I think that wasn't actual resurrection. IIRC it was summoning a quasit or something to possess the corpse and act like it was resurrected.
Yeah, I remember that one too.

I think we are still talking about two different spells..?

Regardless, not gonna search.
I've had my fill of list-lurking, as Goldfish can attest to.

I found a divine ability that does that. It's called gift of life. Found Here.
TLDR: Gods are Bullshit, Epic Levels had to catch up somehow.
 
Rather than use Varys or a raven to carry the message, it is the bold solicitor who bears it along with spells and enchantments to gift him a silvered tongue that he might give a fair and skillful accounting before Lord KJeath can interrupt. To your surprise, Loreso's smile grows a touch strained as you apply the needed magics. "Ah... I see wizards will be putting us out of business soon," he says only half in jest.

"Worry not, sorcery might grant a glib tongue, but knowledge of the law is harder by far to come by," you assure him.
The neat thing about this is Viserys is being fully honest. The Law changes a lot, especially when ground breaking research into magic makes you consider all of the various things taken for granted or counted common sense needing to be navigated again to make some kind of sensible ruling.

So you can have a high Knowledge skill but that doesn't count the same as someone who devotes their time and energy into navigating waters that are frequently only recently charted.

Most people who would have casual access to magic might not have the time to fight in the courts.
 
I'm... pretty sure there was a spell to call back an unwilling soul in a resurrection-like manner, when I was rifling through full 3.5/pathfinder lists.

Can't find it now, but remember it being Necromancy-school...?

Regardless, just mentioning that to fuck around with the point we are making :V

Unwilling:
1. Cast Temporary Resurrection which you'll note has no restriction on willing targets.
2. Slap them with Dominate, to change 'unwilling' for 'totally willing'
3. Use Raise Dead or similar to yank them back proper.

Demonic-peekaboo and Infernal-peekaboo, can be found on this page after scrolling down a tad.

[X] Crake
 
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Unwilling:
1. Cast Temporary Resurrection which you'll note has no restriction on willing targets.
2. Slap them with Dominate, to change 'unwilling' for 'totally willing'
3. Use Raise Dead or similar to yank them back proper.

Demonic-peekaboo and Infernal-peekaboo, can be found on this page after scrolling down a tad.

[X] Crake

Part of me says I would totally allow this at my table, since it's a clever combination of spells that you really have to bend backwards to make work.

The other part of me would point out this goes against the spirit of the RAW, but the RAW on these spell types is only there in the first place to prevent metagaming and cheese. In this setting, if you don't have consent, you have to hunt down the soul. You totally have that ability, thus from a DM's perspective game experience and story experience should take precedent over cheap and simple solutions, since there's an element of sacrifice involved. If you come up with a combination of these spells, clearly XP or even gold are not a sacrifice for you (and it's even more obviously the case with us), but time and even making more enemies in the process of running over whatever is between us and that soul clearly would be.
 
Unwilling:
1. Cast Temporary Resurrection which you'll note has no restriction on willing targets.
2. Slap them with Dominate, to change 'unwilling' for 'totally willing'
3. Use Raise Dead or similar to yank them back proper.

Demonic-peekaboo and Demonic-peekaboo, Greater can be found on this page after scrolling down a tad.

[X] Crake
Now that we know the Inevitables aren't a problem I am more than a little tempted to do this at some point.

Also, @Crake, is House Keath the last one we have to tackle before moving on to the Bracken/Blackwood debacle, and then hopefully finishing off with Houses Caron and Dondarrion to completely secure the Stormlands for Stannis?
 
The neat thing about this is Viserys is being fully honest. The Law changes a lot, especially when ground breaking research into magic makes you consider all of the various things taken for granted or counted common sense needing to be navigated again to make some kind of sensible ruling.

So you can have a high Knowledge skill but that doesn't count the same as someone who devotes their time and energy into navigating waters that are frequently only recently charted.

