I am sort of convinced in a WTWTCH sort of way, but I have delegates already.

Mostly 'cause I feel we could pull it off without anyone but Jon even knowing he was gone, which would be maximum paranoia mode, but still.
 
Also, c'mon guys. Knowing our luck, Sansa is going to burst into Jon's room just as we make the switch.

Exhibit A) Myrcella chasing our niece's cat into the forgotten storage room we just so happened to choose? Out of a massive keep noted for having tons of cats in it from as far back as the Dance?

We're a magnet for them. I'm honestly surprised Margaery didn't burst into the meeting we held with Danelle and Brandon.

Though thinking about it, @Duesal, one thing I would be okay with is switching with Jon and replacing him with ourselves for a few hours. There honestly shouldn't be anything that can see through a Cloak of Khyber, and we're familiar enough with Jon's character to act like him. Who would bother him in the Godswood? Arya? We can distract her for a few hours. Ned Stark? That could be supremely awkward if it turns into a heartfelt father-and-son conversation, but also potentially hilarious. Sansa (honestly what I'm betting on) or Robb? Oh jeez, that could actually be kind of hard... though they're just kids... we can fool a couple of kids.
I don't trust the kids not to mess up. It's really not worth it in my eyes since we can and regularly do visit him in the dreamlands.
 
... Holy shit I can't in good conscience vote for Viserys to replace Jon for a few hours but that sounds absolutely amazing. Holy shit.
 
I'm not put out either way by it.

@Deliste, any word on the stuff you wanted?

Need to do the math for price and tweak some stats still and at work but the basics are as follows, please let me know what you think/unworkable elements.

~500 Bladeleaf Children of the Briar (CR2) - 600GP each - 300,000 GP - For the purpose of Guerilla warfare, for now the focus would be on assisting our Westeros sided agents from being pushed out of their forested holdfasts. - I know I should know IM but I hate conversions.

12 Advanced Gigantean Plant-Imbued Drakenbeasts (CR15) - What can't they do? - 57,600 IM each (going off other CR15s on the vote, Note: Dragon Turtles and Sea Serpents priced differently by 100IM in current vote) - Total 691,200IM.

XXX (There was debate on numbers or altering the design so this may be dropped @Goldfish) Flowering Lattice (CR1/6) - 7,500 GP per 100. Supplementary Sustenance and kick-starting a natural population, explicitly harmless to the point of being worn as clothing.

XXX* Rampant (Variant - No monster spawning) Bullettes (CR8) - 2,400IM each. - For the purpose of enhancing and patrolling our agricultural endeavours. It will enhance yield and they are powerful ambush predators in this environment.

*I need a little help on the numbers here, they have a home range of 30 square miles in the wild according to MMI so prioritising dividing the most productive/at risk by that figure - I do not have the figures for land area of agricultural works.

The below has been approved with the requested variant Spawning ability with the caveat that it might not work on Aberrations due to abnormal morphology.

30 Amphibious Quickling Vinespawn (CR10) - 4,800 IM each - Total 144,000IM - For the purpose of taking physically weak enemies alive - Extreme physical mobility.

@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.
 
Last edited:
Need to do the math for price and tweak some stats still and at work but the basics are as follows, please let me know what you think/unworkable elements.

~500 Bladeleaf Children of the Briar (CR2) - 450GP each - 300,000 GP - For the purpose of Guerilla warfare, for now the focus would be on assisting our Westeros sided agents from being pushed out of their forested holdfasts. - I know I should know IM but I hate conversions.

12 Advanced Gigantean Plant-Imbued Drakenbeasts (CR15) - What can't they do? - 57,600 IM each (going off other CR15s on the vote, Note: Dragon Turtles and Sea Serpents priced differently by 100IM in current vote) - Total 691,200IM.

XXX (There was debate on numbers or altering the design so this may be dropped @Goldfish) Flowering Lattice (CR1/6) - 7,500 GP per 100. Supplementary Sustenance and kick-starting a natural population, explicitly harmless to the point of being worn as clothing.

XXX* Rampant (Variant - No monster spawning) Bullettes (CR8) - 2,400IM each. - For the purpose of enhancing and patrolling our agricultural endeavours. It will enhance yield and they are powerful ambush predators in this environment.

