Remember, that while we have been summoning Mammon's devils in the background (priority on Planetos-based ones, but they are long done by thius point) with specific exceptions being "The one enthralling Garth the Gross in Highgarden; The one leading the Vale cell", so we can summon them at a moment's notice.
This was specifically built to trivially avoid the notice of our usual measures with the only chance of being noticed being our passively buffed level 17 Spellcaster, with maybe Lya being the only other person capable of noticing.
At this point if we wanted to increase our other measures to be able to catch this then it would be a massive investment on our end.
If we improve Viserys's own ability to detect this type of threat and our enemies escalate, our other measures would not be affected by the escalation because they were already being trivially bypassed. Instead we'll be improving Viserys's general skill with Spellcraft while also forcing our enemies to invest more resources if they want to have a 50-50 chance of being unnoticed by Viserys himself.
The end result becomes a more effective Viserys while our enemies need to spend more resources to achieve the same result.
This was specifically built to trivially avoid the notice of our usual measures with the only chance of being noticed being our passively buffed level 17 Spellcaster, with maybe Lya being the only other person capable of noticing.
At this point if we wanted to increase our other measures to be able to catch this then it would be a massive investment on our end.
If we improve Viserys's own ability to detect this type of threat and our enemies escalate, our other measures would not be affected by the escalation because they were already being trivially bypassed. Instead we'll be improving Viserys's general skill with Spellcraft while also forcing our enemies to invest more resources if they want to have a 50-50 chance of being unnoticed by Viserys himself.
The end result becomes a more effective Viserys while our enemies need to spend more resources to achieve the same result.
Cost benefit, I guess. The escalation one could say would have detrimental effects on our more "mundane" security apparatus, but they are already outclassed by their opponents as it is so nothing changes. The main benefit of the Inquisition is that you can't cheap out on your infiltration budget, you have to at minimum be able to out think and out play Level 5 NPCs with PC classes (and good gear + rituals for higher magic when they need it). This is nontrivial, but an easy milestone to pass for Outsiders.
This was specifically built to trivially avoid the notice of our usual measures with the only chance of being noticed being our passively buffed level 17 Spellcaster, with maybe Lya being the only other person capable of noticing.
At this point if we wanted to increase our other measures to be able to catch this then it would be a massive investment on our end.
If we improve Viserys's own ability to detect this type of threat and our enemies escalate, our other measures would not be affected by the escalation because they were already being trivially bypassed. Instead we'll be improving Viserys's general skill with Spellcraft while also forcing our enemies to invest more resources if they want to have a 50-50 chance of being unnoticed by Viserys himself.
The end result becomes a more effective Viserys while our enemies need to spend more resources to achieve the same result.
Please don't. I'm metagaming here: is we go too cheesy, then DP will retaliate. Things will get increasingly stupid, and eventually we will lose.
I can produce multiple CR-appropriate enemy builds that could kill us, take all our gear, and then destroy most of SD within minutes. I didn't, because that would be super cheesy and DP asked for a B-party level enemy instead.
But if we make the WBL-mancy too insane? DP will just raise the stakes. And one day when we sent Daenerys or even Teana on an errand, she'll realise that it was designed for Viserys and all the skill DCs are impossible for her because she doesn't have all those boosters.
Ugh. I'm tired, and failing to express myself properly. @TotallyNotEvil, give it a try please? Why is a powergaming arms race stupid in the long run once you pass a certain threshold of ridiculousness?
I hope these restrictions are loosened for the team-fight, because it would be a shame to see only the junior-casters in the tourney.
The melee had giants, Erinyes and some of the best fighters out there. With Sandor at level 12 or 13 being the top.
The mage part is now settled much lower, looking outright unspectecular, but maybe we can make a system for the team fight that allows for the inclusion of bigger fishes.
And next tourney we definitly make it two brackets.
I hope these restrictions are loosened for the team-fight, because it would be a shame to see only the junior-casters in the tourney.
The melee had giants, Erinyes and some of the best fighters out there. With Sandor at level 12 or 13 being the top.
The mage part is now settled much lower, looking outright unspectecular, but maybe we can make a system for the team fight that allows for the inclusion of bigger fishes.
And next tourney we definitly make it two brackets.
Agreed. We wanted to deal with Garth the Gross and the Brachina and two Bone Devils guarding him anyway. We can take care of them, then trace the corruption back to the source and deal with the Florents.
Maybe let people decide the size of their teams (up to 4) themselves, without cutting the amount of prices?
That way someone like Amrelath, who is both confident in his power and interested in getting the shinies intended for a four-person group by himself can compete alone.
The bigger fishes play in groups of 1-3, while the weaker ones take the full 4 person option.
Maybe let people decide the size of their teams (up to 4) themselves, without cutting the amount of prices?
That way someone like Amrelath, who is both confident in his power and interested in getting the shinies intended for a four-person group by himself can compete alone.
The bigger fishes play in groups of 1-3, while the weaker ones take the full 4 person option.
Seems fine. It doesn't change the outcome much (in the game of spell slinging, he who has access to the higher circle of spells wins, because lower circles have an order of magnitude lesser staying power), though.
in the game of spell slinging, he who has access to the higher circle of spells wins, because lower circles have an order of magnitude lesser staying power), though.
SoD also are more deadly when your spells are harder to save from, though that's a combination of a bit of ability boosting gear, enough levels to get a couple of points, and of course SoD effects from higher circles adding to the save difficulty.
Please don't. I'm metagaming here: is we go too cheesy, then DP will retaliate. Things will get increasingly stupid, and eventually we will lose.
I can produce multiple CR-appropriate enemy builds that could kill us, take all our gear, and then destroy most of SD within minutes. I didn't, because that would be super cheesy and DP asked for a B-party level enemy instead.
But if we make the WBL-mancy too insane? DP will just raise the stakes. And one day when we sent Daenerys or even Teana on an errand, she'll realise that it was designed for Viserys and all the skill DCs are impossible for her because she doesn't have all those boosters.
Ugh. I'm tired, and failing to express myself properly. @TotallyNotEvil, give it a try please? Why is a powergaming arms race stupid in the long run once you pass a certain threshold of ridiculousness?
The issue is, we're already in a Magical Arms Race.
Our enemies saw our defensive detection measures, created a method to trivially bypass them and got caught in a literal 50-50 chance to be detected by Viserys.
They're not going to just stop advancing with their current method and say "Good enough" when their benchmark for success is measured around fooling Viserys, and they're not going to abandon this method when it bypassed literally all of our other security measures.
Next time it may be a 60-40 chance of the dice, or a 70-30, or even a 90-10 chance.
The point is, this demonstratively proves that our enemies are innovating to try to find new ways to win against us and we can't rest on our laurels if we want to continue to stop them.
The Gentleman's Agreement to avoid instense escalation isn't dead, but DP isn't going to prevent our enemies from pursuing their own research projects to try to create better methods just because we've reached a balance that is in the players' favor more often than not.
We can either use existing methods to respond to our enemies' actions or we can research new methods of combating them, but we can't do nothing when they're obviously doing something to give themselves new edges against us.
People have commented on the Planar Outsider Organisations not having their own advances to show off from the results of centuries of research, but either this True Seeing Bypassing Divination Anchor is an old trick that they "felt the need to pull out against us" or this is the result of their own R&D departments (saying nothing about how Magic Laser Ships definitely are the result of PoF long term research efforts).
This isn't a "CR-appropriate challenge needs to be sufficiently cheesy to combat us" problem, this is a "Our enemy has their own Research Actions and are using them to try to overcome us" problem.
Our enemies aren't going to leave the status quo in place because they aren't winning, so we can't afford to not react to this new problem.
The issue is, we're already in a Magical Arms Race.
Our enemies saw our defensive detection measures, created a method to trivially bypass them and got caught in a literal 50-50 chance to be detected by Viserys.
As for the vote, I guess we're rescuing Garth and murdering the Florents anyway. We should have Dany scry the boy's fate before we do anything, though. He may very well already be dead or possessed, or otherwise a trap.
@Azel I extrapolated how to build this thing from your notes and a bastardized mishmash of d20 Modern Starship Rules and the Pathfinder Vehicle Rules. There is also a fair amount of guesswork involved. Let me know what needs to be changed.
It represents the fully upgraded Wyvern, like the three we will be completing next month.
The body of the fighter is an ellipsoid measuring 5 feet (1.5 m) in diameter and with a length of 20 feet (6 m). At the front sits a Hardened, conical Quartz cupola that contains the cockpit, thus allowing the pilot an unobstructed view of his surroundings. Folding out from the front of the fighter are two large, swept wings which do not generate lift, but are instead intended to aid in maneuvering. It has a wingspan of nearly 33 feet (10 m) with the wings increasing the full length of the fighter to 30 feet (9m). The wings can be folded close to the fighter's body, thus allowing it fit in a much smaller space than is immediately apparent, such as the cargo bay of a larger vessel.
Due to its Anti-Gravity propulsion system, the fighter can hover in a stationary position, though its single propulsion unit makes this a challenge. It's generally easier and safer to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. The independent control surfaces on each wing are controlled remotely by the pilot via a minor Telekinetic effect. Due to the exceptional thickness and durability of its armor, as well as it being able to form a perfect environmental seal, the fighter can operate in nearly any environment, including underwater or in outer space.
Gargantuan Air vehicle: Squares 12 (20 ft. by 30 ft. / 6 m x 9 m) Crew: One Weight: 110,000 pounds (49,895 kg) Cost: 19,370 IM (6,500 IM via ritual magic & 12,870 IM via enchanting, 25 tons of steel & 30 tons of mercury) DEFENSE:
Hit Points: 720 (gains the Broken condition at 360 HP); 60 HP per square
Initiative: +4 bonus to pilot's Initiative check
OFFENSE:
Maximum Speed:
Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Manueverability); greater speed degrades maneuverability.
Weapon Systems:
Launcher (x2): Damage (4d6 per Steel Bolt or Special), Range: 840 feet (256 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
Extra-Dimensional Ammunition Storage: Each Launcher is connected to a magically expanded space capable of holding up to 250 (113 kg) pounds of munitions.
Beetle Bombs (see below): A Wyvern typically carries four of these Construct bombs, two per wing, but up to four additional Beetle Bombs can be stored in the bomb bay.
Bomb Bay/Cargo Hold: 500 pound (227 kg) capacity; see below for potential payloads.
SPECIAL:
Planar Travel: The fighter is capable of transporting itself and its pilot to other Planes up to 3/Day, as per the Plane Shift spell.
Visual Enhancement: The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructions.
Magical Communication: The fighters are magically linked to one another and mission control, allowing direct two-way communication, even across Planar barriers.
Optical Camouflage: The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
Advanced Flight Controls: The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
Environmental Systems: The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.
Beetle Bomb
Each of these dog-sized beetle-like Constructs has a specialized abdominal cargo compartment able to hold up to two cubic feet of material weighing up to 100 pounds. This cargo usually consists of an explosive device which the Beetle Bomb delivers to its target via a single-use Teleport effect. They typically cling tightly to recessed slots located under the wings of Wyvern Anti-Gravity Fighters, but can also be deployed from their bomb bays or stationary facilities with the proper fire control mechanisms needed to arm the Beetle Bombs and activate their Teleportation ability.
Neutral Small Construct
AC: 20, touch 11, flat-footed 20 (+1 Size, +9 Natural) HP: 31 (2d10+20) Speed: 5ft., Fly: 20(Poor) Initiative: +0 Saves: Fort -, Ref 0, Will 0 Immune: Construct Traits Defensive Abilities: DR 10/Adamantine Offensive Capabilities: None Senses: Low-light vision, Darkvision 60ft Statistics: Str 10, Dex 10, Con -, Int -, Wis 1, Cha 1
Special Abilities:
Hardy(Ex): The Construct uses magically Hardened steel in all aspects of its construction and is deliberately crafted to be simple, with few moving parts and thicker than normal armor. It benefits from an additional 10 Hit Points, +5 Natural Armor, and Damage Reduction 10/Adamantine.
Teleportation(Su): This is a single-use Teleport effect at 9th caster level tied directly to the animating force of the Construct. After being triggered, the Construct remains functional for up to one minute before becoming non-magical. If recovered, it can be enchanted once more to return it to service with a 25% discount on the enchanting cost.
Visual Link(Su): The Construct has no will of its own, and thus cannot pick out a target to deliver its deadly payload. In order to acquire a target, the Construct must be keyed to the enchanted fire control mechanisms of a Wyvern-class Anti-Gravity Fighter or similar system. When a Wyvern pilot desires to send a Beetle Bomb Construct to attack a target they can see, they must spend a Standard Action to mentally designate the target and provide the prompt necessary to activate its Teleportation ability. During this process, the pilot can designate exactly how close the Construct appears to its target.
Payload Delivery(Ex): Upon being Teleported to its destination, if the distance between its target and the Construct is within the envelope chosen by the pilot, it detonates its payload immediately. If for some reason the Construct appears outside of this range, but within 200 feet (61 m), it will attempt to reach the target via flight, otherwise it will use the time remaining before it deactivates to reach solid ground so that it can be retrieved for later use.
Construction
Material Cost: 100 (45 kg) pounds of steel, 200 IM in reagents, and a gem worth at least 50 IM.
Enchanting Requirements: Craft Construct, Detect Magic, Circle Dance, Lesser Geas, Teleport; Enchanting Cost: 250 IM.
Explosive: Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts tremendous damage.
Damage: 20d6 points of Piercing and Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 feet (24.25 m) from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
Alchemist's Fire: This bomb contains several gallons of Alchemist's Fire within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the flaming concoction evenly upon detonation.
Damage: 8d6 Fire damage to everything in a 60 foot (18.25 m) radius. A DC 20 Reflex save halves the damage and prevents targets from catching fire. If ignited, targets suffer 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
Material Requirements: 80 pounds (36 kg) of Alchemist's Fire, one 2-pound (0.9 kg) Explosive Pack
Liquid Ice: This bomb contains several gallons of Liquid Ice within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the syrupy liquid evenly.
Damage: 6d6 Cold damage to everything in a 35 foot (10.5 m) radius and Entangles every creature within the area for two rounds. A DC 20 Fortitude save halves the damage and prevents Entanglement.
Material Requirements: 80 pounds (36 kg) of Liquid Ice, one 2-pound (0.9 kg) Explosive Pack
Alchemist's Fire: Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
Liquid Ice:
Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 2d6 Cold damage to everything within 5 feet (1.5 m) of the target space and the target itself is Entangled for one round unless it succeeds on a DC 20 Fortitude save. Everything within the area between 5 (1.5 m) and 20 (6 m) feet of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
Bomb #2 (20 pounds / 9 kg): 4d6 Cold damage to everything within 5 feet (3 m) of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for one round. Everything within the area between 10 (3 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
Bomb #3 (40 pounds / 18 kg): 6d6 Cold damage to everything within 15 (4.5 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for two rounds. Everything within the area between 15 (4.5 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for one round.
Bomb #4 (80 pounds / 36 kg): 8d6 Cold damage to everything within 20 (6 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for three rounds. Everything within the area between 20 (6 m) and 35 feet (10.5 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for two rounds.
Explosive:
Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
Bomb #2 (25 pounds / 11.25 kg): 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
Sultan's Tribute - Launcher Munition / Bomblet (5 pounds / 2.25 kg): A sphere of glazed deep red clay interspersed with burnt-brown particles of Brown Mold, surrounding an enchanted metal core and embossed with a thumb-sized portrait of a Dragon. When pressed, the Dragon grins and the core is activated.
Effect: When activated the core produces a Heat Metal effect causing the Brown Mold to grow until the duration has run it's course with a one round grace period for the user, doubling round by round thereafter from 5ft (1.5 m) to an 80ft (24.25 m) spread.
When used by a Wyvern Anti-Gravity Fighter, whether fired from its Launchers or dropped from the bomb bay, the vessel's enchanted fire control system is able to activate the Sultan's Tribute remotely as they are deployed.
Brown Mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet (1.5 m) in diameter, and the temperature is always cold in a 30-foot (9 m) radius around it. Living creatures within 5 (1.5 m) feet of it take 3d6 points of Nonlethal Cold damage. Fire brought within 5 feet (1.5 m) of Brown Mold causes the mold to instantly double in size. Cold damage, such as from a Cone of Cold, instantly destroys it.