@DragonParadox, can a Flesh Forge casually change the coloring of a Valyrian Dragon?

Just the coloring yes, though Viserys suspects the initial variation might have been bleed over from the deep and lingering arcane energies of the curse that made the dragons feral rather than deliberate flesh-smithing. Most dragon lords who were not themselves flesh-smiths would not trust a flesh-smith near their dragons.
 
So who is going to be the first of the new Dragonlords to put red racing stripes on their Dragon to make it go faster? :p
 
Think it feels a little weird to the dragon riders that their boss and pets are the same species?:V

I don't think leaving the feral dragon unbound for too long is a good plan, and it'll be more of a hindrance than a help to Maelor for a while yet.

[X] Crake
 
Studying, waiting for his dragon to get bigger, occasionally brooding that he is stuck in a classroom and other dragon riders are allowed to go out and about.
Funnily enough things would probably go well for him if he just petitioned for a meeting with us and asked to be sent out for firsthand missions. We could easily stick him with a team of baby PCs.
 
Funnily enough things would probably go well for him if he just petitioned for a meeting with us and asked to be sent out for firsthand missions. We could easily stick him with a team of baby PCs.

What, the Misfits? IDK, I can't see Denys as a teacher, see.

Edit: You see nothing....
 
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He'd be a more responsible teacher than Viserys, you mean?

Then yes, perfectly understandable. :V
 
Funnily enough things would probably go well for him if he just petitioned for a meeting with us and asked to be sent out for firsthand missions. We could easily stick him with a team of baby PCs.
I mean the plan was to send him out with the Druid twins and a veritable amount of other beings. When the Druid twins stop getting free levels that is.
 
Need some more votes, ya'll. It's an almost even split at the moment.
Adhoc vote count started by Goldfish on Oct 13, 2019 at 9:37 AM, finished with 45 posts and 11 votes.

  • [X] Ceria Storm shall bind Melys, and when you take her pledge as a lord to client, you will ennoble her in truth.
    -[X] Also gift two dragon eggs from your treasury to Lady Celeris' daughter and son.
    --[X] 11. Forest green and amber, 12. Burnt orange adorned with golden flames
    [X] Maelor shall bind Melys, and when you take his pledge as a lord to client, you will ennoble him in truth.
 
I don't see Maelor getting a dragon until he's done with infiltrating.
And that's 3-5 months still.

He won't be able to care for a dragon there.
And so far as we have seen, a dragonrder needs to interact with the dragon, the more - the better, really.
Simply leaving the dragon in our stables for months is not really a choice.

I'm all for giving him a dragon, but right now it's just not the time, we need someone busy with infiltrating the CoB, and he's seemingly the beast candidate around.

EDIT: In the name of Koas
[X] Maelor shall bind Melys, and when you take his pledge as a lord to client, you will ennoble him in truth.
 
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@DragonParadox, here's the updated character sheet for Dirriz.


Name: Dirriz Bluecloak
Age: Unknown
Alignment: Chaotic Neutral
Race: Fearie Dragon (Tiny)
Level: 10
Class: Faerie Dragon Racial HD 3/ Oracle 7
Feats: Versatile Spellcaster, Practiced Spellcaster (Oracle), Trickery Devotion, Precocious Apprentice (Alter Self)
Class Features: Dragon Mystery (Electricity), Curse (Covetous), Draconic Resistances Revelation (Electricity), Breath Weapon Revelation, Scaled Toughness Revelation (1/Day, 7 rounds)
Languages Spoken: Draconic, Silvan, Westerosi Common

HP: 74
AC: 10 + 4 (Dex), +4 (Mage Armor) + 2 (Natural), + 2 (Size) + 2 Deflection (vs Evil) = 22/24
Speed: Ground: 10, Swim: 30, Fly: 60 + 30 (Anklets) = 90 (Perfect)
Initiative: +4 (DEX)
Attack: +8 (BAB) + 2 (Size) + 4 Dex/-1 Str = +9/+4 (Melee) or +14/+9 (Range)
Spell Save: 10 + 6 (CHA) + spell level
Special Attacks: Breath weapon (5-ft. cone, Euphoria[Staggered, Sickened, and immune to Fear effects], Fort DC 18 negates, usable every 1d4 rounds), Breath Weapon (60ft-line Elecricity, 3d6, Reflex DC 18 for half damage, 2/Day)
Immunities: Possession/Mental Control, Sleep, Paralysis, Blinding and Dazzling effects
Resistances: Cold 5, Electricity 5
Senses: Low Light Vision, Darkvision 60ft
SR: 20