*I need a little help on the numbers here, they have a home range of 30 square miles in the wild according to MMI so prioritising dividing the most productive/at risk by that figure - I do not have the figures for land area of agricultural works.

The below has been approved with the requested variant Spawning ability with the caveat that it might not work on Aberrations due to abnormal morphology.

30 Amphibious Quickling Vinespawn (CR10) - 4,800 IM each - Total 144,000IM - For the purpose of taking physically weak enemies alive - Extreme physical mobility.
1) Where are you getting those prices for these Bladeleaf CotB and the Lattice from?
2) Fixed that. And adding.
4) We'll probably have to do a study on this before we commit.
5) Adding.
 
1) Where are you getting those prices for these Bladeleaf CotB and the Lattice from?
2) Fixed that. And adding.
4) We'll probably have to do a study on this before we commit.
5) Adding.

1) @Duesal suggested dividing CR1 price, Lattice are CR1/6. Bladeleaf is base CR1 + CR1 template.
4) I thought we could make that, our administration should have the numbers on agriculture and how often they're facing threats from the patrol actions etc we've taken.
Could you add a placeholder awaiting ruling please. @DragonParadox?

Tbh I'd like quite a bit more Drakenbeasts but I waited due to price. I'd like to wait to see efficacy of Vinespawn before hard committing to wartime numbers.
 
Last edited:
Don't forget to vote, ya'll.

@Deliste, @Crake, I'm sure we'll get plenty of use out of them, but I think 12 of the Advanced Gigantean Darkenbeasts is a bit excessive.

Could we reduce them by two or four and increase the Super Pseudodragon order by a corresponding amount?
 
I'd like a few of those switched to the Sea Serpents personally. What was that Vine creature that was linked a while ago? In a list with 4 or 5 creatures.

Also whose pet project was it to try and recreate Plant Symbionts?
 
Last edited:
...I don't really like either the beasts, or pseudodragons.
:/

I'd really rather buy up more Serpents or such for use against Illithid.
CR15 units would be roughly on par with their elite non-PCs, ergo, we need more of such.

Those dragons feel like vanity buy, a little.
Mostly useless agaisnt illithids who are the soonest we'll apply our armies, even if those dragons/beasts are otherwise powerful by themselves.

What's the point is to buy them now?
[X] Crake
 
...I don't really like either the beasts, or pseudodragons.
:/

I'd really rather buy up more Serpents or such for use against Illithid.
CR15 units would be roughly on par with their elite non-PCs, ergo, we need more of such.

Those dragons feel like vanity buy, a little.
Mostly useless agaisnt illithids who are the soonest we'll apply our armies, even if those dragons/beasts are otherwise powerful by themselves.

What's the point is to buy them now?
[X] Crake
The Pseudodragons will be great for anti-Deep One operations, both above and underwater. They will outright murder an Illithid in melee combat and will be excellent lieutenants due to their telepathic abilities and social skills.

Believe me, I don't have any intentions of making something useless.
 
I kind of agree with @egoo in regards to the Pseudodragons and the Darkenbeasts, TBH. They are almost completely superfluous and just bloat to our available assets. Whereas in the sea we are facing stuff that should have a massive advantage in the Creature Feature department already.

But I'm also too tired to argue about it right now. I will reduce numbers on the Darkenbeasts by a couple and add two more of the former as requested.
 
I kind of agree with @egoo in regards to the Pseudodragons and the Darkenbeasts, TBH. They are almost completely superfluous and just bloat to our available assets. Whereas in the sea we are facing stuff that should have a massive advantage in the Creature Feature department already.

But I'm also too tired to argue about it right now. I will reduce numbers on the Darkenbeasts by a couple and add two more of the former as requested.
It's all right to leave the Pseudodragons at four.

I intend them to be able to act underwater, too. They're going to be spellcasters, so it's easy for them to have a Heart of Water spell to give them full mobility and the ability to breath underwater. They can command forces telepathically and use their Telepathic Bond SLA to establish long distance links between themselves and other groups.
 
