[X] Duesal

Hell yeah, lets go dragon hunting. Our bro Relath has earned that much with those trade deals he hashed out for us.
 
Isnt our next Minor Action to summon, trap and bookify a Fallen God?
Well, I sure hope we succeed at the attempt to summon Advodaza, yes.
6/9 chances only :/

And it's not a God, not really.
False one, at best.

But no, we will likely visit Armun Kelisk and Opaline Vault before that, offering yet more of our services (Fleshforging), making new orders and taking crafting done...
Asking when they'll be comfortable sending their diplomats with us to have Marids join the offensive against the Efreeti...
Asking for any lore they have on Asmodeus, since him acting "openly" on Plane Material is Bad News for everyone...
Asking if they have anything to limit Divine influence - as a precaution in case our ritual utterly fails in dealing with Tiamat next month...

But after that, yes, Advodaza, Faceless Men, policy decisions on Marriage Law, maybe going to Gith for a short visit...
And eating the Heart of Ymeri's Herald while Yss is awake and can ensure our (relative) safety.
}:c
 
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[X] Return home to deal with the joyous occasion of the birth of Garin's children and happenings in the North

While dragon hunting does sound attractive, Garin just became a dad and I feel that as a good friend we should be there for him and cement ourselves as greatest uncle to the little tykes (it is in the thread tags after all).
 
Just remember that we commissioned 12 Glass Golems from the Myrish Glassmakers Guild on the 7th day of the 10th month, which means they have been completed and delivered by now.

@Duesal, DP told us that the Glassmakers Guild can supply us with 12 Glass Golems per month with a total cost of 118,404 IM. Can you add another order to your plan, effective as of the 7th of the month?
 
[X] Return home to deal with the joyous occasion of the birth of Garin's children and happenings in the North

cant we just go back to the plane of water after we visit Garin? It's not like we have a time crunch for the dragon, and we do have one for this sort of visit.

Sure we can congratulate him and see the kids later, but it's not the same as taking time off to see them in that first day or so.

Edit: seriously though, your closest family and friends make time for the birth of your children, especially the first time around. They don't mess around on hunting trips in other dimensions.

We don't even have a reasonable excuse except not wanting to take the time right now, which is a statement in it of its self.

This is part of the bread and butter of personal relationships across social class; it's not the end all be all of everything, but it's not nothing either. Might as well give it some consideration outside of being an obstacle to killing cool monsters.
 
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Isnt our next Minor Action to summon, trap and bookify a Fallen God?
Ah, Advodaza. I'm looking forward to that.
Just remember that we commissioned 12 Glass Golems from the Myrish Glassmakers Guild on the 7th day of the 10th month, which means they have been completed and delivered by now.

@Duesal, DP told us that the Glassmakers Guild can supply us with 12 Glass Golems per month with a total cost of 118,404 IM. Can you add another order to your plan, effective as of the 7th of the month?
Sweet, adding it now. I wonder what they'd be able to do with Glassteel.
 
The Construct section of the Armory has been updated. We are amassing significant military power now, ya'll, rather than being forced to rely almost entirely on the combat capabilities of Viserys and the Companions for all but the most trivial of threats. With steady Herald production, regular purchase of Glass Golems, and the servitors we are growing in the Fungal and Flesh Forges, things are looking up.

I've also increased our Herald production this month from 6 to 8, thanks to the influx of crafters hired from Hampa.

@Crake, along with each Moonchaser being assigned four Wyverns, I think we should also include a pair of Heralds.

Constructs:
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Sense Motive +17, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.
Current Heralds: 6 (Assigned: Yi-Ti Fleet[x1], Golden Wind[x1], Sorcerer's Deep[x4])
Heralds In Production: 8
The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Currently Assignment: Sorcerer's Deep

Advanced Tattoo Guardian:
Current Advanced Tattoo Guardian: 1 (Bonded to Lya the Sage)
Advanced Tattoo Guardians in Production: 0

Awakened Adamantine Golem: Mental Attributes (14 Intelligence, 17 Wisdom, 13 Charisma)
Current Awakened Adamantine Golem: 1
Current Assignment: Sorcerer's Deep

Advanced Commando Bio-Construct, aka "The Seeker":
Current Advanced Commando Bio-Construct: 1
Current Assignment: Sorcerer's Deep

