
Mastermind |

By the way, here are the stats for your horse if you want to put them in your profile. The druid horse has a weird mix of stats from being an animal companion and what it adds to the normal horse creature.
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 16, touch 10, flat-footed 15 (+1 Dex, –1 size, +4 natural, +2 barding)
hp 14 (2d8+4)
Fort +9, Ref +7, Will +1
OFFENSE
Speed 50 ft.
Melee bite +4 (1d4+3), 2 hooves +1 (1d6+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats; Multiattack
Skills; Perception +5, Swim +7
Special Qualities low-light vision, scent.

Ox |

Just so you know before I was just adding the horses strength to the attack.
*removes normal horse shoes. re-shoes the masterwork ones *
The spiders had me wondering what would happen if I lost my horse? the class info says:
Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
I was just wondering how you would want to handle it.
would I be able to try train an exotic mount? would I have to buy another horse? I'd have to take the time and teach it the handle animal tricks right? just curious.

Scipion del Ferro RPG Superstar 2011 Top 4 |

The math for the attacks is as such.
primary attack, Bite +4 (+1 BAB, +3 Str) 1d4+(str)
secondary attack, Hoofs +2 (+1 BAB, +3 Str, -2 multiattack) 1d6+(half str)
I'm pretty sure, if I'm wrong I totally don't mind.
If your horse died, you'd have to go get a new one after a week. Likely involve some roleplaying of trying to find just the right horse (animal companion horse), rather then a common horse (normal bestiary one). It would have all of the stat modifications of your old one minus the listed abilities until you level up. Depending on the source of the horse you may or may not have to train the tricks. ie. if it was already trained from being a veteran war horse of a retired general compared to some wild stallion you sway to your favor in the middle of the grasslands.
From what I can tell an exotic mount is a no go. Of course nearly everything an exotic mount might do you can get with magical items. One of my KM players in RL is planning on getting a Giant Eagle cohort and making him a ring of beastshape so he can go about the town like normal when not flying around the kingdom being the...*sigh*...minister.

Ox |

Just wanted to make sure. and ohhhhhh, a willow wisp. Glad it didn't want me that bad then.
yeah, I'm not watching your links until after I am done posting. the song almost had me inspired to stand and fight. luckily I read the frickin +16 to hit and decided to run like heck. but I think him standing there fits nicely with the Order of cavilers he is with.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Guess it's a good thing I didn't put up this one then. Songs called Vengeance, same band.
Maybe later if you guys meet a shambling mound...
There's a few other KM DM's who have just had their Wisp encounters go to town and start zapping the hell out of the party. That doesn't really sound like a fun memorable encounter to me though. Especially from these alien creatures who derive sustenance from negative emotions. There's only like a 4% chance you even get one of these to show up on the chart.

Ox |

well with the way we have been dodging encounters we were bound to get the wisp, when we did get an encounter. we had it too good for too many calm rides on the country side.
I appreciate you not TPK'ing us just cause we hit that 4%.
yeah, you now have me addicted to a "new" band.