STATS:
9 (-1) Strength
17 +2 = 19 (+4) Dexterity
13 +3 = 16 (+3) Constitution
16 (+3) Intelligence
14 (+2) Wisdom
18 +4 = 22 (+6) Charisma

SAVES:
FORTITUDE: 5 + 3 (CON) + 2 = 8/10
REFLEX: 5 + 4 (DEX) + 2 = 9/11
WILL: 8 + 2 (WIS) + 2 = 10/12

SKILLS:
Appraise
: 13 + 3 (INT) + 4 (Curse) = 20
Bluff: 13 + 6 (CHA) = 19
Concentration: 13 + 3 (CON) = 16
Diplomacy: 13 + 6 (CHA) + 4 (SYN) = 21
Knowledge (Arcana): 9 + 3 (INT) = 12
Knowledge (Nature): 12 + 3 (INT) = 11
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 13 + 2 (INT) + 2 (SYN) + 2 (PA) = 19 (+4 to identify magical items)
Use Magic Device: 13 + 6 (CHA) + 4 (Curse)= 23

Sorcerer Spells Known (CL 3):
Level 0: Dancing Lights, Ghost Sound, Mage Hand, Open/Close, Prestidigitation (6/day)
Level 1: Grease, Mage Armor, Silent Image (5+2/day)
Level 2: Alter Self (1/day; requires DC 8 caster check to use)

Oracle Spells Known (CL 10):
Level 0: Create Water, Cure Minor Wounds, Detect Poison, Detect Magic, Purify Food and Drink, Read Magic, Spark (6/day)
Level 1: Barbed Chains, Cause Fear, Cultural Adaption, Cure Light Wounds, Ice Slick, Magic Missile(RotF), Resurgence, Tap Inner Beauty (6+2/day)
Level 2: Close Wounds, Cure Moderate Wounds, Ironskin, Resist Energy, Visualisation of the Mind (6+2/day)
Level 3: Ancestral Awakening, Blindness/Deafness, Cure Serious Wounds, Fireball(RotF), Fly (4+1/day)

Grimoire of High Arcana:
Level 1: Conviction, Divine Insight, Entropic Shield, Moment of Greatness, Shield of Faith

Spell-Like Abilities (CL 10): 3/Day: Greater Invisibility (self only)

Aerial Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
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
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky & Radiant Earring of Arcane Acuity) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Ring of Healing Vigor: +3 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Detect Undead x3
Remove Fear x5
Remove Sickness x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Gentle Repose x3
Lay of the Land x2
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Magic Circle Against Evil x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3

Genie Tokens
1x Plane Shift Charm
1x Sending Stone

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Sleep-Smoke
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
10x Vermin Repellent

Equipped Magic Items: Aerial Anklets of Rapid Translocation, Amulet of Tears, Belt of Hidden Pouches, Cloak of Resplendant Grace (+4 CHA, +2 DEX), Gloves of the Starry Sky, Greater Ribbon of Disguise, Hat of Disguise, Radiant Earring of Arcane Acuity, Ring of Healing Vigor (+3 CON), Ring of Protection from Law (not currently worn), Ring of Protection from Evil, Wand of Scorching Ray (25 Charges, CL 3)
 
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[X] Maelor shall bind Melys, and when you take his pledge as a lord to client, you will ennoble him in truth.
 
@Goldfish Now that Drizzil has Fireball and her breathweapon, maybe the Wand of Scorching Ray can go to someone weaker, for whom it might be relevant?
I thought about that, but left it for the same reason I left her Ring of Protection from Law despite giving her a Ring of Protection from Evil.

She's a Dragon Oracle with the Covetous Curse. It seemed like she might like to hang on to her stuff, even things which are somewhat obsolete for her. It also doesn't hurt to have a backup wand, despite her breath weapons and decent number of spell slots.
 
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