Skald in a musical duel while the front line tears into the enemy would be hilarious. :D

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New teams and new team actions would be a great way of expanding the rebellion, I wonder if there was anything cut for space. I might post up a couple of my own ideas here as well.
Nothing was cut for space. I wanted there to be four rebel paths and to each have four variants without too much overlap. Adding more starts to drift the rules into clutter zone for my comfort, but there's certainly more room for more teams. Although it gets increasingly hard to figure out themes and the like as you add them... I'm certainly curious to see what GMs come up with, but suggest they wait till they have the first four AP volumes in hand at least so they'll be able to use the adventure content as inspiration. Several of the rebellion actions, for example, tie in pretty organically to the adventures...