
Da Cultist |

Three times??? I can remember only 2.
There was the one time early on, in which I got this orcish body. There was the one time while I was sleeping where my book woke up and revived me. Did I die one time following, which my book revived me again? If so, I must consult the book and see if a self-inflicted reincarnation is demanded! Oh deer oh my this is not good at all, I just got used to this hulking thing.

Turin the Mad |

Three times??? I can remember only 2.
There was the one time early on, in which I got this orcish body. There was the one time while I was sleeping where my book woke up and revived me. Did I die one time following, which my book revived me again? If so, I must consult the book and see if a self-inflicted reincarnation is demanded! Oh deer oh my this is not good at all, I just got used to this hulking thing.
Yours was the first death of this campaign: the Outcast King took you from full hit points to past your full negative CON score in one full-round attack. Your second death was when you woke up dead. Your third death was when you were petrified. Petrification is a death as a cleric actually cannot 'cure' it with anything less than a miracle. If the group had not hoarded the stone salve from early on ... two of you would have probably had to make new characters.

Captain Sir Hexen Ineptus |

Da Cultist wrote:Yours was the first death of this campaign: the Outcast King took you from full hit points to past your full negative CON score in one full-round attack. Your second death was when you woke up dead. Your third death was when you were petrified. Petrification is a death as a cleric actually cannot 'cure' it with anything less than a miracle. If the group had not hoarded the stone salve from early on ... two of you would have probably had to make new characters.Three times??? I can remember only 2.
There was the one time early on, in which I got this orcish body. There was the one time while I was sleeping where my book woke up and revived me. Did I die one time following, which my book revived me again? If so, I must consult the book and see if a self-inflicted reincarnation is demanded! Oh deer oh my this is not good at all, I just got used to this hulking thing.
Ah okay, I was mechanically dead as I couldn't get out of it, and no one would have been able to cure it, however my body didn't actually die. Okay, thanks.

Turin the Mad |

Turin the Mad wrote:Ah okay, I was mechanically dead as I couldn't get out of it, and no one would have been able to cure it, however my body didn't actually die. Okay, thanks.Da Cultist wrote:Yours was the first death of this campaign: the Outcast King took you from full hit points to past your full negative CON score in one full-round attack. Your second death was when you woke up dead. Your third death was when you were petrified. Petrification is a death as a cleric actually cannot 'cure' it with anything less than a miracle. If the group had not hoarded the stone salve from early on ... two of you would have probably had to make new characters.Three times??? I can remember only 2.
There was the one time early on, in which I got this orcish body. There was the one time while I was sleeping where my book woke up and revived me. Did I die one time following, which my book revived me again? If so, I must consult the book and see if a self-inflicted reincarnation is demanded! Oh deer oh my this is not good at all, I just got used to this hulking thing.
Body became stone (or a magical equivalent), vital functions ceased (suspended) ... yeah, sounds pretty dead to me. ^_^

Turin the Mad |

Turin the Mad wrote:Does your soul get sent to your maker, or are you more suspended state?
Body became stone (or a magical equivalent), vital functions ceased (suspended) ... yeah, sounds pretty dead to me. ^_^
Suspended vital functions = soul remains, blissfully unaware of the passage of time (and thus, not going stark raving nutters due to sensory deprivation). Although I can see a particularly vicious variant ...

Captain Sir Hexen Ineptus |

Captain Sir Hexen Ineptus wrote:Suspended vital functions = soul remains, blissfully unaware of the passage of time (and thus, not going stark raving nutters due to sensory deprivation). Although I can see a particularly vicious variant ...Turin the Mad wrote:Does your soul get sent to your maker, or are you more suspended state?
Body became stone (or a magical equivalent), vital functions ceased (suspended) ... yeah, sounds pretty dead to me. ^_^
Thank you for the clarification. As for the variant, something similar was done in that horrific continuum of Oz that was on the SciFi channel the other year.

Turin the Mad |

To get things back on track:
Our Heroes will begin their northerly journey up the mighty Sellene River from their winter home. Maximilian and Fmughwa are being tasked by the Pathfinder Society for a year or three. "Frost Woman" will receive Max's [I]bracelet of friends[I] - the two remaining charms keyed to the bug & Max - before they part company. Mistah Mwangi will remain with Fluff Gugg, Molly Missy, Mr. Straw and Draggy the Dragon.
Our Heroes have been undertaking considerable reconnaisance by way of high-altitude [I]scrying[I], [I]teleporting[I] north to some unimportant city in the River Kingdoms to gather information.
Among this information are tales about two ancient dragons whose hoards have yet to have been located by anyone still among the living. Supposedly they are "draconic brothers", notorious for hanging out with each other. They took part in a war some centuries past. Some swear these are the same dragons that played such a major role in the dim history of Brevoy ...
The more immediate matter of concern a month's travel north. It would seem that a gang of ferocious trolls has set up a "toll" across an ancient bridge that spans the Sellene from the no-man's land between eastern Kyonin and the southern reaches of the River Kingdoms.
Will the characters prevail or suffer ignominous defeat at the red claws and slavering fangs of "mere trolls"?

