DP, I'm mostly just meme'ing around.
I'm not enjoying Westeros much, yes - but please, don't go about messing up the pacing for my sake alone.

If everyone else is okay with doing Westeros, just do your thing.
I'll meme around and manage.

There were quite a few people that were not as engaged as they might have been with the Westerosi updates and I know people come here for different aspects of the quest. I try to find a balance where posibile.
 
I for one would rather not gloss over a rather significant milestone for Viserys, like getting more than two thirds of a Kingdom not already inclined to serve him to pledge fealty.
 
You know given Viserys 's social skills and the apparent discontent of some of the thread maybe we can just wrap up the remaining 8 houses off screen or in one long post that mostly glosses over the details?

I mean unless there is a realistic prospect that at least one of the eight houses will turn us down when faced with the full weight of Viserys's social power, it seems like we could just abstract the remaining recruitment process out if other readers are not enjoying it?

There is such a chance, you almost got a refusal from House Smallwood and would have gotten it if it had not been for Lady Ravella. Showing up on someone's doorstep and trying to flip their political allegiance in a few hours is hard even for Viserys.
 
There is such a chance, you almost got a refusal from House Smallwood and would have gotten it if it had not been for Lady Ravella. Showing up on someone's doorstep and trying to flip their political allegiance in a few hours is hard even for Viserys.
Why do you think I try using a write-in every time we vote?

Need that bonus!
 
I'm bored of mortal politics. Time to deal with his Redness!

[X] Attempt to come in direct contact with R'hlor, seeking out a presense once met before - or inquiring Melisande/Benerro about setting such a meeting up.
-[X] You have questions to him, and a possibility of an alliance (at the moment - mainly agaist Tiamat, with R'hlor possibly empowering Well of Souls alongside other Gods of the realm - if we can trust him with this, that is) between you exists, but trusting mere priests' word on the matter as delicate as this simply won't do.
-[X] Prepare appropriate sacrifices, preferrably devils.
 
@Crake, @egoo, do either of y all have the itemized price breakdown for the components of a Wyvern.

I've been thinking about producing a cut down version, one without the ability to Plane Shift, and with no Planar Adaptation effect for the pilot or Optical Camouflage. They wouldn't be as useful for general operations, but if we could produce two of them for the price of every Wyvern, it would allow us to put quite a few of them in the air as city defense craft.
 
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lbs per shot)
- up to 230 kg / 500 lbs of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 meters in diameter and with a length of 6 meters. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to its armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (425 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Advanced Flight Controls (250 IM): Grants the pilot +5 to all Piloting checks.
Cost of all upgrades: 6,370 IM

@Goldfish Here's a price breakdown, you can find it on the front page under "Arcane Technology". DP kept the original write-up.
 
@Crake, @egoo, do either of y all have the itemized price breakdown for the components of a Wyvern.

I've been thinking about producing a cut down version, one without the ability to Plane Shift, and with no Planar Adaptation effect for the pilot or Optical Camouflage. They wouldn't be as useful for general operations, but if we could produce two of them for the price of every Wyvern, it would allow us to put quite a few of them in the air as city defense craft.
Here's the earliest quote by Azel I can find, not sure how much it changed since, if at all:
Wyvern Class Anti-Grav Fighter
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lb per shot)
- up to 230 kg / 500 lb of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 m in diameter and with a length of 6 m. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to it's armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (425 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Advanced Flight Controls (250 IM): Grants the pilot +5 to all Piloting checks.
Cost of all upgrades: 6,370 IM


@Goldfish, we are still missing the com-gear and if we want to deploy them on the PoA, we need all upgrades installed as we don't have a carrier vessel yet. Given that this would allow our pilots to gain combat experience, practical data on how the things perform in combat and would get us goodwill from the Djinni, we should definitely do it.

So we need 6,970 IM per craft or 20,410 IM total for all three of them.
EDIT: Crake'd but it's a different source so it doesn't count. Much.
:anger:
 
[X] Continue your tour of the Riverlands
-[X] House Lolliston
I may not enjoy the nitty gritty of _all_ the politics, but I get immense satisfaction from looking at maps and seeing our influence grow ever more invasive.
Related note, I think we should look into the Reeds, those guys who basically control all passage through the neck. The last time we saw anything in that area was at least a year and a half ago, with the bug people who showed up there.
 
