Wiggins Kistomerces's page

No posts. Organized Play character for Michael Cummings.



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Yesterday I purchased the Jungle of Despair Hydra mini figure from my local game store (Game Universe in Franklin, WI). When I opened the package, one of the single heads was missing. I believe it is one of the L-shaped single heads.

I am hoping you are able to ship me this piece based on my shipping address in my user profile. If you need any additional information, please let me know.

Michael Cummings

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Please cancel both my Adventure Path and Campaign Setting subscriptions.

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I am looking to get my Hell's Rebels campaign to 20th level by completion. I've planned add-ins at low/mid levels based on other threads posted (Infernal Inheritence, Out of Anarchy, No Response from Deepmar), but still falling behind pace at the higher levels of the campaign. I will probably have to do some encounter re-work to adjust CR at higher APL, but wondering if anyone had any ideas for additional resources to incorporate later in the adventure path to boost xp/character levels to hit 20 by the end? Was looking for maybe another mission for Kintargo hinterlands in Kintargo Contract (vol 5) or maybe additional encounters in the city in Breaking the Bones of Hell (vol 6).

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Please cancel all of my current subscriptions: Adventure Path, Campaign Setting, and Pathfinder Roleplaying Game.

Thank you!!

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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?

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One of my favorite new ideas from Ultimate Intrigue was the Heist rules. I like the mechanics of the PCs each having separate roles to play in an overarching plot theme. One place where I think these rules could be used to great effect in Hell's Rebels is exploring the Kintargo Opera House during the Ruby Masquerade. Many movies have sequences (Ocean's Eleven and National Treasure immediately come to mind) where the team works together to infiltrate a location and do some covert things under the radar. Trying to get some ideas on how to set this up - probably need some distractions (Bluff checks), smooth-talking (Diplomacy), sneakiness (Stealth), lookouts (Perception/Sense Motive), lock-picking (Disable Device).

Haven't had much of a chance to actually build a heist from scratch yet, so not sure how all these checks would be laid out/come together to develop the various steps/goals for the heist. Would eventually lead to the discovery of Shensen and the Silver Ravens treasury.

Any ideas/help would be greatly appreciated.

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The Step Up feat is somewhat ambiguous in its wording. It states "When a foe takes a 5ft step away from you". Does that have to be to an unadjacent square? The obvious use for Step Up is to close with casters or ranged attackers that move back to blast you, but the feat could also prove useful when fighting rogues to stay out of flanking if you were allowed to take a 5ft step when an adjacent for takes a 5ft step.

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Please cancel my Pathfinder Roleplaying Game subscription.

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Does anyone else have a problem with Cleanse being a "personal" spell rather than a "creature touched" spell? For a 5th level cleric spell it doesn't seem to have a lot of mileage when the cleric can only cast it on himself (other threads bring up the conundrum of the spell curing nausea but a cleric being unable to cast the spell while nauseated) and kind of goes against the typical cleric role of spells that help others. For a group using 3.5 material as well, Panacea is a much better option - a level lower with basically the same effects but able to cast on others. Also, comparing Cleanse to Heal (1 level higher) - Heal cures pretty much all the same effects, heals a great deal more hp, and is a "creature touched" spell. Our group has house-ruled that Cleanse is a "creature touched" spell and we use this spell in place of Panacea, which in 3.5 seemed overpowered for a 4th lvl spell. Just wondering what others thoughts were as I couldn't find any sort of errata on the spell on the messageboards.

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Please cancel my Pathfinder Campaign Setting and Pathfinder Player Companion subscriptions.

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Please cancel my Pathfinder Campaign Setting subscription.

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I would like to cancel my Pathfinder RPG subscription to avoid the Pathfinder Beginning Box set. I will re-subscribe with the Bestiary 3.

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I do not have interest in receiving the Pathfinder Beginner Box. What is the best way to avoid receiving that item with a Pathfinder Roleplaying Game Subscription? Can a hold be put on the subscription to skip the Beginner Box or would I need to cancel the subscription then renew it for the Bestiary 3?

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Looking for a semi-official ruling from the Paizo staff on some rules ambiguity resulting from a mummy's mummy rot vs. a paldin's divine health as it has come up in our campaign.

As the Core Rulebook states, at 3rd lvl a paladin becomes immune to all diseases, including magical and supernatural diseases. As the Bestiary states, mummy rot is both a curse and a disease. The 3.5 paladin entry explicitly included mummy rot amongst the magical diseases that paladins were immune to, but the Pathfinder Core Rulebook does not make this distinction and the addition of the curse aspect to mummy rot is a change from 3.5 to Pathfinder for the monster's entry. Discussion in another thread suggests breaking the ability into its two component parts - having a paladin affected by the curse aspect (taking 1d6 Con and Cha on a failed save - save frequency 1/day) while immune to the disease aspect (no natural healing and a caster level check required for magical healing). That seems like a good compromise and is what I'm leaning towards, but want to make the correct ruling according to the intentions of the RAW (rules as written). Any help/guidance here is greatly appreciated.

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Please cancel my Adventure Path and Companion subscriptions. The material is top-notch, but most is not being used right now so it is hard to justify purchasing more.

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I was somewhat let down with the character connection in Edge of Anarchy, so I've been thinking about a different approach. I think I have one that will be cool:

The characters happen upon a living Zellara being accosted by Red Mantis assassins. As the PCs intervene, one of the assassins lands a death blow and the two assassins escape. Zellara imparts the PCs with information using her dying breaths - "Gaedren Lamm, Old Fishery, save my son Eran". Some detective work on the PCs part can lead them to finding the Old Fishery. Eran remains one of Lamm's Lambs - a nine year old boy. In my campaign, I am planning to make Zellara one of Eodred's past lovers and have Eran be his illegimate son (on consequently heir to the throne of Korvosa). This will make for a very interesting twist in the campaign as Neolandus will have this knowledge. The PCs will not only need to de-throne Ileosa, but also keep the heir alive to take his rightful place upon the throne at the conclusion of the campaign.

