Rolan

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Sovereign Court

Just wanted to ask a quick question.

Let's say that on Round 1, the wizard casts shocking grasp as a standard action, moves thirty feet towards the opponent but then cannot reach him so he holds the charge.

Let's say that another opponent moves through his threatened space while he is still holding the charge and provokes an Attack of Opportunity.

Can the wizard use the Held charge as the AoO?

Probably answered elsewhere…but new to the forums...

Sovereign Court

Thanks Solspiral, I was away from the forums for a little while...

Sovereign Court

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Certainly.

Quick synopsis.

Synopsis:
The PCs are asked to free a city from the rule of the fey who have "taken it over" with claims that rulership reverted back to them when the city went from a monarcy to a council. The long and the short is that they actually do have a claim to the city and the PCs cannot just "fight them off".

The PCs discover that they can petition the King and Queen of the fey and journey to the Shadowland where they attempt to curry favor and increase their status in hopes to actually gain an audience with the Queen. (Using a new Status mechanic to do so). Favor is gained from performing tasks, making alliances with NPCs, and fighting duels. Very courtly and Renaissance like.

Finally, when they meet with the Queen, they are able to go to find the King, possibly end his rule in the process, and finally gain acceptance and the return of ownership of the kingdom to them.

Why do I like it, especially for Pathfinder?

1. Complex Skill Checks. This is one of two things that I thought 4th edition did right. Basically, a task requires thought about what you should do and then roll skill checks to try to do it. You need to get a certain amount of successes before failures.

Even if you don't like Complex Skill Checks, the text goes into exhaustive detail about what can be done with many of the skills making it very easy to say "Yes or No" if a player asks can I do this.

2. Rituals. This is the other thing I like about 4th edition. I like the idea of very complicated powerful spells "outside the scope" of the 1-9 levels that require multiple casters to perform them for a profound effect.

Basically, when I bought this book, I also got a good rules supplement that I can take into my other Pathfinder Games. The only "beef" that I have is that somebody who has not read 4th edition would have NO IDEA what these concepts are about. It could make it difficult, but I can easily give a primer to whoever needs it.

Why do I like it for Kingmaker?

1. Courtly battle and intrigue with great descriptions about agendas and politics. Rules for duels. Rules for Status and how to advance in status. Very real benefits to status advances. VERY FLESHED OUT NPCS! Fey, fey, and more fey. Courtesans and knights.

Basically, the politics of court in a otherwordly atmosphere.

Finally, I like it because since it is in another plane all together, time can work differently and my PCs can be there for months and when they return it is only a week or whatever. They can pick up where they left off, wiser in the way of politics and court, more experienced, and with connections to factions that are different and interesting.

That's my 50 cent piece.

Sovereign Court

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I wanted to know what people thought of adding the very interesting Courts of the Shadow Fey to Kingmaker. I have been toying with how to fit it in and have kind of come up with this....

History:
During the Age of Legend, the greatest of the cyclopean seers left the savage and decadent land of Ghol-Gan to settle in the land that they then named Koloran in western Casmaron. The Koloran cyclops clung to the old ways of nature and ancestor worship and the veneration of the sun and the moon.

During that time, a prominent and influential tyrant by the name of Vordakai ascended to power and began to strive for ever increasing swaths of land to cater to the growth of his nation and people. As his kingdom expanded west, it finally reached the border of Count Ranalc, a powerful fey lord of the First World known to other fey as the “Eldest”. This land had very strong ties to Count Ranalc’s own personal home in the First World and he assumed ownership and right over it.

Vordakai met with very swift and powerful resistance as he expanded to the east and finally it culminated into bloody war between the two kingdoms. The armies of the fey met the cyclopean kingdom in battle after battle that devastated the landscape and to the horror of Count Ranalc destroyed all the elements of life and nature that he so held dear.

Finally, Count Ranalc met with Vordakai and sealed a truce that the fey-lord would withdraw his armies to the First World and allow the cyclops to rule in peace over his land for a period of three generations. During that time, Vordakai and his kin would establish and develop more land further south and east of the Stolen Lands and when his cyclops kingdom could be sustained, they would withdraw from the land and rule would revert back to the count. The pact was sealed with blood and was simple in wording.

“Three generations of cyclopean rule and then the Lands reverted to Count Ranalc with all cyclopean influence to leave it forever.”

Two generations passed quickly with the cyclops anxiously trying to expand their kingdom while using Count Ranalc’s lands to fuel their armies. They met with large resistance from the Azlanti who fought back fiercely.

Generations past and the grandson of the first Vordakai, also named Vordakai in his honor looked in dismay as his kingdom stood poised on the brink of retreat from a land that the cyclops still needed. In desperation, Vordakai turned to the dark arts of necromancy and with dark magic extended his life-span considerably at the cost of his sanity and the desecration of his family’s previous bonds with nature worship and animism. As he grew in power, his kingdom fell to decay. Finally, in an act of perversion and necromantic energy that devastated land and creatures alike, Vordakai fueled his transformation to lichdom. Now with his rule never-ending, he had no fear and could rule without having to ever return the land to the Fey-Lord.

