I gave them the ability to assume a fully human appearing form, including the ability to talk, at the cost of temporarily losing access to their shield, spear, tentacle, and Natural Armor. Gonna run it by DP on the morning. If he doesn't approve, I'll just remove that from the Caretaker sheet.

I'm not sure the stat changes work, I vaguely recalled there being something about it but Duesal has reminded me Malarys did say it was considered strange indeed and only for the exceptionally paranoid wasn't it?

I don't know that they actually ever were all that good as teachers or emotional support in the Valyrian Empire and that probably should be reflected stat wise.
 
I'm not sure the stat changes work, I vaguely recalled there being something about it but Duesal has reminded me Malarys did say it was considered strange indeed and only for the exceptionally paranoid wasn't it?

I don't know that they actually ever were all that good as teachers or emotional support in the Valyrian Empire and that probably should be reflected stat wise.
I can easily change it around if DP thinks I took it in the wrong direction or ya'll want something different.
 
I can easily change it around if DP thinks I took it in the wrong direction or ya'll want something different.

I don't think a Seeker variant can honestly raise or tutor children, @Goldfish. From the very start of the quest these things were described as slightly more uncanny T-800 models. And not the reprogrammed 'barely not a person' one from T2. The "Caretaker" variant in this case is the ironic variant of uncanny valley, since they were made to take care of incubating horrifying abominations against nature.

That isn't to say you couldn't throw one of those puppies on the surgical table and rewire everything about it, but you could dress it up and make it look exactly like a real person, even painstakingly try to program various subroutines into it, or go right past all protocols and give it guiding intelligence--but I don't like that last idea. These things entire existence is body horror. Especially seeing as how they're so accepting of modifications. Would you want to gain sentience with the usual pitch to greet you and only your own body sense of self to make your way with?

Terminator Killbots... are they ethical? If they're acquired by ethical means, and their purpose is reasonable (not explicitly hunting down all rogue mages is a pretty big step in the right direction), then yes, I would say so.

Making sentient beings who from the outset will have as loose an attachment on their own identity and sense of self as the very extreme end of our Kyton minion's clients? Definitely creepy, probably not ethical. Not at the least by the standards we've cultivated in our Impreium.

Making plant people I think is a safe diversion and repeatable project. It's not like we've exhausted the number of ways we can innovate there (and traumatize our citizens). See the Lads very conflicted response to the Snatcher Vines. "Yay they can save our men! Oh fuck they're terrifying!"
 
I think they might have faded into the background?

Also, why reforge Purity? I don't think it ever broke.
There was a comment from one of you regulars when discussion of Celestia was on going of whether Cestial Bronze would count for Waymars fluff. The answer was yes and the implication that if Purity's abilities could be transferred to Cestial Bronze that weapon would improve markedly.

I figured the 'soul' or whatever constitutes the significance of Purity could be transferred to a newly forged weapon with ritual. A weapon reincarnation if you will. Just seemed a cool idea in the discussion at the time.
 
We were mostly just intending to get enough to make a suit of plate armor for him.
 
Making sentient beings who from the outset will have as loose an attachment on their own identity and sense of self as the very extreme end of our Kyton minion's clients?
Reminds me, we still haven't seen the Kyton's shop IC, not as Viserys or in an interlude.
I'm still very interested if there is a clientele for medium to major bodymods in SD.
 
They were explicitly noted to be creepy, though. To the point where Malarys actively recommended not to use them for child-rearing unless we wanted terrified children.

I don't think Garin and Selyse would be thrilled about this.

EDIT: An adult on the other hand is a different prospect. Alinor honestly wouldn't even flinch.
I don't think a Seeker variant can honestly raise or tutor children, @Goldfish. From the very start of the quest these things were described as slightly more uncanny T-800 models. And not the reprogrammed 'barely not a person' one from T2. The "Caretaker" variant in this case is the ironic variant of uncanny valley, since they were made to take care of incubating horrifying abominations against nature.

