Question on Alternative Team Advancement for Freedom Fighters


Hell's Rebels


I've been looking at the Rebellion Teams, and something feels... off... about some of the Teams. I mean, I can understand the progression of the peddlers to eventually running black markets or with enough money being significant enough to be able to influence what products are available. Likewise, the sneaks eventually being able to scout out areas or set up traps is also logical.

But how do Freedom Fighters, who start out patrolling the streets to make Kintargo safer, end up as spellcasters capable of using scrolls and the like to Raise Dead or turn the ears of nobles and merchants? That just doesn't make sense. (ie, Freedom Fighters shouldn't upgrade eventually to Spellcasters or Cabalists.)

So I'm wondering... what other upgrades would you recommend to Freedom Fighters? They go from making the streets safer and freeing prisoners to doing what?

I'm just going to brainstorm some ideas and see what sticks:

Distraction - cause distractions so that the chance of an encounter is halved (especially good at dealing with the Curfew, probably have a DC 20 during the day and DC 25 at night to avoid capture. A natural 1 results in the team being arrested.

Flash Mob - rouse a portion of the population to demonstrate in protest of a law or edict while protecting the demonstrators and helping them disperse before a large body of the Dotteri arrive to arrest people. Difficulty would be DC 25, if it fails then 1d4 supporters are arrested and Notoriety increases by 1d6. On a natural 1, 2d4 supporters are captured and thrown in jail and Notoriety increases by 2d6. On Success, the Silver Ravens gain 2d6 Supporters.


Well, I think the assumption is that the Freedom Fighters are a mix of classes, like a little adventuring party for the revolution.


The first group of Freedom Fighters the group can recruit are Crowe and crew that you rescue from the Salt Works. Crowe is a rogue and all of his compatriots are level 2 Warriors, and are listed as such.

Shadow Lodge

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Tangent101 wrote:
The first group of Freedom Fighters the group can recruit are Crowe and crew that you rescue from the Salt Works. Crowe is a rogue and all of his compatriots are level 2 Warriors, and are listed as such.

It's 1E, multiclassing is a thing. You can rationalize warriors learning spells from having PCs or characters like Hetamon or Mialari teach them. Spellcasters are also kindof necessary conceptually; the SRs should be able to gain the Restore Character action at some point, and the team granting that needs to go at the end of some tree. Same for Manipulate Events.

That being the case, the flavor for Cabalists makes even less sense than the mechanics of the Spellcasters. How do street toughs (you know the type, Red Front or Black Bloc) come to have "numerous ties to the aristocracy?" Nearest I can figure, this means that the team members actually get replaced over time as the SRs ingratiate themselves into the higher ranks of society. Needless to say, I'd really hate that concept.


I agree, zimmerwald. But what's more, you could in theory have someone spend money to upgrade a team of Freedom fighters all the way to Cabalists or Spellcasters before the party becomes 5th level. So you have a team of Warrior 2/Cleric 3 or Wizard 3 characters who ultimately are in theory more powerful than the PCs (despite having a stat build of 0 points).

It makes far less sense for them to be hobnobbing with aristocrats.

I'm liking my concept of Scouts and Firebrands. Scouts can use Distraction to distract the guard and other critters so the party has a halved chance of Encounters. While one of my players feels it's too weak an ability, it also doesn't cost anything outside of upgrading the team. The Firebrands can do Flash Mobs, effectively creating a Demonstration event or a Failed Demonstration event. Given that demonstrations are mentioned in both Events and start off the game... I like including them. :)

Also I couldn't think of other Team Upgrades. ^^;;

Shadow Lodge

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Tangent101 wrote:
I agree, zimmerwald. But what's more, you could in theory have someone spend money to upgrade a team of Freedom fighters all the way to Cabalists or Spellcasters before the party becomes 5th level. So you have a team of Warrior 2/Cleric 3 or Wizard 3 characters who ultimately are in theory more powerful than the PCs (despite having a stat build of 0 points).

Korva Fushi's a team member who's more powerful than the PCs when she joins, if only just (they're 1st level, if on the cusp of 2nd level; she's 2nd level). But yeah, it's a bit weird to think about, especially as none of the other teams' mechanics seem in any way tied to their members' levels. In Book 2, you can recruit the Acisazi Scouts as a bonus team of Spies. This is a 3rd-tier team, and all of the NPCs involved are 2nd level.

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