I can't really work it like that, since all of the Scorpions are being crafted by the Oracle we hired a few months ago whose only item creation feat is Craft Magic Arms & Armor. Reducing them won't affect how many AA boxes we can enchant.
First we have to build masterwork scorpions for the to get enchanted.

I'm pretty sure a score of one the most advanced siege engines on the book isn't a trivial order.
 
I'm pretty sure it doesn't work like that. Pull one out, shoot it, then pull another one out.
Yeah, you're right.

Rather than a Constant effect AA box, which would cost 400 IM, we could instead make one that functions on Command, but only for a minute each time it is used. If we do it that way, each AA box would only cost 180 IM.
 
First we have to build masterwork scorpions for the to get enchanted.

I'm pretty sure a score of one the most advanced siege engines on the book isn't a trivial order.
I think we can handwave that away at this point. Over the past couple years, we've put a lot of resources, in both time and treasure, into developing SD's mechanical engineering expertise. The Bulubar have their own Tinker's Guild and they've been able to produce Large Double Crossbows for us for a while now. It's reasonable that they could do the same with light Scorpions by now.
 
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Sounds like you want to make a constant item of Mage Armour.
Not really. If you do that with Mage Armor, you have an item that can apply Mage Armor to an almost unlimited number of people that will last for an hour.

If we make an item which only casts the Abundant Ammunition spell on itself and nothing else, we can mostly skate around the duration tax for Constant items, but nothing else. The effect would still only last for one minute and require someone to spend an action to activate it when the duration expires.
 
I think we can handwave that away at this point. Over the past couple years, we've put a lot of resources, in both time and treasure, into developing SD's mechanical engineering expertise. The Bulubar have their own Tinker's Guild at this point and they've been able to produce Large Double Crossbows for us for a while now. It's reasonable that they could do the same with light Scorpions by now.
Dude, a Scorpion is Large sized. As in, not a weapon for a Large creature, but it occupies a 10x10 ft square by itself.

It's a far cry from a large double crossbow.
 
No I haven't yet, it should only need CL 4 one shot, I'm not sure how/how necessary it is to cost out Brown Mold though.
Brown Mold shouldn't cost us anything to grow, but first we need a sample. Or to develop it in the Fungal Forge.

I can't remember, did we try to buy some a month or two ago? If so, did we succeed?
 
Not really. If you do that with Mage Armor, you have an item that can apply Mage Armor to an almost unlimited number of people that will last for an hour.

If we make an item which only casts the Abundant Ammunition spell on itself and nothing else, we can mostly skate around the duration tax for Constant items, but nothing else. The effect would still only last for one minute and require someone to spend an action to activate it when the duration expires.
It's effectively a constant item that's not priced as a constant item.

Sounds like gaming the crafting rules to me. And for a couple hundred gold to boot.
 
@Goldfish, I realize this is inconvenient, but would you mind telling me what Rina's sheet is supposed to look like after she gets the Morningstar added as her main weapon? The thread is more or less agreed that as a favored cleric of the Old Gods (and since this weapon screams Otherbane) it's perfect for her.

Unfortunately I'm not really confident in how the numbers work for her attack.

Name: Rina Cox
Alias: The Reborn
Age: 28
Alignment: Neutrally Good
Race: Human (Cold)
Level: 13 (89100/91000 XP)
Class: Cleric 6/Rimefire Witch 7
Flaws: Haunted, Cold Blooded
Feats: Cold Focus, Craft Wondrous Item, Divine Metamagic, Iron Will, Maximize Spell, Piercing Cold, Snowcasting, Winter Touched, Extra Turning B
Class Abilities: Rebuke Undead, Winter Domain (+2 Wis-based checks in Winter), Undeath Domain, Detect Other-Touched, Rimefire-Bond, Cloak of Winter's Chill, Frozen Skin, Coldstrike (1d6/2d6), Constant Piercing Cold

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) [poor] High Valyrian [poor], Skroth

Description: A tall willowy woman with an air of otherworldly power about her, Rina's cold blue eyes send a shiver down the spine of even those who do not know what such a gaze usually marks. Pale as death with hair the hue of blackest night and lips red as blood, she seems almost ripped from some ancient Northern tale of horror and woe, yet when one looks closer they see the fears, uncertainties, and guilt of an all-too-human soul shown through the gaze touched by the Ever-Winter.

