...I honestly don't think that Warforged are worth it, in any manner.

- They are more expensive than getting regular people and Legion'ing them up for regular troops.
- They aren't as customizable, nor as specific, as what we can do in the Fleshforges. And those can be mass-produced just as easily.
- They aren't worth it as PCs since it takes time and adventures to level, and they have LA to boot.

Tldr: this project was always a vanity one, b/c Anu wanted it, and something to maaaaaaybe set us on the path of repairing Axis' broken shit.
Not an actual good investment on a strategic level.

[X] Goldfish
I disagree on them not being worth the cost. They're actually quite cheap, being only CR 1 or 2, and they can gain levels just as quickly as any Human. That means that within months of training as Legion soldiers or Scholarium mages, they can gain several class levels. That's not customization like the Fungal and Flesh Forges can manage, but it's still worthwhile. They also have a few nice advantages due to their Construct nature, such as not needing to eat, which simplify logistics for them.

And I think this is a significant step toward building up the knowledge and magic base so that we might eventually be able to repair the Inevitable Forges of Axis. That's a long term goal, of course, but a major one, IMO, considering that reality is broken and the Inevitables are responsible for preventing or even repairing such damage.
 
Also the warforged have a lot of cool abilities that make them better than humans, damage resistance and spell resistance and bonus feats. Well worth the investment.
 
By the by, I think y'all made a mistake by restricting the armor only to full Inquisitors.

This isn't the Construct Armor yet.
Drawing WH40k comparison, this thing is Black Carapace, not the Artifact Terminator Armor.
Important, shiny, but not irreplaceable... and definitely something other factions have access to, they just don't mass-produce it (because costs, duh), same as we won't.

"Inquisitors, Commisars, and Erynies" would've made our Inquisition's background work a fair bit safer overall.

And even if one such armor is taken by our enemies?
They won't mass-produce it, because costs-wise it isn't worth it. Same as why we won't gear every Legioner in one.
 
@Goldfish, any progress on dem Watchman-creatures and/or Seeker forms?
Planning to putter around with those this weekend. I'm leaning toward using Plant creatures of some sort for the standard chassis supporting our Watchman guards. Between the immunities they have and the lower cost, we can make more of them for cheaper.

Will probably come up with a Bio-Construct version, too, for the sake of completeness.
 
Planning to putter around with those this weekend. I'm leaning toward using Plant creatures of some sort for the standard chassis supporting our Watchman guards. Between the immunities they have and the lower cost, we can make more of them for cheaper.

Will probably come up with a Bio-Construct version, too, for the sake of completeness.
Aside from Telepathy and Mindsight as a base, I think they should have burrowing (as the easiest way of not getting directly targeted and of getaway that isn't lockable by magic), Arcane Eye as an SLA (all tempalte's effects should carry over since "It sees exactly as you would see if you were there") and Flowsight SLA (same) for water-based ones if we can fit those in.

Mindsight can't catch mindless (constructs, undead, exotic outsiders) entities, Watchman-template can't catch Mindblanked (True Seeing fails), non-magically hiding targets (concealment, disguises, etc.), or exotic effects (see our Shadow-things hiding in others' shadows).
So something like Tremorsense might be needed to catch stuff, along with Scent (of course) and Blindsight too.

Shit's be eldritch lookin, yo
 
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Aside from Telepathy and Mindsight as a base, I think they should have burrowing (as the easiest way of not getting directly targeted and of getaway that isn't lockable by magic), Arcane Eye as an SLA (all tempalte's effects should carry over since "It sees exactly as you would see if you were there") and Flowsight SLA (same) for water-based ones if we can fit those in.

Mindsight can't catch mindless (constructs, undead, exotic outsiders) entities, Watchman-template can't catch Mindblanked (True Seeing fails), non-magically hiding targets (concealment, disguises, etc.), or exotic effects (see our Shadow-things hiding in others' shadows).
So something like Tremorsense might be needed to catch stuff, along with Scent (of course) and Blindsight too.

Shit's be eldritch lookin, yo
We can get tremorsense without making it an SLA with a Hand of Stone. It's not perfect since you need to focus once a round to have it till your next turn, but it doesn't have daily use limits so someone on guard duty could just toggle it every 6 seconds. Preferably with a partner doing it out of sync with them so only one person is focusing at a time.

