I know it might press Dany's "slavery!" button, but having a Fext on call could be pretty convenient.

They can use Speak with Dead at will. That would vastly simplify the information gathering effort from Golden Company corpses.
She would sooner push for us to just try recruiting him if we're minded to keep him around.

Edit: OTOH, using him to help interrogate corpses from the Golden Company would be poetic justice and only temporary, no worse than other plans we have for his body.
 
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She would sooner push for us to just try recruiting him if we're minded to keep him around.

Edit: OTOH, using him to help interrogate corpses from the Golden Company would be poetic justice and only temporary, no worse than other plans we have for his body.
A Fext could do a pretty good business selling its services providing Speak with Dead spells in a large city. People could bring remains of family members, investigators could bring the remains of murder victims, etc.

Too bad Spotted Tom isn't likely to be the sort to settle down to a quiet life of service, and forcing it on him long term really would be slavery.

Oh well, at least he can help sort out the Golden Company's post-mortem intel.
 
@Goldfish, given how a Fext is made, I have high hopes that we can fleshforge them after carving up Spotted Tom. Still need the next step in Undead research, but then we might be able to convert adults into Fexts without all that long-term ritual baby corruption thingamabob. What is a Fleshforge good for after all, if not to laugh at the natural order if things.

Since the state could be reversed by resurrection magic, you could treat it as a job. Become a Fext in imperial service for 10 years. Good pay and a mint condition body at the end of it. Of course, you can always extend the contract.
 
@Goldfish, given how a Fext is made, I have high hopes that we can fleshforge them after carving up Spotted Tom. Still need the next step in Undead research, but then we might be able to convert adults into Fexts without all that long-term ritual baby corruption thingamabob. What is a Fleshforge good for after all, if not to laugh at the natural order if things.

Since the state could be reversed by resurrection magic, you could treat it as a job. Become a Fext in imperial service for 10 years. Good pay and a mint condition body at the end of it. Of course, you can always extend the contract.
That could actually be a really useful development for Imperium-sanctioned Necromancy. Fexts are pretty tame as far as Undead go, with no overwhelming urges or proclivities, no distasteful dietary requirements, and they are still quite Human-like in appearance.

We could provide a Ribbon of Disguise and a constant Gentle Repose effect to keep their appearance normal and prevent eventual decay.

Could be a viable career path in the Inquisition, too.
 
Putting "dying for the cause" to a whole new level.

Is this the true face of necroindustry?
See it as the realization of the untapped potential inherent to each human. Dragons might have bodies of great strength and resilience, but those of humans are so very malleable.
That could actually be a really useful development for Imperium-sanctioned Necromancy. Fexts are pretty tame as far as Undead go, with no overwhelming urges or proclivities, no distasteful dietary requirements, and they are still quite Human-like in appearance.

We could provide a Ribbon of Disguise and a constant Gentle Repose effect to keep their appearance normal and prevent eventual decay.

Could be a viable career path in the Inquisition, too.
Mind you that there are quite a few others whose dietary needs are tricky, but who are otherwise fine once the mental contamination of their state is dealt with. The Calpinas are functionally no different then Vampires, only that the side-effects of their feeding are easier to heal.

End goal is still Necropolitans though.

Also: All the Liches. The templates are very nice and a lot of unnecessary shenanigans could be prevented when we just have a Scholarium course on the matter.
 
