If I'm figuring the cost up properly, for 1/Day use, it would cost 10762 IM, plus 25,000 XP. I'm other words, I think we'll pass...

I think the horn probably drains or damages Constitution now, possibly in conjunction with an XP cost, if Crake's correct about the base spell.
Eh, doesn't hurt to be generous with a diehard loyalist, especially with our current budget and the fact that Lord Celtigar is already killing stray Deep Ones.
 
Eh, doesn't hurt to be generous with a diehard loyalist, especially with our current budget and the fact that Lord Celtigar is already killing stray Deep Ones.
Plus he's probably gonna spend a good bit of it on defense stuff from us anyway. So really it's just a win win. Heck wanna just promise him a hundred sets of plus one weapons and armor?
 
We've already promised him plenty. He's getting a fantastic deal as it stands.
I mean as part of payment. Guy obviously has plenty of cash. He's basically gonna spend a good bit for stuff from us. Might as well cut out the wait for the order and just pay him in goods instead of paying him in coin which he uses to pay us for the stuff he wants. Nothing serious by it. Nust seemed a bit roundabout to me. Plus cuts back on ordering and transport time. We are here he is here might as well play the merchant thing to the hilt and get and deliver the order at once.
 
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Eh, doesn't hurt to be generous with a diehard loyalist, especially with our current budget and the fact that Lord Celtigar is already killing stray Deep Ones.
I was just talking about the cost of making a 1/Day item for the spell Crake found.

I don't mind paying him 20,000 IM for the horn at all.
 
I mean as part of payment. Guy obviously has plenty of cash. He's basically gonna spend a good bit for stuff from us. Might as well cut out the wait for the order and just pay him in goods instead of paying him in coin which he uses to pay us for the stuff he wants.
That's what I'm saying -- we already voted to sell him enchanted weapons and armor at cost. He'll already be getting everything he needs and more.
 
Hopefully the horn does a little bit more than that, the strategic benefit from summoning a kraken is nothing compared to wrestling away some of the deep one's heavy hitters during a battle.
 
Hopefully the horn does a little bit more than that, the strategic benefit from summoning a kraken is nothing compared to wrestling away some of the deep one's heavy hitters during a battle.
Given the near instantaneous appearance of the Kraken when Celtico's wife used the horn, I'm fairly certain it was a temporary Summoning. @Crake was probably spot on with his guess for the base spell.
 
Given the near instantaneous appearance of the Kraken when Celtico's wife used the horn, I'm fairly certain it was a temporary Summoning. @Crake was probably spot on with his guess for the base spell.
I'm honestly assuming that's what we would get is a base from the last enchantment the horn bestowed. Like the recording of the last spell it cast. With the sacrifice and the scheme we saw I'm assuming it was originally more of a sacrifice XP or Lifeforce or whatever for magic that you needed. Like a wish granter that are your life.

Blow Horn for Divine Aid. Expect to be left footing the bill. That sort of thing. Like the Crown but Merling King powered. Every time you blow it you die a little and since he is a god of death no getting around it through lesser ways.
 
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Why do we need to buy the horn? It's a family heirloom.
Let's rent it for studying and give it back to them.

If you're dead set on buying it, I want to offer him a Valyrian plate he can summon on command like what Waymar's ring does... stylized with crab aesthetics and is enchanted to be RED.
 
Why do we need to buy the horn? It's a family heirloom.
Let's rent it for studying and give it back to them.

If you're dead set on buying it, I want to offer him a Valyrian plate he can summon on command like what Waymar's ring does... stylized with crab aesthetics and is enchanted to be RED.
Because we can get a hell of a lot more use out of it than they can.
 
@Goldfish

[] Rhaella Level-up
-[] HD: +1d6
-[] Skills: +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Intimidate, +1 Knowledge (Arcane), +1 Perform (String), +1 Sense Motive, +1 Spellcraft
-[] Draconic Lineage: Greater Draconic Bloodline
-[] 9th Level Feat: Words of Creation
-[] 4th Level Spell Known: ??
-[] 8th Level Dragonsinger Spell Exchange: ??