If we're feeling particularly dickish about these guardians we could give them Cyclonic Distance long bows, an item of Near Horizon and Wind Tunnel as an SLA.

If there's room in the budget giving some of them Absorbing Barrier items would be fun too. Then they can shoot you all day from 4000 ft away and they can't hit you back even once they get into range. :V

If Wind Tunnel and Distance can't stack like that, then sub in Seeking or Phase Locking, depending on where they'll be spending most of their time. It's still 2000 ft, and we can dip into the fun arrows for special occasions.

Things like:

Phase Arrows
Mephit Head Arrows
Arrows of Bone

On a chassis with the sort of super eyes these guys have they could guard some considerable areas, or just using phase arrows and seeking cyclonic bows to assassinate people through walls from outside of town.
 
We can get tremorsense without making it an SLA with a Hand of Stone. It's not perfect since you need to focus once a round to have it till your next turn, but it doesn't have daily use limits so someone on guard duty could just toggle it every 6 seconds. Preferably with a partner doing it out of sync with them so only one person is focusing at a time.

If we're feeling particularly dickish about these guardians we could give them Cyclonic Distance long bows, an item of Near Horizon and Wind Tunnel as an SLA.

If there's room in the budget giving some of them Absorbing Barrier items would be fun too. Then they can shoot you all day from 4000 ft away and they can't hit you back even once they get into range. :V

If Wind Tunnel and Distance can't stack like that, then sub in Seeking or Phase Locking, depending on where they'll be spending most of their time. It's still 2000 ft, and we can dip into the fun arrows for special occasions.

Things like:

Phase Arrows
Mephit Head Arrows
Arrows of Bone

On a chassis with the sort of super eyes these guys have they could guard some considerable areas, or just using phase arrows and seeking cyclonic bows to assassinate people through walls from outside of town.
I'm not really looking at these guys as outright guardians of anything, still.
They have a fair amount of restrictions fro the get-go, even if CR is only +2.

And we have a fuckload of already existing creatures perfectly finely suited to attacking a discovered infiltrator, needing just to get a signal to.

I think we should focus squarely on making the Watchman-creatures a nightmare to either hide from or nail down.
Evasion, burrowing, ethereal form if we can push it in, all the things that would make them horribly hard to eliminate in one quick push - and then they can just Greater Teleport to safety and alert everyone that shit's going down.
Plant immunities are decent enough, but better build off them than rely on them squarely.

I don't think we can manage an efficient enough guard-creature within the CR15 limit that would keep all the best parts of the above-described (proposal) for Watchman-creature and be a Seeker-grade murderblender.
 
I'm not really looking at these guys as outright guardians of anything, still.
They have a fair amount of restrictions fro the get-go, even if CR is only +2.

And we have a fuckload of already existing creatures perfectly finely suited to attacking a discovered infiltrator, needing just to get a signal to.

I think we should focus squarely on making the Watchman-creatures a nightmare to either hide from or nail down.
Evasion, burrowing, ethereal form if we can push it in, all the things that would make them horribly hard to eliminate in one quick push - and then they can just Greater Teleport to safety and alert everyone that shit's going down.
Plant immunities are decent enough, but better build off them than rely on them squarely.

I don't think we can manage an efficient enough guard-creature within the CR15 limit that would keep all the best parts of the above-described (proposal) for Watchman-creature and be a Seeker-grade murderblender.
A super long range alpha strike style sniper would fill a role we don't already have existing creatures for though. It'd work well for all kinds of things since at those distances most of its targets can't do much to it.

For this specifically, running or hiding from something that can see in every direction and shoot you from 2000-4000 feet away is just begging to die and charging it is just going to make it teleport back 1000 feet and continue shooting. Even for hilariously stronger enemies this would be a difficult problem.

Playing with distance stuff seems pretty cost effective as well, since it doesn't require a separate defensive suite on top of a seeker grade melee blender kit.
 
A super long range alpha strike style sniper would fill a role we don't already have existing creatures for though. It'd work well for all kinds of things since at those distances most of its targets can't do much to it.

For this specifically, running or hiding from something that can see in every direction and shoot you from 2000-4000 feet away is just begging to die and charging it is just going to make it teleport back 1000 feet and continue shooting. Even for hilariously stronger enemies this would be a difficult problem.