That isn't to say you couldn't throw one of those puppies on the surgical table and rewire everything about it, but you could dress it up and make it look exactly like a real person, even painstakingly try to program various subroutines into it, or go right past all protocols and give it guiding intelligence--but I don't like that last idea. These things entire existence is body horror. Especially seeing as how they're so accepting of modifications. Would you want to gain sentience with the usual pitch to greet you and only your own body sense of self to make your way with?

Terminator Killbots... are they ethical? If they're acquired by ethical means, and their purpose is reasonable (not explicitly hunting down all rogue mages is a pretty big step in the right direction), then yes, I would say so.

Making sentient beings who from the outset will have as loose an attachment on their own identity and sense of self as the very extreme end of our Kyton minion's clients? Definitely creepy, probably not ethical. Not at the least by the standards we've cultivated in our Impreium.

Making plant people I think is a safe diversion and repeatable project. It's not like we've exhausted the number of ways we can innovate there (and traumatize our citizens). See the Lads very conflicted response to the Snatcher Vines. "Yay they can save our men! Oh fuck they're terrifying!"
How's this? Removed the ability to take on a human appearance, shifted stats around to no longer ease the creepiness, and re-prioritized the skill point distribution from knowledge and instruction to pure vigilance.

Caretaker: Medium Bio-Construct (Seeker Child Guardian Variant) - CR 4
Hit Dice: 6d10 + 18 (CON) (51 HP)
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Natural, +2 Heavy Bone Shield), Touch 10, Flat-Footed 16
Base Attack/Grapple: +6
Attack: Retractable Bone Longspear +8 (1d8+2; x3) or Tentacle +8 (paralysis)
Full Attack: Retractable Bone Longspear +8/+3 (1d8+2; x3) or Tentacle +8/+3 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with retractable bone longspear or tentacle)
Special Attacks: Retractable Bone Longspears, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, SR 11, Vulnerability to Chaos
Saves: Fort +7, Ref +4, Will +7
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 6
Skills: Listen +11, Search +9, Sense Motive +9, Spot +11
Feats: Alertness, Healing Devotion, Protection Devotion
Alignment: Lawful Neutral

Spell-like Abilities (Sp): Caster Level: 6th; At-Will: Shield Other (wards only), 3/Day: Dimension Door (self plus wards only)

Ward Bond (Su): The Caretaker can be simultaneously bonded to up to three different wards, who are usually but not always children. Bonding a ward is a simple process which requires the Caretaker to ingest a drop of the potential ward's blood in addition to a verbal command. This bond is necessary for the Caretaker to affect a ward with many of its special abilities.

Touch of Life (Su): 1/Day as an Immediate Action, the Caretaker can gain Fast Healing 2 for one minute. Alternatively, the Caretaker can use a Full-Round Action to use their Touch of Life on one of their bonded wards.

Protective Aura (Su): 1/Day as an Immediate Action, the Caretaker can activate a protective aura which provides itself and all of their bonded wards who are within a 15 foot radius with a +3 Sacred bonus to their AC for one minute.

Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 16 Fortitude save negates). A Caretaker's bonded wards are immune to the effects of its paralytic slime.

Human Appearance (Ex): Caretakers eschew the typical inhuman appearance of Seeker-type Bio-Constructs, the better to blend in with their charges. On casual inspection, a Caretaker appears to be a human female. Closer examination, however, reveals them to possess an inhumanly symmetrical face which lacks a mouth like other Seeker variants. Unlike most other Seekers, though, a Caretaker wearing loose clothing and a scarf can often walk among humans without drawing undue attention.

Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 16, 2019 at 5:48 AM, finished with 56 posts and 14 votes.

