Would you guys mind something like an informational post for the last update tonight? Running the battle this late is rather daunting with all the rolling involved.
Could we get an info-post on Namaaru herself? It'd be nice to know more about our new ally.Would you guys mind something like an informational post for the last update tonight? Running the battle this late is rather daunting with all the rolling involved.
That's fine with me.Would you guys mind something like an informational post for the last update tonight? Running the battle this late is rather daunting with all the rolling involved.
Qohor seems like it'd be better to save for after Sarnor is wrapped up. DP said earlier there's a lot of rolling involved.That's fine with me.
I also wouldn't mind seeing some of what's been happening in Qohor. That's been left up in the air all month.
Would you guys mind something like an informational post for the last update tonight? Running the battle this late is rather daunting with all the rolling involved.
How much of a middle finger is it to Lolth that we're making our own spider minions now? 🤔@Crake, @Goldfish, first draft:
Light Warspider, CR 9
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +17/+17 (1d6+8)
Special: Advanced Launcher
Space 10 ft.; Reach 5 ft.;
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Statistics:
STR 26 DEX 14 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Advanced Launcher with Magazine of Holding (Su):
This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Advanced Launcher with Magazine of Holding (2,450 IM), enchanting materials worth 3,600 IM.
Warspider, CR 10
LN Huge Construct
Init +1, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 122 (14d10 + 40)
AC: 25 (10 + 1 DEX + 16 NA - 2 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +5 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +22/+22 (1d8+12)
Ranged: Scorpion of Distance +1; ATK +11; DMG 6d6 + 1; Crit 20/x2; Range Increment 400 ft. / 122 m
Space 15 ft.; Reach 10 ft.
Breath Weapon: 60 ft cone, 10d6 Fire, DC 20 Reflex for half.
Statistics:
STR 34 DEX 12 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +10/+26
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Scorpion of Distance +1 (800 IM), enchanting materials worth 4,800 IM.
Heavy Warspider, CR 12
LN Gargantuan Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 153 (16d10 + 60)
AC: 27 (10 + 0 DEX + 20 NA - 3 Size)
DR 10/Adamantine and Magic
Fort +5 Reflex +5 Will +7
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +28/+28/+28 (2d6+16)
Ranged: Steam Cannon; ATK +12; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Space 20 ft.; Reach 10 ft.
Breath Weapon: 80 ft cone, 12d6 Fire, DC 21 Reflex for half.
Statistics:
STR 42 DEX 10 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +12/+32
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Steam Cannon (4,500 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. Each shot with the Steam Cannon requires one unit of water, with the Warspider being able to hold 10 units. Every two rounds, the Warspider regenerates one point of water, as long as it can hold more.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Steam Cannon and water supply system (4,500 IM), enchanting materials worth 5,500 IM.
I'll take ten Heavy Warspiders, please and thank you.@Crake, @Goldfish, first draft:
Light Warspider, CR 9
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +17/+17 (1d6+8)
Special: Advanced Launcher
Space 10 ft.; Reach 5 ft.;
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Statistics:
STR 26 DEX 14 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Advanced Launcher with Magazine of Holding (Su):
This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Advanced Launcher with Magazine of Holding (2,450 IM), enchanting materials worth 3,600 IM.
Warspider, CR 10
LN Huge Construct
Init +1, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 122 (14d10 + 40)
AC: 25 (10 + 1 DEX + 16 NA - 2 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +5 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +22/+22 (1d8+12)
Ranged: Scorpion of Distance +1; ATK +11; DMG 6d6 + 1; Crit 20/x2; Range Increment 400 ft. / 122 m
Space 15 ft.; Reach 10 ft.
Breath Weapon: 60 ft cone, 10d6 Fire, DC 20 Reflex for half.
Statistics:
STR 34 DEX 12 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +10/+26
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Scorpion of Distance +1 (800 IM), enchanting materials worth 4,800 IM.