Playing with distance stuff seems pretty cost effective as well, since it doesn't require a separate defensive suite on top of a seeker grade melee blender kit.
I don't argue against making one, but what point is adding the Watchman-creature with a fairly limited distance of super-vision it has, to something extra-focused on doing Anime-sque trickshots over kilometres of distance?

True Vision and Detect Magic are 120 and 60 feet respectively, for all they are cosntant.
Mindsight is 15ft+ 15/level, which clocks up around the same.

All of this is kinda lost on the strategic artillery archery action you have here.
 
[X] Goldfish

By the by, I think y'all made a mistake by restricting the armor only to full Inquisitors.

This isn't the Construct Armor yet.
Drawing WH40k comparison, this thing is Black Carapace, not the Artifact Terminator Armor.
Important, shiny, but not irreplaceable... and definitely something other factions have access to, they just don't mass-produce it (because costs, duh), same as we won't.

"Inquisitors, Commisars, and Erynies" would've made our Inquisition's background work a fair bit safer overall.

And even if one such armor is taken by our enemies?
They won't mass-produce it, because costs-wise it isn't worth it. Same as why we won't gear every Legioner in one.
TO be honest, I'm not a fan of the armor.
+8 (Fullplate) armor-bonus for no Spell-failure and a max. Dex bonus higher than a Celestial Chainmail is not balanced.
Enchanting a normal armor to have that kind of AC and then trick around with Feycraft, Twilight, Thistledown and Caster-Armor to reduce the AC to 0% would be vastly more costly.
For example, Celestial Armor has +8 as well, and a ASF of 15% and max DEX of +8. Crafting that costs about the same if translated to IM as our newly made armor does.

It's nice to have for our Inquisitors, but I hope we never have Viserys or Lya run around with that. They don't need more OPness.
 
[X] Goldfish


TO be honest, I'm not a fan of the armor.
+8 (Fullplate) armor-bonus for no Spell-failure and a max. Dex bonus higher than a Celestial Chainmail is not balanced.
Enchanting a normal armor to have that kind of AC and then trick around with Feycraft, Twilight, Thistledown and Caster-Armor to reduce the AC to 0% would be vastly more costly.
For example, Celestial Armor has +8 as well, and a ASF of 15% and max DEX of +8. Crafting that costs about the same if translated to IM as our newly made armor does.

It's nice to have for our Inquisitors, but I hope we never have Viserys or Lya run around with that. They don't need more OPness.
Hey, I don't particularly care for it either - it is a fluff piece, same as all those RAs into Launcher-bolters, nothing more and nothing less.

If we really wanted to, we could've added those cheesy subdermal-weave-things to a load of characters for Natural Armor a while ago.
Since we didn't, we clearly won't bother with this either.
...especially since my own SoD is kinda strained by it as well, but DP was okay with writing it in into the quest, so I can't really do much beyond Reeeee'ing internally.
(seriously, this "we make stuff no one else makes in the entire 'verse" is kinda bad)

Bottom line, it's not worth taking our old, overly-enchanted armor off the Companions only to have to enchant this armor very same way, pointlessly wasting lots of bling for little buck.
Now, Construct Armor I have way less gripes with as a fluff piece. And it is still largely non-Companion thing, while being sufficiently awesome to have even in the background.

Me bringing it up was, well, because this isn't the best distribution of the armor in the background we could've had, as far as I'm concerned.
I've slept over the vote, I realized slight failure in efficiency, I stated it, I moved on.
 
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Vote closed.
Adhoc vote count started by Goldfish on Jun 19, 2020 at 5:53 AM, finished with 36 posts and 10 votes.

  • [X] Initial Creation Forge Order: Imperial Warforged
    -[X] Enchanted Steel Warforged: x100 (Cost: 225 IM each, Total: 22,500 IM)
    -[X] Bronze Warforged: x100 (Cost: 225 IM each, Total: 30,000 IM)
    -[X] Mithral Warforged: x100 (Cost: 300 IM each, Total: 22,500 IM)
    -[X] Cold Iron Warforged: x100 (Cost: 225 IM each, Total: 22,500 IM)
    -[X] Adamantine Warforged: x100 (Cost: 300 IM each, Total: 30,00 IM)
    -[X] TOTAL: 127,500 IM
    [X] Inquisitors, commissars, trusted agents and erinyes on guard duty (Medium cost, low chance of the armor being stolen)
 
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