Turin the Mad |

As a note to my players: the information you have gathered equates to that presented in the Kingmaker Player Guide - a free PDF you can download from Paizo. You information also results in most of the information presented in the Guide to the River Kingdoms, although that is not free. I will attempt to print out copies to hand out this coming session on the 26th of September.
I will be fascinated to see how they handle the coming session without their cloistered cleric and Mr Straw the trap-finder. Of course Max and Fmughwa the Deathgorger are leaving their company for a time as well. Da Cultist's player has volunteered his character for the group to use.
Character deaths because some poor overloaded player couldn't really deal with another player's method of keeping notes is not a Good Thing. If they insist I will let them do it. Da Cultist - be aware that you are asking some one to run both your cleric AND Mr Straw in addition to their own character and their doll. Whatever XP is missed out on will not be worth it I'm thinking ...

Da Cultist |

As a note to my players: the information you have gathered equates to that presented in the Kingmaker Player Guide - a free PDF you can download from Paizo. You information also results in most of the information presented in the Guide to the River Kingdoms, although that is not free. I will attempt to print out copies to hand out this coming session on the 26th of September.
I will be fascinated to see how they handle the coming session without their cloistered cleric and Mr Straw the trap-finder. Of course Max and Fmughwa the Deathgorger are leaving their company for a time as well. Da Cultist's player has volunteered his character for the group to use.
Character deaths because some poor overloaded player couldn't really deal with another player's method of keeping notes is not a Good Thing. If they insist I will let them do it. Da Cultist - be aware that you are asking some one to run both your cleric AND Mr Straw in addition to their own character and their doll. Whatever XP is missed out on will not be worth it I'm thinking ...
I am here to be of service to my friends, I trust them to do their best. I am not too worried about the "experiences" I will have, just that no one less dies.

Turin the Mad |

Tomorrow at long last Our Heroes begin the high-level conversion of Kingmaker. They have received PDFs containing the maps and information that they have gathered on Brevoy, the River Kingdoms and the Stolen Lands. This is represented by the Players Guide to Kingmaker, the chapter of "Stolen Lands" covering Brevoy and the Chronicles "Guide to the River Kingdoms".
They will have to deal with the "Troll Bridge" which is an encounter I pillaged from the aborted Pawfinder "Adventure Trail" from long ago before sailing/rowing further north. Afterwards they will receive their charters and set out to Oleg's Trading Post on the southern 'frontier'.
Will Our Heroes prevail over the ferocious trolls so plaguing the trade route carrying goods to the Inner Sea itself? Will they be eaten alive, feet first? Will they let greed and the lust for power and treasure get the better of them? Will they take the cowardly way out (and miss out on XP and loot)? Stay tuned for the after-action summary! This could be very late tomorrow night or, more likely, on Monday or Tuesday.

Turin the Mad |

Digest version:
Our Heroes - thanks to a scryng and commune with nature addiction, noted a gang of four heavily built troll warriors have set up a crude fortification atop an ancient stone bridge spanning the Sellene River at a 200' high cleft seperating Kyonin from the southernmost territories of the River Kingdoms. They also noticed a small caravan making their way along the cliff-side road on the eastern side of the river. The caravan would arrive a few hours ahead of the characters' own flotilla heading north on the Sellene.
What they did not succeed in doing was beating the BBEG's nondetection DC of 28 when they were scrying. Since they teleported a half-mile above the bridge under the bebeift of air walk and/or magical flight, and having noted that the bridge would not take much more than a handful of well-placed catapult shots to bring crumbling to ruin, they were powerless to stop the five trolls' slaughter of the merchant, guards and beasts of burden.
Our Heroes elected to free-fall for 12 rounds, casting various buff spells as they descended. Then things got interesting.
Four of the trolls are advanced dreadnaught Fighters - nasty CR 9 specimens of troll-ness. The BBEG is a female advanced dreadnaught immortal Antipaladin 14 - a champion of Rovagug & a CR 17. Stat blocks will follow later.
During the ensuing melee Zin Serina died after eating a maximized fireball from Frost Woman and a single punishing smite good-and-law, made all the worse by the BBEG's +1 conductive nine lives stealer delivering her 7d6 touch of corruption. The monk was slain by a single mighty blow.
The next to die was Da Cultist, similarly cleaved in twain from crown to crotch by a confirmed critical hit. Were it not for the +3 bonus on saving throws granted by Molly Missy's bardic awesomeness, Da Cultist would have required serious magic to return once more to the living.
The last to die was the Pallizzard who made the singular mistake of engaging the BBEG in melee combat. A full-round Smite Good-and-Law gibletized the Pallizzard into chunky salsa.
The barrage of a half-dozen fireballs and a flame strike put paid to the structurally unsound bridge, sending the span into the Sellene in a multi-round avalanche of stone and burning wooden rubble. Two of the four mook trolls died by drowning in the waters below, whilst the other two were incinerated while their quivering bits attempted to regenerate after a desperate dive through a blade barrier.
Our Heroes were returned to the living by a Breath of Life (Zin Serina - Da Cultist's last action before his messy demise), a Resurrection (Pallizzard) and a Reincarnate (Da Cultist, now a dwarf instead of a half-orc).
There is talk of performing a "scry and die" on the BBEG. The best way for this to work of course is to enchant Mr Straw's pitchfork as a Flame Blade and hope to catch her napping to deliver a coup-de-gras as a fire damage sneak attack.
Of course, some immortals do not sleep ....