We'll take care of Lolliston, then send Rhaella with Rina to House Wayn and Vypren and Shawney. And we'll handle Lychester, Keath and... *sigh* Blackwood and Bracken.
Rhaella has received her upgraded Diplomancer gear and is ready to get down to business.

Name: Rhaella Targaryen
Alias: The Queen Who Was, The Risen One
Age: 37
Alignment: Neutral Good
Race: Human (Medium Humanoid; Dragonblooded)
Level: 9
Class: Aristocrat 1/Dragonsinger 8
Feats: Doomspeak, Dragonfire Inspiration, Dragontouched, Greater Draconic Bloodline, Epic of the Lost King, Extra Music, Imperious Command, Lingering Song, Lyric Spell, Melodic Casting
Flaws: Noncombatant, Vulnerable
Skill Tricks: Social Recovery
Class Features: Draconic Lore (+3), Dragonsong 10/Day (Fascinate, Inspire Courage +2, Suggestion), Blood of the Forty, Dragonfire Inspiration
Languages Spoken: Westerosi Common, High Valyrian

HP: 63
AC: 10 -1 (Vulnerable) +4 (Mage Armor) + 1 (Dex) + 2 Deflection (vs Evil) = 14/16; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30ft (CV) = 60ft
Initiative: +1 (DEX)
Attack: 4 (BAB) + 1 DEX = 5 (Melee or Touch Attack); 4 (BAB) + 1 DEX + 4 (CV) = 9 (Ranged)
Spell Save: 10 + 6 (CHA) + 1 (Arcane Concordance) + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, All Mind-Affecting Effects, Divination, Blinding & Dazzling Effects, Baleful Polymorph[Single use]
Resistances: Cold 5, Electricity 5
Miss Chance: 20% as per the Blur spell

STATS:
8* (-1) Strength
10 +2 = 12 (+1) Dexterity
13 +3 = 16 (+3) Constitution
16 (+3) Intelligence
15 +1 = 16 (+3) Wisdom
19 +3 = 22 (+6) Charisma
*+8 for the purposes of determining carrying capacity

SAVES (+1 against Paralysis or Sleep):
FORTITUDE: 2 + 3 (CON) + 5 (Resistance) + 6 (CV) = 16
REFLEX: 2 + 1 (DEX) + 5 (Resistance) = 8
WILL: 8 + 2 (WIS) + 5 (Resistance) = 15

SKILLS:
Bluff
: 12 + 6 (CHA) + 6 (CV) = 24
Concentration: 12 + 3 (CON) + 6 (CV) = 21
Diplomacy: 12 + 6 (CHA) + 6 (SIN) + 5 (Ring) = 29
Intimidate: 12 + 6 (CHA) + 2 (SIN) + 4 (CV) = 26
Knowledge (Arcana): 12 + 3 (INT) + 4 (DL) + 4 (CV) = 23
Knowledge (Geography): 3 + 3 (INT) + 4 (DL) + 4 (CV) = 14
Knowledge (History): 3 + 3 (INT) + 4 (DL) + 4 (CV) = 14
Knowledge (Nobility & Royalty): 9 + 3 (INT) + 4 (DL) + 4 (CV) = 20
Knowledge (Religion): 5 + 3 (INT) + 4 (DL) + 4 (CV) = 16
Knowledge (The Planes): 5 + 3 (INT) + 4 (DL) + 4 (CV) = 16
Knowledge (All Others): 3 (INT) + 4 (DL) + 4 (CV) = 11
Listen: 3 (WIS) + 1 (DT) + 4 (CV) = 8
Perform (String): 11 + 6 (CHA) + 5 (Gloves) = 22
Perform (Sing): 6 + 6 (CHA) = 12
Spot: 1 + 3 (WIS) + 1 (DT) + 4 (CV) = 9
Sense Motive: 12 + 3 (WIS) + 5 (Ring) = 20
Spellcraft: 12 +3 (INT) + 2 (SIN) = 17

