@Duesal, if you are interested in feeding Yss, this is what we are doing in the background this month.
[X] Even with all your power, you cannot make a dent in Mammon's forces. Not yet. What you can do, however, is to ruin as nany plans of his as you can reach to.
-[X] Summon Mammon-aligned Devils from the 124 True Name-long list known thanks to codex-Uniila. Since no Erynies remain among this number, prioritise Lardering.l
11 days of background summoning is still 11 days of summoning :whistle:

Don't make a mistake here, we are in a constant state of refilling Larder.
It's just more convenient to have DP roll for all of it at once when there's a need.
 
The downside of being so effective at looting, the smarter bastards try to hide better.

It says something how we don't lack for enemies yet it's getting tougher and tougher to catch the little fuckers.
I was conflicted when the Devils started carrying around Beads of Newt Prevention. On one hand I was a bit smug we were that much of a threat. Then it became annoying. The fiends are becoming as hard to catch as rats these days.
You guys are not planning anything that would get within a thousand miles of genocide, the whole point of introducing religious friction so you can preempt the specter of holy war.
This. @D King Hecht, this thread is in no danger of any of the pitfalls you're worried about. Rather ironic given the blood sacrifice and mad science, but the point still stands.
 
I'm just hoping for a way to reliably get Rakshasas without having to butt heads with the Bloodstone Emperor. That was an unpleasant surprise when we found out.

Easy solution. Capture and feed him to the Old gods, then we can loot his minions at out leisure.

A bit difficult mind you, but that'll definitely be easier when we suck the Sultan dry of every bit of mythical energy he's managed to accrue over his centuries of mismanagement and inefficient leadership.

But that happens later, have to set up the trap before you can skin the bear for his ass and all that.
 
I'm just hoping for a way to reliably get Rakshasas without having to butt heads with the Bloodstone Emperor. That was an unpleasant surprise when we found out.
Eh, I really don't see that happening, unless we take something absurdly powerful to root us against his particular type of attacks.

Like, we have so many Rakshasa names its not even funny, thanks to that CR20 encounter...

But we'll need a god, or even more absurd mind-protections than what Viserys has.

Like, there's a specific kind of psyonic item talisman that adds up to +6 to Willsaves.
And we have a psychic now, too! :V
And there's the "Plant; Immune to mind-affecting"-spell.

There's all kinds of additional wards to erect.

Problem is, even if we can still summon stuff now more or less safely, we'll always risk Rakshasa Emperor doing some Divine bullshit in response and breaking our items.
:/
 
Last edited:
@DragonParadox, out of curiosity, would Siduri be able to present us with a big list of names of Erinyes in service to Mammon if given several months and enough funding?

The ones operating in Dis at least yes. Of course she might also get killed poking into too many secrets looking for fiend names

Good night guys see you tomorrow with the Hightower intrigue and probably the Deep One/Tiamat fights.
 
Last edited:
I wonder, @DragonParadox , did any of the erinyes we summoned actually hoped to join us?

I mean, we gotta be getting famous around Erebus. I wouldn't be surprised if at some point a flock of Erinyes simply teleports to us and offers fealty.
 
Think we should immediately contact Baelor via Sending, just in case?
Yup. Maybe send a couple Erynies disguised as man at arms to guard him.
EDIT: That said, Dany should also go. She can be the mouthpiece if necessary
She can literally turn into an angel, either through Half-Celestial or Outsider Polymorph.
@DragonParadox

Have you been reading up on the current to-do, going on in the site dealing with quests?
What's that?
 
"When an Archon detects a creature lying in his presence, he can immediately target said creature with his Mark of Justice SLA as a free action."
Thank you very much for this. Figuring out good wording was torturing me.

Why Travel? It's not really his thing.

Protection, Law, War, Good, Liberation, Purification, Renewal, Inquisition, Nobility, Glory. All of those fit, from a little to a lot.

Here's an idea: take Protection and Law as his domains, swap Protection for the Devotion feat, trade his current Protection Devotion and Improved Initiative for Extra Turning, should give him like 17 turnings to play with. Plenty for quickened spells and devotion feats.
Was this supposed to be Trade out his travel devotion? Also thank you. and done.


@zxzx24 Here's what I have for Yrael's recommended everyday walking around spell loadout. Of course, as a Cleric he can prepare different loadouts for specific tasks, but this seemed good for his general purpose needs. I used the War and Nobility Domains, since I wasn't sure what you were going to settle on, but you can swap those around as needed.

