Also he has ten. 2 bonus from being a legion archon? (improved critical and whirlwind attack), and two drawbacks.
Fair enough on keeping his old bonus feats, but I'm not feeling giving him flaws. He has a pair of decent bonus feats already.

And to reiterate: no Shock Trooper (and Imp Bullrush), and no Leap Attack.
Thats a standard Archon power.
???
Its good for diplomacy? Also buffind and thematic within his roll as a leader of people rather than someone who just kills shit? Suzerainty.
I fucking know what suzerainty means,

I'm not really feeling his ability to suddenly manifest the scepter.

You are trying to make an Emperor Archon, and he ain't that.
A territory in his control? Also fine. Ill exclude mindblank.
I'd do away with it entirely, he has constant Discern Lies precisely for that, and Sense Motive, too.

Also, that at-will charging maneuver is unnecessary.
 
Last edited:
Cool. In the mean time, he can use the shitty +4 weapon he has.

@TotallyNotEvil I am also sick of shock trooper, what would you recommend otherwise?

Well...

Yall dislike every supernatural ability I came up with. Can I get some new Ideas then?

Edit; Oh, also his domains are war and travel. Though he... doesnt have domain powers anymore? I think?

Edit: Edit:
I could just give him his domain powers again?
 
Last edited:
Cool. In the mean time, he can use the shitty +4 weapon he has.

@TotallyNotEvil I am also sick of shock trooper, what would you recommend otherwise?

Well...

Yall dislike every supernatural ability I came up with. Can I get some new Ideas then?
Does he need more supernatural abilities?

I already posted a suggestion for feats: Power Attack, Quicken Spell, DMM, Mage Slayer, Practiced Spellcaster and Protection Devotion would be neat. Improved Critical and Whirlwind Attack rounds off his melee nicely.

What domains should he get? Perhaps Law and War.

He should also be able to summon javelins equivalent to his sword.
 
I already posted a suggestion for feats: Power Attack, Quicken Spell, DMM, Mage Slayer, Practiced Spellcaster and Protection Devotion would be neat. Improved Critical and Whirlwind Attack rounds off his melee nicely.
I actually had mage slayer and practiced spell caster in there I thought they were so neat.

Gimme a sec Im changing a bunch of stuff. Keep the suggestions coming though.

Also I would like one or two cool/flavorful/unique powers that have to do with his new role yeah.

edit:
Im also shocked nobody was pleased with merciful, given the collective gardening fetish.
 
Last edited:
I actually had mage slayer and practiced spell caster in there I thought they were so neat.

Gimme a sec Im changing a bunch of stuff. Keep the suggestions coming though.

Also I would like one or two cool/flavorful/unique powers that have to do with his new role yeah.

edit:
Im also shocked nobody was pleased with merciful, given the collective gardening fetish.
I wouldn't build Merciful into a weapon. There are several spells which can allow a weapon to mimic that ability, should they prove necessary.
 
I actually had mage slayer and practiced spell caster in there I thought they were so neat.

Gimme a sec Im changing a bunch of stuff. Keep the suggestions coming though.

Also I would like one or two cool/flavorful/unique powers that have to do with his new role yeah.

edit:
Im also shocked nobody was pleased with merciful, given the collective gardening fetish.
Merciful good for spells when we decide we want to capture something, but everyone needs a lethal weapon as their base. If there was an option to turn Merciful on and off on a weapon it would be great.
 
I wouldn't build Merciful into a weapon. There are several spells which can allow a weapon to mimic that ability, should they prove necessary.
Well. Yeah, It's hm.

How about this then, what ARE you planning on making him. Because our budget goes all the way from X-box HUEG, to Holy Avenger.

Edit:
@Duesal
"On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition."
 
Well. Yeah, It's hm.

How about this then, what ARE you planning on making him. Because our budget goes all the way from X-box HUEG, to Holy Avenger.
I think a total Enhancement bonus of +5, between Enhancement and special bonuses, is pretty reasonable?

