Can someone remind me, what's the maximum amount of skill points you can put in 1 skill?

I'm making my level 20 Commoner, I'm going to start in Kasath, and I'm taking all crafting skills, there's no clear timeline, but I expect I have about 30-40 years before the Dothraki invasion begin, with the right crafting skills, I should be able to build up enough to prevent the fall of Sarnor.
Think of things this way : you are a level 20 character. After 4 centuries, you are certainly in a position of great importance, power and responsibility.
And suddenly you become level one again, losing most of your skill points and 5 stat points.
That looks like an utterly horrible situation, no matter what way you look at it. It's also super risky, depending on how well you did to grab trustworthy allies and/or gear.

Sure, the promise of being massively OP within a few years is nice... But you're accepting a massive risk for that, when you could simply retrain level per level. And "no stronger than Viserys" is already pretty insanely powerful. His PrC is arguably better than fucking Dweomerkeeper, which is just insane.
Do NPC classes such as commoner get extra stats as they level up?

Also what's the max amount of skill points, you can put in a skill?
 
Think of things this way : you are a level 20 character. After 4 centuries, you are certainly in a position of great importance, power and responsibility.
And suddenly you become level one again, losing most of your skill points and 5 stat points.
That looks like an utterly horrible situation, no matter what way you look at it. It's also super risky, depending on how well you did to grab trustworthy allies and/or gear.

Sure, the promise of being massively OP within a few years is nice... But you're accepting a massive risk for that, when you could simply retrain level per level. And "no stronger than Viserys" is already pretty insanely powerful. His PrC is arguably better than fucking Dweomerkeeper, which is just insane.


I'd go for a Stoneblessed 3 / Wizard 1 / Shadowcraft Mage 3 (beyond that, all other levels are irrelevant). That allows for infinite spells per day, with 50% of them being miracles. I can achieve this almost instantly, simply by retraining a level into Chameleon and retraining three feats (Heighten Spell, Residual Magic, Extra Slot), and then level-draining + Restoration myself to retrain levels super fast. Perfectly RAW legal.
... Maybe too cheesy for ROB, there. Ah well, I have 400 years to think this through.

Really, I went with such an extreme ruling tied to "anything goes" specifically because I'm aware that you could do some tremendously fucking silly things with D&D cheese that would more than break the game, more than even being a 9th Circle Mythic Dragon Sorcerer would. Hard to think of what could off the top of my head, but surely there's some easy manner to become essentially a minor physical Godling able to punt most threats that aren't metaphysically tied down to the world into the sun in a few short years of build tuning.
 
Aren't we getting way too involved in Yi Ti politics for people who don't even deal in opium?
The British just wanted to exploit places like China for their own gain.

We're doing some of that, sure, but it's mostly to keep our thumb on the pulse of places so they don't get exploded in demon rituals sacrificing millions or some shit to bring about hell-on-earth. A legitimate concern in this setting.
 
I'm making my level 20 Commoner, I'm going to start in Kasath, and I'm taking all crafting skills, there's no clear timeline, but I expect I have about 30-40 years before the Dothraki invasion begin, with the right crafting skills, I should be able to build up enough to prevent the fall of Sarnor.

Maybe @DragonParadox would have a better idea on this than me, but I find it hard to believe you could do this with just class skills. You would have to take some social skills with finagling with feats or some such simply to ensure you had the influence necessary to implement the changes you wanted, and even with maxed out teaching profession skills, you could only prepare so many Level 5 experts, their capabilities would be limited in years of waning magic anyway, and you would waste most of the time both trying to keep your position secure and trying to build up assets to build the assets (or the tools to build the tools in this case).

If you had a century to prepare, you could probably build up the powerbase necessary to change things within a century, but your best bet to do that is to actually schmooze and get other people to do the work for you, not try to be An American in the King Alexi's Court as they case may be, and trying to "teach the savages" with barely three-four decades to work with and having to spend most of that time preventing the very reason Sarnor fell--internal squabbling and treachery--from swallowing you up and your work with it.
 
The British just wanted to exploit places like China for their own gain.