Heavy Warspider, CR 12
LN Gargantuan Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 153 (16d10 + 60)
AC: 27 (10 + 0 DEX + 20 NA - 3 Size)
DR 10/Adamantine and Magic
Fort +5 Reflex +5 Will +7
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +28/+28/+28 (2d6+16)
Ranged: Steam Cannon; ATK +12; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Space 20 ft.; Reach 10 ft.
Breath Weapon: 80 ft cone, 12d6 Fire, DC 21 Reflex for half.
Statistics:
STR 42 DEX 10 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +12/+32
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Steam Cannon (4,500 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. Each shot with the Steam Cannon requires one unit of water, with the Warspider being able to hold 10 units. Every two rounds, the Warspider regenerates one point of water, as long as it can hold more.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Steam Cannon and water supply system (4,500 IM), enchanting materials worth 5,500 IM.
Aiding Darleth the Delver in constructing Super-Fortress |
Highway Construction in Region (Andalos) |
Highway Construction in Region (Andalos) |
Highway Construction in Region (Draconys) |
Restore Ruins in Gorgossos |
Restore Ruins in Gorgossos |
Highway Construction in Region (Braavos) |
Highway Construction in Region (Mantarys) |
Highway Construction in Region (Volantis) |
Construct Housing in SD |
Construct Housing in SD |
Highway Construction in Region (Draconys) |
Highway Construction in Region (Rhoyne) |
Highway Construction in Region (Lorath) |
Made some edits to the infopost, DP.Hidden Histories
The eldest history of Sarnor, as Queen Naamaru of Sathar recounts and her scholars document by memories preserved beyond death, is not one of a single people but four. As the great silver sea receded and the Sarne shifted in its banks, the fisher folk who lived on its shores and even upon its surface in floating garden ships, found that they could no longer count upon the waters for all their sustenance nor upon their silvered magics for protections. These were not water magics like the Rhoynar later used, but rather drew upon some blessing of the lake itself, a fading light that carried their folk through the Long Night, it is said.
Yet as with all great magics of the Age of Heroes, the blessing of the Adun, as they called themselves, faded more day by day. So they swore oaths of friendship and alliance with the tribe of the Gips, farmers of the hills who built forts of stone and warred with the Hairy Men for land and cattle. It was from the Gips that the subjects of the Fisher Queens of old learned anew how to build lasting structures in stone on solid foundations, for they had forgotten the art over the centuries of counting the sea their sanctuary. Many of the oldest guilds in Sarnor were rooted in Gips clans, but not their war-making, and if the accounts of the Sathari scholars are to be believed, a princess of the Gips was the mother of Huzhor Amai, or one of them at least.
The last of the Fisher Queens, whose name is not recalled but whose principle title translates as 'Peace Bringer', was a woman who loved not men but women. Some say the one who would be remembered as as the First King of Sarnor was indeed born of her Gips wife, begotten of the fading magic of that age, and of their love many songs are sung. Though other accounts claim she took an unnamed courtier to her bed, we who live in an age of awakening sorcery once more find it easier to believe than the children of an age poorer in magic.
It was a matter of long and spirited debate even among the historians of Queen Naamaru's day, if Huzhor Amai indeed wed in turn princesses of the iron working Cymmeri, and the bold Zoqora of the wide plans, but what is clear is that through clever diplomacy and state building, he brought both peoples into an enduring alliance with his own. From the Cymmeri he took iron and the worship of the Sky Smith who blessed the forge, from the Zoqora he learned the secret of the chariot that would rule the plans of central Essos until the Century of Blood. It was by this alliance that the Hairy Men were driven from the land, not in one great war but many small ones, tribes pushed into poorer and poorer lands as the growing realm required more land broken to the plow and more grazing land for their cattle.
The path by which these four people became one was by no means swift nor was it without strife. While one could find much Cymmeri in the work of smiths and artificers through the patronage of their god, Zoqora heritage was strong among the Warrior Clans into which Naamaru's mother was born. Her father, already an old man faced with the specter of disputed succession, had hoped to bolster Sathar's unity by reaching beyond the old allainces of Adun priests and Cymmeri smiths that dominated the city.