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Wisps are just bad design, IMO. A legacy of the old 1st edition 'you can only beat this monster *this* way, and otherwise, you're screwed' design paradigm that gave us Golems and Oozes.
It's immune to everything but magic missiles, protection from evil and maze (IIRC, from 1st edition). Wonderful. We'll probably *never* have maze or magic missile in this group, and protection from evil is just a stop-gap at best. (and since Knowledge - dungeoneering is the last thing we'd need to spend points on, given the nature of the adventure path, we'll probably never even *know* about these things!)
It feeds off of fear and death, and is *invulnerable* to anything that the average village of 1000 or less people can do, meaning that it should just wander out of a swamp at night and utterly destroy entire communities in orgiastic nights of terror and carnage. But no. It flits around in the dark, trying to lure people into quicksand? Whatever...
Re-designing the Wisp as a 1 HD evil fey 'Corpse Candle' that has a very real reason to lure people to their doom (and powers that fit that theme, like a single-target hypnotic pattern, allowing it to cause people to sleepily follow it into the woods), as it can't just electrocute them at will, would have made more sense, IMO.
The good fey versions could be 'Witchlights,' that dance in the forests and are known to lead lost travellers to safety, or the thirsty to water, the shivering to shelter, etc., being invigorated by feelings of gratitude the same way their unseelie cousins feed off of fear and despair.
Perhaps the Witchlight is the default state of a new Wisp, but they are emotionally fragile, due to their feeding upon psychic energies, and if someone they are leading to safety dies, and they believe it is their fault (leading a lost traveller into a giant spider or werewolf or bandit ambush, unintentionally, and then having to flit there helplessly as the person they were trying to save is messily devoured), the Witchlight might be tainted and tortured by this tragedy, and instead begin to feed on negative feelings of pain and despair, becoming a Corpse Candle.
.
On the other hand, at least it's a random encounter with a *reason* to not utterly destroy the party with it's overwhelming power.
Our first run through Return to the Temple of Elemental Evil, our 4th level party had three random encounters in a row of; a wyvern (killed the guy on watch with a single blow, and carried him off to eat), a white dragon (whom the DM graciously decided only wanted to eat our horses, and ignored us, since we couldn't penetrate it's DR or SR) and three stone giants (attacking at night, throwing boulders from out of range of anything we could do to retaliate, and further than anyone in the party could see, and, since we couldn't see them, and we couldn't outrun them, it was pretty much insta-wipe). The DM got tired of coming up for excuses as to why we weren't dead and restarting the game with new characters, and just crossed the printed Random Encounter Tables out and used his own creations. :)

Ox |

yeah, I don't mind a you should run from this encounter, but I don't care for a you should have known better than to exist encounter. which sounds like what Willow wisp a dragon and the giants might have been. the wyvern would have been a long shot but maybe with the whole group ready.
but if its a situation like the one we just came across where we have the opportunity and even hints that we should get the heck out of there, then I am good with it.

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We need to get Lukasz a crossbow or some alchemical fire or something.
I suspect that being limited to a 1d4 Burning Hands or a 1d3 Acid Splash (and the oh-so-painful 'Touch of Destiny,' which, by the time it becomes useful will still be darn near the least effective thing he could do with an action) are killing his soul. :)
There are a lot of painful '1 round touch buffs' scattered among the Domain, Bloodline and School powers, but Touch of Destiny takes the cake, being a *magical superpower* that starts out half as effective as a 1st level Pig Farmer using Aid Other.
The Destined Sorcerer screams with potential for this AP in specific, and for Golarion in general (what with the tattered threads of fate flapping in the breeze to uncertain effect, in this, the Age of Shattered Prophecy), but it's not a sexy beast...

Scipion del Ferro RPG Superstar 2011 Top 4 |

I was just thinking about that myself...
Would you like to maybe change him over to a Wizard? That way you aren't so locked into what spells you can use. Gives you more variety with the option of adding to your repertoire. One of the plus sides for Sorcerer is having extra spells, but in Kingmaker there are more once a day encounters then there are strings of encounters.
Wizard also get's you into Eldritch Knight faster too ;)

Ox |

Maybe we could come across a wand of magic missles that Could get you past the rough starter patch? and. Help this anxiety I am getting about an evil floating skull coming to kill us.
Seriously though, Id think we'd Be able to get you a cross bow easy enough.
Hang in there lukasz

