@Artemis1992 @Goldfish What I have so far for level-ups.

[] Dirriz Level-up
-[] +1 Oracle
-[] +1d8 HD
-[] Skills: +1 Appraise, +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Knowledge (Arcana), +1 Spellcraft, +1 Use Magic Device
-[] Spells: ??
-[] Revelation: ??

[] Roger Level-up
-[] +1 Martial Rogue
-[] +1d6 HD
-[] Retraining: -2 Appraise, -2 Knowledge (Local),
-[] Skills: +4 Knowledge (Arcana), +3 Spellcraft
-[] Feats: +1 Level, +1 Bonus Feat ??

[] Jeyne Level-up
-[] +1d4 HD
-[] +1 Autohypnnosis, +1 Concentration, +3 Knowledge (Psionics), +1 Psicraft
-[] Feats: +1 Level ??

[] Kennos Level-up
-[] +1 Paladin
-[] +1d10 HD
-[] Skills: +1 Diplomacy, +1 Ride, +2 Knowledge (Religion), +1 Sense Motive
-[] REMINDER: Can now prepare spells at Paladin 4 with Stat Bonus.
I'll look over the sheets when I get back to my computer.

What level is Kennos? I don't recall seeing a sheet for him.
 
I'll look over the sheets when I get back to my computer.

What level is Kennos? I don't recall seeing a sheet for him.
It's under "Other Adventurers" if you check the informationals, near the top of Page 2 of the thread.

He's Level 10 now with this vote. Fighter 6/Paladin 3 before it goes through.

Edit: To clarify a bit, as presented this vote if it goes through:

Dirriz becomes Fey Dragon 3/Oracle 7 (Effectively Oracle 7)

Jeyne becomes Psion 6 (Kineticist)

Roger becomes Rogue (Martial Variant) 4/Fighter 2

Kennos becomes Fighter 6/Paladin 4
 
Last edited:
It's under "Other Adventurers" if you check the informationals, near the top of Page 2 of the thread.

He's Level 10 now with this vote. Fighter 6/Paladin 3 before it goes through.
It would be great if he could retrain several of his Fighter levels with this level up.
 
He loses quite a few bonus feats if you do that...

But he would gain spellcasting to make up for it I suppose. How many do you want to retrain?
As many as possible, IMO. He could stand to lose the Mounted Combat, Ride By Attack, and Stand Still feats easily enough.
 
As many as possible, IMO. He could stand to lose the Mounted Combat, Ride By Attack, and Stand Still feats easily enough.

Okay. That's three Feats... so get rid of 5 Fighter Levels straight up and replace them with Paladin, leaving Fighter 1 (which we would have to do minimum anyway).

So that works out for you then.
 
@Goldfish Also, if Kennos is ditching Mounted Combat, how about this for an alternate class feature?

Alternative Class Feature: Divine Spirit (Dungeonscape)
Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.
Level: 5th.
Replaces: If you select this alternative class feature, you do not gain the special mount ability.
Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.
Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
Paladin LevelSpirit Summoned
5th-10thSpirit of healing
11th—15thSpirit of combat
16th-19thSpirit of heroism
20th+Spirit of the fallen
The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
  • A spirit occupies a 5-foot square on the battle map.
  • When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
  • All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
  • A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
  • If you lose line of sight to a spirit, it disappears immediately.
  • Each spirit available to you can be summoned once per day.
  • A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.
To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.
Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every four paladin levels you possess (up to a maximum of +5 at 20th level). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.
Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/-. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a standard action.
Spirit of the Fallen: While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.
A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.
 
@Crake, how is this for a level up for Dirriz? DP asked us not to try to vote on more than one level up at a time, so I just started at the top of the list.

I've included a bit of retraining for spells to account for her experience adventuring, with an eye toward greater effectiveness. If she learns the Scaled Toughness Revelation and the Ironskin spells, Dirriz can buff up and hang in a bit higher weight class like her larger cousins.

Also, there was an error on her sheet related to her spells known. Oracles automatically learn either the Cure or Inflict spell (chosen upon becoming an Oracle) of the appropriate level when they gain access to new spells. One of her first level spells was used to learn Cure Light Wounds, so she actually gets two 1st level spells this level up to balance that out. I went ahead and included CMW and CSW in the level up, too.

We also crafted some gear for her this past month which should help her a lot. Being able to convert 1st level spell slots into Magic Missiles and 3rd level slots into Fireballs bring a lot of offensive power to the table.