  • [X] Plan "Viserys Got A New Conspiracy!"
    -[X] Perform some divinations, forwarding part to the House of Mirrors while you handle the most tangled with your own magic. "It seems you all might get to learn something of how one turns even common hearsay into actionable intelligence, short of beating down the door of a spymaster and rifling through his belongings. Assuming of course that half the Lords in the Riverlands or their servants aren't warded by spells of the Eighth Circle, in which case, we've greater things to worry about."
    --[X] Determine if House Keath intends to hire a Faceless Man. While you doubt that is the case, as they tend to ask a price most would count an actual sacrifice if not a ransom greater than all could pay, and they explicitly have some arrangement with Braavos itself, you don't have their measure yet and the vengeful without recourse might be inspired to madness when further denied.
    --[X] Vary that question, are their servants, minions, family members, and so on.
    --[X] If not, are they reaching out to the Orphne Court?
    --[X] Trade Magnates?
    --[X] Intermediaries to obtain magic through the Terminus?
    ---[X] What deal did Lord Lychester strike with mages from the Opaline Vault? Were they connected to some Trade House? If hitting wall, reword, were they moving large quantities of goods through the Terminus via some intermediary? Reword if necessary: Did large volumes of goods from Lychester lands leave through the Planar Terminus?
    ----[X] Is the bout of ill fortune striking House Lolliston magical in nature? A curse? Deliberate sabotage? What vector? An enemy? Fiendish ploy? Fey trickery?
    -----[X] Would House Roote be amenable to a visit? Would subtler overtures through Ser Mooton be more prudent?
    ------[X] Lord Theomar takes his oaths seriously, but given the derelict performance of pretty much everyone whatsoever with any authority over him, is he truly against at least talking to you on principle? If he's amenable to even that much you're fairly confident he won't be more difficult to sway than Lord Mallery, who at least takes his duties seriously to the point where he might contemplate treason against an unworthy King.
    -------[X] Lord Vypren seems to be easing off his displays of piety, which seems to indicate something more like caution than lack of faith. Did someone convince him to show more restraint?
    --------[X] Lord Halmon Paege seems disincined to involve himself one way or another, but given how the Riverlands is the infamous stomping ground of Westeros when it comes to war, he has to know that he can't avoid the fighting in the first place and must make a decision in time, even if it is with banners on the horizon. Is he amenable to meet? If it is with some assurance that he will strengthen his House, you are famous for your generous largesse to those loyal, one of the tales about you that might come across the Narrow Sea in mostly positive light.
    ----------[X] Determine the chink in House Wayn's armor, what is the state of the succession? Who are likely claimants? Is Lady Wayn actually inclined to support Hoster Tully as her Uncle serves him, or does she value that honor as lesser considering Hoster's poor bedfellows?
 
Here's a sheet for our Warden Bio-Constructs. Little in the way of combat power reduction here, but a very heavy focus on enhancing the Warden's senses to the max, as these guys would be serving as the eyes and ears of their masters.

Ya'll remember the Dragon Dream a long, long time ago, the one where Viserys learned Wings of Cover or Resilient Sphere (gimme a break, I'm already scraping the bottom of the memory barrel...)? There was a very distant ancestor of Viserys' which was being hunted by anti-mage Constructs. The Seeker never really seemed to live up to those terrors, but now that I'm statting out some of the more advanced models, like the Slayer and Warden, I can see how they might have worked very well together to hunt down and eliminate non-sanctioned mages well before such mages could grow powerful enough to become a threat.

Is the Sensory Link power acceptable, @DragonParadox?
Warden: Medium Bio-Construct (Seeker, Information Gathering Variant) - CR 6
Hit Dice: 9d10 + 27 (CON) (76 HP)
Initiative: +0
Speed: 30 ft.
AC: 29 (+4 Natural, +4 Heavy Shield, +11 Armor), Touch 10, Flat-Footed 28
Base Attack/Grapple: +9/+13
Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Full Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone Longsword (Valyrian Steel Sheathed), Heavy Bone Shield (Valyrian Steel Sheathed), Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, Arcane Sight, Arcane Consumption, SR 14, Vulnerability to Chaos, Keen Senses, Blindsense 30 ft, Tremorsense 5ft, Sensory Link, Share Senses
Saves: Fort +8, Ref +5, Will +10
Abilities: Str 18, Dex 10, Con 15(16), Int 8, Wis 12, Cha 6
Skills: Listen +20, Search +15, Spot +20
Feats: Alertness, Keen-Eared Scout, Skill Focus (Listen), Skill Focus (Spot)
Alignment: Lawful Neutral