Moonsong the Liminal Sprite Bard
Tiny/Medium Fey
Hit Dice
|3d6 [Liminal Sprite] +8d6 [Bard] +33 (77 hp)
Initiative|+4 (+2)
Speed|20 ft.(30 ft.), fly 60 ft. (Good)
Armor Class|Tiny (25; Touch 21, Flat-Footed 20 [+3 Armor, +5 Dex, +1 Natural, +2 size, +4 Deflection]) or Medium (21; Touch 17, Flat-Footed 18 [+3 Armor, +3 Dex, +1 Natural, +4 Deflection])
Base Attack/Grapple| Tiny (+9/+1) or Medium (+9/+9)
Attack|Valyrian Steel Rapier(+2): Tiny (+18 [1d4+1; 18-20/×2]) or Medium (+14 [1d6+3; 18-20/×2])
Full Attack|Valyrian Steel Rapier(+2): Tiny (+18/+13 [1d4+1; 18-20/×2]) or Medium (+14/+9 [1d6+3; 18-20/×2])
Space/Reach|Tiny (2ft./0ft.) or Medium (5ft./5ft.)
Special Attacks|Repartee, Spell-like Abilities, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion)
Special Qualities|Low-Light Vision, DR 5/Cold Iron, SR 21, Cold Resistance 5
Saves|Tiny (Fort +8, Ref +17, Will +11) or Medium (Fort +8, Ref +15, Will +11) ; +2 vs Evil
Immunities| Possession/Mental Control, Baleful Polymorph[Single use]
Abilities|Str 8(12), Dex 20 (18+2)[16], Con 16 (14+2), Int 15 Wis 12, Cha 18 (16+2)
Skills| Diplomacy +14+4, Escape Artist +7+5/+3, Knowledge (Geography) +5+2, Hide +18+5/+3, Listen +10+1, Move Silently +9+5/+3, Perform(Comedy) +14+4, Perform(String Instruments) +8+4, Profession(Officer) +14+1, Sense Motive +14+1
Feats|Practiced Spellcaster, Spellcasting Prodigy, Versatile Spellcaster, Weapon Finesse
Alignment: Chaotic Neutral

Repartee (Su): 3/Day, when a Liminal Sprite successfully aids another creature's Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one Liminal Sprite per skill check.

Versatile Performance (Ex): A Liminal Sprite can use its bonus for Perform(Comedy) in place of its bonus for Bluff and Intimidate. When substituting in this way, the Liminal Sprite uses its total bonus for Perform(Comedy), including any class skill bonus, in place of the associated skill's total bonus.

Bardic Music (Su): Countersong, Fascinate, Inspire Courage(+2), Inspire Competence, Suggestion (8/day)

Spell-Like Abilities (Caster Level 11):
At Will: Daze (DC 14), Prestidigitation
3/Day: Fumbletongue (DC 15), Invisibility (self only), Memory Lapse (DC 15)

Bard Spells Known (Caster Level 11): Spell DCs = 10 + 4(CHA) + 1(SP) + Spell Level
Level 0: Detect Magic, Ghost Sound, Light, Mage Hand, No Light, Songbird (3/day)
Level 1: Clarion Call, Cure Light Wounds, Hideous Laughter, Magic Missile(RotF), Silent Image, Undersong (4+2/day)
Level 2: Charitable Impulse, Glitterdust, Mirror Image, Tongues (4+1/day)
Level 3: Air of Nobility, Confusion, Dispel Magic, Fireball(RotF) (2+1/day)

Grimoire of High Arcana:
Level 1: Cultural Adaptation, Friendly Face, Moment of Greatness, Shield
Level 2: Elation


Anklets of Translocation:
  • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom:
  • 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Cloak of Paradise: +2 Charisma
  • 3/Day the wearer can, as an Immediate Action, force an enemy to re-roll a successful saving throw made against an Illusion spell she cast.
Djezet Skin Armor: When unattended, djezet skin appears as a curiously smooth sphere of rust-red metal. When it's held and a command word is spoken, the armor oozes across the wearer's body like a second skin. The armor can be removed as a Free Action by stepping out of it, causing it to pool on the floor.
  1. Djezet skin acts as a suit of +1 Leather Armor, except it is made of metal (and thus Druids cannot wear it) and has no Armor Check Penalty and a 0% chance of Arcane Spell Failure.
  2. The wearer gains a +5 Circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of Friendly or Helpful.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Greater Amulet of Protection from Evil:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Moon's Girdle:
  • Use a specialized version of Enlarge Person at will as a Standard Action, transforming Moonsong from Tiny to Medium-sized. This transformation grants her a +4 Size bonus to Strength and inflicts a -4 Size penalty to Dexterity.
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Ribbon of Disguise: Disguise Self (At Will)

Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemist's Fire (x12), Antiplague (x5), Antitoxin (x5), Auran Mask (x5), Fungal Stun Vial (x12), Healing Salve (x24), Incendiary Catalyst (x3), Sleep-Smoke (x6), Smokestick (x12), Sunrod (x12), Tanglefoot Bag (x6), Thunderstone (x6), Vermin Repellent (x20)

Equipped Magic Item: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Bracers of Arcane Freedom, Cloak of Paradise (+2 CHA), Djezet Skin Armor, Drake-Gut Lute, Gloves of the Starry Sky(+2 DEX), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greater Ring of Protection (+4 Deflection bonus to AC), Handy Haversack, Healing Belt, Launcher, Masterwork Light Crossbow (w/2 quivers of 20 bolts), Moon's Girdle, Radiant Earrings of Arcane Acuity, Razor Sharp Masterwork Adamantine Rapier, Ribbon of Disguise, Ring of Continual Flame, Ring of Sustenance, Valyrian Steel Dagger (+2), Valyrian Steel Rapier (+2)
@DragonParadox, I just realized that Moonsong's character sheet is really out of date. Here's the new version I made back in March of last year which never got applied.

She also hasn't had a level up since then, despite doing some really impressive stuff.
 
@Goldfish
I have a PrC that could work really well for Moonsong: General Prestige Class : Heartfire Fanner

Full progression in magic and bardic music and a chance to make her excellent crew perform even better.
The best Captain she can be.
That's a really nice Bard PRC, but it has a steep feat tax which Moonsong can't meet without significant retraining.

She is due a new feat on her next level up, however, and she could retrain one of her current feats then, too. That would let her gain entry into the Heartfire Fanner PRC on the following level up.
 
Vote closed.
Adhoc vote count started by Goldfish on Feb 23, 2020 at 4:53 AM, finished with 41 posts and 17 votes.

  • [X] Hunt down more of the Risen Nine
    -[X] Return to the site where the Nine's meeting chamber once stood, dealing with hostile Undead as the situation dictates. We will attempt to capture any of the Nine who remain intact and retrieve the remains of any that have been destroyed.
    --[X] Viserys Blood Wishes True Seeing on himself, heals his Charisma damage using his Orb of Mental Renewal, casts Searing Agonizing Mass Fire Shield on everyone, then expend an 8th level spell slot to Summon a Greater Earth Elemental to clear away the structure in which the meeting chamber is located.
    -[X] Malarys, Vee, and Lya will each activate their Beads of Karma to increase their caster levels by +4 for the next ten minutes.
    --[X] Lya will cast True Seeing on herself, then Aura of Vitality and Life Bubble on the group. While the site is being excavated, Lya will use Wild Arcana to cast Greater Arcane Sight in order to examine Liomond for hidden contingencies or traps which he may not be aware of.
    --[X] Tyene will cast Fickle Winds, Mass Aid, and Mass Conviction on the group.
    --[X] Malarys will cast True Seeing, Battlemagic Perception, and Stone Body. If an opportunity presents itself and one of the Nine is found intact, before we attempt to destroy or capture them, Malarys will attempt to Rebuke (Command) them, gaining permanent control over that member of the Nine until he relinquishes it.
    --[X] Vee will begin Summoning as we go, casting two Summon Monster VIII spells, each time Summong 1d3+1 Monavic Devas. She will then start casting Summon Monster VII spells, each time Summoning 1d3+1 Shield Archons. The first three Summoned groups will be sent out into the town to destroy marauding Undead and to protect any mortals which appear to be under threat.
    ---[X] Vee, along with her last two Summoned groups, Tyene, and Waymar will try to find out what the general population of the city is doing (looting, hiding, escaping, etc.) and deal with it as necessary. Our goal is to bring the city under control, so they'll be mainly concerned with restoring order, preventing atrocities, and generally showing the flag.
 
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