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, welcome to Rebellion Awaits(Hells Rebels Pathfinder)

15:07, 25th April 2024 (GMT+0)

Players Guide.

Posted by The RevolutionaryFor group 0
The Revolutionary
GM, 4 posts
Tue 21 Mar 2023
at 17:45
  • msg #1

Players Guide

Archetypes that go well with the adventure path:
Rogue Kintargo Rebel, Charlatan, Investigator, Spy, Rake

Bard Negotiator, Diva, Archivist, Court Bard, Detective, Street Performer, Celebrity, Demagogue

Warpriest Champion of the Faith, Liberty's Blade

Slayer Cleaner

Cleric Hidden Priest, Crusader, Divine Strategist, Separatist

Swashbuckler Daring Infiltrator, Mysterious Avenger

Investigator Infiltrator, Mastermind, Sleuth

Inquisitor Heretic, Infiltrator

Barbarian Urban

Ranger Urban, Falconer

Fighter Tactician

Druid Urban

Oracle Community Guardian

Alchemist Saboteur


Bloodlines and Mysteries that go well with Adventure path:
Bloodlines Aquatic, Arcane, Celestial, Destined, Maestro, Martyred
Mysteries Ancestor, Battle, Lore, Metal, Waves


Skills Useful in Adventure Path:
Hell’s Rebels has a fair amount of focus on espionage, politics, subterfuge, and outright rebellion. As such, certain skills will become quite useful during the Adventure Path.
Skills such as Bluff, Diplomacy, Disguise, Intimidate, Linguistics, Sense Motive, Sleight of Hand, and Stealth will all come in handy quite often when navigating the treacherous waters of Kintargan politics or attempting secret missions against the oppressive government.
Perform will have multiple opportunities to shine as well, for the people of Kintargo adore entertainment— never more so than when an oppressive regime has imposed martial law. Numerous knowledge skills will help as well, particularly Knowledge (history), Knowledge(local), Knowledge (nobility), and Knowledge (religion).


Favored Enemies and Terrain:
Enemies Aberration, Dragon, Humanoid(Human), Monstrous Humanoid, Outsider(Lawful or Evil), Undead
Terrain Urban for primary, and secondary choices are Forest, Mountain, Underground, and Water


Languages: Infernal, Halfling, Elven, Strix, Shadowtongue

Animal Companions and Familiars:
The following familiars are commonly found serving spellcasters in Kintargo: bat, blue-ringed octopus, cat, donkey rat, fox, hawk, lizard, otter, owl, raccoon, rat, raven, thrush, and weasel. For improved familiars, carbuncles, cassisian angels, celestial hawks, dire rats, faerie dragons, lyrakien azatas, pipefoxes, pseudodragons, silvanshee agathions, sprites, stirges,and voidworm proteans are the best choices. Imp familiars are very poor options.

The following animal companions can all be found in Kintargo or the Archduchy of Ravounel: aurochs, axe beak, badger, bear, bird (eagle, hawk, or owl), boar, cat (small), dire bat, dog, dolphin, elk, frog, goblin dog, horse, lizard (giant gecko), lizard (monitor lizard),
octopus, orca, pony, ram, roc, seahorse (giant), shark, snake (constrictor), snake (viper), squid, stag, trumpeter swan, vulture (giant), weasel (giant), and wolf.



Helpful Tips:
Concealing Religion Often, your religion can get you into trouble in Kintargo, particularly if you worship a recently outlawed faith such as that of Calistria, Cayden Cailean, Desna, Milani, or Sarenrae. Yet many characters (particularly divine spellcasters) need their religious gear and symbols close at hand to function. You can hide your religion while keeping your symbols handy by making either a Bluff, Disguise, or Sleight of Hand check when someone from whom you wish to keep this secret interacts with you—the result of your skill check sets the Perception or Sense Motive DC to notice your faith. Also, you have the choice to have your holy symbol tattooed on your body, that can help to conceal it as well.