HP: 78/78
AC: 10 +1 (Dex) +2 (N.A.) +2 (vs Evil) +10 (Glamered Reinforced Segmented Blue Ice Fullplate (+1)) = 23/25

Initiative: +1 (Dex)
Attack: 7BAB +1 (STR) =8
Spell Save: 10+ 4 (Wis) + spell level +1 for Cold Spells
Weapon Proficiency: ?
Immunities: Cold, Possession/Mental Control
Vulnerabilities: Fire (50%)

STATS:
12 (+1) Strength
13 +1 = 14 (+2) Dexterity
15 (+2) Constitution
14 (+2) Charisma
19 +3 = 22 (+6) Wisdom
14 (+2) Intelligence

SAVES +2( vs Mind-affecting and Death effects)
FORTITUDE: 9 +2 +2 = 11/13
REFLEX: 3 +1 +2 = 4/6
WILL: 9 +4 +2 +2 = 15/17

SKILLS:
Concentration: 16+2 =18
Knowledge (History): 6 +2 (INT) = 8
Knowledge (Religion): 15 +2 (INT) = 17
Knowledge (The Planes): 12 +2 (INT) = 14
Sense Motive: 14 +4 (WIS) = 18
Spellcraft: 16 +2 (INT) = 18

Spells Prepared (Caster level 13/14 [Cold]/ 15 (Cold and Snowcasting)):
Level 0 (6/day): Create Water, Detect Poison, Detect Magic, Light, Mending, Message
Level 1 (5+2+D/day): Barbed Chains, Bless, Endure Elements, Ice Slick, Sanctuary, Sign, Snowsight, Detect Undead(D)
Level 2 (5+2+D/day): Aid, Blood Snow, Boneshaker, Ironskin, Obscuring Snow, Resist Energy, Sound Burst, Snow Walk(D)
Level 3 (4+1+D/day): Alter Fortune, Dispel Magic, Energy Vortex, Mass Aid, Mass Entropic Shield, Winter's Embrace(D)
Level 4 (4+1+D/day): Assay Spell Resistance, Dimensional Anchor, Hypothermia x2, Mass Shield of Faith, Death Ward(D)
Level 5 (3+1+D/day): Boreal Wind, Holy Ice, Life Bubble, True Seeing, Blizzard(D)
Level 6 (2+1+D/day): Algid Enhancement, Cold Ice Strike, Greater Dispel Magic, Death Hail(D)
Level 7 (1+D/day): Righteous Smite, Control Weather(D)

Spell-like Abilities (Caster Level 7):
Detect Other-Touched (At Will)

Supernatural Abilities:

Rebuke Undead (9/day)
Cloak of Winter's Chill (5/day) (+2 on all will saves and Charisma-based checks and Natural Armor for 6 rounds)

???

Boneward Belt Powers (3 charges/day):

1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Earring of Arcane Acuity (3 charges/day):

1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Cloak of Endure Elements:
Constant Endure Elements

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Equipped Magic Items: Amulet of Protection from Evil, Boneward Belt (+1), Cloak of Endure Elements, Earrings of Arcane Acuity, Gloves of Zephyr's Grace (+1), Headband of the Whisper Within (+3), Ring of Sustenance, Glamered Reinforced Segmented Blue Ice Fullplate (+1), Anklets of Translocation
Pale Scepter

Description: Once the weapon gifted to King Baelor's restored form by the Warrior himself, this morningstar has been transmuted in the blood of its fallen master by the dreams of the Old Gods and the arcane lore of the Last Greenseer. Of weirwood is its haft and dragonglass its crown and to the hand that holds it almost seems as though a slow and steady heartbeat flows though it.

Abilities:
  1. At its base the weapon serves as a +2 Wounding morningstar.
  2. Whenever it kills a outsider, undead or aberration with more than half the Bearer's HD it gains the bane special ability against that type of enemy (and subtype if applicable). These bonuses do not stack but superseded each other.
  3. For slain Winterborn the bonuses of the bane quality are doubled
 
Dude, a Scorpion is Large sized. As in, not a weapon for a Large creature, but it occupies a 10x10 ft square by itself.

It's a far cry from a large double crossbow.
I know that. I'm just saying that the mechanical principles are largely similar, meaning that simply scaling up the designs should shortcut most of the design challenges.
 
@Goldfish, I realize this is inconvenient, but would you mind telling me what Rina's sheet is supposed to look like after she gets the Morningstar added as her main weapon? The thread is more or less agreed that as a favored cleric of the Old Gods (and since this weapon screams Otherbane) it's perfect for her.

Unfortunately I'm not really confident in how the numbers work for her attack.

Name: Rina Cox
Alias: The Reborn
Age: 28
Alignment: Neutrally Good
Race: Human (Cold)
Level: 13 (89100/91000 XP)
Class: Cleric 6/Rimefire Witch 7
Flaws: Haunted, Cold Blooded
Feats: Cold Focus, Craft Wondrous Item, Divine Metamagic, Iron Will, Maximize Spell, Piercing Cold, Snowcasting, Winter Touched, Extra TurningB​
Class Abilities: Rebuke Undead, Winter Domain (+2 Wis-based checks in Winter), Undeath Domain, Detect Other-Touched, Rimefire-Bond, Cloak of Winter's Chill, Frozen Skin, Coldstrike (1d6/2d6), Constant Piercing Cold
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) [poor] High Valyrian [poor], Skroth

Description: A tall willowy woman with an air of otherworldly power about her, Rina's cold blue eyes send a shiver down the spine of even those who do not know what such a gaze usually marks. Pale as death with hair the hue of blackest night and lips red as blood, she seems almost ripped from some ancient Northern tale of horror and woe, yet when one looks closer they see the fears, uncertainties, and guilt of an all-too-human soul shown through the gaze touched by the Ever-Winter.