Spells Known (Caster Level 8):
Level 0: Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (6/day)
Level 1: Cure Light Wounds, Ear-Piercing Scream, Hideous Laughter, Mage Armor, Magic Missile(RotF), Magic of the Dragonheart (6+2/day)
Level 2: Alter Self, Blistering Invective, Detect Thoughts, Scorching Ray, Wings of Cover (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Deep Slumber, Fireball(RotF), Overwhelming Grief (5+1/day)
Level 4: Fear, Freedom of Movement(RotF), Voice of the Dragon (3+1/day)

Grimoire of High Arcana:
Level 1: Clarion Call, Friendly Face, Moment of Greatness, Tap Inner Beauty
Level 2: Heroism, Honeyed Tongue, Tongues

Supernatural Abilities
  • Dragonsong (Su): Fascinate, Inspire Courage (10/day), Suggestion
  • Doomspeak (Su): May spend one use of Dragonsong to utter a string of condemnations and grim portents of impending doom at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks and skill checks for 1 round. This is a supernatural, necromantic effect.
  • Dragonfire Inspiration (Su): When activating Inspire Courage, may choose to exchange the standard morale bonus to weapon attack rolls and damage for 1d6 fire damage per point of Morale bonus that Inspire Courage would grant. Expending a second use of Dragonsong on activation grants this damage a Searing-equivalent property.
  • Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Still Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Changes by Form (with Alter Self)
Shadow Dragon Wyrmling
Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +4 (BAB unchanged) + 2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 7 (Natural Armor) = +9
Hide Skill: +8

Fire Dragon Wyrmling:
Size: Changes to Tiny
Speed: 40 ft., fly 120 ft. (poor), burrow 20 ft.
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural Armor) = +5
Hide Skill: +8

Styx Dragon Wyrmling:
Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +4 (BAB unchanged) +1 (Size) -1 (STR) = 4 (1d6-1 Bite) and (1d6-1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural Armor) = +5
Hide Skill: +4

Mercury Dragon Wyrmling
Size: Changes to Tiny
Speed: 60 ft., fly 200 ft. (perfect)
Attack: +4 (BAB unchanged) +2 (Size) -1 (STR) = 5 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 2 (Natural Armor) = +4
Hide Skill: +8

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Apprentice's Cloak of Minor Displacement:
  1. Use the Prestidigitation and Resistance spells At Will, and the Endure Elements and Shield spells 1/Day.
  2. You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Boneward Belt: +3 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Diplomat's Ring: +3 Charisma, +1 Wisdom
  • +5 Competence bonus to Diplomacy and Sense Motive skill checks.
Gloves of the Starry Sky: +2 Dexterity, +5 Competence bonus to Perform (Strings) skill checks.
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
  5. 3/Day use the Amplify spell at 1st caster level.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Jenny's Fiddle
  • Doubles the bonus of any beneficial Bardic Music the wielder creates at the cost of halving the effect of harmful bardic music
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords (Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Scrolls:
Assay Spell Resistance x4
Cure Light Wounds x20
Greater Invisibility x5
Invisibility x5

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
30x Night Tea
20x Sleep-Smoke
5x Smokestick
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent

Equipped Magic Items: Anklets of Translocation, Apprentice's Cloak of Minor Displacement, Bead of Newt Prevention, Boneward Belt (+3 CON), Calligraphy Wyrm, Diplomat's Ring (+3 CHA, +1 WIS, +5 Diplomacy & Sense Motive), Gloves of the Starry Sky (+2 DEX), Greater Amulet of Protection from Evil (+5 Resistance), Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Grimoire of High Arcana, Handy Haversack, Jenny's Fiddle, Launcher, Mind Blank Ring, Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers, Valyrian Steel Dagger (+2)

We can send the Umbral Stalker with her as an unseen bodyguard and assistant, in addition to whoever else we send as part of her entourage. Next month when we send her to the Reach, I want us to send the Seeker, too.
Umbral Stalker
Advanced Enlightened Umbral Spy
(CR 10)
Size/Type: Small Construct (Incorporeal)
Hit Dice: 12d10+10 (76 HP)
Initiative: +10
Speed: Fly 90 ft.(Perfect)
Armor Class: 30 (+1 Size, +10 Dex, +9 Deflection), Touch 30, Flat-Footed 20
Base Attack: +12/+7/+2
Attack: Incorporeal Touch +12 (1d6 Wisdom Damage)
Full Attack: +22/+17/+12 (1d6 Wisdom Damage)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct traits, DR 5/Magic & Adamantine, Fast Healing 5, Darkvision 60 ft., Low-light Vision, Lifesense 60 ft., Telepathy 100 ft., Possession/Mental Control
Saves: Fort +16, Ref +17, Will +11 (+20 vs Mind-Affecting effects)
Abilities: Str --, Dex 26(30), Con --, Int 20, Wis 17(18), Cha 24(28)
Skills: +32(42) Hide [+36(46) in dimly lit or dark areas, +28(38) in brightly lit areas], +20 Knowledge (Arcana), +20 Knowledge (The Planes), +20 Knowledge (Religion), +19 Listen, +19 Search, +19 Spot
Feats: Ability Focus (Shadow Bond), Darkstalker, Force of Personality, Mindsight, Skill Focus (Hide), Weapon Finesse(B)
Alignment: True Neutral
Languages: Draconic, Ghiscari, Infernal, Low Valyrian (Braavosi), Low Valyrian (Volantene), Westerosi Common

Artificial Soul (Su): Though not the true soul of a living creature, the Enlightened Construct's artificial soul provides it with a unique personality and a spark of sentience. Unlike most Constructs, the Enlightened Construct is not immune to necromantic effects. Enlightened Constructs are still immune to Death Effects and they cannot be Raised or Resurrected. Lacking a Constitution attribute, it is instead the Enlightened Construct's Charisma bonus which is added to its Fortitude saving throws.

Succeptible to Mind-Affecting Effects (Ex): An Enlightened Construct is susceptible to Mind-Affecting effects, even though it is a Construct. Although they can be magically charmed or compelled, Enlightened Constructs are particularly resistant to enchantments and receive a +4 bonus on Will saves to resist these effects.

Telepathy (Su): Umbral Stalkers can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 100 feet. The Umbral Stalker also detects the presence of any creature with an Intelligence attribute of 1 or more, as if using Blindsense, and perceives several observable characteristics about each detected being, including the being's type and Intelligence score.

Lifesense (Su): Umbral Stalkers notice and locate living creatures within 60 feet, just as if it possessed the Blindsight ability.

Spell-Like Abilities (Sp): 12th Caster Level: 7/Day: Mind Thrust V (DC 22), 3/Day: Dimension Door, Greater Invisibility, Invisibility, Mindlink, Mind Probe (DC 22), 1/Day: Mental Block (DC 19)

Hide in Plain Sight (Ex): In any area darker than bright illumination, an Umbral Stalker can use the Hide skill even when being observed.

Thought Link (Su): An Umbral Stalker can transmit any of its memories telepathically to any creature that has an Intelligence of 3 or more within 100 feet.

Shadow Bond (Su): As a Standard Action, the Umbral Stalker can attempt to bind with the shadow of a Small-size or larger corporeal creature. In order to do so, the creature must be within an area of normal or bright light and the Umbral Stalker must in the adjacent square to the creature, opposite from the source of light. The targeted creature then makes a DC 27 Will save (DC = 10 + 1/2 HD + CHA). If the creature fails, the Umbral Stalker is now bound to the creature's shadow. It is no longer considered a separate creature. It follows the target creature wherever it goes, senses anything target creature senses, and understands anything said within earshot, provided that the Umbral Stalker, not the targeted creature, knows the language.

The target creature never realizes it has been targeted, even if it makes its saving throw. The target creature gets a new saving throw every 24 hours to make the Umbral Stalker leave his shadow, although the Umbral Stalker can leave on its own as a Free Action, materializing in an adjacent square, opposite of a light source. While an Umbral Stalker is attached to a creature's shadow, it cannot be detected without a thorough examination via True Seeing or a similar effect. Since True Seeing does not see through clothing, the Umbral Stalker is often safely hidden from a casual examination with True Seeing. An Umbral Stalker cannot attack, be attacked, or otherwise be targeted separately from the targeted creature in a physical manner while bonded. The Umbral Stalker is considered incoporeal and in the same square as the targeted creature.

