Eh, I can get behind this.I have no idea what to do about Fey and Lords, but I am not terribly interested in the aftermath of this somewhat disjointed adventure on PoE either.
So, unless we get some overly-detailed votes from people who actually care about in-quest politicking...
[X] Reports:
-[X] Results of restoring the documents and the lore recovered from Ymeri's mansion in Volantis via the ash-to-book ritual.
-[X] Gathering the promised lore on Psionics (basics) and Aberrations (all they can share) from Gith Monasteries.
-[X] Recovering the lore of the Many-Faced-God written down by Faceless.
[X] Also the results of inquiring the local Deities (Yss, Old Gods, the Ferryman, Weeping Lady, Goddess of the Silver Moon, Zathir), whether they are willing to hand out knowledge/power in the way the "combined" Deity of the Faceless Men does - and for what price.
--[X] If any do, Ysandrix, some of our Fiendsm Vesill, and most proficient magicians in the realm (read: Inquisitor-grade) could be offered that, while making the dangers clear as well as the potential profits.
[X] The results of:
-[X] Djinn Criomancers reading lectures in SD for a month (throughout the 12th month).
-[X] Lore for training Djinn Auxiliaries (Mystic Rangers) being applied in Scholarum (the ability for us to train Mystic Rangers starting the 12th month).
-[X] Whether the Djinn Order of Stormweavers (Stormcasters) got a Master available (-- as they agreed to read some lectures in principle, but really had no free people during the 111th month).
-[X] Student exchange with Shaitan Guild of Shapers (Magewrights).
I think these all can be pushed together well enough.
Not to push DP or anything, of course, but I just don't think there is much sense spreading these MAs thin at this point.
@Goldfish, didn't we give him completely different armor? Also the Sword of the Ruin Lord should be noted to be Valyrian Steel, that's an important detail for DR-piercing purposes.
Fixed the sword's description.@Goldfish, didn't we give him completely different armor? Also the Sword of the Ruin Lord should be noted to be Valyrian Steel, that's an important detail for DR-piercing purposes.
Not rooted to the earth.I wonder...could we grow heart trees on top of the Wall itself? That would probably be really useful when the Others show up.
Not stable enough.Darn. Can we make pillars of earth right behind the wall that we could plant heart trees on?
Using a ton of magic cheats, Buttercup defeats Jaime fookin Lannister in a tourney. Let's make it happen.So...
Another thing we've discovered this month. Viserys loves tourneys, probably as much if not more than Robert does.
Personally though, I think the smaller tourneys like Ashford are the most fun for Viserys. He doesn't have to worry about politics as much at them. What we need to do is party crash a royal tourney. Or failing that, a Lannister hosted one. Buttercup would be a hit! Or make a fucking million enemies in a day. Who can say?
That's the equivalent of sacrificing the Wall.I wonder...could we grow heart trees on top of the Wall itself? That would probably be really useful when the Others show up.
Being a hit and making a million enemies is not exclusive with each other.So...
Another thing we've discovered this month. Viserys loves tourneys, probably as much if not more than Robert does.
Personally though, I think the smaller tourneys like Ashford are the most fun for Viserys. He doesn't have to worry about politics as much at them. What we need to do is party crash a royal tourney. Or failing that, a Lannister hosted one. Buttercup would be a hit! Or make a fucking million enemies in a day. Who can say?
Here's what I've come up with for Ser Dregaire's character sheet, along with his trusty steed Rosebud the Hedgethorn Hippogriff. Feel free to suggest other names for his mount, I just thought it would be funny.
He's not the most powerful of our vassals, but he's still pretty effective and he has a lot of useful abilities, including a nice suite of SLAs. He could definitely carry his own weight on missions.
Thanks to being a Savant, he can Take 10 on skill checks in any situation, including in combat. This works very well in conjunction with the Knowledge Devotion feat and his maxed Knowledge skills. Since he can Take 10 with his Knowledge skills, Ser Dregaire will have a minimum check result of 31, meaning that he basically has a +4 Insight bonus to all attack and damage rolls.
He's got a good set of Natural Attacks, too, which means he can turn his Obedient Longsword loose to attack an enemy while beating, biting, and goring for double the melee fun. One issue, however, was the suit of armor we intended to give him. He can wear Heavy Armor, but not without a severe Arcane Spell Failure chance. The armor we were going to give him would handicap his casting enough that it would be much too unreliable to use in combat. I've given him a suit of +1 Mithral fullplate for now, since it only counts as Medium armor, which he can use without any ASF chance. We can upgrade it later.