At first it seemed that his hopes had been in vain, for his daughter took up the ways of the charioteers with a passion, bolstered by the sharpness in her eye and strength of her arm, and there was much discontent among city folk. The city of Silver Falls prided itself for its magics, yes, but also for its craft. It had been a Cymmeri city at its foundation and had less respect than others for the rough speaking warrior clans. Fortunately, Naamaru proved as able a diplomat as she was a warrior, some say defeating her cousin's usurpation long before their first duel, simply by drawing most of those who might have supported him to her side.
-Excerpt from 'Tall Tales, a Revised History of Sarnor, Published 294 AC in Sorcerer's Deep
OOC: When I read the little we know about Huzhor Amai, I realized the three supposed wives did not fit well together, two had clear symbolic roles, iron and chariots, and one did not, so I went with the accounts of him actually conflating an earlier melting pot event with a later one. Not yet edited.
Comments for real this time.@Crake, @Goldfish, first draft:
Light Warspider, CR 9
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +17/+17 (1d6+8)
Special: Advanced Launcher
Space 10 ft.; Reach 5 ft.;
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Statistics:
STR 26 DEX 14 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Advanced Launcher with Magazine of Holding (Su):
This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Advanced Launcher with Magazine of Holding (2,450 IM), enchanting materials worth 3,600 IM.
Warspider, CR 10
LN Huge Construct
Init +1, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 122 (14d10 + 40)
AC: 25 (10 + 1 DEX + 16 NA - 2 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +5 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +22/+22 (1d8+12)
Ranged: Scorpion of Distance +1; ATK +11; DMG 6d6 + 1; Crit 20/x2; Range Increment 400 ft. / 122 m
Space 15 ft.; Reach 10 ft.
Breath Weapon: 60 ft cone, 10d6 Fire, DC 20 Reflex for half.
Statistics:
STR 34 DEX 12 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +10/+26
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Scorpion of Distance +1 (800 IM), enchanting materials worth 4,800 IM.
Heavy Warspider, CR 12
LN Gargantuan Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;
Defense
HP: 153 (16d10 + 60)
AC: 27 (10 + 0 DEX + 20 NA - 3 Size)
DR 10/Adamantine and Magic
Fort +5 Reflex +5 Will +7
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +28/+28/+28 (2d6+16)
Ranged: Steam Cannon; ATK +12; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Space 20 ft.; Reach 10 ft.
Breath Weapon: 80 ft cone, 12d6 Fire, DC 21 Reflex for half.
Statistics:
STR 42 DEX 10 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +12/+32
Languages: Westerosi Common, High Valyrian, Draconic
Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.
Steam Cannon (4,500 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. Each shot with the Steam Cannon requires one unit of water, with the Warspider being able to hold 10 units. Every two rounds, the Warspider regenerates one point of water, as long as it can hold more.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Steam Cannon and water supply system (4,500 IM), enchanting materials worth 5,500 IM.
Wait, she's the daughter of Huzhor Amai himself?The path by which these four people became one was by no means swift nor was it without strife. While one could find much Cymmeri in the work of smiths and artificers through the patronage of their god, Zoqora heritage was strong among the warrior clans into which Naamaru's mother was born. Her father already an old man faced with the specter of disputed succession had hoped to bolster Sathar's unity by reaching beyond the old alliances of Adun priests and Cymmeri smiths that dominated the city.
At first it seemed that his hopes had been in vain for his daughter took up the ways of the charioteers with a passion, sharpness in her eye and strength of her arm, and there was much discontent among city folk. The city of Silver Falls prided itself for its magics, yes, but also for its craft. It had been a Cymmeri city at its foundation and had less respect than others for the rough speaking warrior clans. Fortunately Naamaru proved as able a diplomat as she was a warrior, some say defeating her cousin's usurpation long before their first duel, simply by drawing most of those who might have supported him to her side.