Sensory Link (Su): The current master of a Warden Bio-Construct can command it to ingest a drop of their blood or lock of their hair. 24 hours after doing so, the Warden extrudes a bone ring from where its mouth would be located were it a human. Always slightly warm to the touch, this bone ring will slowly adjust its size to perfectly fit the finger on which the Warden's master chooses to wear it. The bone ring emits a minor aura of Divination magic and is completely useless to anyone but the Warden's master. If lost or destroyed, a new ring can be grown in 24 hours, a process which renders the previous ring inert. It can be tracked unerringly by the Warden so long as it remains on the same Plane, and while worn the master is aware of their Warden as if it were affected by a Status spell. An individual can be bonded to no more than three Wardens in this manner at any given time, and a Warden can only ever have one active bone ring.
  • Share Senses: While wearing their Warden's bone ring, the master can use a Standard Action to replace their own senses with those of the Warden if it is within 1,200 feet. They see, hear, and smell everything the Warden is currently experiencing, as well as receiving input from the Warden's special senses (Blindsense, Tremorsense, etc), while remaining only vaguely aware of their own surroundings. While sharing a Warden's senses in this manner, the master can cast any Divination spells they know of 3rd level or lower and have them originate with the Warden rather than themselves. A master can return to using their personal senses as a Standard Action, or as a Swift Action if time is of the essence, though this leaves them Staggered for one minute. A Warden whose master is sharing its senses emits a moderate aura of Divination magic which grows stronger if it is used as a focal point for additional Divination effects.
Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 17 Fortitude save negates).

Anti-Magic Specialization:
  • Advanced Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Arcane Sight spell.
  • Arcane Consumption (Su):Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Equipment: Boneward Belt (+1 CON), Headband of Arcane Acuity, Reinforced Segmented Valyrian Steel Fullplate (+2)

Boneward Belt: +1 Constitution
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Headband of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
 
@DragonParadox, on the topic of Bio-Constructs, we found quite a few remaining in the Goggossosi Flesh Forge, but there was no mention of standard model Seekers. Did none survive or was that an oversight?
  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 [Advanced to 9 HD; 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 [Advanced to 9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; Can share senses with a controller]
  5. 5 Caretakers [6 HD; Surrogate Child Guardians; Standard Seeker body 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 [Advanced to 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]
 
Here's a sheet for our Warden Bio-Constructs. Little in the way of combat power reduction here, but a very heavy focus on enhancing the Warden's senses to the max, as these guys would be serving as the eyes and ears of their masters.

Ya'll remember the Dragon Dream a long, long time ago, the one where Viserys learned Wings of Cover or Resilient Sphere (gimme a break, I'm already scraping the bottom of the memory barrel...)? There was a very distant ancestor of Viserys' which was being hunted by anti-mage Constructs. The Seeker never really seemed to live up to those terrors, but now that I'm statting out some of the more advanced models, like the Slayer and Warden, I can see how they might have worked very well together to hunt down and eliminate non-sanctioned mages well before such mages could grow powerful enough to become a threat.

Is the Sensory Link power acceptable, @DragonParadox?
Warden: Medium Bio-Construct (Seeker, Information Gathering Variant) - CR 6
Hit Dice: 9d10 + 27 (CON) (76 HP)
Initiative: +0
Speed: 30 ft.
AC: 29 (+4 Natural, +4 Heavy Shield, +11 Armor), Touch 10, Flat-Footed 28
Base Attack/Grapple: +9/+13
Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Full Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone Longsword (Valyrian Steel Sheathed), Heavy Bone Shield (Valyrian Steel Sheathed), Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, Arcane Sight, Arcane Consumption, SR 14, Vulnerability to Chaos, Keen Senses, Blindsense 30 ft, Tremorsense 5ft, Sensory Link, Share Senses
Saves: Fort +8, Ref +5, Will +10
Abilities: Str 18, Dex 10, Con 15(16), Int 8, Wis 12, Cha 6
Skills: Listen +20, Search +15, Spot +20
Feats: Alertness, Keen-Eared Scout, Skill Focus (Listen), Skill Focus (Spot)
Alignment: Lawful Neutral