Turin the Mad |

Cast of Characters
- Zin Serina Monk 11, two archetypes (I believe) & Molly Missy, cohort soulbound doll Bard 9 - primary item crafter, guru to the Nth degree of Knowledge checks
- Da Cultist, Cloistered Cleric 12 (domains: Knowledge, Repose and Rune), reincarnated as a dwarf, finally "bought" advanced & Mr Straw, cohort soulbound doll Rogue 9 or 10 - trapfinder
- Pallizzard, Paladin 6/Wizard 5/Eldritch Knight 1 - four deaths & Draggy the Dragon, cohort soulbound doll Cleric 10 (domains: Artifice, Healing)
- Frost Woman Fighter 1/Sorcerer 7/Eldritch Knight 4 & Fluff Gugg cohort soulbound doll Cleric 10 (Lamashtu)
- Da Pimp IV Cleric 3 (Abadar)/ Wizard 3 (Divination) / Mystic Theurge 6 & cohort nereid druid 8
- Mistah Mwangi soulbound doll Witch 10 (Elements) & Buibui, a Mwangi hunting spider familiar
Death Total
- Zin Serina bought the farm while grappling another mook within step up and stabbity-death range of the BBEG, totaling two deaths in the campaign.
- Da Cultist had his fourth death of the campaign.
- Pallizzard had her fourth death of the campaign.
- Frost Woman was not Lawful nor Good while within 60' of the BBEG & avoided a death - three deaths so far in the campaign.
- Da Pimp - player has had two character deaths so far in the campaign, this character is a "roll over" from another campaign (the shorter-lived group from the Slaughtergarde/hybridized Savage Tide campaign). Not the same character as the Original Pimp, who died horribly by way of a Super Destruction trap.
We are slated to continue Kingmaker's "Stolen Lands" chapter in two weeks. Our Heroes have done well, unleashing the dolls to do some/most of the dirty work whilst they explore hexes.
The big fight at the troll bridge took up most of this past session, so they gathered some local information, interacted with Svetlana and Oleg, ooo'd and aahh'd over the Wanted Posters and explored two hexes. They were surprised that there were 1st level scrubs - welcome to a more normal game world folks. Most things at 12th level (with an effective level of 15th or so) are going to be a cakewalk. Some things will be tough-ish. And once in a while, you will be up against a VERY tough foe (or foes).
The Trading Post has five guards (one reformed bandit, the disowned nobleman and his three mini-onions) camped in tents in the shade of the stables. Our Heroes have requisitioned a half-dozen horses (from the bully bowman and his trio of mini-onions - one of whom was the aforementioned reformed bandit). The way I figure it, most of the bandits are "lifers". Two of them were blasted into particulate snow particles by a maximized fireball whilst the leader was gutted in a horrific display courtesy of the sword of wonder: 600 butterflies erupted from the helpless man in a screaming eruption of gore as the sword slid into his innards. Frost Woman believes in VERY stern justice...
The Moon Radish soup Svetlana wanted for Oleg is believed to be "Brevic Viagra". Oleg's 'honey-do' list is shortening far more rapidly than normal as a result of Our Heroes returning with a patch of moon radishes the day after they 'deal' with the four bandits. The dolls butchered the over-stuffed Sootscale kobolds of course ... even Buibui got him some combat action.
In terms of the Kingmaker time line, Our Heroes are on Day 3 when play resumes.

