I'm checking the accounting sheet for the first time in a looooong time. Holy shit, I didn't know that we were making our ninth legion already.

We have quite a respectable manpower. I wonder when it will get involved in extraplanar wars.
 
Okay, serious talk.
Does anyone care about seeing any of these on-screen?

Because I don't.

And it's only because DP tends to go "Must. Show. On. Screen!!!" that I'm bothering voting through.
Does everyone agree to skip these and just have DP confirm/deny the stuff OOC?
Would save us all a lot of time/
What Crake said. There are several good opportunities for DP to expand into a chapter in that list, but we should leave it up to him. More options for something to stand out to him.
 
Over half of the stuff on that list can happen and be forgotten by the end of next month for how spread out by location and character they are.

Get some OOC acknowledgement for most of it and have the absolutely essential or politically relevant stuff show up on screen and then, as you have repeatedly mentioned, we can put the entire concept of minor actions behind us forever.
 
Okay, serious talk.
Does anyone care about seeing any of these on-screen?

Because I don't.

And it's only because DP tends to go "Must. Show. On. Screen!!!" that I'm bothering voting through.
Does everyone agree to skip these and just have DP confirm/deny the stuff OOC?
Would save us all a lot of time/
The main thing I'd want to see covered onscreen is:
1. R'hllor temple's completion
2. Zathir's temple completion
3. Building Father Storm & Mother Earth's temples

Maybe some vague details on how the Imperial Pantheon is coming together, and how the clerics interact with each other.

The rest I'm perfectly content with having offscreened.
 
[X] Meet with the Sealord and tour through the former Drowned Town, now the new Imperial Quarter of Braavos, first walking about to take in the sights under glamours.
-[X] A bit later, discuss what it would take to open a branch of the Scholarum in Braavos and in Pentos.
--[X] Afterwards, meet up with General Gerold and Ser Aubert and host the first official meeting of Imperial High Command through the Gemstone Table, allowing for the first time the entirety of the senior officers to meet together at the same time through the magic of the high fidelity arrays emanating from their Anchors, allowing seamless long-distance face-to-face discussion and visual displays either of maps, terrain or intelligence.
--[X] You will go over the military occupation of Pentos and how well enforcement of martial law is going there, as well as future or imminent military deployments.

[X] Denys Level-up
-[X] +1 Alchemist
--[X] Skills: +1 Alchemy, +1 Diplomacy, -5 Disable Device, -5 Gather Information, +1 Knowledge (Arcana), +1 Knowledge (Nature), +8 Knowledge (Planes), +1 Knowledge (Religion), +1 Listen, +3 Ride, -5 Search, +1 Sense Motive, +6 Spellcraft, +1 Spot



Name: Ser Denys Trainer
Alias: The Alchemist, Crystal Whisperer
Age: 25
Alignment: Lawfully Good
Race: Human
Level: 10
Class: Rogue 1/Alchemist 9
Feats: Able Learner, Brew Potion, Extra Discovery, Maester Trained, Point-Blank Shot, Precise Shot, Throw Anything, Weapon Finesse

Class Features: Alchemy, Bomb 5d6, Mutagen, Poison Resistance, Poison Use, Sneak attack +1d6, Swift Alchemy, Swift Poisoning, Trapfinding

Flaws: Chivalrous Courtesy
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Stepstones), Old Tongue

Description: Standing tall, he is an ashen-haired man who holds himself with a quiet dignity, readily enough to be found in well-worn travelling clothes but knowing well the use to courtly attire for all his ill-fortune, the better to mask the faded scars of battle both real and otherwise.

HP: 74
AC: 10 + 4 (DEX) +7 (Celestial Glamered Reinforced Segmented Mithral Breastplate (+1) +4 (Mage Armor) +2 (PfE) = 21/25/27
Movement: 30 ft + 30 ft (AoRT) = 60 ft
Initiative: +4 (DEX)
Attack: +7/+2 BAB, Valyrian Steel Thinblade +13/+7 (1d8+6/18-20 x2) or Bomb +12/+7 (5d6+7) [At Ranges up to 30Ft, -1 to attack and damage modifier otherwise]
Weapon Proficiency: Dagger, Longsword, Crossbow, Lance
Immunities: Possession/Mental Control

STATS:
11 (+0) Strength
16 +2 = 18 (+4) Dexterity
13 +1 = 14 (+2) Constitution
20 +2 = 22 (+6) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES: (+6 to all Saves against Poison)
FORTITUDE: 7 + 2 (CON) + 2 (PfE) = 9/11
REFLEX: 7 + 4 (DEX) + 2 (PfE) = 11/13
WILL: 3 + 1 (WIS) + 2 (PfE) = 4/6

SKILLS:
Craft (Alchemy):
13 + 6 (INT) + 9 (AL) = 28
Diplomacy: 13 + 1 (CHA) + 4 (SYN) = 18
Knowledge (Arcana): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (History): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Local): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Nature): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (Nobility & Royalty): 5 + 6 (INT) + 1 (MT) = 12
Knowledge (Planes): 13 + 6 (INT) + 1 (MT) = 20
Knowledge (Religion): 13 + 6 (INT) + 1 (MT) = 20
Listen: 13 + 1 (WIS) = 14
Ride: 6 + 4 (DEX) = 10
Sense Motive: 13 + 1 (WIS) = 14
Spellcraft: 13 + 6 (INT) + 2 (SYN) = 21
Spot: 13 + 1 (WIS) = 14