Sensory Link (Su): The current master of a Warden Bio-Construct can command it to ingest a drop of their blood or lock of their hair. 24 hours after doing so, the Warden extrudes a bone ring from where its mouth would be located were it a human. Always slightly warm to the touch, this bone ring will slowly adjust its size to perfectly fit the finger on which the Warden's master chooses to wear it. The bone ring emits a minor aura of Divination magic and is completely useless to anyone but the Warden's master. If lost or destroyed, a new ring can be grown in 24 hours, a process which renders the previous ring inert. It can be tracked unerringly by the Warden so long as it remains on the same Plane, and while worn the master is aware of their Warden as if it were affected by a Status spell. An individual can be bonded to no more than three Wardens in this manner at any given time, and a Warden can only ever have one active bone ring.
  • Share Senses: While wearing their Warden's bone ring, the master can use a Standard Action to replace their own senses with those of the Warden if it is within 1,200 feet. They see, hear, and smell everything the Warden is currently experiencing, as well as receiving input from the Warden's special senses (Blindsense, Tremorsense, etc), while remaining only vaguely aware of their own surroundings. While sharing a Warden's senses in this manner, the master can cast any Divination spells they know of 3rd level or lower and have them originate with the Warden rather than themselves. A master can return to using their personal senses as a Standard Action, or as a Swift Action if time is of the essence, though this leaves them Staggered for one minute. A Warden whose master is sharing its senses emits a moderate aura of Divination magic which grows stronger if it is used as a focal point for additional Divination effects.
Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 17 Fortitude save negates).

Anti-Magic Specialization:
  • Advanced Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Arcane Sight spell.
  • Arcane Consumption (Su):Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Equipment: Boneward Belt (+1 CON), Headband of Arcane Acuity, Reinforced Segmented Valyrian Steel Fullplate (+2)

Boneward Belt: +1 Constitution
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Headband of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Here you go.

With a Dragon's Twisted Tongue

Forlorn Hope
 
Last edited:
@DragonParadox, on the topic of Bio-Constructs, we found quite a few remaining in the Goggossosi Flesh Forge, but there was no mention of standard model Seekers. Did none survive or was that an oversight?
  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 [Advanced to 9 HD; 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 [Advanced to 9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; Can share senses with a controller]
  5. 5 Caretakers [6 HD; Surrogate Child Guardians; Standard Seeker body 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 [Advanced to 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]
That or all the standard ones were modified over the years bits and pieces at a time into the eclectic mix you see before you.
 
The things are so modifiable that I don't really know if there's a "standard one" especially seeing as how Fleshcrafting is still artisan's work, and each one had different tastes. We can assume there's likely large batches of the low-to-middle tier ones by the same people, though.
 
Inserted tally
Adhoc vote count started by DragonParadox on Nov 16, 2019 at 5:48 AM, finished with 56 posts and 14 votes.

  • [X] Plan "Viserys Got A New Conspiracy!"
    -[X] Perform some divinations, forwarding part to the House of Mirrors while you handle the most tangled with your own magic. "It seems you all might get to learn something of how one turns even common hearsay into actionable intelligence, short of beating down the door of a spymaster and rifling through his belongings. Assuming of course that half the Lords in the Riverlands or their servants aren't warded by spells of the Eighth Circle, in which case, we've greater things to worry about."
    --[X] Determine if House Keath intends to hire a Faceless Man. While you doubt that is the case, as they tend to ask a price most would count an actual sacrifice if not a ransom greater than all could pay, and they explicitly have some arrangement with Braavos itself, you don't have their measure yet and the vengeful without recourse might be inspired to madness when further denied.
    --[X] Vary that question, are their servants, minions, family members, and so on.
    --[X] If not, are they reaching out to the Orphne Court?
    --[X] Trade Magnates?
    --[X] Intermediaries to obtain magic through the Terminus?
    ---[X] What deal did Lord Lychester strike with mages from the Opaline Vault? Were they connected to some Trade House? If hitting wall, reword, were they moving large quantities of goods through the Terminus via some intermediary? Reword if necessary: Did large volumes of goods from Lychester lands leave through the Planar Terminus?
    ----[X] Is the bout of ill fortune striking House Lolliston magical in nature? A curse? Deliberate sabotage? What vector? An enemy? Fiendish ploy? Fey trickery?
    -----[X] Would House Roote be amenable to a visit? Would subtler overtures through Ser Mooton be more prudent?
    ------[X] Lord Theomar takes his oaths seriously, but given the derelict performance of pretty much everyone whatsoever with any authority over him, is he truly against at least talking to you on principle? If he's amenable to even that much you're fairly confident he won't be more difficult to sway than Lord Mallery, who at least takes his duties seriously to the point where he might contemplate treason against an unworthy King.
    -------[X] Lord Vypren seems to be easing off his displays of piety, which seems to indicate something more like caution than lack of faith. Did someone convince him to show more restraint?
    --------[X] Lord Halmon Paege seems disincined to involve himself one way or another, but given how the Riverlands is the infamous stomping ground of Westeros when it comes to war, he has to know that he can't avoid the fighting in the first place and must make a decision in time, even if it is with banners on the horizon. Is he amenable to meet? If it is with some assurance that he will strengthen his House, you are famous for your generous largesse to those loyal, one of the tales about you that might come across the Narrow Sea in mostly positive light.
    ----------[X] Determine the chink in House Wayn's armor, what is the state of the succession? Who are likely claimants? Is Lady Wayn actually inclined to support Hoster Tully as her Uncle serves him, or does she value that honor as lesser considering Hoster's poor bedfellows?
 
Part MMMCLXXVI: Plots Beneath the Seer's Gaze
Plots Beneath the Seer's Gaze

Twentieth Day of the Eleventh Month 293 AC

Wishing the Lads farewell and good fortune in their raids and battles you leave the camp and, to Rina's obvious surprise, the Riverlands to appear instead before the polished limestone walls of the House of Mirrors. "Rumors and tales are a good place to start when dealing with intrigues, but little else can untangle those knots as the diviner's eye."

Thus it goes. You find that Lord Lychester did not in fact discover some heretofore unknown seam of silver on hills over which countless realms have stretched and battles fought, he had simply cut a deal with a shaitan lord in exchange for growing some arcane plant or plants in his lands. It is impossible to guess which among the myriad of options, but it must be one of considerable worth that would struggle in the realm of stone and thrives under the sun of this mortal world. House Lolliston's troubles prove just as arcane as the Lychester blessing, a truth unlooked for behind Tom's lies, though you cannot see what may have caused it save to know for certain that it was neither Lannisters nor fey, nor even devils of Mammon or otherwise.

However, when looking into Lord Keath's strange doings in Braavos you hit an unexpected snare, neither assassin nor fey nor trading magnate is the target of his servants quarry, leaving you not only confused but wary. It is said one can find anything in the marketplaces of Braavos and with the new trade routes beyond the boundaries of the world that is truer than ever, but you cannot imagine what Harold Keath might seek if not vengeance, sorcery or wealth.

"What about... er... solicitors?" Rina asks unexpectedly, sounding the last word carefully in Low Valyrian as there is no true equivalent in the Common Tongue.

"Why would they be looking for a master at law?" Ser Richard asks. "To sue His Grace in a court over taking back a throne rightfully his?"

"No, not His Grace... It wasn't him that killed his son was it?" Rina asks, leaning forward across the report-filled table as she speaks.