HP: 78/78
AC: 10 +2 (Dex) +2 (N.A.) +2 (vs Evil) +10 (Glamered Reinforced Segmented Blue Ice Fullplate (+1)) = 24/26
Initiative: +2 (Dex)
Attack: 7(BAB) +1 (STR) + 2(Enhancement) = +10/+5 (1d8+3+1[Bleed]/×2) or +12/+7 (1d8+2d6+3+1[Bleed]/×2) vs. Evil Outsiders.
Spell Save: 10+ 6 (Wis) + spell level +1 for Cold Spells
Weapon Proficiency: ?
Immunities: Cold, Possession/Mental Control
Vulnerabilities: Fire (50%)

STATS:
12 (+1) Strength
13 +1 = 14 (+2) Dexterity
15 (+2) Constitution
14 (+2) Charisma
19 +3 = 22 (+6) Wisdom
14 (+2) Intelligence

SAVES +2( vs Mind-affecting and Death effects)
FORTITUDE: 9 +2 +2 = 11/13
REFLEX: 3 +1 +2 = 4/6
WILL: 9 +4 +2 +2 = 15/17

SKILLS:
Concentration: 16 + 2(CON) =18
Knowledge (History): 6 + 2 (INT) = 8
Knowledge (Religion): 15 + 2 (INT) = 17
Knowledge (The Planes): 12 + 2 (INT) = 14
Sense Motive: 14 + 6 (WIS) = 20
Spellcraft: 16 + 2 (INT) = 18

Spells Prepared (Caster level 13/14 [Cold]/ 15 (Cold and Snowcasting)):
Level 0 (6/day): Create Water, Detect Poison, Detect Magic, Light, Mending, Message
Level 1 (5+2+D/day): Barbed Chains, Bless, Endure Elements, Ice Slick, Sanctuary, Sign, Snowsight, Detect Undead(D)
Level 2 (5+2+D/day): Aid, Blood Snow, Boneshaker, Ironskin, Obscuring Snow, Resist Energy, Sound Burst, Snow Walk(D)
Level 3 (4+1+D/day): Alter Fortune, Dispel Magic, Energy Vortex, Mass Aid, Mass Entropic Shield, Winter's Embrace(D)
Level 4 (4+1+D/day): Assay Spell Resistance, Dimensional Anchor, Hypothermia x2, Mass Shield of Faith, Death Ward(D)
Level 5 (3+1+D/day): Boreal Wind, Holy Ice, Life Bubble, True Seeing, Blizzard(D)
Level 6 (2+1+D/day): Algid Enhancement, Cold Ice Strike, Greater Dispel Magic, Death Hail(D)
Level 7 (1+D/day): Righteous Smite, Control Weather(D)

Spell-like Abilities (Caster Level 7):
Detect Other-Touched (At Will)

Supernatural Abilities:
Rebuke Undead (9/day)
Cloak of Winter's Chill (5/day) (+2 on all will saves and Charisma-based checks and Natural Armor for 6 rounds)
???

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Cloak of Endure Elements:
Constant Endure Elements

Earring of Arcane Acuity (3 charges/day):

1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Pale Scepter: Once the weapon gifted to King Baelor's restored form by the Warrior himself, this morningstar has been transmuted in the blood of its fallen master by the dreams of the Old Gods and the arcane lore of the Last Greenseer. Of Weirwood is its haft and Dragonglass its crown and to the hand that holds it almost seems as though a slow and steady heartbeat flows though it.
  1. +2 Wounding Morningstar (1d8+2 Bludgeoning & Piercing Damage, +1 Bleed damage, x2 Critical Strike).
  2. Whenever it kills an Outsider, Undead or Aberration with more than half the bearer's HD it gains the Bane special ability against that type of enemy (and sub-type if applicable). These bonuses do not stack but superseded each other.
  3. For slain Winterborn the bonuses of the Bane quality are doubled.
Equipped Magic Items: Anklets of Translocation, Amulet of Protection from Evil, Boneward Belt (+1 Constitution), Cloak of Endure Elements, Earrings of Arcane Acuity, Glamered Reinforced Segmented Blue Ice Fullplate (+1), Gloves of Zephyr's Grace (+1 Dexterity), Headband of the Whisper Within (+3 Wisdom), Pale Scepter, Ring of Sustenance(Slotless)
I've edited the character sheet to fix a couple mistakes and to include the correct attack numbers. Also added Pale Scepter to her gear listing. It's Bane ability is currently set to Evil Outsider.
 
