
Platypus |
I'm looking through the Hell's Rebels player's guide, with its list of allowed religions. I was thinking about playing a cleric of Erastil (I want longbow proficiency, and Erastil has favored weapon longbow). But I notice Erastil doesn't appear at all on the list of religions!
What does this mean? Is worship of Erastil outlawed? Is it just super super rare?
In particular, do I need to make Bluff checks to conceal my religion from people, as described on page 6 of the player's guide? Bluff isn't a class skill for me...

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I'm looking through the Hell's Rebels player's guide, with its list of allowed religions. I was thinking about playing a cleric of Erastil (I want longbow proficiency, and Erastil has favored weapon longbow). But I notice Erastil doesn't appear at all on the list of religions!
What does this mean? Is worship of Erastil outlawed? Is it just super super rare?
In particular, do I need to make Bluff checks to conceal my religion from people, as described on page 6 of the player's guide? Bluff isn't a class skill for me...
Erastil is not illegal in the area, but his worship is pretty rare. There's no temple in the city, and there's nothing in the entire AP that has any Erastil-related themes, and worshiping a lawful good deity might cause friction at times with the plot since the expectation of the AP is that you're playing rebels who are fighting against the law. That's the main reason Erastil isn't mentioned—flavor-wise his religion isn't really a good match.
But if you're merely looking for a cleric that grants longbow proficiency, then it sounds like flavor isn't all that important to your build, so I'd just double-check with your GM to make sure she/he doesn't mind your character being lawful good in an AP that sort of expects alignments closer to chaotic good.

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All of that is true. But for a player's guide, the point is to suggest the best and most on-theme options, to encourage players to make choices that fit well with the campaign. Time spent justifying and/or explaining while non-themed choices can be made to work is not really a good use of Player's Guide words; that's better served via chats with the GM or, of course, on the boards themselves. Just want folks to keep perspective on what a Player's Guide's point and goal is.

Elorebaen |

All of that is true. But for a player's guide, the point is to suggest the best and most on-theme options, to encourage players to make choices that fit well with the campaign. Time spent justifying and/or explaining while non-themed choices can be made to work is not really a good use of Player's Guide words; that's better served via chats with the GM or, of course, on the boards themselves. Just want folks to keep perspective on what a Player's Guide's point and goal is.
Well said James.
In my experience, one of the most critical points of the campaign is the pre-planning, and one of the most important parts of that is the idea of the party, how it sees itself, the feel of the party dynamic, etc.
If you can get the right idea/feel from the beginning, you are well on your way to a successful campaign in my book.

Paladin of Baha-who? |

If the favored weapon is the reason for the choice, there are several chaotic good deities with some kind of bow as a favored weapon.