"Can I pet the dog boss?" Venny asked. "Look at him, so fluffy and sweet, sleeping with his tongue out."
New headcanon, this is the magic wolf-thingie.
I'm glad to see the people we got but outright forgot the existence of simply being... there.
Still existing, if seen through the lens of someone other than Viserys.
Good chapter, @DragonParadox.
 
Now he just needs a mage. Preferably one not too weak, and who could get some more levels out of a long adventure.
 
The Frost Giant was a Fighter, right? I can't remember his level.

I didn't forget about them, @egoo. I mentioned them earlier this month when we we talking about assigning people to next month's actions. Okay, I might have forgotten about them for a couple months, but I remembered on my own, without any help! :oops:

If Gorun isn't accompanying his Frost Giant battle buddy, maybe he would be interested in trying to train up some Maguses?
 
Now he just needs a mage. Preferably one not too weak, and who could get some more levels out of a long adventure.
There is a 6th level Scholarium Combat Sorcerer whose name I cannot recall...starts with a B, I think? He would be a good choice. It would be a good opportunity for him to level, and his 11th level fire spells would be helpful. Very well geared, too.
 
The Frost Giant was a Fighter, right? I can't remember his level.

I didn't forget about them, @egoo. I mentioned them earlier this month when we we talking about assigning people to next month's actions. Okay, I might have forgotten about them for a couple months, but I remembered on my own, without any help! :oops:

If Gorun isn't accompanying his Frost Giant battle buddy, maybe he would be interested in trying to train up some Maguses?

The frost giant has 5 levels of warrior not fighter unfortunately, but even without those feats he is very good at tanking hits from his enemies and then separating them into more manageable chunks.
 
Need some more votes, y'all.
Adhoc vote count started by Goldfish on Dec 20, 2019 at 2:24 PM, finished with 107 posts and 10 votes.
 
Yikes, warrior? Poor guy. I hope you'll let him retrain after all the adventures he'll be going on with F!Renly, DP.
Even Barbarian would be better...

There is a 6th level Scholarium Combat Sorcerer whose name I cannot recall...starts with a B, I think? He would be a good choice. It would be a good opportunity for him to level, and his 11th level fire spells would be helpful. Very well geared, too.
Really any 6th Level Sorcerer would do in that case.

I think a Wizard would be better though. They can memorize pretty much every conceivable spell they'd need up to 3rd Level AND take some 4th level scrolls along with them for later memorization.
 
Even Barbarian would be better...


Really any 6th Level Sorcerer would do in that case.

I think a Wizard would be better though. They can memorize pretty much every conceivable spell they'd need up to 3rd Level AND take some 4th level scrolls along with them for later memorization.
Wizard is probably a better choice. There are a bunch of spells effective against Fey we can give them scrolls of which a Sorcerer wouldn't really benefit from. Not to say the Sorcerer wouldn't be useful as well, but yeah.
 
Even Barbarian would be better...


Really any 6th Level Sorcerer would do in that case.

I think a Wizard would be better though. They can memorize pretty much every conceivable spell they'd need up to 3rd Level AND take some 4th level scrolls along with them for later memorization.


He is gonna get strong or he is going to die. I am just imagining he gets in the Fey wild and ike 5 seconds later he comes out older and more powerful...it is going to be great. Prepare the reincarnate for our wizard going in.

Edit: In the event that he spends years in there.
 
Even Barbarian would be better...


Really any 6th Level Sorcerer would do in that case.

I think a Wizard would be better though. They can memorize pretty much every conceivable spell they'd need up to 3rd Level AND take some 4th level scrolls along with them for later memorization.
A Wizard would have potentially greater versatility, but much lower combat power, and their prepared spells at that level would be severely limited, while the Sorcerer doesn't only hit much harder, they have many more spell slots and can fall back on Fiery Burst pretty much indefinitely for non-trivial close range AoE blasting, should it prove necessary.

Either way, the group would be well served. I'm just really hoping one of our Combat Sorcerers can break the initial level cap and become a true adventurer, and the Feywild seems like a good place to make that happen...assuming he survives.
 
Yeah, that's an issue for us. I don't think we'll be using many of the higher threat Plant creatures for much due to their speed, or lack thereof, or innate ickiness.

Next month, I want us to place a large order for Mushroom Golems. DP gave us the go ahead to grow them in the Fungal Forge a long while back, but I completely forgot about them when we were placing orders for Forge creatures early this month. They'll be a nice addition to our forces.

On the subject of growable golems, there's the Wood Golems we discussed way back, and there's these:
 

Name: Renly
Alias: The Changeling
Age: ???
Alignment: Neutral Good
Race: Fey (Fey Creature Human)
Level: 9
Class: Gallant Cavalier (Order of the Blue Rose) 9
Feats: Noble Scion (Scion of the Arts), Enlightened Noble (Scion of the Arts), Persuasive, Intercept Charge (B), Voice of the Sibyl, Bonded Mind (B), Sociable
Class Features: Challenge 3/Day, Flat of the Blade, Cavalier's charge, Symbol of Inspiration, Cavalier Charge, Inner Peace

