I did, but IIRC it would require more than what she has now (either a ritual and a big sacrifice to the OG, or perhaps time spent retraining at the Scholarum). Right now she's an Adept / Sovereign Speaker who might well go into Contemplative, but she's still limited by the terrible Adept base chassis. Being able to turn that into levels of Mystic (or Spontaneous Druid) would make her absolutely amazing. All those domains on top of a spontaneous divine spellcasting class? Amazing!
Here's Yrael's updated character sheet. In addition to getting rebuilt using a Trumpet Archon chassis, he picked up a Warlord's Rallying Presence aura and a full gear upgrade.
His prepared spell loadout is light on offense and heavy on buffs, with a bit of healing on the side. I would consider it his every day, walking around and ruling Mantarys loadout. As an Outsider he's got a great BAB and the stats to go with it, so he would expect to mix it up in melee and with his troops nearby, so a lot of his normal spells are AoE and/or self-buffs.
I like to imagine that every day in Mantarys, he has a designated spot where he goes and casts a Rejuvenating Light spell. A nice touch of home which provides Fast Healing 1 to everyone nearby. Just a bit of community service from the Archon of Mantarys.
Let me know if ya'll see any issues with it?
Yrael, Archon of Mantarys
A paragon of hallowed law, Yrael serves for a many as a beacon of light in a darkened world, having rebuilt the demon-haunted city of Mantarys into a more just and prosperous realm than most of its people could have imagined a few short years ago. Yrael is not without his doubts and uncertainties. His is the blade meant to punish the wicked, yet he knows in his heart that should he only do that then all around him would be only blood-soaked emptiness. And so, unready though he felt in the task, he took up the mantle of rule, to give counsel and offer forgiveness where he could. To his unspoken surprise, he found himself equal to the task.
HP: 217 (14d10+140) AC: 45 (+6 Dex, +14 Natural, +10 Armor, +4 Shield, +1 Dodge), Touch 21, Flat-Footed 38; +2 Deflection vs. Evil/Good; +5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead Speed: 40 ft. + 30 ft. (Channel Vigor) = 70 ft, Fly 90 ft. + 30 ft. (Channel Vigor) = 120 ft. (Good) Initiative: +6 (DEX) + 2 (Belt) = +8 Base Attack Bonus: +14/+9/+4 + 7 (STR) + 1 (Channel Vigor) + 2 (Enhancement), Valyrian Steel Greatsword of Stunning: 2d6 + 2 (Enhancement) + 10 (STR x 1.5)
Full Attack: +24/+24/+19/+14 [2d6 + 12; 19-20/x2]
Special: Acts as a Ghost Touch weapon, inflicts +1d6 additional damage against Undead, and can make Critical Hits and perform Sneak attacks against them as if they were living creatures.
Special Attacks: Spell-like Abilities Special Qualities: Aura of Menace, Second Skin, Spontaneous Casting, Turn Undead (13/Day) Immunities: Electricity, Petrification, Possession/Mental Control, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] Resistances: Cold 5, Fire 5 SR: 25 DR: 10/Evil DR: 5/- (up to 50 HP; stacks with base Damage Reduction)
Languages Spoken: Celestial, Draconic, Infernal, Truespeech
Turn Undead (13/Day): +2 Skill bonus to Turn checks.
Second Skin (Ex): You proficient in all forms of armor and take no reduction to your speed or any armor check penalties from wearing any sort of armor.
Aura of Menace (Su): Any hostile creature within a 20-foot radius of you must succeed on a DC 22 Will save or suffer a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. The save DC is Charisma-based, and includes a +2 racial bonus. A creature that has resisted or broken the effect cannot be affected again for 24 hours.
Rallying Presence (Ex): When you use Rallying Presence, you and all allies within 30 feet of you gain a Morale bonus to Will saves versus Fear, Death effects, and Compulsion effects. If you are cowed, frightened, panicked or fall prey to a hostile Mind-Affecting ability (such as one that would Stun or Daze you), Compulsion or Death effect, this ability immediately ends. You can use Rallying Presence as a Free Action and it remains active until you stop, are no longer conscious, or it is forcefully ended.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Special Qualities: Ornate (+2 circumstance bonus on Diplomacy checks), Sanctified (The armor is considered a Divine Focus for the purposes of casting Divine spells)
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Wide Earth:
Double carrying capacity.