However, he did not count on Earthfall and with it an end to his aspirations and the nation of Koloran. As time passed and the dust settled, the now First World Eldest, Count Ranalc returned to his lands, known to him as his “Stolen Lands” to reclaim them. He was shocked to realize that he was still barred from entering. Vordakai had survived.

However, the devastation of Earthfall was even greater then Vordakai expected and when he finally rose from his torpor, he found himself diminished. Anxiously trying to regain his lost power, he began the process of trying to charge his magic from the life energies of the land and people; however, this time they were prepared. In the end, those who he was attempting to command rose up against him and trapped him in a crypt of his own design hidden away in westernmost Casmaron.

Count Ranalc, unable to enter Vordakai’s realm once and for all left his “Stolen Lands” in frustration and returned to the First World to rule. It was there that he met Nyrissa and wooed her as his consort. When Nyrissa claimed that she was an “Eldest”, the other Eldest released the Jabberwocky, plucked away her “love” and formed Briar with it and banished Count Ranalc to the Shadow Plane. As a token of their disdain, they handed Briar to Count Ranalc so that he could always remember what he had lost.

Lost from the First World, Count Ranalc tried to regain as much of his former life as possible. Using shadow magic as well as his own formidable power, he reshaped Briar into a facsimile of his Nyrissa and together they gathered fey under their banner to rule in a mockery of courtly politics and romantic idealism. Briar, herself, grew to become a powerful entity in her own right and soon assumed the mantle of leadership while Count Ranalc slipped into disrepute and insanity.

And the Stolen Land’s destiny. Well, that is up to the players to decide.

So with the destruction of Vordakai (which we'll revert back to the true Vordakai and not "an apprentice" at the end of Book 3, the PCs unknowingly have ended the ban on Count Ranalc (who is assuming the role of the Moonlit King) in "Courts" and when they return to their capital city, we can just get it started right there with some adaptation.

This is a very rusty start and I have to really flesh it out, but just wondering about thoughts. I really LIKE Courts and I will figure out some way to incorporate it. I just felt this was a creative way to do it.

Sovereign Court

I am actually planning on using this in my Kingmaker Campaign to hopefully great effect.

Kingmaker:
I am going to implement a connection between Vordakai and the Shadow Fey. My thoughts are that Vordakai actually has a significant pact with the King and Queen of the Shadow Fey and they have pledged to not get involved in the land as long as Vordakai is still alive (undead or otherwise). Basically, as soon as the party defeats Vordakai, the pact ends and we can go right into Courts of the Shadow Fey. I think the party will be very surprised when their home-town suddenly becomes challenged in regards to the legitimacy of rule. They will not take it well. They should be level 10 and I really appreciate Mr. Baur's progression of levels to make the CRs challenging. We'll have to see how it fits into the rest of the adventure path, especially Nyrissa, but it is the way I'm going to go.

Sovereign Court

Thanks for the info and the hooks, this is what I'm looking for...

Sovereign Court

Whoops. I'm new to posting and didn't think about it. My bad.

Though, looking at the posts I see various Vordakai, Beating Irovetti, and other names abound as well...but anyway, I'll watch it.

Sovereign Court

I'm trying to see if I can flesh out Nyrissa a little bit more as well as the overarching arc so that I can begin seeding these ideas from the very get go. This is one of four "story-lines" that I wanted to get some input and ideas on. See what you think and please GIVE me advice.

I am very lucky in that I know in advance I am the next GM for our group and I have close to 8-10 months to prep and think out ideas. :) I tend to "free-think" so excuse that...

Nyrissa:
So Nyrissa wants to return to the First World with the Stolen Lands as an offering to the Eldest? Expanding on that concept, it would make sense that the closer the Stolen Lands are to the First World, ie. untamed, wild, chaotic, the easier the capture. That puts her in direct conflict with the PCs, especially when the begin city-building. Creating a "civilized nation" pulls the Stolen Lands away from the First World and into Golarion. This is unacceptable and Nyrissa will be, through her intermediaries, causing strife and chaos early on.

If we look at previous examples of Nyrissa's behavior it seems to make sense. This is why she "slept" with the Stag Lord influencing him to become a bandit-king and keep the land lawless. Same thing with the Trolls and Eirikk in Book 2.

So, how come after all this time, she can't start the "Bloom" and take over the Stolen Lands? Because she forgot one concept of the planes...it is about the ideas, berk (sorry, have to do some Planescape here).

It is not a civilized place or a wild place that keeps a land here or there, it is how people think about the state of the land. When Pitax goes to war with the Stolen Lands and inflicts all sorts of devastation, that will be what triggers the Bloom.

It is the descent from an organized, civil, and structured kingdom into total anarchy and chaos that fuels the Bloom. Children are crying, people are dying,etc.

Anyway, that's my explanation to begin the framework to explain and incorporate Nyrissa more firmly into the campaign. What does everyone think?