Not if they are ghosts.
Mundane weapons, accidens with stuff like stone falling on them, or them stumbling over stairs all can't hurt a ghost.

There can be attrition among the soldiers because they are in physical form, but to harm ghosts it takes magic.
Well ghosts also have rejuvination.

They usually reform at the sight of their haunting if they are destroyed until layed to rest.

Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
 
Got anyone else in mind? I mean I dont think he would be particularly good at his job either, but somebody the people can palate has to do it.

Edit:
[X] Azel

I genuinely cant tell if the specters in the city will suffer attrition or not.

The ghosts wont, but they still think and act like they did when they were alive. Which means accidents, and murder are still on the table.

Are there any Dothraki left?
We can either name some competent bureaucrat a temporary governor with permanent status on the table if he proves his worth, or we can appoint a governor from our existing vassals. Either one works. Either way a Herald should be stationed here to help them in the transition status and get used to our laws.
 
We can either name some competent bureaucrat a temporary governor with permanent status on the table if he proves his worth, or we can appoint a governor from our existing vassals. Either one works. Either way a Herald should be stationed here to help them in the transition status and get used to our laws.
They probably wont appreciate it, but I also really dont care if they do. They will have better stuff to worry about.

Sounds good to me.
 
@Goldfish, by virtue of reaching Level 18 and getting a bonus feat from his class, Ser Richard has two feats to play with.

I suggest the following two feats which have already been considered for a while now. You and any creatures adjacent essentially become immune to ranged attacks, what with Ser Richard having Combat Reflexes, hence being able to do this 5/turn by burning AoOs. It fits really well with the theme of Ser Richard being a protector and our anti-magic unit.

Smash from the Air -- Benefit: You can use Cut from the Air against unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects. Spell effects that do not require attack rolls cannot be deflected.

Cut from the Air -- Benefit: When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
 
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Not if they are ghosts.
Mundane weapons, accidens with stuff like stone falling on them, or them stumbling over stairs all can't hurt a ghost.

There can be attrition among the soldiers because they are in physical form, but to harm ghosts it takes magic.
I'd wager that even ghosts fade with time. They keep diminishing the longer they exist, so at some point, they are bound to be too weak and non-sentient to manifest at all.

Otherwise, we should have a ton of ghosts from the Empire of the Dawn hanging around. That realm didn't exactly have a good end either, but there aren't thousands of ghosts from that time roaming a random spot in the Great Grass Sea where a city used to be.
@Goldfish, by virtue of reaching Level 18 and getting a bonus feat from his class, Ser Richard has two feats to play with.

I suggest the following two feats which have already been considered for a while now. You and any creatures adjacent essentially become immune to ranged attacks, what with Ser Richard having Combat Reflexes, hence being able to do this 5/turn by burning AoOs. It fits really well with the theme of Ser Richard being a protector and our anti-magic unit.

Smash from the Air -- Benefit: You can use Cut from the Air against unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects. Spell effects that do not require attack rolls cannot be deflected.

Cut from the Air -- Benefit: When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
There are not all that many really dangerous high-level spells that require an attack roll.
 
@Goldfish, by virtue of reaching Level 18 and getting a bonus feat from his class, Ser Richard has two feats to play with.

I suggest the following two feats which have already been considered for a while now. You and any creatures adjacent essentially become immune to ranged attacks, what with Ser Richard having Combat Reflexes, hence being able to do this 5/turn by burning AoOs. It fits really well with the theme of Ser Richard being a protector and our anti-magic unit.

Smash from the Air -- Benefit: You can use Cut from the Air against unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects. Spell effects that do not require attack rolls cannot be deflected.

Cut from the Air -- Benefit: When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.

He can deflect catapult boulders now?

Awesome!
 
There are not all that many really dangerous high-level spells that require an attack roll.
Top of my head some of the big damage-dealers like Disintegrate, Polar Ray or Avasculate do.
Then there is the save-or-trap classic Amber Sarcophagus.