Most people who would have casual access to magic might not have the time to fight in the courts.

Not to mention most magic users and particularly the Wizards he named, though he does not understand the implications of his specificity, start at a low enough base socially that it's making up for a handicap more than it is winning harder.

It is funny though that while Wizards might be considered professionals at magic, it's probably going to be the Sorcerer's who are magic professionals as they are most likely to have magic talent combine with a mundane passion, for Wizards almost by definition their passion must be magic.

Adventuring might make it so socially speccing your limited spell list isn't a great idea but there will be plenty who never intend to go looking for ancient barrows and even more ancient assholes.
 
Unwilling:
1. Cast Temporary Resurrection which you'll note has no restriction on willing targets.
2. Slap them with Dominate, to change 'unwilling' for 'totally willing'
3. Use Raise Dead or similar to yank them back proper.

Demonic-peekaboo and Infernal-peekaboo, can be found on this page after scrolling down a tad.

[X] Crake

Can't Raise the living, can't Dominate the dead.

You can't have your desired effects running concurrently so it won't work.

Edit:

Perhaps I was too hasty.

Seems like an advanced variant of this would have been responsible for canon Dondarrion.
 
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Here are our Advanced Fiery Gigantean Half-Dragon Darkenbeasts. We're growing eight of them this month.


Fiery Dragonbeast
Advanced Fiery Gigantean Half-Dragon Darkenbeast - CR 15
Size/Type:
Colossal Magical Beast (Dragon)
Hit Dice: 30d10 + 390 (555 HP)
Initiative: +2 (DEX)
Speed: Ground: 60 ft., Fly: 160 ft. (Poor)
Armor Class: 27 (-8 Size, +2 Dex, +23 Natural), Touch 4, Flat-Footed 25
Base Attack/Grapple: +30/+46
Full Attack: 2 Claws +44 (4d6+3d6[Fire]+22), 1 Bite +39 (4d8+3d6[Fire]+11)
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 240 ft, Low-light Vision, Damage Reduction 5/--, Spell Resistance 30, Fast Healing 3, Immunity to Sleep & Paralysis effects, Immune to Fire, Vulnerable to Cold (+50% damage)
Saves: Fort +25, Ref +14, Will +6
Abilities: Str 54, Dex 15, Con 36, Int 11, Wis 11, Cha 6
Skills: Listen +28, Spot +28, Survival +10
Feats: Awaken Spell Resistance, Extra Exhalation (x2), Fast Healing, Flyby Attack, Flyby Breath, Maximize Breath, Power Attack, Quicken Breath, Strafing Breath, Tempest Breath
Languages: Valyrian
Alignment: True Neutral

Breath Weapon (Ex): 3/Day, but no more than once every 1d4 rounds, you can breath a 70 foot cone fire which inflicts 30d6 points of Fire damage. DC 38 Reflex save for half damage.

Trample (Ex): As a Full-Round Action, a Fiery Dragonbeast can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Fiery Dragonbeast does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 4d6+3d6[Fire]+33 points of damage. Targets of the Trample can attempt a DC 47 Reflex save to take half damage. The Fiery Dragonbeast can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
 
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Not to mention most magic users and particularly the Wizards he named, though he does not understand the implications of his specificity, start at a low enough base socially that it's making up for a handicap more than it is winning harder.

It is funny though that while Wizards might be considered professionals at magic, it's probably going to be the Sorcerer's who are magic professionals as they are most likely to have magic talent combine with a mundane passion, for Wizards almost by definition their passion must be magic.

Adventuring might make it so socially speccing your limited spell list isn't a great idea but there will be plenty who never intend to go looking for ancient barrows and even more ancient assholes.
Our Scholarium Sorcerers are pretty well set for adventuring and they can handle social encounters fairly well, too. Diplomacy is a maxed skill for both the Combat Sorcerers and Enchanters, and the Enchanters learn Air of Nobility at 6th level. A Combat Sorcerer could learn it if they manage to reach 7th level or save up for a PoSK.


Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Bloodline of Fire, Draconic Heritage (Red), Draconic Power, Expanded Arcana (Glitterdust, Lesser Dragon Shape), Expanded Arcana (Dispel Magic), Fiery Burst, Searing Spell, Versatile Spellcaster
Flaws: Noncombatant, Vulnerable
Class Features: Arcane Thesis (Pyromancy), Cooperative Study, Searing Spell

Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 - 1 (Vulnerable) + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 15/17 (Flat-Footed: 13/15, Touch: 11/13)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+3 Fire)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control
Resistances: Cold 5

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +10 against Fire, +2 vs Magic Sleep & Paralysis effects
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 7/11 [Fire]/0 [Cold]; cannot cast Cold spells):
--Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Read Magic, Spark (6/day)
--Level 1: Grease, Lesser Orb of Fire, Mage Armor, Nerveskitter (6+1/day)
--Level 2: Elemental Dart, Glitterdust, Invisibility, Lesser Dragon Shape(5+1/day)
--Level 3: Dispel Magic, Fireball (3+1/day)

Grimoire: Pages of Spell Knowledge
Cantrip: Amanuensis, Arcane Mark, Caltrops, Mending
Level 1: Disguise Self, Shield, Snapdragon Fireworks
Level 2: Defending Bone, False Life, Rope Trick

Supernatural Abilities:
Fiery Burst(Su):
As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.

Class Features:
Fiery Metamagic:
When you apply a Metamagic effect to a Fire spell, you do not increase its casting time.
Arcane Thesis (Pyromancy): +4 Competence bonus on saves against Fire abilities, +2 to the DC of [Fire] spells.
Restricted Magic: You cannot cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring 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)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effects.
  2. Convert any spell of 3rd level and above to Flashburst.
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.
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.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Lesser Dragon Shape
Transmutation (Polymorph)
Level: Sorcerer 2 (see text)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You invigorate your Draconic blood with an infusion of Arcane power, allowing you to temporarily assume a small wyrmling form.

Your size changes to Small (+1 Size bonus to AC and Attack), you gain a Natural Armor bonus of +2, a flight speed of 60 with Average maneuverability, one Bite (1d6) and two Claw attacks (1d4), and Energy Resistance 10 (matching the energy type from your Draconic Heritage).

Special: To learn this spell you must be a Sorcerer with the Draconic Heritage feat, plus one additional Draconic feat.

Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Expanded Arcana (Air of Nobility, Mesmerizing Glare), Fey Bloodline, Fey Heritage, Fey Power, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Arcane Thesis (Enchantment), Cooperative Study, Enchantment Domain, Potent Enchantment
Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 16/18 (Flat-Footed: 14/16, Touch: 12/14)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+4 Enchantment; +5 Mesmerizing Glare)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +7 vs Enchantment
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 6/8 [Mesmerizing Glare]):
--Level 0: Arcane Mark, Daze, Detect Magic, Detect Poison, Haunted Fey Aspect, Light, Prestidigitation, Read Magic (6/day)
--Level 1: Charm Person, Cultural Adaptation, Detect Secret Doors, Mage Armor, Sleep (6+1/day)
--Level 2: Detect Thoughts, Glitterdust, Hideous Laughter, Invisibility, Mirror Image (5+1/day)
--Level 3: Air of Nobility, Deep Slumber, Mesmerizing Glare, Suggestion, Tongues (3+1/day)

Grimoire: Pages of Spell Knowledge
Level 1: Detect Charm, Disguise Self, Shield
Level 2: Protection from Arrows, Rope Trick

Class Features:
Potent Enchantment:
The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3.
Arcane Thesis (Enchantment): +4 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Enchantment spells.
Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and the caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring 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)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

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.
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.

Mask of Allure: +2 bonus to the saving throw DC of your Enchantment spells.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Mask of Allure, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)
 
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So with the realization that we needed to rework some of our Forge orders, here's what I have for a replacement for the Green Behemoth Darkenbeasts.