Turin the Mad |

Oh dear,oh dear, oh my. This was not a good day, as I am sure all of you can see, I had a bad time re-incarnating this time.
badger, badger, badger, badger, badger, badger, badger, mushroom! mushroom!
j/k
I am quite sure that the next time you are reincarnated, I will see about acquiring a loaded set of percentiles for that chart ... ^_^ (j/k)
Trading 2 Str for 2 Con is hardly a bad thing - I rather imagine your biggest hindrance is the loss of 10 feet of base land speed. I think that you will adapt and overcome.
Or get eaten ... that could work too. You will of course seriously need to cobble together another scroll infused with the costly material components.
Although ... I wonder what an amalgam badger/violet fungus would look like ... hrrmmmm ...

Da Cultist |

Da Cultist wrote:Oh dear,oh dear, oh my. This was not a good day, as I am sure all of you can see, I had a bad time re-incarnating this time.
badger, badger, badger, badger, badger, badger, badger, mushroom! mushroom!
j/k
I am quite sure that the next time you are reincarnated, I will see about acquiring a loaded set of percentiles for that chart ... ^_^ (j/k)
Trading 2 Str for 2 Con is hardly a bad thing - I rather imagine your biggest hindrance is the loss of 10 feet of base land speed. I think that you will adapt and overcome.
Or get eaten ... that could work too. You will of course seriously need to cobble together another scroll infused with the costly material components.
Although ... I wonder what an amalgam badger/violet fungus would look like ... hrrmmmm ...
Well I have been wearing this adamantine breastplate, so I move at speed 20 normally anyway. Liked the option of going 30ft, but meh.
Hopefully this tougher body will last me a bit longer.

Turin the Mad |

Don't forget that as a result of your body changing from half-orc to dwarf that your Strength drops by 2 while your Constitution increases by 2, garnering a +1 hp per HD and the other benefits of an increased CON.
I am not entirely sure that my players as a group have realized that the campaign is likely to last *decades* of game time, as compared to previous campaigns' several years' game time.
It will be interesting to see how many of them are prepared to deal with aging for the first time. :)
I have already rough-drafted my selected changes to the first four chapters assorted BBEGs. Once I am able to enter the data into word document format, it will be a simple matter to print them off and stick them into a binder/folder. After all, they are going to go where they decide to go. What awaits them in a particular hex is going to be ... whatever is there.
Of particular interest in the near-term will be how they set about dealing with the local brigands under the Stag Lord.
Da Cultist had - some time ago - expressed an interest in changing his focus from summoning to ... something else.

Captain Sir Hexen Ineptus |

Don't forget that as a result of your body changing from half-orc to dwarf that your Strength drops by 2 while your Constitution increases by 2, garnering a +1 hp per HD and the other benefits of an increased CON.
I am not entirely sure that my players as a group have realized that the campaign is likely to last *decades* of game time, as compared to previous campaigns' several years' game time.
It will be interesting to see how many of them are prepared to deal with aging for the first time. :)
I have already rough-drafted my selected changes to the first four chapters assorted BBEGs. Once I am able to enter the data into word document format, it will be a simple matter to print them off and stick them into a binder/folder. After all, they are going to go where they decide to go. What awaits them in a particular hex is going to be ... whatever is there.
Of particular interest in the near-term will be how they set about dealing with the local brigands under the Stag Lord.
Da Cultist had - some time ago - expressed an interest in changing his focus from summoning to ... something else.
I am glad my religion of re-incarnating is going to pay off a little more, as mentally one might consider I am aging as a human, but physically something else, and starting over in a new young body. So I leave that up to you how aging effects me.
About re-focusing, I sent you an E-mail with a link about a possible fix. About re-focusing, well we will see, I am up for suggestions. I only went to summoning as it seemed in-line with the aesthetic of the character with the mystic writings from a mysterious book, a.k.a. a none-evil necronomicon. Ironic considering the repose domain if you think about it.

Turin the Mad |

I have not found your e-mail on refocusing - only that you were considering it. Does not mean you didn't send it, only that I did not find it. That was not the prestige class was it ?
Reincarnate keeps you young - until your mind reaches its final day. Don't forget to replace that scroll, or you are out of luck - unless Da Pimp's cohort is feeling generous. I doubt you pay any heed to Abadar, after all. Granted, druids don't follow Abadar either.
Tomorrow Da Cultist, Da Pimp IV, Da Monk, Frost Woman and the five dolls venture further into the Greenbelt. They know that more bandits await them at the Thorn River Camp, and that somewhere in the Greenbelt awaits the Stag Lord.
Will Our Heroes rise to the challenge of underwhelming odds against them? I suspect so.
Are they prepared to deal with Kressle, the Stag Lord and some of the other entertaining challenges ahead of them?
Or will more deaths follow, permitting me to finally post on the Kingmaker Obituaries Thread? One can only hope.