As for spells, I didn't focus much on ranged damage, though there are a few of those in the mix. Instead, I've loaded him heavily with a wide variety of multi-target and wide area buff spells, basically something for just about every occasion. He's supposed to be a leader, both in and out of battle, so this seemed thematically appropriate, allowing him to dramatically increase the effectiveness of a large number of allies in just a few rounds of spellcasting, tailoring the spells applied to the particulars of the situation.

Prepared (Caster Level 13):
Level 0: (6/day): Cure Minor Wounds x2, Detect Poison, Detect Magic, Light, Mending
Level 1: (5+2+D/day): Barbed Chains, Bless, Clarion Call, Entropic Shield, Moment of Greatness, Shield of Faith, Sign, Divine Favor(D)
Level 2: (5+2+D/day): Boneshaker, Close Wounds, Divine Insight, Divine Protection, Elation, Ironskin, Sound Burst, Spiritual Weapon(D)
Level 3: (4+2+D/day): Alter Fortune, Dispel Magic, Mass Aid, Mass Conviction, Mass Resist Energy, Mass Entropic Shield, Magic Vestment(D)
Level 4: (4+1+D/day): Assay Spell Resistance, Blessing of Fervor, Freedom of Movement, Mass Shield of Faith, Recitation, Divine Power(D)
Level 5: (3+1+D/day): Fickle Winds, Revivify, Righteous Wrath of the Faithful, True Seeing, Greater Command(D)
Level 6: (2+1+D/day): Banishment, Chains of Light, Heal, Blade Barrier(D)
Level 7: (1+1+D): Mass Spell Resistance, Radiant Assault, Power Word Blind(D)
Huzzah! I liked all of this, and used much of it. He gets good hope from the Scepter however if he needs to leave someone with something. Also it give people hope! Literally! Its in the name.

BTW, where is his massive Diplomacy bonus coming from? Best I can figure, even with the Scepter and his Charisma bonus, it shouldn't be any higher than +30. His Intimidate bonus seems a bit high, too.
Sweet, sweet syngergy. Also it should be slightly higher. I forgot his armor.

Not how it works. Same-type bonuses don't stack.
The very last part of the scepter is thus "Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter's bless effect), that bonus increases by 1." Knocking it up to a total +4 bonus.

You know. Only having looked back over his spell list do I realize how insanely good that is. Since he can give morale bonuses to basically everything... and then use moment of greatness afterward.

I personally feel this deserves a threadmark. But hey, thats just me.

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, Extra Turning, Protection Devotion, Mage Slayer, Practiced Spellcaster, Improved Initiative, Quicken Spell, DMM quicken spell,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision;
Aura: Aura of Menace (DC 18)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement, Staff of Authority,


DEFENSE
hp: 212 (16d10+112)
AC: 10 (base) +3 (dex) +10 (full plate) TBC
Speed
30ft., fly 90 ft. (average)
Initiative: +6
Attack: Melee
+1 Holy Frost javelin +29/+24/+19/+14 = [+16/+11/+6/+1 (bab) +8 (str) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 8 (STR) +1 (Enchantment) + 4 (morale)]
Attack: Melee +1 Holy Frost javelin +31/+26/+21/+16 = [+16/+11/+6/+1 (bab) +8 (str) +3 (enhancement) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 2d6 (holy) + 8 (STR) +3 (Enchantment) + 4 (morale)]

Ranged +1 Holy Frost javelin +27/+22/+17/+12 = [+16/+11/+6/+1 (bab) +6 (dex) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 8 (STR) +1 (Enchantment) + 4 (morale)]
Ranged +1 Holy Frost javelin +29/+24/+19/+14 = [+16/+11/+6/+1 (bab) +6 (dex) +3 (enhancement) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 2d6 (holy) + 8 (STR) +3 (Enchantment) + 4 (morale)]

Holy Ice Barrage.
Range medium (100 ft. + 10 ft./level) = 260ft
1 standard action

27 = [+16 (bab) +7 (wisdom) +4 (morale)]; [1d6 (base) +1(cold) +1(holy water) +4 (morale)
repeat fiteen times.

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 228/228
Skills: Diplomacy +38, Intimidate +27, Knowledge (the planes) +23, Knowledge (War) +23, Knowledge (Local) +23, Listen +26, Sense Motive +26, Spell craft +23, Spot +26, Bluff +25, Knowledge (Nobility) +23, Profession (Management) +25,


Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 20),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy Ice
3/daymass align weapon, mass versatile weapon, Mark of Justice,



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


Deliver Judgement (Su)

Lastly When an Archon detects a creature lying in his presence, he can immediately target said creature with his Mark of Justice SLA as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord.

