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.