Turin the Mad |

As-written that PrC crosses into "too good not to take". I've replied via e-mail as to why.
Conversions for the bad guys I thought were cool have been completed for the entirety of the Greenbelt. Chapter 3 is taking longer than expected due to some particularly nasty die rolls by the Real Life Monster. This has also delayed posting of the dreadnaught troll fighters' stat block.
Roughs remain done for "the ones I like" for Chapters 3 and 4. Those who know will find the results for Chapter 3 particularly entertaining.
I was impressed to find that the expected start time of Chapter 3 was so far along on the kingdom size spectrum. Given that the Greenbelt comprises some roughly 64 - 69 hexes it makes sense of course.
My "shadow kingdom" experiment turned up something of considerable interest though. I wonder how self-sacrificing the players are willing to be. I suspect that between five characters and the five dolls that govornance will not suffer the likely more common challenge faced by lower-level groups. Namely, a lack of qualified bodies to fulfill 10 of the 11 requisite positions of govornment. This alone will make a huge difference in getting their kingdom through the most difficult first years.

Turin the Mad |

Our Heroes continued exploring the Greenbelt today. They wiped out the mite infestation of Ye Olde Sycamore Tree, found the cache, made peace with the Sootscale kobolds, gathered fangberries (using Buibui to convince the chew spiders not to try and eat anyone) and returned Tuskgutter to the one-legged man trussed up and ready for the spit.
Mmmmmmm ... bacon ....
They cleansed the CR 15 insane cursed dire grizzly bear from the Shrine of the Elk. Raw firepower trumped CR.
They collected the rewards for the first bunch of bandits, grapple-pwn3d the CR 13 version of Kressle before she could go TWF hatchet-job nutters on Da Cultist.
Bekken was convinced to relocate to Oleg's Trading Post in trade for the fangberries.
Mmmmmmmm ... berry-flavored potions ....
Nettles explained his "situation" to Our Heroes. They intend to send his head north in a lime-filled basket while dropping the rest of the corpse into Nettle's eager clutches.
Mmmmmmmm ... bbrraaaaiiinnnsssss ...
They noted the locations of the Lonely Barrow, the Owlbear Den and The Mud Bowl. They found out about the Abandoned Keep, the thing due east of that keep and the "mean bad troll-mens" lair. They have noted that the Sootscales dwell in a silver mine.
Mmmmmmmm ... silver ...
On their last trrip north to Oleg's they ensconced Munguk a few miles from the Stag Lord's fort.
What will the next session bring in two weeks?
Will Our Heroes succeed in their dastardly plan to slip the Stag Lord a 20 dose mickey of oil of taggit? Will he instead get the jump on them due to the four week interlude from when they stretched the necks of Kressle and four other bandits from the south wall of Oleg's? Will they dance on the end of a lightning bolt?
Stay tuned for the carnage sure to follow!
(21 total hexes explored, 19 of them today.)

Turin the Mad |

Our Heroes are slated to tangle with the Staglord and his mini-onions this coming Sunday. Presumably they will be able to messily dispatch the (sober and de-tox'd) BBEG of Chapter 1 without the firepower of Frost Woman and Fluff-Gugg.
This leaves:
Zin Serina and Molly-missy (Monk 12 / Bard 10 respectively)
Da Cultist and Mr Straw (Cloistered Cleric 13 / Rogue 11)
Da Palizard 12 and Draggy the Dragon (Paladin 6 / Wizard 5 [diviner] / Eldritch Knight 1 & Cleric 10)
Da Mystic Theurge 12 (Cleric 3 [Abadar] / Wizard 3 [diviner] / Mystic Theurge 6) with a druid nixie (?) Cohort
Mistah Mwangi Witch 10 [Elements], familiar Buibui (Mwangi hunting spider)
Important to note is that Frost Woman has the Bracelet of Friends that Max gave her. Seems that she went to go hang out with Max and Fmughwa on a certain island off of the Mwangi coast for a little while ... and it also means that they cannot call upon either of them this session. At least, not until after the lunch break.