Upgrade Cloak to +4 Charisma
Ring of Healing Vigor w/+3 Constitution
Gloves of the Starry Sky
Anklets of Translocation w/+30ft Enhancement bonus to flight speed
Earring of Arcane Acuity w/Goggles of the Golden Sun effect
Pages of Spell Knowledge: Conviction (100 IM), Entropic Shield (100 IM), Moment of Greatness (100 IM), Shield of Faith (100 IM), Divine Insight (400 IM)
Amulet of Tears
[] Dirriz Level Up

-[] Class: +1 Oracle
-[] Skills (7 points): +1 Appraise, +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Knowledge (Arcana), +1 Spellcraft, +1 Use Magic Device
-[] Spells:
--[] Cantrip:
---[] Retrain: Flare >>> Prestidigitation
--[] 1st Level: Resurgence, Tap Inner Beauty
---[] Retrain: Magic Stone >>> Barbed Chains
--[] 2nd Level: Close Wounds, Cure Moderate Wounds
---[] Retrain: Spiritual Weapon >>> Ironskin
--[] 3rd Level: Ancestral Awakening, Cure Serious Wounds
-[] Revelation: Scaled Toughness
 
Last edited:
@Crake, how is this for a level up for Dirriz? DP asked us not to try to vote on more than one level up at a time, so I just started at the top of the list.

I've included a bit of retraining for spells to account for her experience adventuring, with an eye toward greater effectiveness. If she learns the Scaled Toughness Revelation and the Ironskin spells, Dirriz can buff up and hang in a bit higher weight class like her larger cousins.

Also, there was an error on her sheet related to her spells known. Oracles automatically learn either the Cure or Inflict spell (chosen upon becoming an Oracle) of the appropriate level when they gain access to new spells. One of her first level spells was used to learn Cure Light Wounds, so she actually gets two 1st level spells this level up to balance that out. I went ahead and included CMW and CSW in the level up, too.

We also crafted some gear for her this past month which should help her a lot. Being able to convert 1st level spell slots into Magic Missiles and 3rd level slots into Fireballs bring a lot of offensive power to the table.

Upgrade Cloak to +4 Charisma
Ring of Healing Vigor w/+3 Constitution
Gloves of the Starry Sky
Anklets of Translocation w/+30ft Enhancement bonus to flight speed
Earring of Arcane Acuity w/Goggles of the Golden Sun effect
Pages of Spell Knowledge: Conviction (100 IM), Entropic Shield (100 IM), Moment of Greatness (100 IM), Shield of Faith (100 IM), Divine Insight (400 IM)
Amulet of Tears
[] Dirriz Level Up

-[] Class: +1 Oracle
-[] Skills (7 points): +1 Appraise, +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Knowledge (Arcana), +1 Spellcraft, +1 Use Magic Device
-[] Spells:
--[] Cantrip:
---[] Retrain: Flare >>> Prestidigitation
--[] 1st Level: Sign, Tap Inner Beauty
---[] Retrain: Magic Stone >>> Barbed Chains
--[] 2nd Level: Close Wounds, Cure Moderate Wounds
---[] Retrain: Spiritual Weapon >>> Ironskin
--[] 3rd Level: Ancestral Awakening, Cure Serious Wounds
-[] Revelation: Scaled Toughness

Belatedly: Looks good.
 
I don't want to negotiate with a guilty ghost.

What does it take to encircle the mansion with an Anti-Magic Circle and activate it turning off all magic within?
 
Probably a massive divine ritual. Canceling magic in as wide an area as that is high level costly bullshit.
 
Except the Bulubar are much cuter.
Speaking of how are their and the Pecks attempts st making courts ofvtheir own going? It's been a long time since that plot hook. Bback when we gave Moonsongbthe idea to make a frew court when we gave her the Queen Rhaela I believe. Does Glyra have more Gremlins now?

...hey, how many points in Craft(Alchemy) does it take to head a Alchemical Factory again?
 
Last edited:
[X] Confer with your Companions and Allies: "What do you think? Could we return him to life with a light heart? Perhaps not, but it would save the lives of others to consider it at least."
-[X] Send to Zherys and Teana alone: "It sits ill with me to pardon fiends merely because we cannot remember a full tenth of their sins out of hand, and they have lesser if equal use in scope to us, but not dare to make that same concession to a man who has clearly suffered and even regrets his actions, simply because we can sit here all day naming how many people he has wronged."
-[X] "What is the point of staying the knife from those who have suffered in madness simply because they can be cured, but scoff at redeeming those such as Tagor who thought they knew better?"
-[X] You may be Lord of Volantis but that rule is newly forged, so obviously you won't go forward with it without at least tentative agreement from the others.
-[X] Viserys makes it clear just by suggesting it this is his desired route, but he elaborates to everyone on why. He has three ideas given the information presented and he challenges anyone to present an alternative:
-[X] Option #1, we resurrect Tagor and we can likely put this threat to rest here and now with the minimum amount (still quite a good deal) of risk to personal safety.
-[X] Option #2, we lie our asses off to someone who likely could not remember one good thing about that night and would really rather be as far away from this mansion as possible at all costs. This might not even work.
-[X] Option #3, we prepare a ritual using divine aid from the Old Gods, guaranteed to be painful and require a number of powerful mages and champions to defend the caster and weirwood sapling all the way through. Could be extremely dangerous if interrupted.
How about Erupt?