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One addition to grapple that has a basis in cinema is to allow others an attack on the grappling creature to help release an ally from the grapple. Many fantasy movies show creatures like the kraken wrapping its tentacles around victims only to be injured and release its hold. This really wouldn't change the grapple rules as they stand, but would add an additional option for when the weakling wizard/sorcerer is in the embrace of a grey render.

Helping a friend in a grapple requires a standard action which grants one attack against the grappling creature. If successful, the attack deals normal damage and forces the grappling creature to immediately make a grapple check against the CMB of the grappled creature + 1/2 the damage dealt by the attack (this DC mechanic may need to be adjusted - just taking a WAG (wild a$$ guess) as full damage seems excessive).

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In the reefclaw's bestiary/monster stat block entry it has a special attack of tenacious grapple, but there is no description of that special attack. I'm assuming it gives some sort of bonus on grapple checks since the reefclaw is a small creature with 10 STR, but has +5 grapple check with only +1 base attack. Can we possibly get a write-up on this description so we can apply it to an advanced reefclaw of larger size?

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Two DM/players trying to recruit players (2-4 additional) for weekly Friday night 3.5 D&D in the Milwaukee/Madison area (game will be held either in New Berlin or Oconomowoc). One DM will run Ptolus-based urban campaign while other will run Pathfinder adventure path. Sessions will rotate between the two campaigns. Looking for players able to commit to the weekly schedule and who are character and story-focused. If interested, e-mail mcummi5714@wi.rr.com.

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Just wondering if anyone out there is making use of the Affilation rules from PHB2 in AoW and how they are working out. I am looking at creating rules for the Bronzewood Lodge - party will have druid PC. I'm also thinking of modifying LoLR so that PCs access to Tilagos Island requires ritual to open a portal from Bronzewood headquarters. I plan to have PC at odds with Bronzewood leader and a power struggle to ensue. Potentially, PC will become leader of the Bronzewood Lodge.

There are many possibilities for Affiliations in AoW - Twilight Monastery, Garrison, Emporium,... Anyone else incorporated these rules to their campaign?

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I am setting AoW in FR, and to get the players acquainted with Diamond Lake I thought I would create a Volo's Guide. Here is what I have so far (I actually set the town on the Surbrin River, between Nesme & Yartar). If anyone wants to pitch in, feel free.

Volo’s Guide to Diamond Lake

Well met again, friends. It is I, Volothamp Geddarm. My travels have brought me to the burgh of Diamond Lake in the North. I am not sure this town deserves detail in my penned journals, but I am here and the mood strikes me, so prepare to partake of my knowledge and share my experiences.

Geography: Diamond Lake is situated on the banks of the River Surbrin (how Lake became part of the town’s name is beyond me – they sit on a river!! Silly peasants) as it passes through the Surbrin Hills. It is about halfway between Nesme and Yartar, though travel time to the latter is quicker since it is downstream. The Surbrin Hills and nearby Evermoors are both dotted with ancient tombs, which is what brought me to this area. However, prospective treasure hunters soon find that these cairns have long since forfeited their treasure to earlier grave robbers.

Economy: Diamond Lake’s main business is iron and silver mining. Nearly everyone in the town makes their living either in the mines or in a business that caters to the miners.

Law: Ha! If ever there was more of a mockery made of a word I do not know what it would be (except perhaps to claim Elminster as an archmage). At the top of the town’s hierarchy is Governor-Mayor Lanod Neff. This power-mongering bully only retains his position due to his brother Allustan, town sage and wizard. Mayor Neff employs a town sheriff and group of pocket police that are little more than his personal enforcers. The sheriff, Cubbin, should be avoided at all costs. He’s arrests people on a whim.

Places of Interest:
1. The Emporium –

2. Lazare’s House –

3. The Feral Dog –

4. Church of St. Cuthbert –

5. Tidwoad’s –

6. Sheriff’s Office –

7. General Store –

8. The Hungry Gar –

9. Jalek’s Flophouse –

10. Smenk Residence –

11. Deepspike Mines –

12. Garrison –

13. Lakeside Stables –

14. The Midnight Salute –

15. The Spinning Giant –

16. The Captain’s Blade –

17. Venelle’s –

18. Allustan’s Residence –

19. Tilgast Residence –

20. Old Piers –

21. Able Carter Coaching Inn –

22. Parrin Residence –

23. Mithral Hall Covenant –

24. Gansworth Residence –

25. The Rusty Bucket –

26. Moonmeadow Residence –

27. Osgood Smithy –

28. Smelting House –

29. Diamond Lake Boneyard –

30. Neff Manor –

31. Dourstone Mines –

32. Abandoned Mine –

33. Menhirs –

34. Old Observatory –

35. Dourstone Residence –

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Just wondering if others have noticed the fact that both APs have dealt with evil cults & doomsday prophecies? I've seen mail & threads in the past that say to avoid cliches. Hopefully the Dungeon staff will realize there are more choices to build a campaign around - search for a fabled magic item, discover lost continent, good old dragon hunting,...

My current campaign is Return to the Temple of Elemental Evil, so if I run both APs after this I'm looking at 3 cult-based campaigns in a row. I'll probably need to do something else in between somewhere so the cult plot doesn't get too old for my group.