Never mind on the Words of Creation, Snowfire was ahead of me there. They learn it as a bonus feat later on.

Though I'm at a loss at what else to get for her.
 
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Given the near instantaneous appearance of the Kraken when Celtico's wife used the horn, I'm fairly certain it was a temporary Summoning. @Crake was probably spot on with his guess for the base spell.
I agree, very good guess.
But if this is a Divine artifact, or close enough, is that all it can do?
I would not be surprised if it can either summon something, or take control of present enemies depending on the circumstances, with associated costs.
 
Why do we need to buy the horn? It's a family heirloom.
Let's rent it for studying and give it back to them.

If you're dead set on buying it, I want to offer him a Valyrian plate he can summon on command like what Waymar's ring does... stylized with crab aesthetics and is enchanted to be RED.
I agree that the horn is too valuable/important to just buy it, that why Duesal increased the original offer to a set of plate he can use as a heirloom.
But we can't give it back, not for a long time at least, if it's a weapon designed to control/fight the deep ones then it's in his best interest that it remains in our hands for the duration of the war, and since we don't know how long that will be, we might as well buy it now and negotiate later.

I do like the idea of the plate being red, if only so he can go faster
 
@Goldfish

[] Rhaella Level-up
-[] HD: +1d6
-[] Skills: +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Intimidate, +1 Knowledge (Arcane), +1 Perform (String), +1 Sense Motive, +1 Spellcraft
-[] Draconic Lineage: Greater Draconic Bloodline
-[] 9th Level Feat: Words of Creation
-[] 4th Level Spell Known: ??
-[] 8th Level Dragonsinger Spell Exchange: ??

Never mind on the Words of Creation, Snowfire was ahead of me there. They learn it as a bonus feat later on.

Though I'm at a loss at what else to get for her.
What about Obtain Familiar for her 9th level feat? We could then use the Familiar ritual to get her the effects of the Improved Familiar feat. A Pseudodragon of her own would be really great. They're very useful for all sorts of occasions.

For her first 4th level spell, there isn't any reason to get fancy. I think Voice of the Dragon would be extremely appropriate for Rhaella, both thematically as well as synergizing with her build. She's not a combat-focused PC, though we can give her some decent combat options via Raiment of the Four. We could craft them next month, which would allow her to use Magic Missile, Fireball or Flashburst (depending on which version we select), and Freedom of Movement.

We also have that really nifty Augur's Crown in the armory which would be quite nice for her.
 
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What about Obtain Familiar for her 9th level feat? We could then use the Familiar ritual to get her the effects of the Improved Familiar feat. A Pseudodragon of her own would be really great. They're very useful for all sorts of occasions.

For her first 4th level spell, there isn't any reason to get fancy. I think Voice of the Dragon would be extremely appropriate for Rhaella, both thematically as well as synergizing with her build. She's not a combat-focused PC, though we can give her some decent combat options via Raiment of the Four. We could craft them next month, which would allow her to use Magic Missile, Fireball or Flashburst (depending on which version we select), and Freedom of Movement.

We also have that really nifty Augur's Crown in the armory which would be quite nice for her.

Yeah, I like that.
 
I'm now imagining Varys giving Rhaella's new Pseudodragon Familiar an introductory class on the proper feeding and care of its new human.
"If you don't praise them every so often, they'll start moping around and staring broodily off into the distance for minutes at a time."

"Varys, what are you teaching him?"

"Be back later, it's time to get my horn bases scratched. Another benefit of a humanoid familiar... thumbs."
 
Don't forget to vote, y'all.
Adhoc vote count started by Goldfish on Sep 29, 2019 at 12:29 AM, finished with 45 posts and 7 votes.