This all right with ya'll? See anything that needs to be adjusted?
Size/Type: Large Fey, Unique - Advanced Bipedal Savant Fey Creature Onyx Deer / Duskblade 6 (CR 15)
Hit Dice: 7d10 + 6d8 + 78 = 148
Initiative: +7 (DEX) + 2 (Belt) = +9
Speed: 40 ft. + 30ft. (Boots) = 70ft., Fly 60ft (Good)
Armor Class: 33 (+4 Dex[+7], +8 Natural, +10 Armor, +2 Shield, -1 Size), Touch 14; +2 Deflection vs Good/Evil
Base Attack/Grapple: +13/+23
Full Attack:
Space/Reach: 10 ft./10 ft.
- Melee: +2 ObedientValyrian Steel Longsword: +21/+16/+11 (2d6+8; 19-20/x2)
- w/Knowledge Devotion: +25/+20/+15 (2d6+12; 19-20/x2)
- Natural: Bite +19 (1d8+6 plus Onyx Bite), Gore +19 (1d8+6), 2 Slams +14 (1d6+3)
- w/Knowledge Devotion: Bite +23 (1d8+10 plus Onyx Bite), Gore +23 (1d8+10), 2 Slams +18 (1d6+7)
Special Attacks: Bellow, Onyx Bite
Special Qualities: DR 10/Cold Iron, Spell Resistance 26, Darkvision 60 ft., Low-Light Vision, Scent, Immunity to Petrification, Resist Cold & Electricity 10, Immune to Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph[Single use]
Saves: Fort +16, Ref +13, Will +14; +4 vs Mind-Affecting Effects; +2 Resistance vs Good/Evil
Abilities: Str 20(22), Dex 24, Con 19(22), Int 21, Wis 22(24), Cha 15(17)
Skills: Concentration +22, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +21, Knowledge (Local) +21, Knowledge (Nature) +21, Knowledge (Religion) +21, Knowledge (The Planes) +21, Listen +11, Ride +10, Sense Motive +23, Spot +11, Survival +10
Feats: Arcane Strike, Blind-Fight(B), Combat Casting(B), Fey Power, Fey Presence, Knowledge Devotion, Power Attack, Practiced Spellcaster, Versatile Spellcaster
Flaws: Love of Nature, Wild
Languages: Aquan, Auran, Draconic, Sylvan, Terran, Westerosi Common
Alignment: Chaotic Neutral
Onyx Deer:
Savant Creature:
- Bellow (Su): Twice per day, Ser Dregaire can unleash a rumbling bellow that instills fear in any creature within 100 feet that hears it. All creatures in the area must succeed on a DC 16 Will save or be Shaken as long as they remain within the area and for 2d4 rounds afterward. A creature that succeeds on its saving throw is immune to the bellow for 24 hours. The save DC is Charisma-based. Ser Dregaire is immune to his own bellow and that of other Onyx Deer.
- Onyx Bite (Su): Ser Dregaire's bite deals 1d4 points of Constitution damage against a living creature if it fails a DC 19 Fortitude save. A living creature reduced to Constitution 3 or less transforms into onyx, resembling nothing more than a statue. A Stone to Flesh spell returns a transformed creature to its original form, though if it was reduced to Constitution 0 by Ser Dregaire's bite it immediately dies upon returning to its natural form. The save DC is Constitution-based.
Fey Creature:
- Uncanny Dodge (Ex): Ser Dregaire cannot be caught Flat-Footed and does not lose his Dexterity bonus to AC against and Invisible attacked.
- Combat Insight (Ex): Against any creature it has watched in combat for at least 3 rounds, Ser Dregaire gains a +2 Insight bonus to AC and on attack and damage rolls.
- Home Advantage (Ex): Ser Dregaire gains a +4 Insight bonus on initiative rolls, and Hide, Listen, Move Silently, and Spot checks in any area with which he is very familiar (that is, a place that he feels at home in).
- Deductive Leap (Ex): Once per round, Ser Dregaire can choose to substitute his Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if Ser Dregaire does not know what the saving throw is for.
