That is a nifty Artifact, even if it can only function in the Feywild.

We have enough of the Orphne Fey working for the Inquisition that we could benefit from it greatly if we left it in their safekeeping.
 
@DragonParadox, the knowledge of what loot he had before dying is covered by the protection as well, I assume?
Because recovering it would assauge some stress from the information itself being unrecoverable.

[X] Offer it to the Orphne Court, to be used by the Inquisitors therein

The reasonable thing to do, methinks.
It's not like we are in need for more Divinatory stuff thanks to our own arrangements, but mayhaps this will halp with background rolls or something.
 
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That makes me very hopeful, @DragonParadox. It sounds like the Citadel might be squatting on extra knowledge of Runes.

Might be, though the magic Viserys sees looks very old

@DragonParadox, the knowledge of what loot he had before dying is covered by the protection as well, I assume?

Unfortunately yes. The head burst into flames the moment you cast speak with dead, not on any particular question.
 
[X] Offer it to the Orphne Court, to be used by the Inquisitors therein
 
[X] Send it to the newly claimed portion of the Feywild that was once the domain of the Court of Stars

This is going to be our greatest bastion in the Feywild. An artifact like this will do wonders in watching for any new threats. The Orphne Court can set up here too to use it. But we do need the extra eyes in Westeros more than we need them in Braavos, imo.
 
Hm.
Would using an Energy Transformation Field stop the rune/spell from working, @DragonParadox?
So that we could question the corpse?

Alternatively, if Yss doesn't do corpses, does Ferryman?
  1. No, the energy looks like fire, but it looks more like the 'divine' part of flamestrike
  2. You would have to ask

*rolls*

No, the soul seems to have moved on from this corner of the Feywild.
 
[X] Send it to the newly claimed portion of the Feywild that was once the domain of the Court of Stars

This is going to be our greatest bastion in the Feywild. An artifact like this will do wonders in watching for any new threats. The Orphne Court can set up here too to use it. But we do need the extra eyes in Westeros more than we need them in Braavos, imo.
There is no range limitation on it. The Orphne can use it in their secured domain to spy in Westeros just as easily as they could peer into an alley in Braavos.
 
We can also cast Touch of History on him. That certainly would tell us all we need to know. Also on the artifact to tell us how it was used as well as who used it.
 
BTW, @DragonParadox, I really liked the way you introduced Viserys to his new Elemental Bond ability. Not only was it a neat way to do it, I can see that insight short cutting the Imperium's research into high energy physics some day in the distant future.
 
As a note, I am sick of these Citadel fuckers and their spy nonsense. Who else is on the conspiracy. We are going to shove them into Yss and get everything from them

Edit: Do we know names?
 
Here is the stat sheet for the Dawnbloom Leshy I mentioned last week. I predict that the Legion will come to love these tough little guys, and they will play a very large part in the fight against the Others.

Dawnbloom Leshy (Sublime Sunflower Leshy + 12 Racial HD) - CR 6
N Small Plant
Initiative: +4; Senses: Darkvision 60ft., Low-light Vision
DEFENSE:
AC: 17, Touch 15, Flat-footed 13 (+4 Dexterity, +2 Natural, +1 Size)
HP: 262 [14d8 (66) + 70 (CON) + 112 (CHA) + 14 (Toughness)]
Fort +13, Ref +8, Will +5
Defensive: Plant Traits, Fast Healing 8 (Charisma modifier), Immune: Electricity, Sonic, Magic Aging, Disease, Positive Energy Damage, Mind-Affecting effects, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits, Resist: Negative Energy 10, Cold 10
OFFENSE:
Speed: 30 ft.
Melee: Head Butt: +10 (1d4-1)
Range: Channel Ray: +15 (Special)
Special Attacks: Heliotrope (20 ft., DC 25), Seed Spray (6d4, 15-ft. cone, DC 21)
Special Qualities: Change Shape (Small flower; Tree Shape), Verdant Burst, Telepathy 100 ft., Channel Positive Energy (11/Day), Strong Life Force, Ageless, Positive Energy Affinity
Space: 5 ft.; Reach 5 ft.
STATISTICS:
Str 9, Dex 18, Con 20, Int 10, Wis 10, Cha 26
Base Attack: +10
Feats: Channel Endurance, Channel Ray, Channeled Revival, Selective Channeling, Toughness(B), Turn Undead
Skills: Diplomacy +12, Heal: +17, Hide: +4 (+8 in plains and hills), Knowledge (Religion): +17, Move Silently: +4 (+8 in plains and hills), Survival: +0 (+4 in plains and hills); Racial Modifiers +4 Diplomacy, +4 Hide, Move SIlently, and Survival in plains and hills

Languages: Draconic, Low Valyrian (Braavosi), Plantspeech (flowers)

Spell-Like Abilities (Sp): Caster Level 16th; Constant: Pass Without Trace

Telepathy (Su): Dawnbloom Leshy can communicate Telepathically with any creature which has a language within 100 feet.