Turin the Mad |

Digest Version:
Our Heroes tangle with a two weeks' sober (and aware that Kressle, his favored Lieut - seems Kressle's middle name was Sun and her surname was Tudei - has been decaying on the south wall of the trading post) Stag Lord. While the CR 17 greater barghest bronze dragon disciple (CL 15th sorcerer) gave them a good run, they eventually succeeded in blinding and then stunning him, resulting in a head in a basket, a heart in a river and a "permadeath" cast upon his corpse.
They had to come back to remove the dozen 14 HD advanced variant brain-munching plague-infested zombies (mohrgs), playing "bait n nuke" alternating from monk to cleric to monk in order to lure the 12 critters out of their ground and into clear sight.
They finish exploring their chartered areas and head to the ford where the two tatzylwyrms lair. Since Our Heroes are numerous, with five cohort-dolls in tow, and entering the higher levels, these were no wuss tatzylwyrms. These ...
Are Advanced Feral Old Green Dragons.
One goes down relatively quickly, but Da Cultist for some reason decided to deliver a bestow curse via melee touch against the second wyrm. While his grace spell prohibited the normal AoO for exiting threatened space, it did nothing to preserve his hide from the wyrm's full round attack. Three consecutive critical hits (bite, claw, claw) - in spite of the 40 hp breath of life from his armor effectively cancelling out the first claw's critical hit - saw him shuffle off this mortal coil once more. During this same fight Da Monkette was at one point reduced to 9 remaining hit points. The wyrm's acid-spewage availed little against the recon-happy party's advanced preparations. One of the wyrms did manage to crush Torsin and Da Cultist - but both of them managed (somehow) the DC 30 Reflex save to not be pinned 'neath the Gargantuan dragon's mass.
For a brief time, Da Cultist remained on this earth as toe jam before they extricated his stuff from beneath the carcass of the wyrm that killed him.
Once more, Da Cultist is Human. Ooops :) Guess he needs yet another pricey scroll in his pocketses...
Most of the group are now 13th level, advanced (PC race), with 11th level soulbound doll cohorts.
Da Cultist enjoyed attempting destructions - only to find out the hard way that undead are a tad immune to death effects. Fancy that, eh? He converted one into a mass cure serious wounds spell rather that pizzle it away.

Captain Sir Hexen Ineptus |

I invite everyone who reads this journal to look over another recent creation of mine. I honestly don't know if it is balanced or not, but I could use some feedback please.
Shadowdancer Variant: Shadow Knight

Turin the Mad |

I give. I would like to re-focus my Da Cultist to something else. Summoning is just not working out for me.
You have until our next session on the 14th to be ready ... >:)
Although having said that, do not let anyone (besides me) how to build your character. And you know I take /sarcasm SUCH /sarcasm a heavy hand ...

Captain Sir Hexen Ineptus |

Captain Sir Hexen Ineptus wrote:I give. I would like to re-focus my Da Cultist to something else. Summoning is just not working out for me.You have until our next session on the 14th to be ready ... >:)
Although having said that, do not let anyone (besides me) how to build your character. And you know I take /sarcasm SUCH /sarcasm a heavy hand ...
Hehe Thanks Turin.

Captain Sir Hexen Ineptus |

Captain Sir Hexen Ineptus wrote:I give. I would like to re-focus my Da Cultist to something else. Summoning is just not working out for me....How about another Ninja character...
Hehe FUNNY, the last one I made actually did rather well, being etherial and all.
I am sticking with the same character, just re-working the feats.
Instead of Spell Focus Conjuration and Augmented Summoning, I am taking the meta-magic feats reach and heighten. This will allow me to cast and not be in combat in a lot of situations.
If I did bring in a new character, I would do an Arcane Dualist and bring back the original sir hexen ineptus. Or bring in my shadow knight idea, GM approving the variant.

Turin the Mad |

Killer_GM wrote:Captain Sir Hexen Ineptus wrote:I give. I would like to re-focus my Da Cultist to something else. Summoning is just not working out for me....How about another Ninja character...Hehe FUNNY, the last one I made actually did rather well, being etherial and all.
I am sticking with the same character, just re-working the feats.
Instead of Spell Focus Conjuration and Augmented Summoning, I am taking the meta-magic feats reach and heighten. This will allow me to cast and not be in combat in a lot of situations.
If I did bring in a new character, I would do an Arcane Dualist and bring back the original sir hexen ineptus. Or bring in my shadow knight idea, GM approving the variant.
I would rather not open the can o' worms of such a massive "variant" on Shadowdancer. Next thing we'll have everyone sporting an upgunned "variant" PrC ...

Captain Sir Hexen Ineptus |

Captain Sir Hexen Ineptus wrote:I would rather not open the can o' worms of such a massive "variant" on Shadowdancer. Next thing we'll have everyone sporting an upgunned "variant" PrC ...Killer_GM wrote:Captain Sir Hexen Ineptus wrote:I give. I would like to re-focus my Da Cultist to something else. Summoning is just not working out for me....How about another Ninja character...Hehe FUNNY, the last one I made actually did rather well, being etherial and all.
I am sticking with the same character, just re-working the feats.
Instead of Spell Focus Conjuration and Augmented Summoning, I am taking the meta-magic feats reach and heighten. This will allow me to cast and not be in combat in a lot of situations.
If I did bring in a new character, I would do an Arcane Dualist and bring back the original sir hexen ineptus. Or bring in my shadow knight idea, GM approving the variant.
Oh, have you looked over mine yet? Personally I would not say it is any more of a variant than the arcane dualist.