And of course all the mean touch-range Cleric spells a Cleric might Reach to stay out of swording range while casting.

Besides, the feat is also nice for arrows and the occasional shot of arcane weaponry.
 
I'd wager that even ghosts fade with time. They keep diminishing the longer they exist, so at some point, they are bound to be too weak and non-sentient to manifest at all.

Otherwise, we should have a ton of ghosts from the Empire of the Dawn hanging around. That realm didn't exactly have a good end either, but there aren't thousands of ghosts from that time roaming a random spot in the Great Grass Sea where a city used to be.
Odds are the Empire of the Dawn ghosts are mostly enslaved by the Bloodstone Emperor in his Shadow Plane citadel.
There are not all that many really dangerous high-level spells that require an attack roll.
I'm open to just about anything so long as it's good.
 
Top of my head some of the big damage-dealers like Disintegrate, Polar Ray or Avasculate do.
Then there is the save-or-trap classic Amber Sarcophagus.

And of course all the mean touch-range Cleric spells a Cleric might Reach to stay out of swording range while casting.

Besides, the feat is also nice for arrows and the occasional shot of arcane weaponry.
I feel neither Disintegrate, nor Polar Ray are all that threatening, though point on Avasculate and Amber Sacrophagus.
 
@Goldfish, by virtue of reaching Level 18 and getting a bonus feat from his class, Ser Richard has two feats to play with.

I suggest the following two feats which have already been considered for a while now. You and any creatures adjacent essentially become immune to ranged attacks, what with Ser Richard having Combat Reflexes, hence being able to do this 5/turn by burning AoOs. It fits really well with the theme of Ser Richard being a protector and our anti-magic unit.

Smash from the Air -- Benefit: You can use Cut from the Air against unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects. Spell effects that do not require attack rolls cannot be deflected.

Cut from the Air -- Benefit: When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
Hmm, @Crake and I had wanted Richard's next feat to be Richard's Gambit, which would make him even deadlier in melee combat, but it's hard to say no to the ability to cut spells right out of the air. That fits him really well.

We've had a similar tactic used against us two or three times now, with the Amber Sarcophagus effect being neutralized in that manner.

[X] Azel
 
Hmm, @Crake and I had wanted Richard's next feat to be Richard's Gambit, which would make him even deadlier in melee combat, but it's hard to say no to the ability to cut spells right out of the air. That fits him really well.

We've had a similar tactic used against us two or three times now, with the Amber Sarcophagus effect being neutralized in that manner.

[X] Azel
Spells and siege missiles. :D Nothing can bring down Ser Richard at that point.
 
Hmm, @Crake and I had wanted Richard's next feat to be Richard's Gambit, which would make him even deadlier in melee combat, but it's hard to say no to the ability to cut spells right out of the air. That fits him really well.

We've had a similar tactic used against us two or three times now, with the Amber Sarcophagus effect being neutralized in that manner.

[X] Azel
For the record, I prefer Richard's Gambit still. It would make him ludicrously deadly in melee.
 
Didn't we talk not too long ago about how ridiculous Richard in melee?
Artemis' bullshit encounter only had good chances at breaking the items, not killing Richard (especially post-buffs)
Is there much point to going beyond?

Catching bullets projectiles off their course is kinda anime but still pretty great for his actual job of bodyguarding.
Also, we could throw him in front of Moonchaser and have him catch 5 attacks targeting the shipt/round, on top of the Brilliant Barrier.
:V
 
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Didn't we talk not too long ago about how ridiculous Richard in melee?
Artemis' bullshit encounter only had good chances at breaking the items, not killing Richard (especially post-buffs)
Is there much point to going beyond?
No, that fight would have killed Richard in the following round if not for the immediate healing he received from Viserys, and if not for the Shield Other effect, he would have been close to dying again seconds after being healed to full HP. Hell, if not for Contingent effects, the first round probably would have killed him.

Basically, Richard cannot be too deadly.