Umbral Spies:
Current Umbral Spies: 6 (Assigned: Golden Spy-Ring x2, The Hunt for Big Red x2, Beneath the Gold x2)
Umbral Spies In Production: TO BE DETERMINED

Glass Golems:
Current Glass Golems: 12
Glass Golems in Production: 12
Current Assignment: Sorcerer's Deep

Iron Golem: Enhanced with Constant See Invisibility and equipped with a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Golems: 1
Current Assignment: Sorcerer's Deep

Iron Archer Golems: Each is equipped with a Visor of See Invisibility and a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Archer Golems: 2
Current Assignment: Sorcerer's Deep

Flesh Hounds: Variant Flesh Golem
Current Flesh Hounds: 5
Current Assignment: Goggossosi Flesh Forge

Flesh Golem:
Current Flesh Golem: 1
Current Assignment: Goggossosi Flesh Forge

Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  2. 15 Hunter Seekers [9 HD; Standard Armament Large Sized]
  3. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and 2d6 Bonus Damage when pouncing or charging]
  4. 8 Warden Seekers [9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; can share senses with a controller]
  5. 5 Caretakers [Surrogate Child Guardians; Seeker plan with more recognizable human features; No anti-magic abilities; Retractable long spears; Shield Other SLA at will; Dimension Door 3/day (Self and up to three bonded wards only)]
  6. 3 Slayer Seekers [12 HD; Lose Arcane Consumption Paralytic Tentacle; Gain At Will Greater Invisibility SLA; Hollow Bone Daggers for use with poison; Sneak Attack Bonus 4d6; Death Attack]
Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven
CR 1/2
N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP
Current Lesser Three-Eyed Ravens: 349
Current Lesser Three-Eyed Ravens in Production: 125
Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven
CR 2
N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP
Current Greater Three-Eyed Ravens: 83
Current Greater Three-Eyed Ravens in Production: 5
Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to chosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Dart (as chosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of chosen element)

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made plate mail worth 500 GP, 2000 GP
Current Elemental Wyrmlings: 32 (Acid[x8], Cold[x8], Electrcity[x8], Fire[x8])
 
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The Construct section of the Armory has been updated. We are amassing significant military power now, ya'll, rather than being forced to rely almost entirely on the combat capabilities of Viserys and the Companions for all but the most trivial of threats. With steady Herald production, regular purchase of Glass Golems, and the servitors we are growing in the Fungal and Flesh Forges, things are looking up.

I've also increased our Herald production this month from 6 to 8, thanks to the influx of crafters hired from Hampa.

@Crake, along with each Moonchaser being assigned four Wyverns, I think we should also include a pair of Heralds.

Constructs:
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Sense Motive +17, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.
Current Heralds: 6 (Assigned: Yi-Ti Fleet[x1], Golden Wind[x1], Sorcerer's Deep[x4])
Heralds In Production: 8
The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Currently Assignment: Sorcerer's Deep

Advanced Tattoo Guardian:
Current Advanced Tattoo Guardian: 1 (Bonded to Lya the Sage)
Advanced Tattoo Guardians in Production: 0

Awakened Adamantine Golem: Mental Attributes (14 Intelligence, 17 Wisdom, 13 Charisma)
Current Awakened Adamantine Golem: 1
Current Assignment: Sorcerer's Deep

Advanced Commando Bio-Construct, aka "The Seeker":
Current Advanced Commando Bio-Construct: 1
Current Assignment: Sorcerer's Deep

Umbral Spies:
Current Umbral Spies: 6 (Assigned: Golden Spy-Ring x2, The Hunt for Big Red x2, Beneath the Gold x2)
Umbral Spies In Production: TO BE DETERMINED

Glass Golems:
Current Glass Golems: 12
Glass Golems in Production: 12
Current Assignment: Sorcerer's Deep

Iron Golem: Enhanced with Constant See Invisibility and equipped with a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Golems: 1
Current Assignment: Sorcerer's Deep

Iron Archer Golems: Each is equipped with a Visor of See Invisibility and a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Archer Golems: 2
Current Assignment: Sorcerer's Deep

Flesh Hounds: Variant Flesh Golem
Current Flesh Hounds: 5
Current Assignment: Goggossosi Flesh Forge