- Skill Mastery (Ex): Ser Dregaire may Take 10 on checks made with any of these skills, even if stress or distraction would normally prevent him from doing so. He gains a +6 Insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures he has observed or interacted with for 1 minute. Furthermore, Ser Dregaire treats all Knowledge skills, Disable Device, and Use Magic Device as class skills and can use them untrained.
- Mastered Skills: Concentration, Knowledge (Arcana, Dungeoneering, Local, Nature, Religion, The Planes), Listen, Ride, Spot
Duskblade:
- Long Step (Su): Ser Dregaire can Teleport up to 130 feet (10 feet per Hit Die) as a Move Action. He may use this ability once every 1d4 rounds.
- Vanish (Su): As a Swift Action, Ser Dregaire can vanish for 1 round as if affected by Invisibility. He can use this ability for 13 rounds per day (1 round per Hit Die).
- Spell-Like Abilities (CL 14): 3/Day: Dancing Lights, 2/Day: Deep Slumber (DC 17), 1/Day: Charm Monster (DC 18), Confusion (DC 18), Disguise Self, Entangle (DC 14), Faerie Fire, Feeblemind (DC 19 or 23), Glitterdust (DC 15), Major Image (DC 16), Mislead (DC 19)
Belt of the Battle: +2 Competence bonus to Initiative checks
- Quick Cast (Su): 1/Day you can cast a spell as a Swift Action as if it were Quickened.
- Armored Mage (Ex): You may wear Medium Armor without it interfering with your spellcasting.
- Arcane Attunement (Sp): Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic (8/Day)
- Spell Power (Ex): If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome Spell Resistance for the remainder of the encounter.
- Arcane Channeling (Su): You can use a Standard Action to cast any Touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke Attacks of Opportunity. The spell must have a casting time of 1 Standard Action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
- Spellcasting: 10th Caster Level, Spell Save = 10 + 5 (INT) + spell level
- Level 0 Spells: Acid Splash, Disrupt Undead, Ray of Frost, Resistance (6/Day)
- Level 1 Spells: Chill Touch, Color Spray, Resist Energy, Shocking Grasp, True Strike (6+2/Day)
- Level 2 Spells: Dimension Hop, See Invisibility (3+1/Day)
Boots of the Battle Charger:
- Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
- Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Greater Amulet of Protection from Evil: +2 Wisdom
- Benefit from a +30ft Enhancement bonus to ground movement speed.
- 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.
- If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
- 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)
- 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
- 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.
- 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.
Equipment: Bead of Newt Prevention, Belt of Battle, Boots of the Battle Charger, Cloak of Charisma (+2 CHA), Gloves of Hero's Strength (+2 STR), Greater Amulet of Protection from Evil (+2 WIS), Greater Ribbon of Disguise, Handy Haversack, Light Mithral Shield (+1), Mind Blank Ring (Shadowforged), Reinforce Segmented Mithral Fullplate (+1), Ring of Protection from Good (+3 CON), Scabbed of Keen Edges, Soulfire Mithral Bracers (+1), Sword of the Ruin Lord (+2 Obedient Valyrian Steel Longsword)Alchemical Substances
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
40x Healing Salve
20x Sleep-Smoke
10x Sunrod
30x Vermin Repellent
Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm
Hedgethorn Hippogriff
Dire Greenbound Hippogriff [advanced to 6 Racial HD] - CR 8
N Huge Plant
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Listen +4, Spot +9
DEFENSE
AC 29, touch 14, flat-footed 24 (+4 Dex, +1 dodge, +16 natural, -2 size)
HP 198 (12d8+144)
Fort +16, Ref +12, Will +7
Immune: Plant Traits, Resist Cold & Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
OFFENSE
Speed 50 ft., fly 110 ft. (average)
Melee bite +19 (2d6+9), 2 claws +19 (1d8+9)
Space 10 ft. Reach 10 ft.
STATISTICS
Str 29, Dex 19, Con 26, Int 2, Wis 16, Cha 17
Base Attack/Grapple: +12/+24
Feats Ability Focus (Entangle), Dodge, Hover, Wingover
Skills Listen +7, Spot +19; Racial Modifiers +4 Listen & Spot
Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Spell-Like Abilities (Sp): 12th Caster Level: At will - Entangle (DC 16), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns