I think that is perhaps the longest running combat I've ever been involved with. Some good tactics/handy class abilities too, I really thought we were going to get kerb stomped (or at least the solders were going to...) when the big beasties came out! Anyway, survival is always the goal. Not even a PC KO'd in the end, though Sh'aah came close (6 HP remaining of 39 at full)
Crony appointments sound like a good thing. I was wondering how to tie Sh'aah into the party on a more permanent basis, since his backstory sets him apart from the rest of the group. As a suggestion though, I don't think we will be constructing a town around the keep anytime soon. Cropping/hunting/forestry is likely to be fairly limited. Still, Sh'aah will happily teach hunting and scouting skills to any who are interested.
Re: level 3.
Dr Si, I need to choose a favoured terrain. Any hints on terrain categories that are appropriate to the region? Are we closer to forest, hill or plains categories?
I want to canvas people's opinions on a feat choice for Sh'aah. I simply can't decide and find an outside perspective on characters helpful at times (feat choices for me are normally character driven rather than crunch driven). If crunch matters to you, he'll be staying Ranger until he dies or the game concludes. In no particular order:
Choice 1: Power attack. Obvious uses, if boring choice. With full BAB and a +4 strength modifier Sh'aah has a good hit bonus. Extra damage is always good when you have two weapon fighting. Opens additional feats later like Overrun and Sunder too.
Choice 2: Scent. Since it's racially limited AND scent is an unusual ability for a PC I'm drawn to this. Still, his level 1 feat is related to sensory ability and I don't want to overdo it.
Choice 3: Imp Unarmed Strike. This combos well with TWF and high strength. He would hold a weapon two handed (for +6 damage mod!) and use this feat to make the 'off-hand' attack with his feet.
Choice 4: Open to any suggestions...