"As though the seas and the ice being poisoned isn't enough those fools in Qohor are are waking the malice of the deep woods scraping spines into the flesh of the Goat with a Thousand Young..."

Of course, more elder evils! At least the Warlocks are in tandem with them and we can murder everybody at the same time. Saves us some needed time.

"For what but madness do you call men armed with steel matching wits and strength against the Ones Beyond all Circles? It's madness more of us could stand to catch."

We can't introduce the Inquisition into this place soon enough. The world needs more madmen willing to risk their lives for the betterment of all.
 
Hmm, well, we can invade Qohor, just barely. Though Norvos would react quite violently to the notion.

We could also just drop the hammer on whatever shard of Elder Evil that fool dug up out in the Forest of Qohor and murder him too for good measure. Personally, I prefer "loud" options, it makes sure everyone on the field knows what everyone else is about right at the start, none of that taunting and trying to fast talk their way out of it since they probably don't have a good enough action economy to do so and not die buried under a bunch of higher circle spells.
 
I'm just waiting for the Qohori to restart the broken Flesh-Forge with the power of Eldritch.
So that I could say "TOLD YOU SO!!!!" of course.
:V

Between the Sarnori Umdead, the Efreeti, The Squids, the Devils, Quohor, and the mandatory Westerosi bullshit, I'm kinda tired of trying to fit what shit we should prioritize at any given moment.

[X] Azel
G'night all.
We're going to drop something, we have way too many knives in the air to avoid it. Dealing with an Eldritch farm animal backed by a flesh forge will suck, but it's probably the safest one to keep on the back burner for now. Maybe we pay the old gods to egg it's divine realm or something to keep it busy with other stuff till we can deal with it, but I don't have much hope of managing to keep it down long.
 
We're going to drop something, we have way too many knives in the air to avoid it. Dealing with an Eldritch farm animal backed by a flesh forge will suck, but it's probably the safest one to keep on the back burner for now. Maybe we pay the old gods to egg it's divine realm or something to keep it busy with other stuff till we can deal with it, but I don't have much hope of managing to keep it down long.
It's looking like we're going to have to fight a multi-front war either way, an expensive one at that. This thing is going to speed up its schedule when it sees that we have absolutely no problem prosecuting a continental war and rolling over our opposition while simultaneously harried by Deep Ones.
 
We're going to drop something, we have way too many knives in the air to avoid it. Dealing with an Eldritch farm animal backed by a flesh forge will suck, but it's probably the safest one to keep on the back burner for now. Maybe we pay the old gods to egg it's divine realm or something to keep it busy with other stuff till we can deal with it, but I don't have much hope of managing to keep it down long.
I would be perfectly content just nuking the Qohori Flesh Forge. We can scour it from existence with relative ease.
 
Between the Sarnori Umdead, the Efreeti, The Squids, the Devils, Quohor, and the mandatory Westerosi bullshit, I'm kinda tired of trying to fit what shit we should prioritize at any given moment.

You are missing the Fifteenth, Asshai shadow bullshittery, the Drow under Green Hell Australia and the surviving Tia-chan's forces.
 
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I would be perfectly content just nuking the Qohori Flesh Forge. We can scour it from existence with relative ease.
Genius Loci, that's a bad idea. There's a reason we carefully took control of each one we encountered with copious divine assistance. They're usually keeping something dangerous locked up.
 
Edit: for people other than Erinyes the pentacle talisman is the most valuable. We can't afford continuous PfE for everyone who works for us, and cheaper items require you to know that you're going to need the effect, which is a serious weakness. A lesser pentacle would cost 60 IM and provide some protection from surprise enthrallment.

It's not perfect since you need to make the second save it allows to get the PfE, and it only lasts 5 rounds after that. However, with a little planning that'd be enough room to get out a warning at least. It's certainly better protection from surprise enchanters than most other things in that price range.
edit2: autocorrupt
For anyone we're afraid of being enchanted, we can absolutely afford a PfE amulet. Included in that group actually being 3rd circle mages, by the way.

If the Pentacle is really dirt cheap though, I'd give one to every Inquisitorial Stormtrooper.
 
Genius Loci, that's a bad idea. There's a reason we carefully took control of each one we encountered with copious divine assistance. They're usually keeping something dangerous locked up.
If the build is anything similar to Lys, then nuking the forge means nuking the city.

Now, we as the players could work with that, but Viserys IC will likely avoid wiping out a city, both for personal and PR reasons.
 
Between the Sarnori Umdead, the Efreeti, The Squids, the Devils, Quohor, and the mandatory Westerosi bullshit, I'm kinda tired of trying to fit what shit we should prioritize at any given moment.
Honestly at this point we really should start a queue for this whole Apocalypse thing.