The confidence proves well founded, the Keath men had been sent out to find and hire a solicitor versed in Braavosi law in order to bring Ser Benjicot before the bench for the unlawful killing of Harry Keath as soon as you conquer the Seven Kingdoms and join them to your realm. Even with the Inquisition and the Silver Eye looking into the matter it will take a day or two to find out if anyone has taken the case or what evidence they may have gathered, but forewarned of the possibility you can now move to protect the Lads from legal action.

"An odd way to show faith in our cause on Lord Keath's part for certain, but I will gladly take it over an assassination," you proclaim with a smile, though the words are no less true for it. You would much rather have lords taking their disputes to court than the field of battle, like for instance the Brackens and Blackwoods have done so many times and may be getting ready to do so again by youthful folly or malicious design.

Moving on you determine that House Roote would welcome a visit, though with some trepidation, while Lord Theomar Smallwood would not refuse you the chance to say your piece at least, all answers you had expected as much as hoped for, but you cannot claim as much of the next.

"Hosteen Frey convinced Lucias Vypren to ease off on the shows of faith?" Ser Richard shakes his head. "I wasn't aware Freys could be much good at convincing, kin by marriage or no."

"Considering how many wives the Lord of the Twins had, he must have gotten them somehow," you jest.

The tone grows sober once more, however, when digging a little deeper you discover that Ser Hosteen's task as new-made master-at-arms at Vypren Keep had been to kill Lord Lucias so that his son might inherit, but the Frey knight had decided to try persuading the lord one more time before he started plotting murder and he met with unexpected success. A feet to be thankful for to be sure, but your thoughts on lords killing each other have not grown any more charitable. Perhaps you aught to deliver a reward and a warning for House Frey at the same time. Then again, no one died and it was not yet under your laws. There is something to be said for leaving sleeping dogs lie with so many other calls upon your time and attention.

Setting the thought aside for now you consider the last two lords, Lord Halmon Paege and Howard Wayn, both are willing to meet though the former far more so than the latter. Lord Halmon certainly has dreams about enriching his House if not the disposition to seize them.

Who do you visit first?

[] Write in

OOC: You may notice from the above that Lady Wayn became Lord Wayn, that has been changed since I had forgotten last night that I already introduced Lord Wayn by name in a Walder interlude here.
 
Last edited:
The things are so modifiable that I don't really know if there's a "standard one" especially seeing as how Fleshcrafting is still artisan's work, and each one had different tastes. We can assume there's likely large batches of the low-to-middle tier ones by the same people, though.
This is true, but at the same time there is probably a baseline template that all Seekers are derived from that each Flesh Smith altered to their whims. Otherwise I don't see how the Flesh Forge of Qohor could be described by DP as a "mass production" facility when compared to the Flesh Forges of Lys and Gogossos.

... I wonder what makes it a mass production facility. Is it cheaper?
 
Plots Beneath the Seer's Gaze

Twentieth Day of the Eleventh Month 293 AC

Wishing the Lads farewell and good fortune in their raids and battles, you leave the camp and, to Rina's obvious surprise, the Riverlands, to appear instead before the polished limestone walls of the House of Mirrors. "Rumors and tales are a good place to start when dealing with intrigues, but little else can untangle those knots as well as the diviner's eye."

Thus it goes. You find that Lord Lychester did not in fact discover some heretofore unknown seam of silver in hills over which countless realms have stretched and battles been fought. He had simply cut a deal with a Shaitan Lord in exchange for growing some arcane plant or plants in his lands. It is impossible to guess which among the myriad of options, but it must be one of considerable worth, one that would struggle in the realm of stone yet thrive under the sun of this mortal world. House Lolliston's troubles prove just as arcane as the Lychester blessing, a truth unlooked for behind Tom's lies. Although you cannot see what may have caused the problems, save to know for certain that it was neither Lannisters nor fey, nor even devils of Mammon or otherwise.