Convert any Spell of 5th level and above to Teleport
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
Convert any spell of 3rd level and above to Fireball.
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Headband of the Whisper Within:5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
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.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Valyrian Steel Greatsword of Stunning (+2): 2d6+2; 19-20/x2
Stunning Surge: On a successful melee attack, you can command this sword to Stun a creature for 1 round. This effect is resisted with a DC 23 (10 + 1/2 HD + Charisma modifier) Fortitude saving throw. This ability can be used 7 (1 + Charisma bonus) times per day. Once this ability is activated, only the person who did so can make further use of it until the following day.
Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment: Animated Extreme Shield (+1), Armor of the Radiant Savior, Bead of Karma, Bead of Newt Prevention, Belt of the Battle Master (+5 CON), Boots of the Wide Earth, Crystal Mask of Detect Psionics, Gloves of the StarrySky (+5 DEX, +4 STR), Greater Pendant of Warding (+5 CHA, +4 INT), Greater Radiant Earring of Arcane Acuity, Handy Haversack, Headband of the Whispers Within, Launcher, Mind Blank Ring (+6 WIS), Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Valyrian Steel Greatsword of Stunning (+2), Wand of Cure Light Wounds (50/50 charges)
Here's Yrael's updated character sheet. In addition to getting rebuilt using a Trumpet Archon chassis, he picked up a Warlord's Rallying Presence aura and a full gear upgrade.
His prepared spell loadout is light on offense and heavy on buffs, with a bit of healing on the side. I would consider it his every day, walking around and ruling Mantarys loadout. As an Outsider he's got a great BAB and the stats to go with it, so he would expect to mix it up in melee and with his troops nearby, so a lot of his normal spells are AoE and/or self-buffs.
I like to imagine that every day in Mantarys, he has a designated spot where he goes and casts a Rejuvenating Light spell. A nice touch of home which provides Fast Healing 1 to everyone nearby. Just a bit of community service from the Archon of Mantarys.
Let me know if ya'll see any issues with it?
Yrael, Archon of Mantarys
A paragon of hallowed law, Yrael serves for a many as a beacon of light in a darkened world, having rebuilt the demon-haunted city of Mantarys into a more just and prosperous realm than most of its people could have imagined a few short years ago. Yrael is not without his doubts and uncertainties. His is the blade meant to punish the wicked, yet he knows in his heart that should he only do that then all around him would be only blood-soaked emptiness. And so, unready though he felt in the task, he took up the mantle of rule, to give counsel and offer forgiveness where he could. To his unspoken surprise, he found himself equal to the task.
HP: 217 (14d10+140) AC: 45 (+6 Dex, +14 Natural, +10 Armor, +4 Shield, +1 Dodge), Touch 21, Flat-Footed 38; +2 Deflection vs. Evil/Good; +5 (vs Ranged); +2 vs Undead OR +4 vs Incorporeal Undead Speed: 40 ft. + 30 ft. (Channel Vigor) = 70 ft, Fly 90 ft. + 30 ft. (Channel Vigor) = 120 ft. (Good) Initiative: +6 (DEX) + 2 (Belt) = +8 Base Attack Bonus: +14/+9/+4 + 7 (STR) + 1 (Channel Vigor) + 2 (Enhancement), Valyrian Steel Greatsword of Stunning: 2d6 + 2 (Enhancement) + 10 (STR x 1.5)
Full Attack: +24/+24/+19/+14 [2d6 + 12; 19-20/x2]
Special: Acts as a Ghost Touch weapon, inflicts +1d6 additional damage against Undead, and can make Critical Hits and perform Sneak attacks against them as if they were living creatures.
Special Attacks: Spell-like Abilities Special Qualities: Aura of Menace, Second Skin, Spontaneous Casting, Turn Undead (13/Day) Immunities: Electricity, Petrification, Possession/Mental Control, All Mind-Affecting Effects, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] Resistances: Cold 5, Fire 5 SR: 25 DR: 10/Evil DR: 5/- (up to 50 HP; stacks with base Damage Reduction)
Languages Spoken: Celestial, Draconic, Infernal, Truespeech
Turn Undead (13/Day): +2 Skill bonus to Turn checks.