Is it too much to ask for these ancient unknowable evils to form a line? You'd think they'd be mature enough for it.
 
OOC: Marwyn truly does not have the best social skills for his level, but he is a clever man and has allies to cover for him.
I was wondering why we didn't really see any rumor posts or hints from other characters for the most part about his adventuring activities. Besides not ever telling anyone when he killed a monster (and bringing nervous attention from suspicious Maesters or perfidious Lannisters down onto himself) to no surprise there is a simpler answer there somewhere, as Richard says.

The answer being, Marwyn has absolutely no social combat skills besides maybe Sense Motive, and his party can all do back alley deals that-might-or-might-not go wrong, but he doesn't associate with anyone heroic-looking, legitimate enough or noble enough to generate much in the way of good PR.

So... if someone as standoffish as Brandon Greyshield can become a noble lord and after-a-fashion a hero by association, that means these guys are REALLY offensive to be around for the more proud or straight-laced sorts.
 
[X] Plan Honesty
-[X] "Are we? I'm afraid we are mostly here to have a chat with you and see what we can learn about your esteemed colleagues." // The last two words are said with the same inflection Qyburn would use.
-[X] "Should this be your worry, then let me assure you that the Dragon is perfectly content to leave people be, if they afford him the same courtesy. However, you do not strike me as a person who would be content to watch things unfold from a manse in Amun Kelisk, even though you likely could secure one for yourself." // Making it clear that we are hearing what he meant. He is fishing for an offer, not making idle chit-chat.
-[X] "However, there are plenty who found his bribes quite tempting. Access to the finest laboratories. Ample funds for whatever research they fancy. A library that knows few if any equals on this plane. All things that have tempted many and all he expected in return is for them to share their knowledge freely with him." // Putting a few things on the table that might be very tempting to him.
-[X] "The question is what you want to do with your future."
 
@Goldfish
For her feat, I've been looking forward to this one: Variable Wind (Combat) – d20PFSRD

Makes her Solar Wind Maneuvers far more flexible.
I'm not opposed to it, but Mereth really doesn't need more damage. Her updated sheet is almost done, but here's her attack lines for reference.
  • Fury's Scorn: 1d8 + 2 (Enhancement) + 10 (STR) + 9 (Tempest Gale Stance) + 1 (Bracers)
    • Normal: +30/+25/+20 [1d8+22; 19-20/x2]
      • w/Channel Vigor (Haste effect): +31/+31/+26/+21 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +33/+33/+28/+23 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +34/+29/+24 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +36/+31/+26 [1d8+2d6+24; 19-20/x2]
    • Rapid Shot: +28/+28/+23/+18 [1d8+13; 19-20/x2]
      • w/Channel Vigor (Haste effect): +29/+29/+29/+24/+19 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +31/+31/+31/+26/+21 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +32/+32/+27/+22 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +34/+34/+29/+24 [1d8+2d6+24; 19-20/x2]
    • Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a seprate attack roll.
    • Special: Arrows are treated as Ghost Touch weapons and can make Critical Hits against Undead as if they were living creatures.
With Haste and Rapid Shot against a Magebane eligible target (which most high level enemies will be), she'll have a Full Attack of +31/+31/+31/+26/+21 [1d8+2d6+24; 19-20/x2]. And every attack will actually be two attacks, so that's basically 10 attacks, each capable of inflicting 1d8+2d6+24 damage (average of 35 damage per attack).
@Goldfish Would a 1/day item of Splinter Spell Resistance be too expensive for the Erinyes basic kit? Using a Lesser Talisman or two would be another cheap way to give equip minions with useful effects. The Greater versions would be cheaper over the long run since they aren't consumed on use, but we could churn out lesser ones pretty easily.

They're more expensive than scrolls, but you can equip three at a time to your neck slot and they activate on their own. The wearer doesn't need UMD or to use an action on it.

For the Erinyes Arrow Protection, Good Fortune, and Triskelion would be useful and low level enough that we could get students to do it. They'd fit in well fluff wise too - as student projects for people on the crafting track at the Scholarum.
Edit: for people other than Erinyes the pentacle talisman is the most valuable. We can't afford continuous PfE for everyone who works for us, and cheaper items require you to know that you're going to need the effect, which is a serious weakness. A lesser pentacle would cost 60 IM and provide some protection from surprise enthrallment.