Examining and Creating Documents At times during this Adventure Path, you’ll need to examine old documents, complex contracts, and other written works. Some of these documents are simply archaic and written strangely, but others contain hidden messages or obfuscated truths. Doing so generally requires both knowledge in the language in which the document is written and a successful Linguistics check against a set DC known by your GM. In addition, you can use Linguistics checks to create secret messages, much in the same way you use Bluff to verbally pass a hidden message to another. Someone who doesn’t know the code must make a successful Linguistics check to decipher your message (DC = the Linguistics check result you achieved in creating the message in the first place).

Hiding Bodies Now and then, you’ll need to hide a body, either because you’re trying to maintain a stealthy cover or because the discovery of a corpse might attract the wrong sort of attention. In most cases, when you hide a body, you attempt a Stealth check; the result is the DC of the Perception check at which someone must succeed to spot the body. If instead you simply want to make a body appear to be sleeping or meditating or simply sitting in a chair while appearing to listen to a musical performance, you instead attempt a Disguise check to set the Perception check DC. Hiding or disguising a body takes 1 minute of work—or 20 minutes of work if you wish to take 20. You must not be observed by anyone you hope to trick in this way while hiding a body.
This message was last edited by the GM at 18:01, Tue 21 Mar 2023.
The Revolutionary
GM, 6 posts
Wed 22 Mar 2023
at 11:05
  • msg #2

Players Guide

Campaign Traits

Child of Kintargo You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society,
and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name.

Diva in Training The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but
you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage! Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.

Ex-Asmodean You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church. Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

Fed up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws
put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae —a lawful
neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live.
But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. If that means aligning yourself to a rebel faction such as the Silver Ravens, so be it. Note that this trait works particularly well for paladins or other characters who wish to venerate lawful causes but still oppose the government. Your GM should be open to allowing lawful characters to perform actions out of character for someone of lawful alignment, provided the end goal is a new and better government for Kintargo,
but with this feat, characters tied strongly to law (such as lawful clerics, monks, or paladins) can hide those ties in ways that help them perform as rebels without giving up
their actual convictions. You’re good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard-aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won’t radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal
convictions that you’re on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects.

Gifted Satirist You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless
entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that! You gain a +1 trait bonus on Linguistics checks, and
Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects.

Historian of the Rebellion You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or
destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments
throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Natural Born Leader Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you
can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of. You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Pattern Seeker There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the
belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Star Struck Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself? Your interest in one of Kintargo’s celebrities could be
completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to someday live a life like that you imagine your idol lives, or perhaps even to someday meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been
particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons will be revealed at some point during the Hell’s Rebels
Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you! You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular
ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result. Jackdaw (sex and race unknown; Intelligence): A notorious folk hero or heroine (no one seems to know if Jackdaw
is a man or woman) who helped defend Kintargo during the Chelish Civil War, and whom many believe still lives on today in the city’s shadows. Jilia Bainilus (female human; Wisdom): Kintargo’s previous lord-mayor was well known for her cutting insights into
the political world. Few have fought harder to maintain Kintargo’s independence.
Octavio Sabinus (male human; Strength): The Lictor of the Hellknight Order of the Torrent might seem an odd choice for admiration, but Octavio’s physical stature certainly lent
him all the support he needed to command a room. Shensen (female half-elf; Charisma): Shensen’s performances as an outspoken force against the diabolism of House Thrune have won her nearly as many admirers as have her memorable performances on stage in the Kintargo
Opera House. Strea Vestori (female tiefling; Dexterity): Strea is often regarded as the face of the slums known as the Devil’s Nursery. As Kintargo’s most outspoken and public tiefling citizen and leader of the Cloven Hoof Society, she has nearly as many admirers as she has political enemies in Cheliax.

Urban Sleuth Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been
lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s
Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war’s resolution? So many mysteries, and who better than
you to find the answers? Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil’s Bells: Knowledge (arcana) or Knowledge (planes). Local Dragons: Knowledge (arcana) or Knowledge (history). Professor Mangvhune: Knowledge (local) or Knowledge (planes). Silver Ravens: Knowledge (local) or Knowledge (history).
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