Wait, she's the daughter of Huzhor Amai himself?
Damn. In canon there's some speculation that this guy was Azor Ahai.
Comments for real this time.
I had the same question regarding the pricing as Goldfish, but he beat me too it. I guess you are arriving at those prices in some way due to the inclusion of the siege mechanism?
Secondly, some kind of special ability relating to stability would be great, making them harder to knock down in general? Or perhaps something about being able to navigate difficult terrain? I think one cool addition would be some kind of high-tension, stronger-than-steel grapnel line that would allow it to ascend extremely steep terrain? Or for example be able to easily travel through places like the Plane of Earth where there might be caverns, inclines, sudden drops, etc.
There are bonuses to resist Tripping maneuvers. A Large-sized creature gets a +1, Huge-sized gets a +2 and Gargantuan-sized gets a +4. Additionally, each leg a creature has beyond two adds another +2 bonus to resist a Trip. So a Light Warspider would have a +13 bonus in addition to other modifiers, like BAB, attribute bonuses, etc., +14 for the Huge-sized Warspiders, and +16 for the Gargantuan Heavy Warspiders. This assumes they each have eight legs, of course.@Goldfish, prices adjusted. I'm also open to suggestions for further enchantments on the Scorpions.
I'd love to have a bunch of the smaller ones to defend our PoE holdings. They are durable enough that ambushed are not as bad against them, can clean out entire caves with their flamethrowers and can safely maneuver heavy weaponry in adverse terrain. Give them some of that "makes you vulnerabel to Fire" powder as ammo, and they will be nasty surprises to anyone coming too close to the Xorn or our caravan route to OV.
@Crake, they are already getting heavy bonuses against tripping and knock-down from being huge, six-legged constructs. Mobility is not an issue, since they get constant Spider Climb on themselves, so they can just walk on walls and ceilings, as befitting of their creepy-crawly chassis.
Man, considering how much fucking horseshit the Citadel official texts seem to come across as, per natural the World of Ice and Fire, the stuff being published in Sorcerer's Deep seems way more accurate and true to account.Hidden Histories
The eldest history of Sarnor as Queen Naamaru of Sathar recounts and her scholars document by memories preserved beyond death is not one of a single people, but four. As the great Silver Sea receded and the Sarne shifted in its banks, the Fisher Folk who lived on its shores and even upon its surface in floating garden ships found that they could no longer count upon the waters for all their sustenance, nor upon their silvered magics for protections. These were not water magics like the Rhoynar later used, but rather drew upon some blessing of the lakes themselves, a fading light that carried their folk through the Long Night it is said.
Yet as with all great magics of the Age of Heroes the blessing of the Adun as they called themselves faded more day by day, so they swore oaths of friendship and alliance with the tribe of the Gipps, farmers of the hills who built forts of stone and warred with the Hairy Men for land and cattle. It was from the Gipps that the subjects of the Fisher Queens of old learned anew how to build lasting structures in stone on solid foundations for they had forgotten the art over the centuries of counting the sea their sanctuary. Many of the oldest guilds in Sarnor were rooted in Gipps clans, but not their war-making, and if the accounts of the Sathari scholars are to be believed a princess of the Gipps was the mother of Huzhor Amai, or one of them at least.
The last of the Fisher Queens, whose name is not recalled but whose principle title translates as 'Peace Bringer', was a woman who loved not men but women. Some say the one who would be remembered as the First High King of Sarnor was indeed born of her Gipps wife, begotten of the fading magic of that age and of their love many songs are sung. Though other accounts claim she took an unnamed courtier to her bed we who live in an age of awakening sorcery once more find it easier to believe than the children of an age poorer in magic.