Heliotrope (Ex): Dawnbloom Leshys can reflect the sun and other sources of bright light from their faces onto all who come too close. Any creature within 20 feet must succeed at a DC 25 Will saving throw or be Dazzled for 1d4+1 rounds. A creature Dazzles once cannot be affected again by the same Leshy for 24 hours. The save DC is Charisma-based.

Seed Spray (Ex): 3/Day, a Dawnbloom Leshy can spray seeds in a 15-foot cone as a Standard Action. The spray deals 6d4 points of Piercing damage to all targets in its area of effect. Against Dazzled targets, this attack instead deals 6d6 points of piercing damage. A successful DC 21 Reflex saving throw halves the damage from this attack. The save DC is Dexterity-based.

Sublime:
  • Strong Life-Force (Ex): In addition to their Constitution modifier, Dawnblood Leshy add their Charisma modifier at each level when determining Hit Points.
  • Ageless (Ex): Dawnbloom Leshy do not suffer the ravages or negative affects of old age. They will never die of old age and are immune to any spells or effects which cause aging.
  • Positive Energy Affinity (Ex): Any healing spells, or other healing effects derived from Positive Energy, are doubly effective when applied to a Dawnbloom Leshy (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
  • Channel Positive Energy (Su): As a Standard Action, Dawnbloom Leshy can release a burst of Positive Energy which affects creatures within a 30 foot radius of her location, targeting either the living or the Undead, but not both. Living creatures are healed of 7d6 damage, while the Undead suffer 7d6 damage. A successful DC 25 Will save halves this damage (DC 17 + Charisma modifier). They can Channel Positive Energy 11/Day (3 + Charisma modifier).
    • Channel Endurance: 1/Day when you Channel Energy, you can choose to grant each creature the benefit of Endure Elements at 14th caster level. This effect lasts 24 hours.
    • Selective Channeling: When you Channel Energy, you can choose up to 8 targets in the area (equal to Charisma modifier). These targets are not affected by your Channeled Energy.
    • Channeled Revival: As a Full-Round Action that provokes attacks of opportunity, you can expend three uses of Channel Energy to restore a dead creature to life as if you had cast the Breath of Life spell.
    • Channel Ray: You can project a ray of Positive Energy rather than creating a burst. You must succeed at a Ranged Touch Attack to hit an unwilling target; your target is then affected by the Channeled Energy as normal and receives a saving throw. You need not make an Attack Roll to affect a willing creature with the ray. The ray has a range of 210 feet and its save DC is increased by 2.
    • Turn Undead: You can, as a Standard Action, use one of your uses of Channel Energy to cause all Undead within 30 feet of you to flee, as if Panicked. Undead receive a DC 25 Will save to negate the effect (10 + 1/2 HD + Charisma modifier). Undead that fail their save flee for 1 minute. Intelligent Undead receive a new saving throw each round to end the effect. If you use Channel Energy in this way, it has no other effect (it does not heal or harm nearby creatures).
 
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I'd rather not gift an aritfact to the Orphne court that would be much more useful if we can use it more wildly.

[X] Put it into your cloak for safekeeping for now. It will be installed in your Feywild outpost to be used by the Inqusition at large once the place is better established and more secure.
 
[X] Azel
Okay whatever.
Here is the stat sheet for the Dawnbloom Leshy I mentioned last week. I predict that the Legion will come to love these tough little guys, and they will play a very large part in the fight against the Others.

