Sigh
okay, okay, let's do the reasonable thing.

We'll get our fair share of Feygibbing anyway, I'm sure.

[X] Withdraw the whole group for now, but only in order to find a new location in the Reach from which to continue their work undisturbed.
The wait will be worth it.

I'm looking forward to Glyra putting the beat down on some more powerful Fey. She's grown strong enough that her Trickster's Bargain ability could allow her to bind some very beefy Fey.
Trickster's Bargain (Su): Glyra may bind any Fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once to attempt to bind any given Fey.
 
I feel like we can come up with something better than just sacrificing it to get rid of it. This is a CR 23 sacrifice. We fight those and win, but we almost never manage to drag them back for sacrifice. I want something fantastic out of this.

You want to try and capture it? How ambitious. Let's fight it...in a room we prepared specifically to fight it in.
 
I feel like we can come up with something better than just sacrificing it to get rid of it. This is a CR 23 sacrifice. We fight those and win, but we almost never manage to drag them back for sacrifice. I want something fantastic out of this.
And I don't mind keeping the favor for having sacrificed it tabled until we come up with something really good.

It is just that it is difficult to throw together everything we need to deal with it on the go i nth middle of a month, not having planned for it beforehand.
And chances are, if we ever need to sacrifice it immediately, chances are it'll be difficult to arrange.

I just want to render it into an easier-to-apply form of a boon with that :V
 
"I've caught you now!" proclaimed the middling fae, as he held onto the toenail of the mythic tier, adult red dragon.

The fae should be genre savvy enough to avoid transforming a trickster's yarn into a cautionary tale.

Ironically doing literally that is probably the very best chance a middling fey would have to survive an "attack" on our person.

I'd vote to let them live at least.
 
How about everything the dragon knows
That is rather tempting.
You want to try and capture it? How ambitious. Let's fight it...in a room we prepared specifically to fight it in.
More just toss the orb to Yss and keep our fingers crossed, but if it comes to it we can beat it down and then toss it to Yss.
We could use it as a chassis for the Herald to Rhllor...although maybe save that for after he abandons a few divine portfolios
Oh, that's a good idea. That, or a boost to the Imperial Deity. CR 23 is nothing to sneeze at for a sacrifice.
 
Bottom line, even if we fail the 5/8 chance and fail to secure it alive, the CR 23 corpse is the single best thing since sliced bread to hand over to Qyburn.
I mean, seriously, we could make something really ridiculous with those 5 Chromatic skulls and this Red's carcass.
The ultimate mockery of Tiamat's form.

The only worse insult would be to graft the Well of Eternity onto the resulting monstrosity and have it handle Timmie's Divine Power while being the perfect mockery of her form in every way.
Mind, that thing is far too valuable for doing that but, well, we have the option.
 
After that there's a big project to get it up and running.
Nawt really, DP confirmed that the currently available steps are not the only tier of the research.
We'll have "some" more RAs to run through before we can start on crafting the Imperial Deity.
 
[X] Withdraw the whole group for now, but only in order to find a new location in the Reach from which to continue their work undisturbed.
 
Should we start spamming Entice Fey next month so that we can gain more info about the Court of Stars?

It's a shame that the greater version is druid/shaman 9 only...
Lya can learn Druid spells, if she gets them the right way, IIRC. You'd have to poke @Goldfish, it's been a while since she's made any serious effort at learning unique spells. Last ten spells she learned just added a little flexibility.
 
Lya can learn Druid spells, if she gets them the right way, IIRC. You'd have to poke @Goldfish, it's been a while since she's made any serious effort at learning unique spells. Last ten spells she learned just added a little flexibility.
She can cast Entice Fey right now using Inspired Spell, or just learn it the normal way, though I don't think it's worth her using her limited time when Inspired Spell is so convenient. Viserys can duplicate it using Miracle, too.

Unfortunately, despite eventually being able to cast Greater Entice Fey, Lya won't be able to do that until 20th level.
 
That might be a good idea actually. Any useful fey we could summon?