Flesh Golem:
Current Flesh Golem: 1
Current Assignment: Goggossosi Flesh Forge

Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  2. 15 Hunter Seekers [9 HD; Standard Armament Large Sized]
  3. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and 2d6 Bonus Damage when pouncing or charging]
  4. 8 Warden Seekers [9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; can share senses with a controller]
  5. 5 Caretakers [Surrogate Child Guardians; Seeker plan with more recognizable human features; No anti-magic abilities; Retractable long spears; Shield Other SLA at will; Dimension Door 3/day (Self and up to three bonded wards only)]
  6. 3 Slayer Seekers [12 HD; Lose Arcane Consumption Paralytic Tentacle; Gain At Will Greater Invisibility SLA; Hollow Bone Daggers for use with poison; Sneak Attack Bonus 4d6; Death Attack]
Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven
CR 1/2
N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP
Current Lesser Three-Eyed Ravens: 349
Current Lesser Three-Eyed Ravens in Production: 125
Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven
CR 2
N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP
Current Greater Three-Eyed Ravens: 83
Current Greater Three-Eyed Ravens in Production: 5
Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to choosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Darts (as choosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of choosen element

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made platemail worth 500 GP, 2000 GP
Current Elemental Wyrmlings: 32 (Acid[x8], Cold[x8], Electrcity[x8], Fire[x8])
Looking great. :) I'd like the Harbinger to eventually have an escort of three Heralds and a dozen or so Elemental Wyrmlings. That would be a hell of a challenge for anyone who tries to tank it.
 
The Construct section of the Armory has been updated. We are amassing significant military power now, ya'll, rather than being forced to rely almost entirely on the combat capabilities of Viserys and the Companions for all but the most trivial of threats. With steady Herald production, regular purchase of Glass Golems, and the servitors we are growing in the Fungal and Flesh Forges, things are looking up.

I've also increased our Herald production this month from 6 to 8, thanks to the influx of crafters hired from Hampa.

@Crake, along with each Moonchaser being assigned four Wyverns, I think we should also include a pair of Heralds.

Constructs:
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Sense Motive +17, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.
Current Heralds: 6 (Assigned: Yi-Ti Fleet[x1], Golden Wind[x1], Sorcerer's Deep[x4])
Heralds In Production: 8
The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Currently Assignment: Sorcerer's Deep

Advanced Tattoo Guardian:
Current Advanced Tattoo Guardian: 1 (Bonded to Lya the Sage)
Advanced Tattoo Guardians in Production: 0

Awakened Adamantine Golem: Mental Attributes (14 Intelligence, 17 Wisdom, 13 Charisma)
Current Awakened Adamantine Golem: 1
Current Assignment: Sorcerer's Deep

Advanced Commando Bio-Construct, aka "The Seeker":
Current Advanced Commando Bio-Construct: 1
Current Assignment: Sorcerer's Deep

Umbral Spies:
Current Umbral Spies: 6 (Assigned: Golden Spy-Ring x2, The Hunt for Big Red x2, Beneath the Gold x2)
Umbral Spies In Production: TO BE DETERMINED

Glass Golems:
Current Glass Golems: 12
Glass Golems in Production: 12
Current Assignment: Sorcerer's Deep

Iron Golem: Enhanced with Constant See Invisibility and equipped with a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Golems: 1
Current Assignment: Sorcerer's Deep

Iron Archer Golems: Each is equipped with a Visor of See Invisibility and a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Archer Golems: 2
Current Assignment: Sorcerer's Deep

Flesh Hounds: Variant Flesh Golem
Current Flesh Hounds: 5
Current Assignment: Goggossosi Flesh Forge

Flesh Golem:
Current Flesh Golem: 1
Current Assignment: Goggossosi Flesh Forge

Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  2. 15 Hunter Seekers [9 HD; Standard Armament Large Sized]
  3. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and 2d6 Bonus Damage when pouncing or charging]
  4. 8 Warden Seekers [9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; can share senses with a controller]
  5. 5 Caretakers [Surrogate Child Guardians; Seeker plan with more recognizable human features; No anti-magic abilities; Retractable long spears; Shield Other SLA at will; Dimension Door 3/day (Self and up to three bonded wards only)]
  6. 3 Slayer Seekers [12 HD; Lose Arcane Consumption Paralytic Tentacle; Gain At Will Greater Invisibility SLA; Hollow Bone Daggers for use with poison; Sneak Attack Bonus 4d6; Death Attack]
Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven
CR 1/2
N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP
Current Lesser Three-Eyed Ravens: 349
Current Lesser Three-Eyed Ravens in Production: 125
Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven
CR 2
N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP
Current Greater Three-Eyed Ravens: 83
Current Greater Three-Eyed Ravens in Production: 5
Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to choosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Darts (as choosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of choosen element