-[X] A Valyrian Steel shortsword with a dragonskin grip, a ruby embedded in the crossguard and a dragon-headed pommel with black diamond eyes. "If you use it often enough, Lya might be able to carve
@Crake, don't get me wrong, but what's the point?
Dany had barely ever used Feeder - why would we give her a sword?
Worse yet, she may actually try meleeing with her gift just so Viserys feels good.
Which is beyond inefficient and downright dangerous.
 
A couple of elite Vinespawn at CR15 might be worth switching to, the Deep Ones came to the table for a single Ulitharid brain.

Something capable of taking them alive is very much not in their interest, and thus very very much in ours.

@Goldfish

Mighty Quickling Amphibious Vinespawn? Thoughts on alternative options to no-sells the Plane Shift?

Watchman template even when researched really should be a guardian creature rather than a Hunter/Capture.
 
A couple of elite Vinespawn at CR15 might be worth switching to, the Deep Ones came to the table for a single Ulitharid brain.

Something capable of taking them alive is very much not in their interest, and thus very very much in ours.

@Goldfish

Mighty Quickling Amphibious Vinespawn? Thoughts on alternative options to no-sells the Plane Shift?

Watchman template even when researched really should be a guardian creature rather than a Hunter/Capture.
I don't think there really is a good practical answer to that ability. That doesn't mean they would be useless against Illithids, just that they aren't ideal. Would still be good melee combatants against just about anything in their CR range.
 
@Crake, don't get me wrong, but what's the point?
Dany had barely ever used Feeder - why would we give her a sword?
Worse yet, she may actually try meleeing with her gift just so Viserys feels good.
Which is beyond inefficient and downright dangerous.
Dany would never use it in combat unless it was an absolute last resort. I think it's a nice gesture on Viserys' part, but also a sort of status symbol for Dany. It's a Targaryen thing?
 
Dany would never use it in combat unless it was an absolute last resort. I think it's a nice gesture on Viserys' part, but also a sort of status symbol for Dany. It's a Targaryen thing?

Also she's a Cleric. CoDZilla is kind of their thing. She could just become a monster in melee by buffing. As in, a CR 20 Cleric caster can become a proportional threat in melee on a whim.

It's the least valid complaint I could have ever imagined anyone making about mechanical decisions in combat, to say nothing of the fact that a sword is still useful if you're deprived of magic.
 
Dany would never use it in combat unless it was an absolute last resort. I think it's a nice gesture on Viserys' part, but also a sort of status symbol for Dany. It's a Targaryen thing?
Feeder is better iirc, tho?

Basically, I just don't see the point to gift her with a sword.
That doesn't have much point, neither practically (it's a point stick she wont use), nor based of rarity (with how we have been throwing VS weapons around).
 
Feeder is better iirc, tho?

Basically, I just don't see the point to gift her with a sword.
That doesn't have much point, neither practically (it's a point stick she wont use), nor based of rarity (with how we have been throwing VS weapons around).

Because like all vanity things, Dany wanted to wield Darksister to be hone her Visenya Targaryen cosplay game.

It's a fun harmless gift that costs us nothing but actually gives her minute utility in the unlikely scenario she was placed in a position to use it.

And also because Feeder is basically a non-character. They never get screen time, but this pads out an update with a nice callback to an earlier update. Which was half the point of the write-in.

Can we talk about something else? I'm not removing it.
 
Also she's a Cleric. CoDZilla is kind of their thing. She could just become a monster in melee by buffing. As in, a CR 20 Cleric caster can become a proportional threat in melee on a whim.

It's the least valid complaint I could have ever imagined anyone making about mechanical decisions in combat, to say nothing of the fact that a sword is still useful if you're deprived of magic.
Actually, between her BAB and the various Persistomancy buffs, she's already a pretty amazing melee fighter.

+14/+14/+9, or +16/+16/+11 with a Valyrian Steel weapon, is well in excess of just about any human warrior who hasn't managed to break the 5th level cap.

Hmm, I think we could have let her compete in the melee event of the tournament...

EDIT: And it really never hurts to have something to stab someone with in the event of sudden AMF, especially if you're a full caster who happens to be nine years old.
 
Last edited:
Back
Top