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 Scepter leaves its hand.

Just-Ice :V (Ex)
A Warlord archon can manifest a +1 Holy Frost javelin as a free action. They take no penalties for fighting with these a Javelin in Melee.

The Javelin shatters into useless shards of ice after being used for an attack. The Javelins also instantly melt into useless (though clean and drinkable) water if another creature attempts to wield them.


Cleric Spells: Caster level 13 (13 levels of spells) [Prepared] (Protection and War domains for spells)
0th: (6) Cure Minor Wounds x2, Detect Poison, Detect Magic, Mending, Light,
1st: (7+1) Barbed Chains, Bless, Moment of Greatness, Sign, Divine Favor, Shield of Faith, Clarion Call, Sanctuary(D),
2nd: (7+1) Silence, Close Wounds, Divine Protection, Ironskin, Divine insight, Sound Burst, Elation, Spiritual Weapon(D),
3rd: (6+1) Alter Fortune, Dispel Magic x2, Mass Aid, Mass Conviction, Mass Resist Energy, Magic Vestment(D)
4th: (5+1) Assay Spell Resistance, Blessing of Fervor, Freedom of Movement, Mass Shield of Faith, Recitation, Divine Power(D)
5th: (4+1) Fickle Winds, Revivify, Righteous Wrath of the Faithful, True Seeing, Spell Resistance(D)
6th: (3+1) Banishment, Chains of Light, Heal, Antimagic Field(D)
7th: (2+1) Mass Spell Resistance, Radiant Assault, Power Word Blind(D)

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 (+2 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+2 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Well. This seems insanely over powered to me. Like. Oh my god. Were all going to die. Oh god why have mercy.

But thats for all of you to decide!!! Thoughts, concern, criticism,
 
Thank you very much for this. Figuring out good wording was torturing me.


Was this supposed to be Trade out his travel devotion? Also thank you. and done.



Huzzah! I liked all of this, and used much of it. He gets good hope from the Scepter however if he needs to leave someone with something. Also it give people hope! Literally! Its in the name.


Sweet, sweet syngergy. Also it should be slightly higher. I forgot his armor.


The very last part of the scepter is thus "Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter's bless effect), that bonus increases by 1." Knocking it up to a total +4 bonus.

You know. Only having looked back over his spell list do I realize how insanely good that is. Since he can give morale bonuses to basically everything... and then use moment of greatness afterward.


I personally feel this deserves a threadmark. But hey, thats just me.

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, Extra Turning, Protection Devotion, Mage Slayer, Practiced Spellcaster, Improved Initiative, Quicken Spell, DMM quicken spell,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision;
Aura: Aura of Menace (DC 18)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement, Staff of Authority,


DEFENSE
hp: 212 (16d10+112)
AC: 10 (base) +3 (dex) +10 (full plate) TBC
Speed 30ft., fly 90 ft. (average)
Initiative: +6
Attack: Melee
+1 Holy Frost javelin +29/+24/+19/+14 = [+16/+11/+6/+1 (bab) +8 (str) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 8 (STR) +1 (Enchantment) + 4 (morale)]
Attack: Melee +1 Holy Frost javelin +31/+26/+21/+16 = [+16/+11/+6/+1 (bab) +8 (str) +3 (enhancement) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 2d6 (holy) + 8 (STR) +3 (Enchantment) + 4 (morale)]

Ranged +1 Holy Frost javelin +27/+22/+17/+12 = [+16/+11/+6/+1 (bab) +6 (dex) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 8 (STR) +1 (Enchantment) + 4 (morale)]
Ranged +1 Holy Frost javelin +29/+24/+19/+14 = [+16/+11/+6/+1 (bab) +6 (dex) +3 (enhancement) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 2d6 (holy) + 8 (STR) +3 (Enchantment) + 4 (morale)]

Holy Ice Barrage.
Range medium (100 ft. + 10 ft./level) = 260ft
1 standard action

27 = [+16 (bab) +7 (wisdom) +4 (morale)]; [1d6 (base) +1(cold) +1(holy water) +4 (morale)
repeat fiteen times.

