Occult Adventures rebuilds for Hell's Rebels


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Had some ideas for incorporating Occult Adventures into Hell's Rebels:

Luculla Gens - mesmerist (cult leader archetype)
Tiarise Izoni - psychic (formless adept archetype)
Shensen - silver balladeer bard archetype - I believe the abilities would work with Dawnflower Dervish, I don't see any overlapping ability exchanges

Anyone else making changes to incorporate Occult Adventures into Hell's Rebels?


This is relevant.

http://paizo.com/threads/rzs2tk66?A-different-take-on-Barzallai-Thrune


Michael Cummings wrote:

Had some ideas for incorporating Occult Adventures into Hell's Rebels:

Luculla Gens - mesmerist (cult leader archetype)
Tiarise Izoni - psychic (formless adept archetype)
Shensen - silver balladeer bard archetype - I believe the abilities would work with Dawnflower Dervish, I don't see any overlapping ability exchanges

Anyone else making changes to incorporate Occult Adventures into Hell's Rebels?

Changes to the character classes of the two adversaries came to my mind, too.

Spoiler:
I made Luculla a rogue [charlatan] 3/mesmerist [cult mistress] 5 (+1 level as I run the AP with 5 PCs) and gave her some ranks in UMD to use her divine scrolls, if necessary. It worked smoothly -- and my players were surprised to be confronted with a "new" character class.

Now, I'm pondering to change Tiarise's profession to occultist. I've made two character sheets (the original witch [dimensional occultist] and a "plain vanilla" occultist) to compare the two builds. Basically, the two can do the same things, either with spells and hexes or with spells and focus powers. Bearing Tiarise's context and her evil doings throughout the AP in mind, she has to be able to draw "chalk circles" to bind outsiders and to get in touch with "outer entities". This would be feasible with magic circles and outside contact. Her improved familiar could be substituted with a soulbound puppet, even if just for a battle. The unseen servant could be substituted with a "servitor". BUT, as the occultist is very restricted regarding her spells -- both in level and selection -- Tiarise will lose 85% of her witch's spell arsenal. That's true for her 5th- and 6th-level spells (including the story- and combat-relevant spells flesh to stone and teleport). That's a major drawback and the reason for me not to change her character class and go along with the dimensional occultist.

Any suggestions to mitigate the spell arsenal's loss?

Grand Lodge

I added a level of Mesmerist to the Lucky Bones cultists. It actually made the opening room challenging, with those wands of Hold Person going to DC 15 and Murderous Commands getting thrown around.

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