  • [X] Finishing Up
    -[X] Offer to purchase the horn for 20,000 IM along with his choice of Reinforced Segmented Adamantine Fullplate (+1) or Reinforced Segmented Valyrian Steel Fullplate (+2) for his personal use when time time comes to war against the Deep Ones.
    --[X] An offer to have his ancestral Valyrian Steel Axe runecrafted when time permits, with an enchantment that will be greater than what normal artificers can manage
    -[X] For the council, invite all available Companions, every governor (or equivalent rank), and the heads of all major institutions (Inquisition, Scholarum, Diplo Corps, etc). The goal is to discuss with your foremost vassals the ramifications of the Sundering and how to approach who gets access to the information and when.
    --[X] Any candidate for the meeting deemed too new or not yet proven trustworthy will only make it to the meeting if Viserys or the Companions deem them ready IC.
    --[X] This isn't yet a time to dictate our ruling, we intend to hear out all opinions and formulate a plan from there.
 
What about Obtain Familiar for her 9th level feat? We could then use the Familiar ritual to get her the effects of the Improved Familiar feat. A Pseudodragon of her own would be really great. They're very useful for all sorts of occasions.

For her first 4th level spell, there isn't any reason to get fancy. I think Voice of the Dragon would be extremely appropriate for Rhaella, both thematically as well as synergizing with her build. She's not a combat-focused PC, though we can give her some decent combat options via Raiment of the Four. We could craft them next month, which would allow her to use Magic Missile, Fireball or Flashburst (depending on which version we select), and Freedom of Movement.

We also have that really nifty Augur's Crown in the armory which would be quite nice for her.
The Familiar Ritual doesn't require you to have Obtain Familiar to work. Literally the only requirement is that you have to be a mage of some kind. As an example, the only Companion unable to benefit would be Ser Richard.

It's a waste of a feat in this case since DP long since ruled we could have the whole thing as a bonus feat.
 
@DragonParadox

Can we modify the spawning effect of Vinespawn so that it just paralyzes and nourishes? Can the effect work on Illithid, they're Aberrations but specifically spawn inside the brain cavity of humanoids.

Red is what should be modified from Templates, would appreciate a double check by @thread.


a)

b)

c)

Amphibious Quickling Vinespawn CR 10 + 0 (Amphibious) + 3 (Quickling)
Usually N Large plant
Init +9; Senses low-light vision; Listen +3, Spot +4
Languages —
AC 26, touch 18, flat-footed 13; Dodge, Mobility
(–1 size, +9 Dex, +4 natural)
hp 102 (12 HD); DR 5/slashing
Immune plant immunities
Weakness vulnerability to fire, aging vulnerability
Fort +11, Ref +15, Will +4
Speed 80 ft. (16 squares), climb 120 ft., Swim 120 ft
Melee 2 slams +14 each (1d8+6)
Ranged vine net +17 touch (entangle)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +19
Atk Options Power Attack
Special Actions engulf, spawning
Abilities Str 22, Dex 29, Con 17, Int 5, Wis 10, Cha 12
SA engulf, spawning, rapid action
SQ plant traits, fast healing 3, rapid aging
Feats Dodge, Improved Natural Attack (slam), Lightning
Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack (Dodge and Mobility Overlap)
Skills Climb +14, Hide +18 (+26 in forest as amphibious will this count kelp forest etc?), Listen +7, Move
Silently +12, Spot +8, Balance 14, Jump 10, Tumble 14
Advancement 13–24 HD (Large); 25–36 HD (Huge)

Vine Net (Ex) A vinespawn can hurl parts of its body up to 30 feet as a ranged attack. Each of these tightly wound balls of vine opens in flight to form a net that can entangle a creature up to one size category larger than the vinespawn. A vinespawn can create one vine net per day for every 4 Hit Dice that it has (normally three per day). Engulf (Ex) As a standard action, a vinespawn can flow over Medium or smaller creatures, entrapping them within its form. The vinespawn simply moves into the opponents' space; any creature whose space it completely covers is subject to the engulf attack. A vinespawn cannot make slam or vine net attacks during a round in which it engulfs. It can engulf as many creatures as can fit in its space.