Captain Sir Hexen Ineptus |

I am not quite sure what you are referring to for Arcane Duelist. If you are referring to an APG archetype, the Shadow Knight is a complete rewrite - i.e., a new PrC.
You may have a point.
It has more requirements for a different target group.
Well, it replaces 1 key class ability "Summon Shadow"
It lessens the skills gained, uses of the shadow jump, and shadow illusion, but they are still there.
Added ability to shadow jump, added one new spell to the list of shadow call ability.
I admit that the armor bound shadow are a lot of text, but the end results I think is less complicated than having a shadow wonder around and scout for you, as well as provide flanking and effects to enemies in combat.

Turin the Mad |

I don't disagree with losing the shadow critter - frankly, I think it sucks eggs.
However, an archetype package or two for the Shadow Dancer is easier to process than the new PrC. (I don't know why, but for me it is, whatever the reason.)
If the main thing is just swapping out the summoned shadow in and of itself, that makes an excellent archetype.
I would recommend an archetype that identifies the exchangeable components of the Shadowdancer as an option. Since the Shadow Knight is a total re-write ... well, let's leave it at that.

Turin the Mad |

( August - April ) Erastus 4710 AR - <something> 4711 AR
Our Heroes receive their charter to govern the Greenbelt. They choose to establish their Capitol-Yet-to-be-Named at the location of what was the Stag Lord's fort, centrally located within the Greenbelt at a major river traffic junction in terrain favorable to defense.
Frost Woman is dubbed Queen Frost Woman, marrying Sir-Not-Appearing-in-this-Film (Max) - thus, becoming King Not-Appearing-in-this-Film.
The Starfall Barony is declared to be a Lawful Neutral nation, with minimal starting edicts. The govornence is more of an autocracy rather than a feudal monarchy. The advisory body to His and Her Majesties are as follows:
- Councilor to Her and His Majesties: Zin Serina
- General: Kesten Garess - the only NPC from the AP that is currently in a leadership position
- Grand Diplomat of Starfall: Molly Missy
- Guru to Her and His Majesties: Da Cultist (High Priest)
- Royal Magister: Draggy the Dragon
- Marshal of Starfall: Mister Straw
- Starfall's Royal Assassin: Fluff Gug
- Spymaster of Starfall: Da Mystic Theurge
- Royal Treasurer: Mistah Mwangi
- Warden of Starfall: Da Palizzard
During the barony's first nine months:
- The werewolf is captured, manacled and publicly executed by the light of the full moon;
- The rabble-rouser is not only publicly refuted by Her Majesty, he is also deceived into revealing the truth behind the motivations for his presence in Starfall - he is then arrested, evidence of his connections to Fort Drelev in the west is found (primarily by coinage in his purse and room), tried and convicted. The rabble-rouser is then sentenced to both mutilation (tongue is cut out) and life imprisonment working hard labor in the new gold mine of Starfall without possibility of parole. Imprisonment to be carried out welded into locking gauntlets secured to his mining tools. Feeding to be done by hand.
- The budding cult of Gyronna is infiltrated, arrested, tried and convicted of sedition and conspiracy to instigate treason. All seven women are publicly executed by decapitation.
- Her and His Majesties grace the budding colony of Tatzlford with their blessing. Annexation within the coming few years is anticipated.
- Concluding in April 4711, various reports are received by the Marshall of Starfall about the increasing depredations of a large clan of trolls based out of a lair in the wooded expanses of the southwestern Greenbelt.
During these months they solved the problem with the nymph and the loggers (relocating the loggers to the outskirts of what will become Tatzlford), the dryad and the coming battle to smite evil shrubbery, discovered the snuffed unicorn corpse - and, after some trial and tribulation, resurrected the creature, regenerated its horn and restoration'd its permanent negative level.
The Barony of Starfall has claimed 9 hexes, established the Capitol-Yet-to-be-Named and The-City-at-Oleg's-Trading Post as their first two cities, with 7 hexes of farmlands offsetting their consumption costs. The two towns generate 1 medium and 3 minor magic items that are super easy to sell for a very respectable income of 14 BP per month just from these few items. The Economy is very robust, reliably generating 9 or 10 BP per month. With no unrest of significance, most months additionally generate another BP per month. At just nine months of age, Starfall already generates 25 or so BP per month.
Sometime after Thanksgiving Our Heroes shall venture forth to crush their enemies, see them driven before them and take all of their stuff.
Bastiches :P

Da Cultist |

I advocated curing the poor man of his lycanthropy and freeing. However it seemed he had fallen to the lycanthropy and had become corrupt. There was also no telling how long he had been inflected with this curse for sure as he did not seem trustworthy. A person who seemed to clearly knew he was infected and still went to a populated area at a full moon for 2 nights in a row, and probably a 3rd looking for human victims. I still would have preferred to cure him at least, but the others seem to be out for blood and to make an example.