Secondary Skills:
Knowledge (Architecture & Engineering): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Economics): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Geography): 3 + 6 (INT) + 1 (MT) = 10
Knowledge (Law): 3 + 6(INT) + 1 (MT) = 10
Knowledge (Mathematics): 3 + 6 (INT) + 1 (MT) = 10

Formulae Known (Caster Level 9):
Level 1: Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Heightened Awareness, Identify, Illusion of Calm, Invisibility Alarm, Keen Senses, Linebreaker, Longshot, Obscure Poison, Polypurpose Panacea, Reduce Person, See Alignment, Shield, Shock Shield, Targeted Bomb Admixture, Tears to Wine, Touch of the Sea, True Strike, Vocal Alteration
Level 2: Aid, Alchemical Allocation, Alter Self, Blur, Cure Moderate Wounds, Bear's Endurance, Bull's Strength, Darkvision, Delay Poison, Detect Thoughts, Eagle's Splendor, Enshroud Thoughts, False Life, Fiery Runes, Investigative Mind, Invisibility, Owl's Wisdom, Resist Energy, Undetectable Alignment, Shadow Bomb Admixture
Level 3: Battle Trance, Bouncing Bomb Admixture, Burrow, Cure Serious Wounds, Fly, Haste, Heroism, Monstrous Physique, Paragon Surge, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Communal, Tongues, Water Breathing

Extract Load-Out (Caster Level 9):
Level 1: Bomber's Eye, Comprehend Languages, Detect Secret Doors, Heightened Awareness, Targeted Bomb Admixture x2, True Strike
Level 2: Aid, Alchemical Allocation, Detect Thoughts, Fiery Runes, Investigative Mind, Invisibility
Level 3: Battle Trance, Heroism, Monstrous Physique, Paragon Surge

Discoveries: Alchemical Simulacrum, Dispelling Bomb, Infusion, Precise Bombs, Cognatogen

Detect Magic/at will: An alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Boro Beads: 1st level (x2 beads), 2nd level (x1 bead)
  • Once per day on command, a Boro Bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. A bead works on an infusions, but not a potion, elixir, bomb, mutagen, or non-magical Alchemical material such as antitoxin.
Cloak of the Hedge Wizard (Conjuration):
Earring of Arcane Acuity: +2 Intelligence
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Glamered Celestial Reinforced Segmented Mithral Breastplate (+1): Armor Class: +7, Max Dexterity Bonus: +11, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 7.5 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Greater Amulet of Protection from Evil: +1 Constitution
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
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.
Healing Belt of Resources:
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • As often as once per round as a Standard Action, using the Full Pouch spell effect, you can draw out a duplicated Alchemical item which is stored in the pouch. Only one such duplicated item can exist at any given time.
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.
Poisoner's Gloves: +2 Dexterity
  • Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves. The wearer can deliver the dose to a target as a Melee Touch attack or as part of an Unarmed Strike. In the case of a personal infused extract, the opponent receives both a Fortitude save and Spell Resistance. The wearer can use both gloves in the same round using Two-Weapon Fighting. Filling a glove is a Full-Round Action that provokes Attacks of Opportunity.
Quick Runner's Shirt:
  • Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Ring of Endurance:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Equipped Magic items: Anklets of Rapid Translocation, Boro Beads, Celestial Glamered Reinforced Segmented Mithral Breastplate (+1), Cloak of the Hedge Wizard (Conjuration), Earring of Arcane Acuity (+2 INT), Greater Amulet of Protection from Evil (+1 CON), Greater Ribbon of Disguise, Handy Haversack, Healing Belt of Resources, Launcher, Poisoner's Gloves (+2 DEX), Quick Runner's Shirt, Ring of Endurance, Ring of Sustenance, +1 Ghost Touch Bronze Longsword, +2 Valyrian Steel Thinblade

Consumable Items: x3 Potion of Aid, x3 Potion of Bear's Endurance, x3 Potion of Blur, x12 Potion of Cure Light Wounds, x4 Potion of Darkvision, x3 Potion of Invisibility, x3 Potion of Lesser Restoration, x4 Potion of Remove Blindness/Deafness, x4 Potion of Remove Curse, x4 Potion of Remove Disease

Alchemical Items: x10 Alchemist's Fire, x8 Auran Mask, x10 Liquid Ice, x5 Alchemical Flare Stake, x5 Antitoxin, x10 Explosive Pack, x12 Fungal Stun Vials, x12 Healing Salve, x5 Liquid Smoke, x5 Sleep-Smoke, x12 Sunrods, x12 Tanglefoot Bag
 
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Oops, you already updated his sheet in your post. I thought he was going from Alchemist 9 to 10.
Nod.

Nothing too interesting this level. Criston on the other hand gets to go through a little re-training in preparation for Paragon Knight when he levels, mostly going for a White Raven-centric build, with some other stuff thrown in here and there. The high level White Raven maneuvers are pretty naisu naisu. War Master's Charge for example is great when paired with some other martial PCs for that alpha strike game on the boss, no AoO for the enemy, and a 1 round stun. Juicy.

Swarming Assault for some more relentless team-bullying.

Swarm Tactics gives the whole big party a +5 bonus as long as he's up front tanking it.

White Raven Hammer is another nice stun + squeezing in some extra damage

Clarion Call on speed dial to help with that sa-weet sa-weet action economy.

Richard mostly focused on "fuck you specifically" type stuff, which means Criston can be everybody's hypeman.
 
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