Changing from the Plant-type to Dragon-type really makes these guys much stronger than I was expecting; higher BAB, higher saves, d12 HD rather than d8s, and more skill points. I'm deliberately not making them as powerful as possible, as it would get really ridiculous if I included stuff like Rapidstrike here given their abnormally high HD and BAB. As things stand, they're already ridiculously beefy for CR 15, so keeping them relatively unsophisticated seems warranted, IMO.

Fiery Dragonbeast (Advanced Fiery Gigantean Half-Dragon Darkenbeast - CR 15)
Size/Type:
Colossal Dragon
Hit Dice: 30d12 + 390 (585 HP)
Initiative: +2 (DEX)
Speed: Ground: 60 ft., Fly: 160 ft. (Poor)
Armor Class: 27 (-8 Size, +2 Dex, +23 Natural), Touch 4, Flat-Footed 25
Base Attack/Grapple: +30/+46
Full Attack: 2 Claws +44 (4d6+3d6[Fire]+22), 1 Bite +39 (4d8+3d6[Fire]+11)
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 240 ft, Low-light Vision, Damage Reduction 5/--, Spell Resistance 32, Fast Healing 12, Immunity to Sleep & Paralysis effects, Immune to Fire, Vulnerable to Cold (+50% damage)
Saves: Fort +25, Ref +14, Will +12
Abilities: Str 54, Dex 15, Con 36, Int 8, Wis 11, Cha 6
Skills: Hide +35, Listen +33, Move Silently +35, Spot +33, Survival +33
Feats: Awaken Spell Resistance (x2), Fast Healing (x4), Flyby Attack, Maximize Breath, Power Attack, Quicken Breath, Shape Breath
Languages: Valyrian
Alignment: True Neutral

Breath Weapon (Ex): 1/Day breath a 70 foot cone or 140 line of fire as a Free Action which inflicts 180 points of Fire damage. DC 38 Reflex save for half damage.

Trample (Ex): As a Full-Round Action, a Fiery Dragonbeast can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Fiery Dragonbeast does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 4d6+3d6[Fire]+33 points of damage. Targets of the Trample can attempt a DC 47 Reflex save to take half damage. The Fiery Dragonbeast can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
To put that into perspective, a formation of these could obliterate about 800 soldiers with the combined weight of their breath weapon cones, and every time they move they crush and charbroil everything in their path that can't literally teleport out of the way or run fast enough before it reaches them.

Oh, and their SR is pretty ridiculous too so counting on mages to save you only works if they're Mythic bastards. You would have more luck with siege engines.
 
To put that into perspective, a formation of these could obliterate about 800 soldiers with the combined weight of their breath weapon cones, and every time they move they crush and charbroil everything in their path that can't literally teleport out of the way or run fast enough before it reaches them.

Oh, and their SR is pretty ridiculous too so counting on mages to save you only works if they're Mythic bastards. You would have more luck with siege engines.
I toned down the SR a bit and shuffled feats around some to get them Flyby Breath and Strafing Breath. If you can only use your breath weapon once per day, you might as well be able to get the most out of it.

Now they can do a strafing flyby at optimal altitude and incinerate a 70 foot by 150 foot swath of real estate.
 
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So with the realization that we needed to rework some of our Forge orders, here's what I have for a replacement for the Green Behemoth Darkenbeasts.

Changing from the Plant-type to Dragon-type really makes these guys much stronger than I was expecting; higher BAB, higher saves, d12 HD rather than d8s, and more skill points. I'm deliberately not making them as powerful as possible, as it would get really ridiculous if I included stuff like Rapidstrike here given their abnormally high HD and BAB. As things stand, they're already ridiculously beefy for CR 15, so keeping them relatively unsophisticated seems warranted, IMO.