Ring of the Unseen Hand: This ring has been specially enchanted to be worn by an Incorporeal Umbral Stalker.
  1. +4 Charisma, +4 Dexterity, +1 Wisdom, +10 Competence bonus to Hide skill checks
  2. Spells: Constant: Comprehend Languages, At-Will: Mage Hand, 1/Day: Celerity, Teleport
Stalker's Amulet of Protection from Evil: This amulet has been specially enchanted to be worn by an Incorporeal Umbral Stalker.
  1. +3 Resistance bonus to Saving Throws
  2. Repair (3 Charges/Day): 1 Charge (Repair 2d8 points of damage), 2 Charges (Repair 3d8 points of damage), or 3 Charges(Repair 4d8 points of damage)
  3. Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
 
Don't forget to vote, y'all.
Adhoc vote count started by Goldfish on Nov 19, 2019 at 8:34 PM, finished with 43 posts and 12 votes.

  • [X] Continue your tour of the Riverlands
    -[X] House Lolliston
    [X] Visit Red Priests of Volantis.
    -[X] Get the rest of the lore they have, as per Scholarum rules.
    [X] Use Discern Location, Greater Scrying, and Greater Teleport to find and deal with the Wisps that you encountered so long ago in swamps of Braavos... One way, or another.
    [X] Attempt to come in direct contact with R'hlor, seeking out a presense once met before - or inquiring Melisande/Benerro about setting such a meeting up.
    -[X] You have questions to him, and a possibility of an alliance (at the moment - mainly agaist Tiamat, with R'hlor possibly empowering Well of Souls alongside other Gods of the realm - if we can trust him with this, that is) between you exists, but trusting mere priests' word on the matter as delicate as this simply won't do.
    -[X] Prepare appropriate sacrifices, preferrably devils.
 
So we have good odds to have most of the Reach, the majority of the Riverlands, and effectively all of the Vale with our clever bit of gerrymandering, totally compliant with our goals and objectives.

The Crownlands will be the easiest to reform, half are going to doggedly loyal and the other half are going to be scrambling to regain favor.

The Iron Islands just plainly does not have the ability to resist reforms. In mechanical terms, it has no social saving throws against what we can offer since they're desperate for anything that can validate their existence.

Dorne benefits the most and wins the most. Reforms will be followed because the sheer amount of resources we'll be pouring into it should engender similar levels of authority, and our ruler there has social Advantage on pretty much everyone there.

The Westerlands is going to be the equivalent of a DMC. Full-time military occupation. Probably won't raise many eyebrows since they're pretty much the only one we should have to hold the Damocles blade over.

So oddly enough, the North should probably be the toughest to reform... but they also kind of need us, so things will be tense, but ideally progressing.

Oh, and the Stormlands. But Stannis rules there, so that's basically like saying "Stannis, do this."

*grits teeth* "At once."
 
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"Stannis, forgive this dude who wronged you."

*teeth grinding can be heard from all the Elemental Planes*
More like "He DID WHAT to you!?!?"

Stannis: "I--"

Viserys, serenely: "Wait here." pop

Renly: "Does this happen a lot?"

F!Renly/Stannis: "Yes." "No." *glance at each other* "Sometimes." "*grinding* Often enough."

Viserys: pop "I fixed it."
 
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More like "He DID WHAT to you!?!?"

Stannis: "I--"

Viserys, serenely: "Wait here." pop

Renly: "Does this happen a lot?"

F!Renly/Stannis: "Yes." "No." *glance at each other* "Sometimes." "*grinding* Often enough."

Viserys: pop "I fixed it."

Stannis is like a dude on his 30th year as an unpaid intern at an international accounting firm, grinding his ass off to eventually get the recognition he deserves.

Then a new CEO comes along and instead of having lost 30 years of reputation building efforts he gets recognised and promoted to Assistant Regional Manager at the next team briefing.
 
Wow. Just caught Varys. I can't believe we're going to replace him with Bloodraven, and be the literally Baratheon Master of Whispers. I mean, fuck. That's just so unfair for the Baratheons/Lannisters. They never even had a chance man.
 
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