That said, I still think I'm leaning toward the feat combo Duesal suggested.
 
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No, that fight would have killed Richard in the following round if not for the immediate healing he received from Viserys, and if not for the Shield Other effect, he would have been close to dying again seconds after being healed to full HP. Hell, if not for Contingent effects, the first round probably would have killed him.

Basically, Richard cannot be too deadly.

That said, I still think I'm leaning toward the rest combo Duesal suggested.
I'm rather fond of the notion of making Ser Richard just that much harder to kill with spells.
Mages
x7 Level 5 Battle Sorcerers - x5 -> Level 6
x14 Level 6 Battle Sorcerers - x3 -> Level 7 (Heroic)
x3 Level 5 Mystics - x1 -> Level 6
x18 Level 4 Adepts - x14 -> Level 5
x9 Level 5 Adepts - x2 -> Level 6 (Heroic)
x3 Level 5 Archivists - x1 -> Level 6 (Heroic)
x17 Level 5 Wizards - x4 -> Level 6 (Heroic)

Minotaurs
x64 Minotaur Fighters 3 - x47 -> Level 4
x16 Minotaur Fighters 4 - x7 -> Level 5
x5 Minotaur Fighters 5 - x1 -> Level 6 (Heroic)

Vassals
Yrael - Level Up (Needs Rebuilding)
Amrelath - Progress to Next Level Up
Relath - Progress to Next Level Up
Zherys - Level Up
Mereth - Progress to Next Level Up
Benerro - Progress to Next Level Up

Officers
Ser Gerold - Level Up
Moonsong - Level Up

Agents
Azema - Progress to Next Level Up
Glyra - Progress to Next Level Up
Soft Strider - Level Up
Melisandre - Progress to Next Level Up
Liomond Lashare - Level Up
Alyssa Crowl - Progress to Next Level Up
Danar Crowl - Progress to Next Level Up
Thoros of Myr - Progress to Next Level Up
Chun Ting Lo - Level Up
Ser Criston Storm - Level Up
Ceria "Storm" - Level Up
Ser Denys Trainer - Progress to Next Level Up
Morwyn - Level Up
Tuin - Level Up
@DragonParadox, heads up that we're missing Teana, and the progress for the Mind Dragons, the Myrkdreki, the Guardian Nagas, and the Orphne Fey Lords who participated.

Sorry for not speaking up earlier, I only just noticed that they weren't included when they should have been.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Aug 10, 2020 at 11:58 AM, finished with 46 posts and 14 votes.

  • [X] Try to address Mardosh's tragic circumstances and how they migth be remedied
    -[X] Open the talk by reporting of your victories, both to note that the agreement has been fulfilled and as a subtle threat.
    -[X] Note that the state of Mardosh is unsustainable. With the citizenry trapped in the illusion, it can not grow or function. It will die a slow death, the people succumbing to threats they can't perceive, the flow of time, or even simple misfortune. If just one of the dead perishes each month, the city will soon be empty.
    -[X] However, you have a solution for that. You can integrate the civilians into your realm, allowing them to live and prosper once again. You can even grant them new bodies if they tire of their state of undeath.
    --[X] If he notes that the people might resent the warriors for their deeds, acknowledge and confirm that. Many will feel betrayed and while you can understand the choice made by the soldiers, so can you understand that the civilians will begrudge them their acts. None the less, while they will likely resent the presence of the warriors for now, they can redeem themselves and bring new glories to Mardosh, if they leave the city for a while.
    -[X] Likewise, there are many battle ahead of you. From subjugating or exterminating the last of the Dothraki to the Long Night. There are plenty of threats for Mardosh and the world at large. Conflicts in which the soldiers of the city can gain glory again.
    -[X] The choice is his. The Imperiums aid to make Mardosh into a city again, that will grow and prosper by the will and deeds of it's inhabitants, or let it remain a mausoleum. A dance of unseeing specters who slowly fade into oblivion.
 
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