If there is no building anymore, the Herald has to face us.
I mean, he could try to escape and look for softer targets, but we have his looks and even molten remains of the building he used to possess, so we can at least scry and die, more likely even remote-curse him.
 
The caveat there is that the place is under his control. Solving the problem of Fire with Fire is likely to result in Fire.

Uncontrollable fire, spreading everywhere, because it's easier to direct a "arbitrary fuck mothering" load of power to indiscriminately harm than it is to be discerning.

'Cause I mean really there's no way DP didn't anticipate something as simple as "what if the players just decide 'fuck it, I don't need loot' and bomb the place from orbit?"

That's so boring! I'd start every encounter from maximum range and bomb the place. I mean okay technically it worked that one time pretty well in Gorgossos, but still... that can't work every time!

...can it?

Maybe it can, I still expect it to be a little risky.
 
The caveat there is that the place is under his control. Solving the problem of Fire with Fire is likely to result in Fire.

Uncontrollable fire, spreading everywhere, because it's easier to direct a "arbitrary fuck mothering" load of power to indiscriminately harm than it is to be discerning.

'Cause I mean really there's no way DP didn't anticipate something as simple as "what if the players just decide 'fuck it, I don't need loot' and bomb the place from orbit?"

That's so boring! I'd start every encounter from maximum range and bomb the place. I mean okay technically it worked that one time pretty well in Gorgossos, but still... that can't work every time!

...can it?

Maybe it can, I still expect it to be a little risky.
This is slightly different.

FIrst we'd have to stand at the exact center of the place and carefully manage the size of our Erupt, or we will take down the neighbourhood without any effort on our foe's part.

But aside from that, I'm relativly optimistic it could work, because we already disabled that exact trap with the circles in the yard.
Do you think he would have the same type of trap as those very noticable and magically powerful ones in more locations?

We could search the house. Ultimatly falling chandliers and sudden fires are no real threat to us, not if the Herald doesn't show itself to give power to it.
And if he does, all the better.
 
[X] Artemis1992

I'm highly against dealing with unded mcDumb here, while also pushing on some of our minions' buttons In the process.

I'm confident we can deal with the Herald in ways beyond "have to free it to kill/capture it".
 
I'm keeping my vote up but ditching the argument because while I feel like it's not an impossible stance to take considering our employment of Devils, even if they're more put-together as minions than some of our human hirelings, not many people here seem all that enthusiastic about sparing him beyond a token 'well it would hurry things along' comment here and there. And it would. It's undoubtedly the quickest route.

But I would accept some other plan, honestly, so long as it wasn't likely to blow up in our faces (in the literal sense, we can deal with the fallout from other ideas).
 
Inserted tally
Adhoc vote count started by Crake on Oct 11, 2019 at 12:58 AM, finished with 64 posts and 11 votes.

  • [X] Confer with your Companions and Allies: "What do you think? Could we return him to life with a light heart? Perhaps not, but it would save the lives of others to consider it at least."
    -[X] You may be Lord of Volantis but that rule is newly forged, so obviously you won't go forward with it without at least tentative agreement from the others.
    -[X] Viserys makes it clear just by suggesting it this is his desired route, but he elaborates to everyone on why. He has three ideas given the information presented and he challenges anyone to present an alternative:
    -[X] Option #1, we resurrect Tagor and we can likely put this threat to rest here and now with the minimum amount (still quite a good deal) of risk to personal safety.
    -[X] Option #2, we lie our asses off to someone who likely could not remember one good thing about that night and would really rather be as far away from this mansion as possible at all costs. This might not even work.
    -[X] Option #3, we prepare a ritual using divine aid from the Old Gods, guaranteed to be painful and require a number of powerful mages and champions to defend the caster and weirwood sapling all the way through. Could be extremely dangerous if interrupted.
    [x] Restore Tagar to life
    [X] Seek a blood relative of Tagar and try to fulfill the conditions to undo the binning
    [X] Artemis1992
 
Back
Top