With Entice Fey having an HD limit of 12 we can call Lampads and Nymphs as potential Druid teachers for the Scholarum and Glouras as Bard teachers


Once Lya is lvl 20 and is capable of using Greater Entice Fey using it to recruit a Muse as a Bard teacher seems like a great idea since that's probably the best Bard teacher statwise outside of Companion-level beings
 
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Alright, ladies and gentlemen, I give you an Advanced Moss Lich Bladeleaf Green Warden +8 HD Druid Giant Owl; or more concisely, the Verdant Phoenix. This thing is fucking ridiculous. These templates do more that I thought they did when I started. Apologies in advance for the giant image inside the spoiler.



LN Huge plant CR 15
Init
+5; Senses low-light vision, scent, tremorsense 100ft.

DEFENSE

AC 38, touch 15, flat-footed 33 (+5 Dex, +25 natural, -2 size)
hp 192 (14d8+126+3)
Fort +27, Ref +12, Will +5
DR 15/slashing, magic and cold iron
fire resistance 10, fast healing 20, regeneration 5 (fire or cold)/regeneration 14 (death effects & negative energy) (see Verdant Healing below), Rejuvenating Seed

Rejuvenating Seed (Ex)
A moss lich can spend 1d10 days growing a rejuvenating seed. After death, the moss lich fully regrows from this rejuvenating seed in 1d10 days. A moss lich can have only one mature rejuvenating seed at any one time. A moss lich that is destroyed again before his rejuvenating seed matures is permanently destroyed, but his remains may give birth to one or more lesser plant creatures in 1d10 years.

Verdant Healing (Ex)
A moss lich in contact with moist, fertile soil gains regeneration equal to his HD. This regeneration is stopped by death effects and negative energy damage. An hour spent in contact with moist, fertile soil counts as a single meal and an adequate amount of drink for one day.


OFFENSE

Speed 20ft., fly 60 ft. (average)
Melee 2 claws +21 (2d6+11), 1 slam +21 (2d6+11), natural attacks treated as magical
Space 15 ft.; Reach 10 ft.
Special Attacks renew deadwood (CL 14), entrap (hp 28), wild shape (effective druid level 11+1 (Natural Druid) = 12)

Renew Deadwood (Su)
Once every 1d4 rounds, a green warden can produce an effect like that of a warp wood spell (caster level equals green warden's racial Hit Dice), except it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come into contact with the ground. A green warden cannot "unwarp" wood or return it to its normal shape with this ability.

Entrap (Su)
Any living creature struck with the moss lich's slam attack is infected with magical spores that immediately grow into a tangle of vines covering the target's body, acting like the entrap special ability with permanent duration, hardness 5 and two hit points per the moss lich's HD. The vines can be killed with any effect that kills plants.

Spell-Like Abilities (CL 14, DC 14 + spell level)


At willcalm animals, create water, pass without trace, purify food and drink, tree shape, tree stride

1/dayanimate plants, barkskin, commune with nature, endure elements, goodberry, liveoak, plant growth, quench, transmute metal to wood, wood shape (living wood only)


Spells (CL 14, Spell level 5+1 (Natural Druid) = 6


Level 0: (6/day): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending
Level 1: (4+3/day): Camouflage, Cloudburst, Cure Light Wounds, Entangle, Heightened Awareness, Speak With Animals, Wood Wose
Level 2: (4+3/day): Briar Web, Evergreen, Kelpstrand, Lava Missile, Saltray, Splinterbolt, Wild Instincts
Level 3: (3+3/day): Alter Fortune, Mass Resist Energy, Signs of the Land, Spike Growth, Thorny Entanglement, Transfer Regeneration
Level 4: (2+2/day): Dispel Magic, Flame Strike, Grove of Respite, Life Bubble
Level 5: (1+2/day): Baleful Polymorph, Fickle Winds, Panacea


STATISTICS

Str 32, Dex 21, Con 28, Int 18, Wis 33, Cha 19
Base Atk +10; CMB +21; CMD 36
Feats Alertness, Combat Expertise, Improved Disarm, Diehard B, Endurance B, Great Fortitude B, Toughness B, Negotiator(2 more)
Skills Fly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth (84 total, +8 racial to Perception, Stealth, & Survival)
Languages Sylvan, Common, First Man; animal telepathy (30 ft.)
SQ insightful senses, piercing stare, favored terrain, natural druid, trackless step, verdant stride, animate leaves, sundering storm

SPECIAL ABILITIES

Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.