Opponents can make attacks of opportunity against a vinespawn, but if they do they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, a creature moves aside or back (opponent's choice) to move out of the vinespawn's path. The save DC is Strength-based.

As a swift action, a vinespawn can crush engulfed creatures, dealing 2d6+12 points of nonlethal damage. Engulfed creatures are considered grappled and trapped within the vinespawn's body, but they can attempt to damage the vinespawn or escape from it as with a normal grapple. A vinespawn is not considered to be grappling when it has engulfed a creature, and it cannot be pinned by an engulfed creature.

A creature engulfed by a vinespawn is subject to any area effect to which the vinespawn is subjected. Grappled and engulfed creatures lose any Dexterity bonus to AC but gain a +4 bonus on Reflex saves for having cover. An engulfed creature takes half damage from any attack that deals piercing damage to the vinespawn. This half damage is calculated before the vinespawn's damage reduction is applied to the attack. A vinespawn can choose to expel engulfed creatures as a standard action. If a vinespawn is killed, any engulfed creatures are freed.

Spawning (Ex) As a standard action, a vinespawn can attempt to insert its spawning root down the throat of an engulfed humanoid, monstrous humanoid, or giant. An unconscious engulfed creature cannot resist the spawning root. A vinespawn must succeed on a grapple check to infect any other creature. The engulfed creature takes 1d6+8 points of damage as the thorny appendage burrows into its stomach. The presence of a spawning root prevents talking, the casting of any spells with verbal
components, and other activities requiring speech. Removing a spawning root requires a successful grapple check by the creature invaded by the root, but doing so deals an extra 1d6 points of damage. If the vinespawn is killed, the spawning root can be removed without dealing damage.

A spawning root nourishes an unconscious creature, keeping it breathing while the vinespawn uses periodic swift actions to deal nonlethal damage and keep the target unconscious. If the target creature is left in this state for 1 day, vines grow through its veins. On the fourth day in this state, the victim dies as an adult vinespawn exits the body of its parent.

A vinespawn that is attacked during the spawning process can fight back but cannot move without disengaging its spawning root. Only if reduced to 20 or fewer hit points does it break off, disengaging the vine, dealing damage as above, and fleeing with engulfed creatures in tow.If extracted before the fourth day, the victim is sickened even when returned to consciousness. Such victims die in 2d4 days unless remove disease is used to destroy the vines that can be seen growing beneath their skin.

Aging Vulnerability (Ex)
A quickling takes 50% more damage from aging effects, including the number of years aged.

Speed: Each of the base creature's speeds is quadrupled. If the base creature has a fly speed, its maneuverability increases two categories (maximum perfect)/

Rapid Actions (Ex)
A quickling gains one extra attack or move action each round. This does not stack with other haste effects.

Quickling Casting (Ex)
All spells and spell-like abilities a quickling creature has can be cast as a swift action if it has a casting time of 1 round or less. Those spells and spell-like abilities with longer casting times have their casting times reduced to 1 round and take an attack action to cast. This ability cannot be used with the Quicken Spell or Quicken Spell-Like Ability feats.

Abilities: Dex +8.

Skills:
A quickling creature gains a +4 racial bonus on Perception
(Spot & Listen) checks and a +10 racial bonus on Acrobatics (Balance, Jump & Tumble) checks.

Rapid Aging (Ex)
A quickling ages 4 years for every 1 year that passes.


[X] Duesal
 
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So I just finished watching The Boys, and ok, it's good, but I was not expecting
a damn cliffhanger, I thought it was a single season series.
I guess my heart does have space for a few more series to fill the void (and jagged wound) game of thrones left in me, and keep expecting Contessa to drop by and resupply their vial stock for the experiment.
 
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