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made platemail worth 500 GP, 2000 GP
Current Elemental Wyrmlings: 32 (Acid[x8], Cold[x8], Electrcity[x8], Fire[x8])

How about a Herald and two flights of Elemental Wyrmlings? One flight for each squad of marines, and a Herald that can be used to do Talky or Fighty when the situation calls for it.

Edit: I suggest two flights of Wyrmlings instead of another Herald specifically because I don't think even one of them is going to be able to fight on-board without getting in the way. One of them can stow aboard and even disembark to attack or act as an envoy though. The wyrmlings can ride on a marine's shoulder and blast enemies!
 
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@Duesal Feel free to tack this on if you see it.

[X] Roger Level-up
-[X] +1 Martial Rogue
-[X] +1d6 HD
-[X] Retraining: -2 Appraise, -2 Knowledge (Local),
-[X] Skills: +4 Knowledge (Arcana), +3 Spellcraft
-[X] Feats: Improved Bull Rush, Shock Trooper


@Goldfish Not too familiar with Psions, any ideas?
[] Jeyne Level-up
-[] +1d4 HD
-[] +1 Autohypnnosis, +1 Concentration, +3 Knowledge (Psionics), +1 Psicraft
-[] Feats: +1 Level ??
-[] Powers:
 
@Duesal Feel free to tack this on if you see it.

[X] Roger Level-up
-[X] +1 Martial Rogue
-[X] +1d6 HD
-[X] Retraining: -2 Appraise, -2 Knowledge (Local),
-[X] Skills: +4 Knowledge (Arcana), +3 Spellcraft
-[X] Feats: Improved Bull Rush, Shock Trooper


@Goldfish Not too familiar with Psions, any ideas?
[] Jeyne Level-up
-[] +1d4 HD
-[] +1 Autohypnnosis, +1 Concentration, +3 Knowledge (Psionics), +1 Psicraft
-[] Feats: +1 Level ??
-[] Powers:
Done. I'm very happy with the way these two have been power-leveling.
 
Rather than haggle over the price of the slimes you decide to pay as much as you would have in the markets of the genies. Riz'Neth will need the gold regardless if he is to care for all the new serpentfolk awoken from their long slumber.

  • 1 Livestone
  • 1 Emerald Ooze
  • 1 Dispa (Ozmond)
  • 1 Mercury Ooze
  • 1 Stone Pudding
  • 1 Gelatinous Cube
Lost 13,800 IM
Hey guys I am still catching up to the thread but I saw that you guys bought all these in the magic Australia adventure but forgot to actually add them to our info tab, you also forgot about adding that living ooze snake nest that had an animal-like intelligence that you found at the start of the dungeon delve. This was a while ago so I am talking about the oblivion giant ozze dungeon that you sacrificed to Yss to empower the Tiamat trap item.

Back to catching up I guess.
 
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Here's what I have for Jeyne's level up, @Crake. @Duesal, can you add it to your vote?

I'm using a modified version of Expanded Knowledge here, one which works like the Expanded Arcana feat from Pathfinder which we have been using for several of our spontaneous spellcasters, Viserys included, as opposed to the D&D 3.5 version which sucks.

Astral Construct is one of the better Psionic powers and effectively gives Jeyne a Summon Monster-like spell of whatever level she can manifest, though it will be much more customizable than a regular Summon.

Mind Thrust hits stupidly hard, scaling up very well depending on how many Power Points are spent on it. After her level up, for example, Jeyne could spend 7 PP to inflict 7d10 damage to a target. That's amazing for a 6th level PC.

Entangling Ectoplasm is a staple power, one which imparts a nice debuff extremely cheaply, allowing Jeyne to use it dozens of times if need be. Being Entangled can really ruin an enemy's day. Concealing Amorpha is just the Psionic version of the Blur spell, though one Jeyne cannot cast on anyone else. 3 PP for a 20% miss chance is very nice. Call to Mind isn't a bad power, but I don't think it will get enough use to be worth investing in. Detect Psionics, on the other hand, is an excellent way to find Deep One infiltrators and Jeyne will basically be our only source of the power short of commissioned items bought from the Githzerai.