Insightful Senses (Su)
A giant owl's senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.

Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.

Aura of Wild Growth (Su)
A moss lich's presence makes local vegetation more vibrant but more wild as well. Plants within one mile of a moss lich grow twice as fast, but produce half the normal yield of crops due to an abundance of weeds and wild plants spreading through the fields and orchards.

Moss Magic (Su)
A moss lich gains a +1 bonus to caster level checks in areas of thick vegetation. When a spell allows the moss lich to utilize or affect trees, he may also utilize or affect patches of moss occupying at least one square.

Moss Shape (Ex)
At will as a standard action a moss lich can transform itself into a patch of moss his size or meld with an existing patch of moss at least his size at will as if using the tree shape spell.

Verdant Stride (Ex)
A moss lich can pass through natural vegetation of any type without leaving a trace, and he ignores vegetation-based difficult terrain both mundane and magical. A moss lich may selectively ignore any plant-based effects he created.

Favored Terrain (Ex)
The environment a green warden inhabits is considered favored terrain (as the Ranger ability) for that green warden. If the green warden has ranger levels, this stacks with similar favored terrains chosen by this ability. A green warden must reside in its particular territory for more than half of the year to gain and maintain this ability.

Natural Druid (Su)
If a green warden has druid levels, its effective level is one higher for gaining druid spells and other abilities.

Trackless Step (Ex)
A green warden leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if it desires.

Animate Leaves (Su)
A bladeleaf can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the bladeleaf. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the bladeleaf can completely re-grow all its lost leaves in 1 minute. The bladeleaf may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The bladeleaf controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.

Sundering Storm (Su)
A bladeleaf creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 10 + 1/2 the bladeleaf creature's HD + its Con modifier) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + the bladeleaf's Con modifier damage unless they are using a reach and/or cold iron weapon.
I haven't done the skills or spells, I'm definitely going to need someone to help me with the latter.

This, frankly, is insane. AC 38, DR 15 with a three step negation, backed by fast healing 20 and regeneration 5 or 14. This thing will never fucking die, and it can resurrect from its seed-phylactery should anyone ever manage it. Jesus Christ. We took the elemental immunities out of Bladeleaf, and it's still crazy.

Reposting my Verdant Phoenix proposal. I still need someone who knows Druids to tell me what the ideal spells would be.
 
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Reposting my Verdant Phoenix proposal. I still need someone who knows Druids to tell me what the ideal spells would be.
Can you add in the base creature and the templates used to make them? I think it used to have those listed?

I'll put together a standard spell loadout for them. FYI, the Forges cannot give spellcasting ability with exceeds 5th level spells.
 
Can you add in the base creature and the templates used to make them? I think it used to have those listed?

I'll put together a standard spell loadout for them. FYI, the Forges cannot give spellcasting ability with exceeds 5th level spells.





Giant Owl – d20PFSRD

 
@JamesShazbond, here's a good standard spell loadout for the Verdant Phoenixes. It's well rounded, with buffs, debuffs, terrain affecting AoEs, utility, healing, and offensive options. As prepared Druid casters, the loadout can be changed for to be combat-oriented, support focused, etc. as needed.

Level 0: (6/day): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending
Level 1: (4+3/day): Camouflage, Cloudburst, Cure Light Wounds, Entangle, Heightened Awareness, Speak With Animals, Wood Wose
Level 2: (4+3/day): Briar Web, Evergreen, Kelpstrand, Lava Missile, Saltray, Splinterbolt, Wild Instincts
Level 3: (3+3/day): Alter Fortune, Mass Resist Energy, Signs of the Land, Spike Growth, Thorny Entanglement, Transfer Regeneration
Level 4: (2+2/day): Dispel Magic, Flame Strike, Grove of Respite, Life Bubble
Level 5: (1+2/day): Baleful Polymorph, Fickle Winds, Panacea
 
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