We're doing some of that, sure, but it's mostly to keep our thumb on the pulse of places so they don't get exploded in demon rituals sacrificing millions or some shit to bring about hell-on-earth. A legitimate concern in this setting.
It makes sense, yes, but I thought it was a quick mission of snitching on the golden company, opening diplomatic channels and making a lot of money from the fleet, and now there is talk of who to support in the war and dividing the country among the best candidates, I get it it's mostly dragon-talk, but surely they are so far away from our sphere of influence that we might as well let them be?
 
It makes sense, yes, but I thought it was a quick mission of snitching on the golden company, opening diplomatic channels and making a lot of money from the fleet, and now there is talk of who to support in the war and dividing the country among the best candidates, I get it it's mostly dragon-talk, but surely they are so far away from our sphere of influence that we might as well let them be?

I was an advocate for this position, for the most part, but meddling with politics is what comes naturally to me and I would rather pick the best path forward if people insist on getting ourselves involved more than necessary.
 
Inserted tally
Adhoc vote count started by DragonParadox on Aug 31, 2019 at 3:11 PM, finished with 96 posts and 14 votes.

  • [X] Doing your best not to scare the pegasus sentinel, use Vee's judgement on how to approach it and communicate that you wish to speak with the herd leaders to bargain
    -[X] OOC: The main goal is for them to live in Sorcerer's Deep
    --[X] They will be protected as citizens should they come
    --[X] Offer them a stipend to cover any food they might desire, along with nice housing built to accomodate them (just in case they're not fans of the Imperial Stables)
    --[X] Free magical healing as all citizens get
    --[X] Should they join the appropriate organizations they'll be equipped with magic items (snazzy horseshoes for one)
    ---[X] Beyond that give them 3 PfE Amulets and 3 Healing Belts as gifts and an example of the kinds of things you can have made for them.
    ---[X] Offer them some basic magic items, too.
    --[X] Have Vee make suggestions based on what she thinks a pegasus might want, we can probably provide it
    -[X] What we ask is that they make their home in Sorcerer's Deep, and that they send some of their adults to serve in our organizations.
 
It makes sense, yes, but I thought it was a quick mission of snitching on the golden company, opening diplomatic channels and making a lot of money from the fleet, and now there is talk of who to support in the war and dividing the country among the best candidates, I get it it's mostly dragon-talk, but surely they are so far away from our sphere of influence that we might as well let them be?
A stable, useful ally is worth the extra effort, IMO. Yi-Ti is close enough to other potential threats, such as the Bloodstone Emperor, that I would rather insure they serve as at least a minor check on his further expansion instead of just another hunting ground for his forces and all of the other potential threats which would love to have their way with such a large population of humans.
 
Part MMMXXXVIII: A World Unveiled
A World Unveiled

Twenty-Second Day of the Tenth Month 293 AC

It costs you nothing save speed that you do not need to take human shape and fly by sorcery alone, and so you do, revealing yourself at what you hope is a great enough distance to make it clear you had no intention of sneaking up on the herd. Indeed, after the initial awkwardness of speaking through Varys for lack of a common tongue, introductions prove simple enough, bereft of any ritual or formality and little wonder why.

"We awoke to the skies two turnings of the stars ago," the Head Mare said, an old female of dappled coat and deep thoughtful eyes. "We knew that we were not as we had been and could not dwell among those still shackled to earth, for the wind called to us in sweet voices and taught us its secrets. We learned of fresh fragrant meadows and clear streams high in the mountains where your people do not dwell and none would seek to hunt us."

At a guess the Northerners had most likely been trying to capture the winged-horses, not hunt them, but you do not make the correction. You doubt slavery would be seen as any better than death, and you certainly do not wish them to consider carrying another aloft with those eyes.

Alas, even without that misstep you have a hard course to tread ahead of you simply because the small herd lacks for nothing of what it most desires in the sheltered meadows of the Northern Mountains. There is plenty of grazing land and fresh water, and their swiftness and grace in the air sees them safe from shadowcats and other beasts while their sheer size deters birds of prey from all but the youngest foals, which are kept safe in or near the crags until they can safely fly farther.

"Don't you want to see what's past the horizon, though? There's a whole world out there filled with all sorts of things you can't even imagine now. Some of it you'll hate, sure, but some of it you'll love," Vee points out, speaking through a more direct mind bond now that the Head Mare trusted you enough to forge a spell for the purpose. "The mountains holds you tight sure as the ground did before you got your wings..." For a moment you are startled by the quiet fervor in the thought before realizing your friend speaks from her own experience of the world outside the Braavosi Marshlands.

"Unseen joys are fine enough to speak of but offer little comfort in the here-and-now," the leader of the herd interjects.

"As to that we offer these small gifts, works of sorcery to ward mind and body." So saying you lay down on the stone between you three Amulets of Protection and three Healing Belts, going on to explain first their function and then what sorcery is and how it is different from mundane workings, for whatever power had given the winged-horses mastery of the skies had also opened their eyes to the unseen as naturally as an owl might see by moonlight.

Lost 3 Healing Belts and 3 Amulets of Protection from Evil

By the time you are done the old mare is at least cautiously interested as she seeks counsel with her fellows in a mingling of body language, snorts, neighs, and even simple patterns drawn in the stony earth. "We will send emissaries to your place of built caves and judge by the word they bring back," is their decision.

What follows is perhaps the strangest, certainly the longest, tour of Sorcerer's Deep you have ever given, as you have to stop to explain aspects of life you had never before considered, like the helplessness of human infants and the reasons why men might wish to sing, wear clothes, and a thousand other tiny details that seem to your visitors utterly strange.

In the end Sorcerer's Deep is deemed too loud and crowded, but Mosshold is not. Better still, once you explain how they might serve to carry riders in exchange for a stipend, your guests grow less wary not more, satisfied to see the motivation behind your actions. The universal refusal to wear a saddle is a slight problem, but you are certain there are plenty of Dothraki who would dispense with that in an instant for the honor of riding a flying horse. Hopefully they won't teach them too many poor habits.

***​

Twenty-Third Day of the Tenth Month 293 AC

By the morning of the next day the whole herd, sixty-seven adults and nineteen foals, is settled in Mosshold, recovering from the long flight, and in the case of the foals enjoying carrots, apples, and other treats by the handful. "I wonder if they will be able to fly at this rate," Varys hisses, amused, to you alone.

Gained 86 Pegasi (67 Adults; 19 Foals)

"I'm sure they will manage somehow. You do, after all," you reply in like tone, to be met with a mock-offended huff.

What do you do next?

[] Write in

OOC: It's not often that Vee gets to do diplomacy but she worked out pretty well here.
 
Last edited:
Strictly speaking I should probably ask for a vote on this too since you were a lot more polite to the Erinyes... but you got most of those names by asking your existing Erynyes for the names of their comrades, so it does make sense that you would be more polite to them than the legion devils whose names you got off enemies. Killing it is. I would rather not linger too long on this.
I was worried we were too soft on the Legion Devils and then I read this and I feek like an ass.
We got our Erynyes friends out of hell ☺️ :3.
Sure, they probably bonded over gutting Quasits or something like that, but then again so have we.
 
Last edited:
A stable, useful ally is worth the extra effort, IMO. Yi-Ti is close enough to other potential threats, such as the Bloodstone Emperor, that I would rather insure they serve as at least a minor check on his further expansion instead of just another hunting ground for his forces and all of the other potential threats which would love to have their way with such a large population of humans.
I get it, I just wish we could limit our interference to a minimum, keep them as a sort of Braavos in the sense that they know they are joining when out borders reach them and not before.
We still have Slaver's bay and Qarth to deal with before that, and with the recent Asmodeian plots that feels a lot more pressing.
 
A World Unveiled

Twenty-Second Day of the Tenth Month 293 AC

It costs you nothing save speed that you do not need to take human shape and fly by sorcery alone, and so you do, revealing yourself at what you hope is a great enough distance to make it clear you had no intention of sneaking among the herd. Indeed, after the initial awkwardness of speaking through Varys for lack of a common tongue introductions prove simple enough, bereft of any ritual or formality and little wonder.

"We awoke to the skies two turnings of the stars ago," the Head Mare, an old female of dappled coat and deep thoughtful eyes. "We knew that we were not as we had been and could not dwell among those still shackled to earth for the wind called to us in sweet voices and taught us its secretes. We learned of fresh fragrant meadows and clear streams high in the mountains where your people do not dwell and none would seek to hunt us."

At a guess, the northerners had most likely been trying to capture the winged horses not hunt them, but you do not make the correction. You doubt slavery would be seen as any better than death, and you certainly do not wish them to consider carrying another aloft with those eyes.

Alas, even without that misstep you have hard course to thread ahead of you, simply because the small herd lacks for nothing of what it most desires in the sheltered meadows of the of the Frostback Mountains. There is plenty of grazing, and their swiftness and grace in the air sees them safe from shadow cats and other beasts, while their sheer size deters birds of prey from all but the youngest foals which are kept safe in or near the crags until they can safely fly farther.

"Don't you want to see what's past the horizon, though? There's a whole world out there filled with all sorts of things you can't even imagine now. Some of it you'll hate sure, but some of it you'll love," Vee points out, speaking through a more direct mind bond now that the Head Mare trusted you enough to forge a spell for the purpose. "The mountain holds you tight sure as the ground did before you got your wings..." For a moment you are startled by the quiet fervor in the thought before realizing your friend speaks from her own experience of the world outside the Braavosi marshlands.

"Unseen joys are fine enough to speak of, but offer little comfort in the here-and-now," the leader of the herd interjects.

"As to that we offer these small gifts, works of sorcery to ward mind and body." So saying you lay down on the stone between you three amulets of protection and three healing belts, going on to explain first their function and then what sorcery is and how it is different from mundane workings, for whatever power had given the winged horses mastery of the skies had also opened their eyes to the unseen as naturally as an owl might see by moonlight.

Lost 3 Healing Belts and 3 Amulets of Protection from Evil

By the time you are done, the old mare is at least cautiously interested as she seeks counsel with her fellows in a mingling of body language, snorts and neighs, and even simple patterns drawn in the stony earth. "We will send emissaries to your place of built caves and judge by the word they bring back," is their decision.

What follows is perhaps the strangest, certainly the longest tour of Sorcerer's Deep you have ever given as you have to stop to explain aspects of life you had never before considered, like the helplessness of human infants and the reasons why men might wish to sing, wear clothes, and a thousand other tiny details that seem to your visitors utterly strange.

In the end, Sorcerer's Deep is deemed too loud and crowded, but Mosshold is not. Better still, once you explain how they might serve to carry riders, in exchange for a stipend, your guests grow less wary not more, satisfied to see the motivation behind your actions. The universal refusal to wear a saddle is a slight problem, but you are certain there are plenty of Dothraki who would dispense with that in an instant for the honor of riding a flying horse. Hopefully they won't teach them too many poor habits.

***​

Twenty-Third Day of the Tenth Month 293 AC

By the morning of the next day the whole herd, sixty seven adults and nineteen foals, is settled in Mosshold, recovering from the long flight, and in the case of the foals enjoying carrots, apples, and other treats by the handful. "I wonder if they will be able to fly at this rate," Varys hisses to you alone, amused at the sight.

Gained 86 Pegasi (67 adults 19 foals)

"I'm sure they will manage somehow. You do, after all," you reply in like tone, to be met with a mock-offended huff.

What do you do next?

[] Write in

OOC: It's not often that Vee gets to do diplomacy but she worked out pretty well here. Not yet beta-ed.
Made a few edits to the chapter, DP.
 
I can't find it in canon, but this is your version of the setting we are supposed to be inserted into so I will ask you, did the Kingdom of Sarnor, practice slavery before it was destroyed by the Dothraki?
While I disagree with the idea that a mundane crafter could help much. Industrial revolution takes ages, after all.
 
[X] Seek out F!Renly and invite him to chat over a nice meal
-[X] Ask how he's been, make sure he hasn't been too roughed up by his general situation
-[X] Get his take on the state of the Stormlands and of Westeros in general
-[X] Ask if he's learned any magic since you last saw him, in general get a basic idea of his level and class and any special abilities
--[X] Also see what gear he's already got, and what gear his Fey Creature Horse has

-[X] Make arrangements to see him equipped and trained over the next few months. You support his expedition, but he's not going unprepared.
--[X] As part of this, point him in different places where he can recruit companions for the journey (the Scholarum for a mage, the Circle of Battle for warriors and rogues, the Orphne Court for a fey guide, etc).
---[X] For good measure, take F!Renly directly to the Orphne Court, introduce him to the former Orphne King, and help him bargain for a Fey guide. It's better if they know each other and train together before setting off.
-[X] For training, F!Renly will have special access to the Scholarum libraries to learn of the Feywild
 
Last edited:
Back
Top