As for Jeyne's new powers, Energy Cone is her first real AoE, and it's a very good one for just being a 3rd level power. Large AoE and variable energy damage means it can be used against almost any type of enemy. Time Hop is kinda situational, but it provides an extremely effective tactical movement/escape option/enemy control in and out of combat.

[] Jeyne Level Up
-[] Class: +1 Psion
-[] Feat: Expanded Knowledge (Concealing Amorpha, Mind Thrust)
--[] Retrained: Speed of Thought >>> Expanded Knowledge (Astral Construct, Entangling Ectoplasm)
-[] Skills (6 points): +1 Autohypnnosis, +1 Concentration, +1 Psicraft, +3 Knowledge (Psionics), +4 Knowledge (Dungeoneering)
--[] Retrained (+4 points): -4 Craft (Weaving)
-[] Powers:
--[] 1st Level: Astral Construct, Entangling Ectoplasm, Mind Thrust
---[] Retrained: Call to Mind >>> Detect Psionics
--[] 2nd Level: Concealing Amorpha
--[] 3rd Level: Energy Cone,
Time Hop
 
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Hey guys I am still catching up to the thread but I saw that you guys bought all these in the magic Australia adventure but forgot to actually add them to our info tab, you also forgot about adding that living ooze snake nest that had an animal-like intelligence that you found at the start of the dungeon delve. This was a while ago so I am talking about the oblivion giant ozze dungeon that you sacrificed to Yss to empower the Timat trap item.

Back to catching up I guess.
Good catch, dude. I probably wasn't the only one who had forgotten about those.

I think they need to be added to the King's Menagerie section, @DragonParadox?
 
Here's what I have for Jeyne's level up, @Crake. @Duesal, can you add it to your vote?

I'm using a modified version of Expanded Knowledge here, one which works like the Expanded Arcana feat from Pathfinder which we have been using for several of our spontaneous spellcasters, Viserys included, as opposed to the D&D 3.5 version which sucks.

Astral Construct is one of the better Psionic powers and effectively gives Jeyne a Summon Monster-like spell of whatever level she can manifest, though it will be much more customizable than a regular Summon.

Mind Thrust hits stupidly hard, scaling up very well depending on how many Power Points are spent on it. After her level up, for example, Jeyne could spend 7 PP to inflict 7d10 damage to a target. That's amazing for a 6th level PC.

Entangling Ectoplasm is a staple power, one which imparts a nice debuff extremely cheaply, allowing Jeyne to use it dozens of times if need be. Being Entangled can really ruin an enemy's day. Concealing Amorpha is just the Psionic version of the Blur spell, though one Jeyne cannot cast on anyone else. 3 PP for a 20% miss chance is very nice. Call to Mind isn't a bad power, but I don't think it will get enough use to be worth investing in. Detect Psionics, on the other hand, is an excellent way to find Deep One infiltrators and Jeyne will basically be our only source of the power short of commissioned items bought from the Githzerai.

As for Jeyne's new powers, Energy Cone is her first real AoE, and it's a very good one for just being a 3rd level power. Large AoE and variable energy damage means it can be used against almost any type of enemy. Time Hop is kinda situational, but it provides an extremely effective tactical movement/escape option/enemy control in and out of combat.

[] Jeyne Level Up
-[] Class: +1 Psion
-[] Feat: Expanded Knowledge (Concealing Amorpha, Mind Thrust)
--[] Retrained: Speed of Thought >>> Expanded Knowledge (Astral Construct, Entangling Ectoplasm)
-[] Skills (6 points): +1 Autohypnnosis, +1 Concentration, +1 Psicraft, +3 Knowledge (Psionics), +4 Knowledge (Dungeoneering)
--[] Retrained (+4 points): -4 Craft (Weaving)
-[] Powers:
--[] 1st Level: Astral Construct, Entangling Ectoplasm, Mind Thrust
---[] Retrained: Call to Mind >>> Detect Psionics
--[] 2nd Level: Concealing Amorpha
--[] 3rd Level: Energy Cone,
Time Hop
Added, she's looking good. I'm very happy with how she's been progressing. She's so much stronger than the level 3 sorceress with crappy spells we captured all that time ago.
 
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