Second Skin (Ex): You proficient in all forms of armor and take no reduction to your speed or any armor check penalties from wearing any sort of armor.
Aura of Menace (Su): Any hostile creature within a 20-foot radius of you must succeed on a DC 22 Will save or suffer a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. The save DC is Charisma-based, and includes a +2 racial bonus. A creature that has resisted or broken the effect cannot be affected again for 24 hours.
Rallying Presence (Ex): When you use Rallying Presence, you and all allies within 30 feet of you gain a Morale bonus to Will saves versus Fear, Death effects, and Compulsion effects. If you are cowed, frightened, panicked or fall prey to a hostile Mind-Affecting ability (such as one that would Stun or Daze you), Compulsion or Death effect, this ability immediately ends. You can use Rallying Presence as a Free Action and it remains active until you stop, are no longer conscious, or it is forcefully ended.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Special Qualities: Ornate (+2 circumstance bonus on Diplomacy checks), Sanctified (The armor is considered a Divine Focus for the purposes of casting Divine spells)
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
Belt of the Battle Master: +5 Constitution, +2 Competence bonus to Initiative checks
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Wide Earth:
Double carrying capacity.
Convert any Spell of 5th level and above to Teleport
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
Convert any spell of 3rd level and above to Fireball.
1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Headband of the Whisper Within:5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
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.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Valyrian Steel Greatsword of Stunning (+2): 2d6+2; 19-20/x2
Stunning Surge: On a successful melee attack, you can command this sword to Stun a creature for 1 round. This effect is resisted with a DC 23 (10 + 1/2 HD + Charisma modifier) Fortitude saving throw. This ability can be used 7 (1 + Charisma bonus) times per day. Once this ability is activated, only the person who did so can make further use of it until the following day.
Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment: Animated Extreme Shield (+1), Armor of the Radiant Savior, Bead of Karma, Bead of Newt Prevention, Belt of the Battle Master (+5 CON), Boots of the Wide Earth, Crystal Mask of Detect Psionics, Gloves of the StarrySky (+5 DEX, +4 STR), Greater Pendant of Warding (+5 CHA, +4 INT), Greater Radiant Earring of Arcane Acuity, Handy Haversack, Headband of the Whispers Within, Launcher, Mind Blank Ring (+6 WIS), Muleback Cords (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracers (+1), Valyrian Steel Greatsword of Stunning (+2)
[X] Make use of the clans to wear them down and then then have them withdraw in seeming terror of the undead giant
-[X] Use illusion and trickery to sap their will in the meantime
Okay, I am confuse .
Did the last update include something about Myrkdreki mating with Dala?
I fail to get the exacts of the chapter that was edited since.
Okay, I am confuse .
Did the last update include something about Myrkdreki mating with Dala?
I fail to get the exacts of the chapter that was edited since.
Right, so I finally caught up after I hiatus and I must say that this quest has continued to stay within my top five favorites.
In catching up though I had skipped most of the discussion in the chat so I don't know if this had already been discussed. I was wondering if we will see any elves - unless they have already shown up and I missed them - as I know the Drow exists and was wondering if classic elves are somewhere out there.
- Additionally the same thought/question about Dwarves.
Also, one thing I am wondering about is the report on the Targaryen ancestral island, I am not sure If I missed it or if it was simply not voted for?
Right, so I finally caught up after I hiatus and I must say that this quest has continued to stay within my top five favorites.
In catching up though I had skipped most of the discussion in the chat so I don't know if this had already been discussed. I was wondering if we will see any elves - unless they have already shown up and I missed them - as I know the Drow exists and was wondering if classic elves are somewhere out there.
- Additionally the same thought/question about Dwarves.
Also, one thing I am wondering about is the report on the Targean ancestral island, I am not sure If I missed it or if it was simply not vote for?
No, apparently there are a few islands discovered and claimed by ancient Targaryens far to the south of Westeros that was introduced in supplementary ASOIAF material. I don't know the whole story, but they're relatively small and very close to one another.
We sent a Moonchaser to find them based on historical accounts. They succeeded, killed some monsters and found some non-magical archaeological artifacts with a distinct Mesoamerican/Aztec influence on one of the islands. One of the other islands is inhabited by something a bit deadlier than the crew could handle, so it's waiting for us to send a stronger party to investigate it.
EDIT: Here they are, in the bottom left hand corner.