Lukasz |

Yeah, I've been thinking about the difference between being a wizard and being a Sorcerer. The only problem I see is with which role he might then take if he switched Int with Charisma. Since I was aiming him to be a general once the kingdom got up and running, don't know how that might affect his ability to contribute to the Kingdom's growth. In the long run, if he was to become a wizard, he would most likely go Transmuter as that lends itself best to the Battlefield Eldrich Knight.
But really, I see his inability to contribute in a fight as kind of a good in game reason to want to start learning how to defend himself and help out where he can. example, learning how to take care of his horse on his own.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Well there are three very important roles that can rely on Intellect. Magister, Spymaster, and Treasurer. All three can be used to give a bonus to the Economy stat. One of the more important stats early on.
Right now, no one in the party has above a 14 Intellect. Although those three roles can use Charisma as well, but that's true for nearly all of the positions.
You can even keep your stats the exact same if you like. A 19 is needed to cast 9th level spells and you can get that with magic items pretty easily. However your spell casting is two levels behind as well so you'll be able to afford the items when you need them. Just skew your spells away from ones that require saves. Buffs and out-o-combat utility are where the EK really shine.
Does anyone remember the point buy you guys used? I can't find the post and I totally forgot.

Corso Gaczi |
I would simply change your Burning hands spell for something a little easier to use in combat, like Sleep or Color Spray.
You would need to switch those spells later on, but they are quite effective at low level.
Ray of enfeeblement has certainly been put back in line from its former glory, but it's still an effective spell that is always helpful, especially with Web.
Just my thoughts. Changing to a Wizard won't help really if you keep the same spells.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Right but if he was a Wizard and picked some spells that weren't so great all you have to do is get a scroll of one you want. The Sorcerer is locked into those spells until 4th level. In fact they don't even learn a new 1st level spell until 3rd level. Wizard also let's you get into EK one level earlier and you can pick up that delicious arcane bonded weapon...
Here's my 2cents if I made an Eldritch Knight.
Wizard 1 (transmuter) prohibited school necromancy, evocation
Str 16 +3 (7pts +1Str from Transumter)
Dex 18 +4 (10pts +2 from Human)
Con 13 +1 (3pts)
Int 14 +2 (5pts)
Wis 8 -1 (-2pts)
Cha 12 +1 (2pts)
A high Dex opens you up for feats like Dodge, Mobility, and Spring Attack. Since you're not a front line fighter with a ton of attacks having high mobility helps you get in position to support the team with flanking. A good Str is needed to help you hit and deal damage without wasting precious feats on Weapon Finesse. Con is in a position for improvement later. Since your spell DC's will always be terrible no need to crank Int through the roof, just enough to cast what you need. Wis had to take a hit for the team, but is easily enough bolstered with equipment, and can't forget a little pretty face.
Feats;
(H)Dodge - Extra AC and get's you on the path you need
(1)Arcane Strike - Swift action for attack and damage that scales and stacks? Might as well!
(3)Mobility - Help you to get around
(5)Arane Armor Training - Hurray light armor!
(6)Fighter Bonus, Combat Expertise - Just don't want to be hit sometimes, flank and let the others take care of business
(7)Spring Attack - maneuvering!
(7)EK Bonus, Weapon Focus (falchion)
Equipment;
quarterstaff - you'll need to get a level of fighter before you can use the falchion, so here's you're back up
arcane bonded falchion - Once you get your fighter level, whenever you want really, you can switch over to this beauty. You can enchant it without the feats, meaning it won't be long before you've got your hands on a +1 keen falchion with a crit range from 15-20. This will help offset your low BAB, especially with Improved Critical at 11th level.
Example Spells;
1st - shield, obscuring mist, true strike, expeditious retreat
2nd - bull's strength, cat's grace, blur, mirror image, invisibility,
3rd - heroism, displacement, invisibility sphere, haste,
Now as a wizard you can pick up scrolls of any spells you feel like, particularly divination and other out of combat usefulnesses.

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They aren't in my profile, but I do keep them in an open word document on another monitor, so that I can cut-n-paste 'em.
Typing all that [ooc] [dice] stuff was mind-boggling, especially with a celestial eagle full attack or whatever, modified by charges and / or smites...
Then again, I just called Vermiis Ember in the other game, so my brain is starting to get crossed between my two Summoners!