It's not perfect since you need to make the second save it allows to get the PfE, and it only lasts 5 rounds after that. However, with a little planning that'd be enough room to get out a warning at least. It's certainly better protection from surprise enchanters than most other things in that price range.
edit2: autocorrupt
The issue with using Splinter Spell Resistance in this manner is that it requires a saving throw. As a low level spell, it would be highly unlikely to work against anything we Spell Resistance high enough that we would care to try to reduce it.

The Talismans are neat, though. Can you add them to your goody page?
By the way, @Goldfish, you wanted to give Elaheh's sheet a once-over too.
I'll get to it soon. I've spent most of the day so far updating Mereth's sheet.
 
For anyone we're afraid of being enchanted, we can absolutely afford a PfE amulet. Included in that group actually being 3rd circle mages, by the way.

If the Pentacle is really dirt cheap though, I'd give one to every Inquisitorial Stormtrooper.
Those were the kind of people I was thinking about. For the kind of threats those guys face this (partially) patches an important weakness, and increases the chance they can get word out even if they can't win the fight.

Lesser Talisman also don't require a crafting feat to make, which I'd assume was an error if the greater variant didn't explicitly need craft wondrous items. That probably needs a little adjustment here, but we might be able to offload making some of them on noncrafters. Maybe level two Scholarum students could pump out pentacles to make some spending money, or to see if they enjoy the field.
 
Those were the kind of people I was thinking about. For the kind of threats those guys face this (partially) patches an important weakness, and increases the chance they can get word out even if they can't win the fight.

Lesser Talisman also don't require a crafting feat to make, which I'd assume was an error if the greater variant didn't explicitly need craft wondrous items. That probably needs a little adjustment here, but we might be able to offload making some of them on noncrafters. Maybe level two Scholarum students could pump out pentacles to make some spending money, or to see if they enjoy the field.
A talisman made from Ritual Magic makes sense. @DragonParadox?
 
I'm not opposed to it, but Mereth really doesn't need more damage. Her updated sheet is almost done, but here's her attack lines for reference.
  • Fury's Scorn: 1d8 + 2 (Enhancement) + 10 (STR) + 9 (Tempest Gale Stance) + 1 (Bracers)
    • Normal: +30/+25/+20 [1d8+22; 19-20/x2]
      • w/Channel Vigor (Haste effect): +31/+31/+26/+21 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +33/+33/+28/+23 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +34/+29/+24 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +36/+31/+26 [1d8+2d6+24; 19-20/x2]
    • Rapid Shot: +28/+28/+23/+18 [1d8+13; 19-20/x2]
      • w/Channel Vigor (Haste effect): +29/+29/+29/+24/+19 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +31/+31/+31/+26/+21 [1d8+2d6+24; 19-20/x2]
      • w/Channel Vigor (Mind effect): +32/+32/+27/+22 [1d8+22; 19-20/x2]
        • w/Magebane Effect: +34/+34/+29/+24 [1d8+2d6+24; 19-20/x2]
    • Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a seprate attack roll.
    • Special: Arrows are treated as Ghost Touch weapons and can make Critical Hits against Undead as if they were living creatures.
With Haste and Rapid Shot against a Magebane eligible target (which most high level enemies will be), she'll have a Full Attack of +31/+31/+31/+26/+21 [1d8+2d6+24; 19-20/x2]. And every attack will actually be two attacks, so that's basically 10 attacks, each capable of inflicting 1d8+2d6+24 damage (average of 35 damage per attack).

The issue with using Splinter Spell Resistance in this manner is that it requires a saving throw. As a low level spell, it would be highly unlikely to work against anything we Spell Resistance high enough that we would care to try to reduce it.

The Talismans are neat, though. Can you add them to your goody page?

I'll get to it soon. I've spent most of the day so far updating Mereth's sheet.

Jesus How.

Anyways, my awe at your munchinkery aside, I thought Splinter Spell Resistance targetted an object/weapon, so theoretically the object would "save" against the effect the same way stuff like Mage Armor can technically be saved against (if you're a specific Barbarian and other edge cases).

[X] Azel

Lets see how wooable Marwyn is?
 
[X] Azel
Jesus How.

Anyways, my awe at your munchinkery aside, I thought Splinter Spell Resistance targetted an object/weapon, so theoretically the object would "save" against the effect the same way stuff like Mage Armor can technically be saved against (if you're a specific Barbarian and other edge cases).
Mereth will have a Strength of 30, which will give her a +10 Strength bonus for use with a Composite Longbow with a +10 Strength bonus, and another +9 comes from her Tempest Gale Stance (equals her Charisma bonus). Those are where most of the damage comes from, the rest is just an Enhancement bonus from the bow and a +1 from her bracers.

Splinter Spell Resistance is cast on a weapon, but the effect allows a Fortitude save for the creature that would be affected.
 
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