We don't need to get fancy, but should keep to a Yrael-appropriate theme. What about a +2 Adamantine Greatsword with the Holy and Bane (Evil Outsiders) abilities?
 
We don't need to get fancy, but should keep to a Yrael-appropriate theme. What about a +2 Adamantine Greatsword with the Holy and Bane (Evil Outsiders) abilities?
IDFK honestly.

I am at a complete loss for what to do weapon wise.

Do to a... variety of factors.

Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:
???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 16HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Critical (Greatsword) (B), Whirlwind Attack(B), Power Attack, Travel Devotion, Protection Devotion, Mage Slayer, Practiced Spellcaster, Improved Initiative, Quicken Spell, Divine Meta-magic quicken spell,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision; Perception +12
Aura: Aura of Menace (DC 20)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement, Aura of Menace, Staff of Authority,


DEFENSE
hp: (16d10+32)
AC:
Speed
40(+10) ft., fly 90 ft. (average)
Initiative: +10
Attack: Melee +1 flaming burst greatsword +14/+9 (2d6+5/17-20 plus 1d6 fire) Ranged +1 flaming javelin +12 (1d6+4 plus 1d6 fire)
Divine Favor: Melee +1 flaming burst greatsword +17/+12 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +16 (1d6+7 plus 1d6 fire)
Divine Power: Melee +1 flaming burst greatsword +18/+13 (2d6+8/17-20 plus 1d6 fire) Ranged +1 flaming javelin +17 (1d6+7 plus 1d6 fire)
Divine Power/Favor: Melee +1 flaming burst greatsword +21/+16 (2d6+11/17-20 plus 1d6 fire) Ranged +1 flaming javelin +20 (1d6+10 plus 1d6 fire)


Special:
Spell Save: 10 + 7 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 23
DR: 10/evil

STATS:
26 (+8) Strength
20 +2 =22 (+6) Dexterity
22 +2 =24 (+7) Constitution
18 (+4) Intelligence
22 +2 =24 (+7) Wisdom
20 +2 = 22 (+6) Charisma

SAVES
Fort
+17, Ref +16, Will +17; +4 vs. poison, +2 vs. evil

SKILLS 0/0
Skills: Diplomacy +, Intimidate +, Knowledge (the planes) +, Knowledge (Religion) +, Knowledge (Local) +, Listen +, Sense Motive +, Spell craft +, Spot +, Bluff +, Knowledge (Nobility) +,

Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 24),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy smite
3/dayquickened align weapon, quickened versatile weapon, Mark of Justice, mirror image,



Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
3/day- Defending the Pride,
1/day- Endurance of the Strong,


Deliver Judgement (Su)

When the Warlord Archon and its target are within the area the Archon rules a creature with the ability to lie under an effect such as circle of truth, or discern lies fail (Except mind blank). If a creature has the ability to lie under or through an effect such as circle of truth, or discern lies it knows that effect has failed it.

Lastly, when a creature speaks falsely within range of the Archons ability to discern lies the Archon may use its mark of justice SLA on that creature as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord.

Aura of Menace (Su)
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must suceed on a will save to resist its effects. The save DC is charisma based, and includes a +4 racial bonus. Those who fail take -2 penalty on attacks, AC, and Saving throws for 24 hours or until the successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Second Skin (Ex)

A Warlord Archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most Lord archons wear full plate armor.

Staff of Authority (Ex)
A Warlord Archon can Manifest a Suzerian Scepter as a move equivalent action. The Scepter vanishes when the Warlord Archon dies, or when the Warlord Archon takes a move action to manifest another scepter. A Warlord Archon CAN lend another creature it's scepter, but would only consider doing so if the need is great.

The archon can also command its Scepter to become a +1 Merciful Holy Greatsword as a free action.