When looking into Lord Keath's strange doings in Braavos, however, you hit an unexpected snare. Neither assassin nor fey nor trading magnate is the target of his servants quarry, leaving you not only confused but wary. It is said one can find anything in the marketplaces of Braavos, and with the new trade routes beyond the boundaries of the world that is truer than ever, but you cannot imagine what Harold Keath might seek if not vengeance, sorcery, or wealth.

"What about... er... solicitors?" Rina asks unexpectedly, sounding the last word carefully in Low Valyrian as there is no true equivalent in the Common Tongue.

"Why would they be looking for a master at law?" Ser Richard asks. "Sue His Grace in a court over taking back the throne rightfully his?"

"No, not His Grace... It wasn't him that killed his son was it?" Rina asks, leaning forward across the report-filled table as she speaks.

The confidence proves well founded. The Keath men had been sent out to find and hire a solicitor versed in Braavosi law in order to bring Ser Benjicot before the bench for the unlawful killing of Harry Keath, as soon as you conquer the Seven Kingdoms and join them to your realm. Even with the Inquisition and the Silver Eye looking into the matter, it will take a day or two to find out if anyone has taken the case or what evidence they may have gathered, but forewarned of the possibility you can now move to protect the Lads from legal action.

"Certainly an odd way for Lord Keath to show faith in our cause, but I will gladly take it over an attempted assassination," you proclaim with a smile, though the words are no less true for it. You would much rather have lords taking their disputes to court than the field of battle, like for instance the Brackens and Blackwoods have done so many times over the long centuries, and may be getting ready to do so again, due either to youthful folly or malicious design.

Moving on, you determine that House Roote would welcome a visit, though with some trepidation, while Lord Theomar Smallwood would not refuse you the chance to say your piece at least. All answers you had expected as much as hoped for, but you cannot claim as much of the next.

"Hosteen Frey convinced Lucias Vypren to ease off on the shows of faith?" Ser Richard shakes his head. "I wasn't aware Freys could be much good at convincing, kin by marriage or no."

"Consider how many wives the Lord of the Twins had. He must have gotten them somehow," you jest.

The tone grows sober once more, however, when after digging a little deeper, you discover that Ser Hosteen's task as new-made master at arms at Vypren keep had been to kill Lord Lucias so that his son might inherit. The Frey knight had instead decided to try persuading the lord one more time before he started plotting murder, and he met with unexpected success. A deed to be thankful to be sure, but your thoughts on lords killing each other have not grown any more charitable. Perhaps you aught to deliver a reward and a warning for House Frey at the same time. Then again, no one died and it was not yet under your law. There is something to be said for letting sleeping dogs lie when you have so many other calls upon your time and attention.

Setting the thought aside for now, you consider the last two lords, Lord Halmon Paege and Howard Wayn. Both are willing to meet, though the former far more so than the latter. Lord Halmon certainly has dreams about enriching his House, if not the disposition to seize them.

Who do you visit first?

[] Write in

OOC: You may notice from the above that Lady Wayn became Lord Wayn, that has been changed since I had forgotten last night that I already introduced Lord Wayn by name in a Walder interlude here. Not yet edited.
Here's an edited version of the chapter, DP.
 
[X] Meet with Lord Paege first. Try to sound out his concerns in the War in the Riverlands. If he seeks to raise his House's fortunes you can assure that in a number of ways without resorting to bribery, simply by pointing out some of your plans to make the war go smoother, how infrastructure in your realm has been updated simply to ease transport of troops and trade without any of the exorbitant expenses that have long denied that ambition even to the greatest of Targaryen Kings.
-[X] With a commiserate rise in trade and craft as people flow where prosperity leads, his lands would naturally grow richer, and of course you have always carefully given special consideration to the industries in different areas of your realm so that they might benefit from the right experts or with the right sorcery to be leveraged.
-[X] You feel fairly confident in this meeting, but once you've secured his allegiance see if he has any local concerns either to do with BLAST agents or with the supernatural, and pledge to see them dealt with.
--[X] Then move on to Lord Roote, unless there's some other decision to be made that would be given precedent.


Steady on, lads. Time to clean house.
 
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