It was a matter of long and spirited debate even among the historians of Queen Naamaru's day that Huzhor Amai indeed wed in turn the princesses of the iron working Cymmeri, and the bold Zoqora of the wide plains, but what is clear is that through clever diplomacy and state building he brought both peoples into an enduring alliance with his own. From the Cymmeri he took iron and the worship of the Sky Smith who blessed the forge, from the Zoqora he learned the secret of the chariot that would rule the plains of central Essos until the Century of Blood. It was by this alliance that the Hairy Men were driven from the land, not in one great war but many small ones, tribes pushed into poorer and poorer lands as the growing realm required more land broken to the plow and more grazing land for their cattle.
The path by which these four people became one was by no means swift nor was it without strife. While one could find much Cymmeri in the work of smiths and artificers through the patronage of their god, Zoqora heritage was strong among the warrior clans into which Naamaru's mother was born. Her father already an old man faced with the specter of disputed succession had hoped to bolster Sathar's unity by reaching beyond the old alliances of Adun priests and Cymmeri smiths that dominated the city.
At first it seemed that his hopes had been in vain for his daughter took up the ways of the charioteers with a passion, sharpness in her eye and strength of her arm, and there was much discontent among city folk. The city of Silver Falls prided itself for its magics, yes, but also for its craft. It had been a Cymmeri city at its foundation and had less respect than others for the rough speaking warrior clans. Fortunately Naamaru proved as able a diplomat as she was a warrior, some say defeating her cousin's usurpation long before their first duel, simply by drawing most of those who might have supported him to her side.
-Excerpt from 'Tall Tales, a Revised History of Sarnor' Published 294 AC in Sorcerer's Deep
OOC: When I read the little we know about Huzhor Amai I realized the three supposed wives did not fit well together, two had clear symbolic roles, iron and chariots, and one did not, so I went with the accounts of him actually conflating an earlier melting pot event with a later one.
There's someone else who would be all over that: Qyburn.I bet Lya is helping going to help the Universities develop a whole system for this, and I bet Zathir has a couple comments on the subject.
They appear to all have six legs, assuming two hind, two abdominal and two fore-legs.There are bonuses to resist Tripping maneuvers. A Large-sized creature gets a +1, Huge-sized gets a +2 and Gargantuan-sized gets a +4. Additionally, each leg a creature has beyond two adds another +2 bonus to resist a Trip. So a Light Warspider would have a +13 bonus in addition to other modifiers, like BAB, attribute bonuses, etc., +14 for the Huge-sized Warspiders, and +16 for the Gargantuan Heavy Warspiders. This assumes they each have eight legs, of course.
EDIT: As for the Scorpions, @Azel, I think sticking with simple +1 and Distance is the way to go. Further enchanting them would rapidly inflate the cost. Since they're enchanted weapons, they'll be affected by a Magic Army spell, which would raise them from +1 to +4. They can also be affected by other spells, like Planeslayer's Call, Weapon of Energy, etc. And we've got all sorts of special munitions they can launch, which could themselves be enchanted if the situation called for it.
Widespread dissemination of accurate historical texts throughout the Imperium should be one of our big educational pushes, right after establishing basic literacy and arithmetic proficiency. Our critics will pan us for rewriting history, of course, but that's to be expected.Man, considering how much fucking horseshit the Citadel official texts seem to come across as, per natural the World of Ice and Fire, the stuff being published in Sorcerer's Deep seems way more accurate and true to account.
Granted, that's because we can interview the people involved at the source.
Still, does Lya and some of the other academic community harshly pan different things written, especially historical accounts? I bet it is kind of hard to argue when we tend to have much older, re-copied books that were so rare they could only be acquired in ancient ruins, and they tend to at least have a more contemporary view of things, or come from cultures where scholastically peer review was less down to politics within one organization but also a bunch of other factions who would freely counter lies (or alternatively suppress the truth...)
To be fair, with divination we can sort out the texts which are blatant propaganda and label them as such, and then make compendiums with some of the citations from the same texts where the stuff written was more accurate (or at least somewhat accurate).
I bet Lya is helping going to help the Universities develop a whole system for this, and I bet Zathir has a couple comments on the subject.