Dawnbloom Leshy (Sublime Sunflower Leshy + 12 Racial HD) - CR 6
N Small Plant
Initiative: +4; Senses: Darkvision 60ft., Low-light Vision
DEFENSE:
AC: 17, Touch 15, Flat-footed 13 (+4 Dexterity, +2 Natural, +1 Size)
HP: 262 [14d8 (66) + 70 (CON) + 112 (CHA) + 14 (Toughness)
Fort +13, Ref +8, Will +5
Defensive: Plant Traits, Fast Healing 8, Immune: Electricity, Sonic, Magic Aging, Disease, Positive Energy Damage, Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits, Resist: Negative Energy 10, Cold 10
OFFENSE:
Speed: 30 ft.
Melee: Head Butt: +10 (1d4-1)
Range: Channel Ray: +15 (Special)
Special Attacks: Heliotrope (20 ft., DC 25), Seed Spray (5d4, 15-ft. cone, DC 21)
Special Qualities: Change Shape (Small flower; Tree Shape), Verdant Burst, Telepathy 100 ft.
Space: 5 ft.; Reach 5 ft.
STATISTICS:
Str 9, Dex 18, Con 20, Int 9, Wis 11, Cha 26
Base Attack: +10
Feats: Channel Endurance, Channel Ray, Channeled Revival, Selective Channeling, Toughness(B), Turn Undead
Skills: Diplomacy +12, Heal: +17, Hide: +4 (+8 in plains and hills), Move Silently: +4 (+8 in plains and hills), Survival: +0 (+4 in plains and hills); Racial Modifiers +4 Diplomacy, +4 Hide, Move SIlently, and Survival in plains and hills
Languages: Draconic, Low Valyrian (Braavosi), Plantspeech (flowers)

Spell-Like Abilities (Sp): Caster Level 16th; Constant: Pass Without Trace

Telepathy (Su): Dawnbloom Leshy can communicate Telepathically with any creature which has a language within 100 feet.

Heliotrope (Ex): Dawnbloom Leshys reflect the sun and other sources of bright light from their faces onto all who come too close. Any creature within 20 feet must succeed at a DC 25 Will saving throw or be Dazzled for 1d4+1 rounds. A creature Dazzles once cannot be affected again by the same Leshy for 24 hours. The save DC is Charisma-based.

Seed Spray (Ex): 3/Day, a Dawnbloom Leshy can spray seeds in a 15-foot cone as a Standard Action. The spray deals 6d4 points of Piercing damage to all targets in its area of effect. Against Dazzled targets, this attack instead deals 6d6 points of piercing damage. A successful DC 21 Reflex saving throw halves the damage from this attack. The save DC is Dexterity-based.

Sublime:
  • Strong Life-Force (Ex): In addition to their Constitution modifier, Dawnblood Leshy add their Charisma modifier at each level when determining Hit Points.
  • Ageless (Ex): Dawnbloom Leshy do not suffer the ravages or negative affects of old age. They will never die of old age and are immune to any spells or effects which cause aging.
  • Positive Energy Affinity (Ex): Any healing spells, or other healing effects derived from Positive Energy, are doubly effective when applied to a Dawnbloom Leshy (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
  • Channel Positive Energy (Su): As a Standard Action, Dawnbloom Leshy can release a burst of Positive Energy which affects creatures within a 30 foot radius of her location, targeting either the living or the Undead, but not both. Living creatures are healed of 7d6 damage, while the Undead suffer 7d6 damage. A successful DC 25 Will save halves this damage (DC 17 + Charisma modifier). They can Channel Positive Energy 11/Day (3 + Charisma modifier).
    • Channel Endurance: 1/Day when you Channel Energy, you can choose to grant each creature the benefit of Endure Elements at 14th caster level. This effect lasts 24 hours.
    • Selective Channeling: When you Channel Energy, you can choose up to 8 targets in the area (equal to Charisma modifier). These targets are not affected by your Channeled Energy.
    • Channeled Revival: As a Full-Round Action that provokes attacks of opportunity, you can expend three uses of Channel Energy to restore a dead creature to life as if you had cast the Breath of Life spell.
    • Channel Ray: You can project a ray of Positive Energy rather than creating a burst. You must succeed at a Ranged Touch Attack to hit an unwilling target; your target is then affected by the Channeled Energy as normal and receives a saving throw. You need not make an Attack Roll to affect a willing creature with the ray. The ray has a range of 210 feet and its save DC is increased by 2.
    • Turn Undead: You can, as a Standard Action, use one of your uses of Channel Energy to cause all Undead within 30 feet of you to flee, as if Panicked. Undead receive a DC 25 Will save to negate the effect (10 + 1/2 HD + Charisma modifier). Undead that fail their save flee for 1 minute. Intelligent Undead receive a new saving throw each round to end the effect. If you use Channel Energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Those Leshy be THICC yo.

That aside, great work, fishie. They will be of some great use going forward.
Too bad we didn't have the template in time for Sarnor, but oh well.


Unrelated, it is mighty annoying I can't think up a good way to go around the "no-tell" rune here.
I am also uninterested in spending IC-time to ask Ferryman whether he even can help, because we get few enough updates as-is have other priorities to see on-screen right now.
 
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