Turin the Mad |

I advocated curing the poor man of his lycanthropy and freeing. However it seemed he had fallen to the lycanthropy and had become corrupt. There was also no telling how long he had been inflected with this curse for sure as he did not seem trustworthy. A person who seemed to clearly knew he was infected and still went to a populated area at a full moon for 2 nights in a row, and probably a 3rd looking for human victims. I still would have preferred to cure him at least, but the others seem to be out for blood and to make an example.
Your instinct on this matter was correct - he was recently infected and could have been cured of the cursed affliction. He did not know that much - your fellow rulers relied upon detect alignment spells/abilities to determine their course of action. No one attempted to interrogate him, the poor bastard.
There are a number of unresolved "situations requiring violence" ahead of Our Rulers:
- the scythe tree - carnivorous, evil and legendary in its ability to conceal itself within the forests it depredates;
- the undead abomination resting within the Lonely Barrow on Starfall's eastern border;
- the trolls from the southwestern reaches of the forests are roaming far and wide, acquiring self-propelled field rations in the form of the barony's citizenry;
- the owlbear lair along the southern frontier, at the eastern end of the Greenbelt - a considerable distance from the trolls' lair;
- the original werewolf that infected the Kellid tribesman
Our Rulers have worked an arrangement with The Old Beldame to plant scarecrows throughout the farmlands of Starfall. This gets her out of her hut, and a few of Our Rulers remind her of lovers of old.
The Rumor Mill
These are the rumors that have worked their way up the grapevine during Our Rulers' first nine months of establishing the new-kingdom-smelling Barony of Starfall.
The following refer to matters in the Greenbelt:
- The Stag Lord has risen from the dead, stalking the Greenbelt and gathering an army of ghostly bandits from ancient crypts in the eastern Kamelands;
- A green dragon lives in the Narlmarches, eating all who cross its path - Mr. Straw has approved a 1200 gp reward to the first group to slay the creature and return with its head as proof, whether the creature be drake or dragon;
- The old tower on the island in Candlemere marks a place where the boundary 'twixt this world and another has rasped thin. Horrible things guard ... something ...
- The lizard man village is ruled by a lizard king - something Her Majesty seems ill-inclined to tolerate for over long;
- A distraught couple report that their son Tig Tannersen has been missing for several days. They say he has a hobby of collecting pets from the riverbanks of the southern Greenbelt;
- One of the lumberjacks relocated from the nymph's pool by the name of Stas claims to have seen an elusive hodag and stuck it with his magical spear. His friends think that he lost his enchanted razor-sharp spear when staggering about one night too drunk for his own good and made up the story;
- Bokken is offering 1200 gp market value in potions in trade for getting him a waterskin full of troll blood - he would also appreciate the sap from the scythe tree for his herbology endeavors, worth another 600 gp and 3 CMW potions.
These rumors refer to the Varnhold to your east, a new Barony established at about the same time as Starfall by Maeger Varn and his sellswords:
- A silver dragon lairs in the Tors of the Levenies, though none have seen her form some time;
- A giant bird lives in the ruins of an old tower on Talon Peak;
- Lake Silverstep is said to be infested with monsters. The freshwater eels there make damn fine eating!
- The Nomen centaurs of the Dunsward are violent and territorial, prone to reacting at sudden moves as if being attacked;
- The Nomen centaurs are said to eat men - horrible, horrible! Although I suppose that it's technically not cannibalism...
- One of my cousins' friends' fathers was an assayer before he was eaten - he said that there is some good ground for mining south of Lake Silverstep;
- One-eyed giants once ruled the area aeons ago - the strangely regular mounds you see now and then on the Tors are said to be the ruins of their buildings;
- There's a valley in the southern mountains that the centaurs claim to be an graveyard of one-eyed giants - guarded by blood-drinking one-eyed ghosts!
- The centaurs bury their dead in strange boneyards in the Dunsward - too bad the place is swarming with undead centaurs, eh?

Captain Sir Hexen Ineptus |

Your instinct on this matter was correct - he was recently infected and could have been cured of the cursed affliction. He did not know that much - your fellow rulers relied upon detect alignment spells/abilities to determine their course of action. No one attempted to interrogate him, the poor bastard.
Wish you hadn't told me that, I was thinking about resurrecting him on my own away from the public eye.