Cleric Spells: Caster level 13 (13 levels of spells) [Prepared] (Travel and War domains for spells)
0th: (6) Cure Minor Wounds, Detect Poison, x3 Detect Magic, Mending,
1st: (7+1) Divine Favor x2,Sign x2, Sanctuary, Obscuring mist, Clarion Call, Long Strider,
2nd: (7+1) Silence, Close Wounds x2, Ironskin, Divine insight x2, Locate Object,
3rd: (6+1) Dispel Magic x2, Alter Fortune x2, Shield of warding, Shivering Touch, Magic Vestements,
4th: (5+1) dimensional anchor, Sound Lance, True Seeing, Forceful Strike, Freedom of movement, Divine Power,
5th: (4+1) Revivify, Command Greater, Plane Shift, True Seeing, Teleport,
6th: (3+1) Chains of Light, Heal, Planar Ally, Find the Path,
7th: (2+1) Holy Word, Brilliant Blade, Bastion of Good, Power Word Blind,

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Anklets of Translocation (2/day) (Slotless):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Amulet of Tears (3 charges/day):
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+1 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+1 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)


Alright, this should have fixed some stuff.

I like the Scepter? Its cheap enough and it helps him do his actual job better. Which going by the thematics of his ascension it's supposed to be embracing his roll as a leader, not just as a soldier. (Come up with something else to reflect his new role in the world? Magically?)

I have heard, the sword is too weak, and the sword doesn't matter from multiple corners. So ill just table it until I hear a compelling reason to get it gone. Or replace it. Leaving him with just +1 flaming swords and javelins feels weak to me, and making them +1 flaming holy javelins bring the temptation to just have him keep using his power for stuff. IDK.

Feel free to tear into the spell list, not super attached to anything at the moment.
 
Last edited:
@Goldfish, deep inside, you know why so few people vote for your plan.

A terrifying bleakness and monochrome monotony is the reason.
 
Last edited:
@Goldfish, deep inside, you know why so few people vote for your plan.

A terrifying bleakness and monochrome monotony is the reason.
Fixed. :p
Adhoc vote count started by Goldfish on Apr 27, 2019 at 9:12 PM, finished with 304100 posts and 10 votes.

  • [X] As Corlys Waters, try to see what his interests are as well as his opinions of recent events and the rest of the Citadel's leadership
    -[X] Lead off discussing the changes that have been wrought to not only the Westerosi economy, but that of the whole world, due to the return of magic.
    --[X] Ask him of the negative impacts first, then the positive, before asking what he predicts for the times to come.
    --[X] Segue into our own economic manipulations, but as an interested third party who has gained much wealth due to the new policies and procedures, implemented by the Dragon of Sorcerer's Deep. What does Ryam think of them, if he is already aware. If not, explain them in a bare bones manner, as if we ourselves are only partially aware of how it all works. If possible, we should encourage him to fall into his role as an educator.
    -[X] If we manage to establish a rapport with Ryam, guide the conversation to talking of the Citadel itself, especially his place as an Archmaester and the politics involved in holding such a lofty position.
 
Last edited:

I already voted, but have another one. :V

[X] Goldfish

Anyway, I've been thinking -- the second the Lantern Bearers decide to raid the sept, we need to have someone do a Baleful Teleport on the Red Abishai. We're probably not going to be able to get any other sacrifices out of this, but the Red Abishai at minimum I want for the intel and names it has. We can try to use the scale we've got as a focus.
 
I already voted, but have another one. :V

[X] Goldfish

Anyway, I've been thinking -- the second the Lantern Bearers decide to raid the sept, we need to have someone do a Baleful Teleport on the Red Abishai. We're probably not going to be able to get any other sacrifices out of this, but the Red Abishai at minimum I want for the intel and names it has. We can try to use the scale we've got as a focus.

Baleful Teleport doesn't capture the target instantly. We need to devise something inside the Snare to instantly capture and render unconcious things we teleport there.
 
Back
Top