Fiery Dragonbeast (Advanced Fiery Gigantean Half-Dragon Darkenbeast - CR 15)
Size/Type:
Colossal Dragon
Hit Dice: 30d12 + 390 (585 HP)
Initiative: +2 (DEX)
Speed: Ground: 60 ft., Fly: 160 ft. (Poor)
Armor Class: 27 (-8 Size, +2 Dex, +23 Natural), Touch 4, Flat-Footed 25
Base Attack/Grapple: +30/+46
Full Attack: 2 Claws +44 (4d6+3d6[Fire]+22), 1 Bite +39 (4d8+3d6[Fire]+11)
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 240 ft, Low-light Vision, Damage Reduction 5/--, Spell Resistance 30, Fast Healing 12, Immunity to Sleep & Paralysis effects, Immune to Fire, Vulnerable to Cold (+50% damage)
Saves: Fort +25, Ref +14, Will +12
Abilities: Str 54, Dex 15, Con 36, Int 8, Wis 11, Cha 6
Skills: Hide +35, Listen +33, Move Silently +35, Spot +33, Survival +33
Feats: Awaken Spell Resistance, Fast Healing (x4), Flyby Attack, Flyby Breath, Maximize Breath, Power Attack, Quicken Breath, Strafing Breath
Languages: Valyrian
Alignment: True Neutral

Breath Weapon (Ex): 1/Day breath a 70 foot cone fire as a Free Action which inflicts 180 points of Fire damage. DC 38 Reflex save for half damage.

Trample (Ex): As a Full-Round Action, a Fiery Dragonbeast can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Fiery Dragonbeast does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 4d6+3d6[Fire]+33 points of damage. Targets of the Trample can attempt a DC 47 Reflex save to take half damage. The Fiery Dragonbeast can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

To answer your earlier question, I commissioned these.

Gargantuan Beasts on Fire

Hide and Move Silently?

🤣 🤣 🤣

I toned down the SR a bit and shuffled feats around some to get them Flyby Breath and Strafing Breath. If you can only use your breath weapon once per day, you might as well be able to get the most out of it.

Now they can do a strafing flyby at optimal altitude and incinerate a 70 foot by 80 foot swath of real estate.

I disagree, if you can only do it once a day you should not be investing so heavily in it.

Quicken and Maximize don't even work together, I wouldn't have them take either due to 1/day but together one is definitely not getting used at all.
 
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To answer your earlier question, I commissioned these.

Gargantuan Beasts on Fire

Hide and Move Silently?

🤣 🤣 🤣

I disagree, if you can only do it once a day you should not be investing so heavily in it.
They only take a -16 penalty to Hide and Move Silently skill checks due to their size, so in some situations they could still be pretty sneaky. :ninja:

Investing a lot of feats into the breath weapon is a deliberate decision due to the high number of feats they receive thanks to having 30 HD. I'm a big fan of our resources being powerful, but it's crazy how much more dangerous these things could be if a few of those feats were used differently. I'm just trying to apply a little sanity to them so that they're strong without being over the top.

Being able to nuke a big chunk of real estate with 180 Fire damage as a Free Action is worth investing a few feats, IMO.
 
Now that we know the Inevitables aren't a problem I am more than a little tempted to do this at some point.

Also, @Crake, is House Keath the last one we have to tackle before moving on to the Bracken/Blackwood debacle, and then hopefully finishing off with Houses Caron and Dondarrion to completely secure the Stormlands for Stannis?

Honestly I don't know about completely. But assuming no one intervened, then yeah he could probably tie up the Anti-Loyalists quite handily and keep the Dornish passes open.
 
Honestly I don't know about completely. But assuming no one intervened, then yeah he could probably tie up the Anti-Loyalists quite handily and keep the Dornish passes open.
Assuming we manage to flip Houses Caron and Dondarrion, that will leave a mere 6 out of 19 houses aligned against us. Yeah there will be resistance that Stannis will need to deal with, but the odds will be hilariously in his favor by that point.
 
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