Languages Spoken: Westerosi Common, High Valyrian, Sylvan

HP: 83
AC: 10 + 6 (DEX) + 7 (Reinforced Segmented Mithral Breastplate +1) + 3 (Heavy Mithral Shield +1) + 2 (Deflection vs Evil) = 26/28
Initiative: +6 (DEX)
Movement: 30 + 30 (Anklets) = 60 feet
Base Attack: +9/+4
  • Melee: +9/+4 (BaB) +3 (STR) +2 (Enhancement) = +14/+9 [1d8+5; 19-20/x2, Valyrian Steel Longsword] or [1d8+5; x3, Valyrian Steel Lance]
  • Melee w/Challenge: +9/+4 (BaB) +3 (STR) +2 (Enhancement) +3 (Challenge) = +17/+12 [1d8+5+9; 19-20/x2, Valyrian Steel Longsword] or [1d8+5+9; x3, Valyrian Steel Lance]
  • Ranged: +9/+4 (BaB) + 6 (DEX) + 1 (Mwk) = +16/11 [1d8+3; x3, Masterwork Composite Duskwook Longbow]
Weapon Proficiency: All Simple and Martial
Immunities: Disease, Possession/Mental Control, Baleful Polymorph [Single use]
SR: 20
DR: 5/Cold Iron

STATS:
14 + 2 = 16 (+3) Strength
20 + 2 = 22 (+6) Dexterity
12 + 2 = 14 (+2) Constitution
17 + 1 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom
20 + 2 = 22 (+6) Charisma

SAVES
FORTITUDE: 6 + 2(CON) + 3 (Resistance) = 11
REFLEX: 3 + 6(DEX) + 3 (Resistance) = 12
WILL: 3 + 1(WIS) + 3 (Resistance) = 7

SKILLS:
Diplomacy: 12 + 6 (CHA) +4 (Persuasive) +3 (Voice of the Sibyl) +2 (Sociable) + 5 (Earring) = 34 (+4 when acting as a mediator)
Handle Animal: 12 + 6 (CHA) = 18
Perform (Oratory): 12 + 6 (CHA) +3 (Voice of the Sibyl) = 21
Ride: 12 + 6 (DEX) + 5 (Belt) = 23
Knowledge (History): 12 + 4 (INT) = 16
Knowledge (Nobility and Royalty): 12 + 4 (INT) +2 (Noble Scion) = 16
Sense Motive: 12 + 1 (WIS) = 13

Spell-Like Abilities (Caster Level 9): (3/Day) Dancing Lights, (1/Day) Faerie Fire, Entangle, Glitterdust, Deep Slumber, Major image, Confusion

Evasion (Ex): Can avoid even magical and unusual attacks with great agility. Upon making a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage. Evasion can be used only if wearing light armor or no armor.

Silvered Tongue (Ex): A number of times per day equal to your Charisma modifier, you can roll 2d20 for a Perform check and take the better result. (6/Day)

Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a +3 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms).

Flat of the Blade (Ex): The cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Cavalier's Charge (Ex): A cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Symbol of Inspiration (Ex): The gallant's personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage.

Inner Peace (Ex): The cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. As an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. (1/Day)

Greater Tactician (Ex): The cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action (Bonded Mind)

Sociable (Ex): As a move action, grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (6 rounds)

----

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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, +5 Competence bonus to Ride skill checks
  • 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)
Challenging Mithral Shield (+1): AC Bonus: +3, ACP: 0, Weight: 7.5 pounds
  • By spending one use of you Challenge class feature as an Immediate Action, you can apply your Charisma bonus to your Shield bonus to AC against the target of your Challenge for 1 minute.
Earring of Arcane Acuity: +2 Charisma, +2 Wisdom, +1 Intelligence, +5 Competence bonus to Diplomacy skill checks
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Ring 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
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.
Ring of Self-Sufficiency: Acts as a Ring of Sustenance but also allows the wearer to use the Prestidigitation spell at will.

Alchemical Substances:
20x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
20x Vermin Repellent

Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Challenging Heavy Mithral Shield (+1), Cloak of Resistance (+3), Cold Iron Longsword (+1), Earring of Arcane Acuity (+2 CHA, +2 WIS, +1 INT), Gloves of Zephyr's Grace (+2 DEX, +2 STR), Greater Ribbon of Disguise, Greater Ring of Protection from Evil, Handy Haversack, Launcher, Masterwork Composite Duskwood Longbow (+3 STR bonus), Periapt of Health, Quivers (x2; 20 Cold Iron-tipped arrows & 20 Steel-tipped arrows), Reinforced & Segmented Mithral Breastplate (+1), Ring of Self-Sufficiency, Valyrian Steel Lance (+2), Valyrian Steel Longsword (+2)

Mount's Equipped Magic Items: Horseshoes of Speed (+30ft Enhancement bonus to ground movement), Muleback Cord [Slotless](+8 STR for purpose of Carrying Capacity), Reinforced Mithral Chain Barding (+1)

  1. Anklets of Rapid Translocation
  2. Bead of Newt Prevention
  3. Boneward Belt (+2 CON)
  4. Challenging Heavy Mithral Shield (+1)
  5. Cold Iron Longsword (+1)
  6. Earring of Arcane Acuity (+2 CHA, +2 WIS, +1 INT)
  7. Gloves of Zephyr's Grace (+2 DEX, +2 STR)
  8. Greater Ribbon of Disguise
  9. Greater Ring of Protection from Evil
  10. Handy Haversack, Launcher
  11. Masterwork Composite Duskwood Longbow (+3 STR bonus)
  12. Quivers (x2; 20 Cold Iron-tipped arrows & 20 Steel-tipped arrows)
  13. Reinforced & Segmented Mithral Breastplate (+1)
  14. Ring of Self-Sufficiency
  15. Valyrian Steel Lance (+2)
  16. Valyrian Steel Longsword (+2)
@One Autumn Leaf, F!Renly turned out to be level 9. Still strong, though, and very well equipped.
 
I wouldn't do that. DP is already being generous letting us grow the Golems, IMO. No need to try to push it even further.

Fair enough. Have to think of some other template combo, then.

I'm thinking Firey, Commando, and +4 HD for CR 11 Pumpkin Golems that cover their fire weakness and get two picks on the commando list, three picks if you're willing to go to CR 12.
 
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