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 228/228
Skills: Diplomacy +38, Intimidate +27, Knowledge (the planes) +23, Knowledge (War) +23, Knowledge (Local) +23, Listen +26, Sense Motive +26, Spell craft +23, Spot +26, Bluff +25, Knowledge (Nobility) +23, Profession (Management) +25,


Spell like abilities:
Constant
detect evil, magic circle against evil, discern lies (DC 20),
At willaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, Holy Ice
3/daymass align weapon, mass versatile weapon, Mark of Justice,



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


Deliver Judgement (Su)

Lastly When an Archon detects a creature lying in his presence, he can immediately target said creature with his Mark of Justice SLA as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord.

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 Scepter leaves its hand.

Just-Ice :V (Ex)
A Warlord archon can manifest a +1 Holy Frost javelin as a free action. They take no penalties for fighting with these a Javelin in Melee.

The Javelin shatters into useless shards of ice after being used for an attack. The Javelins also instantly melt into useless (though clean and drinkable) water if another creature attempts to wield them.


Cleric Spells: Caster level 13 (13 levels of spells) [Prepared] (Protection and War domains for spells)
0th: (6) Cure Minor Wounds x2, Detect Poison, Detect Magic, Mending, Light,
1st: (7+1) Barbed Chains, Bless, Moment of Greatness, Sign, Divine Favor, Shield of Faith, Clarion Call, Sanctuary(D),
2nd: (7+1) Silence, Close Wounds, Divine Protection, Ironskin, Divine insight, Sound Burst, Elation, Spiritual Weapon(D),
3rd: (6+1) Alter Fortune, Dispel Magic x2, Mass Aid, Mass Conviction, Mass Resist Energy, Magic Vestment(D)
4th: (5+1) Assay Spell Resistance, Blessing of Fervor, Freedom of Movement, Mass Shield of Faith, Recitation, Divine Power(D)
5th: (4+1) Fickle Winds, Revivify, Righteous Wrath of the Faithful, True Seeing, Spell Resistance(D)
6th: (3+1) Banishment, Chains of Light, Heal, Antimagic Field(D)
7th: (2+1) Mass Spell Resistance, Radiant Assault, Power Word Blind(D)

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 (+2 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+2 CHA), Armor of the Radiant Savior: Agile Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Well. This seems insanely over powered to me. Like. Oh my god. Were all going to die. Oh god why have mercy.

But thats for all of you to decide!!! Thoughts, concern, criticism,
At will Holy Ice is too much, IMO. 3/Day would still be very good, but much more reasonable.
 
What's this, a Rick & Morty crossover?
I have long since asserted that Viserys is basically a non-alcoholic Rick and Maelor is basically a more charismatic Morty except not a complete sociopath as in the cases where Morty actually develops any amount of charisma.

Think about it. They go off and have adventures, super genius vague authority figure who throws tons of awesome parties and has lots of fun traveling around the universe with their younger side kick, but there's also horrifying trauma and monsters and aliens thrown in there too.


Holy Ice Barrage.
Range medium (100 ft. + 10 ft./level) = 260ft
1 standard action

27 = [+16 (bab) +7 (wisdom) +4 (morale)]; [1d6 (base) +1(cold) +1(holy water) +4 (morale)
repeat fiteen times.

But thats for all of you to decide!!! Thoughts, concern, criticism,

Just one:

"GATE OF BABYLON, MONGRELS!"
 
Last edited:
"Septon Alyn had been spending a great deal of time with my second eldest brother, Ser Garth." The words are barely a whisper, as though she cannot bear to speak the implication of treachery fully aloud. "Alyn would not have dared..." Her voice trembles. "I'm afraid he has support from some other source. The High Septon or the Lannisters, that we could handle, but if it is that lunatic Lucan. I don't want my brother to get hurt, Your Grace, either of my brothers."

"Where is Ser Garth now?" Ser Richard asks, quick to the heart of the matter.

"Out of town, he has gone to inspect some vineyards," Lynesse says miserably.

Giving him deniability for anything that might happen in Oldtown, no one needs to speak the obvious implication aloud.

"Baelor might resent it if you meddle too closely in these matters since he will not wish to seem to have lost control of his own household, but I decided it would be better to see him angry at me and alive rather than risk losing him as I already did father." Only then as silent tears begin to fall along Lynesse' pale cheeks do you realize she is still mourning her father, his death having perhaps seemed too distant to be real when she was on Bear Island or Sorcerer's Deep .

No wonder she had been so quick to do everything in her power to ensure she lost no one else in her family.

What do you do?

Okay, so just combing over recent updates since I have time now.

I don't think Garth Hightower is plotting willing treachery, I doubt he's even aware of it since that's an unnecessary tangle to risk to foresight. I think someone has an angle on them, something they can use to manipulate him after they put him into place, in such a way either to ensure compliance (brute force and blackmail) or cooperation (enticement and support).

The Hightowers all strike me as rather unlikely to grab knives and start stabbing each other to death. Ambitious, sure, though Baelor at least has proven to be rational and only trying to grab hold of what's actually within his purview and bailiwick.

We'll confirm of course, but I'll just posit freely that the tangle here even with a treasonous Garth would be someone probably trying to use this maneuver against Baelor to draw out enemy agents. Meaning if we untangle this thread, we are probably going to have to watch out for the snare on the ground trying to catch a hare.

Sure the tree limb won't hold up to the weight of a dragon, but it would still be highly inconvenient.
 
I think it is more likely that someone fears Baelor has been magically controlled or outright replaced due to the shift in his behavior brought about by us slamming a massive load of truth right into his pre-frontal cortex.
 
I think it is more likely that someone fears Baelor has been magically controlled or outright replaced due to the shift in his behavior brought about by us slamming a massive load of truth right into his pre-frontal cortex.

It ends up with the same result, someone suspects enemy interference. And this isn't their counter-move, this is their ploy. A trap, basically, we even conveniently have Garth's current location. The simplest solution to this problem would simply be to target the fulcrum of the plot directly, either for reconnaissance or to eliminate, depending on who they think has 'control' over Baelor.

They're expecting us, Plan like they are.
 
AC: 10 (base) +3 (dex) +10 (full plate) TBC
First, he has +6 DEX.

Second, let's say +6~+9 NA for him, as he is supposed to wear armor, so we can't pump that too high. And he has a shitton of buffs, too.

He also has a constant Magic Circle vs Evil, so that's +2 deflection. +6 NA might be best.
Just-Ice :V (Ex)
A Warlord archon can manifest a +1 Holy Frost javelin as a free action. They take no penalties for fighting with these a Javelin in Melee.

The Javelin shatters into useless shards of ice after being used for an attack. The Javelins also instantly melt into useless (though clean and drinkable) water if another creature attempts to wield them.
Look, the elemental change makes no real sense, as he is ascending as a subject of a red dragon, and he used to be able to manifest flaming things. I'd suspect him of Other corruption from such a sudden change on something as basic as this.

Also, it's clearly a Su effect.

So just say he can manifest a +1 Holy Flaming Burst Adamantine Greatsword, or +1 Holy Flaming Adamantine Javelins. Either will crumble to ash if someone else tries to use them, and the Javelins do so after a round anyway.

Also, you seem to be computing his morale bonuses as if he were wielding the staff.

I'd kick this to 24, as while it's lower than what he should theoretically have (CR+11 to be really good), he has a shitton of abilities, and 24 is exactly what his casting would allow if he were to use Spell Resistance, the spell, on himself.
 
Last edited:
First, he has +6 DEX.

Second, let's say +6~+9 NA for him, as he is supposed to wear armor, so we can't pump that too high. And he has a shitton of buffs, too.

He also has a constant Magic Circle vs Evil, so that's +2 deflection. +6 NA might be best.

Look, the elemental change makes no real sense, as he is ascending as a subject of a red dragon, and he used to be able to manifest flaming things. I'd suspect him of Other corruption from such a sudden change on something as basic as this.

Also, it's clearly a Su effect.

So just say he can manifest a +1 Holy Flaming Burst Adamantine Greatsword, or +1 Holy Flaming Adamantine Javelins. Either will crumble to ash if someone else tries to use them, and the Javelins do so after a round anyway.

Also, you seem to be computing his morale bonuses as if he were wielding the staff.


I'd kick this to 24, as while it's lower than what he should theoretically have (CR+11 to be really good), he has a shitton of abilities, and 24 is exactly what his casting would allow if he were to use Spell Resistance, the spell, on himself.
Gotta agree with TNE here, @zxzx24. I don't personally mind Yrael having the Holy Ice javelins, but they don't really fit the theme, nor does it make a lot of sense for his Flaming weapon abilities to suddenly become Cold-based.

Rather than Holy Ice as an SLA, what about Wall of Fire 1/Day and Flamestrike 3/Day? The Wall of Fire could even be fluffed to be half Holy power and half Fire, just like a Flamestrike.
 
Back
Top