Name: Rina Cox
Alias: The Reborn
Age: 28
Alignment: Neutrally Good
Race: Human (Cold)
Level: 13 (89100/91000 XP)
Class: Cleric 6/Rimefire Witch 7
Flaws: Haunted, Cold Blooded
Feats: Cold Focus, Craft Wondrous Item, Divine Metamagic, Iron Will, Maximize Spell, Piercing Cold, Snowcasting, Winter Touched, Extra TurningB​
Class Abilities: Rebuke Undead, Winter Domain (+2 Wis-based checks in Winter), Undeath Domain, Detect Other-Touched, Rimefire-Bond, Cloak of Winter's Chill, Frozen Skin, Coldstrike (1d6/2d6), Constant Piercing Cold
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) [poor] High Valyrian [poor], Skroth

Description: A tall willowy woman with an air of otherworldly power about her, Rina's cold blue eyes send a shiver down the spine of even those who do not know what such a gaze usually marks. Pale as death with hair the hue of blackest night and lips red as blood, she seems almost ripped from some ancient Northern tale of horror and woe, yet when one looks closer they see the fears, uncertainties, and guilt of an all-too-human soul shown through the gaze touched by the Ever-Winter.

HP: 78/78
AC: 10 +2 (Dex) +2 (N.A.) +2 (vs Evil) +10 (Glamered Reinforced Segmented Blue Ice Fullplate (+1)) = 24/26
Initiative: +2 (Dex)
Attack: 7(BAB) +1 (STR) + 2(Enhancement) = +10/+5 (1d8+3+1[Bleed]/×2) or +12/+7 (1d8+2d6+3+1[Bleed]/×2) vs. Evil Outsiders.
Spell Save: 10+ 6 (Wis) + spell level +1 for Cold Spells
Weapon Proficiency: ?
Immunities: Cold, Possession/Mental Control
Vulnerabilities: Fire (50%)

STATS:
12 (+1) Strength
13 +1 = 14 (+2) Dexterity
15 (+2) Constitution
14 (+2) Charisma
19 +3 = 22 (+6) Wisdom
14 (+2) Intelligence

SAVES +2( vs Mind-affecting and Death effects)
FORTITUDE: 9 +2 +2 = 11/13
REFLEX: 3 +1 +2 = 4/6
WILL: 9 +4 +2 +2 = 15/17

SKILLS:
Concentration: 16 + 2(CON) =18
Knowledge (History): 6 + 2 (INT) = 8
Knowledge (Religion): 15 + 2 (INT) = 17
Knowledge (The Planes): 12 + 2 (INT) = 14
Sense Motive: 14 + 6 (WIS) = 20
Spellcraft: 16 + 2 (INT) = 18

Spells Prepared (Caster level 13/14 [Cold]/ 15 (Cold and Snowcasting)):
Level 0 (6/day): Create Water, Detect Poison, Detect Magic, Light, Mending, Message
Level 1 (5+2+D/day): Barbed Chains, Bless, Endure Elements, Ice Slick, Sanctuary, Sign, Snowsight, Detect Undead(D)
Level 2 (5+2+D/day): Aid, Blood Snow, Boneshaker, Ironskin, Obscuring Snow, Resist Energy, Sound Burst, Snow Walk(D)
Level 3 (4+1+D/day): Alter Fortune, Dispel Magic, Energy Vortex, Mass Aid, Mass Entropic Shield, Winter's Embrace(D)
Level 4 (4+1+D/day): Assay Spell Resistance, Dimensional Anchor, Hypothermia x2, Mass Shield of Faith, Death Ward(D)
Level 5 (3+1+D/day): Boreal Wind, Holy Ice, Life Bubble, True Seeing, Blizzard(D)
Level 6 (2+1+D/day): Algid Enhancement, Cold Ice Strike, Greater Dispel Magic, Death Hail(D)
Level 7 (1+D/day): Righteous Smite, Control Weather(D)

Spell-like Abilities (Caster Level 7):
Detect Other-Touched (At Will)

Supernatural Abilities:
Rebuke Undead (9/day)
Cloak of Winter's Chill (5/day) (+2 on all will saves and Charisma-based checks and Natural Armor for 6 rounds)
???

Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Cloak of Endure Elements:
Constant Endure Elements

Earring of Arcane Acuity (3 charges/day):

1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Pale Scepter: Once the weapon gifted to King Baelor's restored form by the Warrior himself, this morningstar has been transmuted in the blood of its fallen master by the dreams of the Old Gods and the arcane lore of the Last Greenseer. Of Weirwood is its haft and Dragonglass its crown and to the hand that holds it almost seems as though a slow and steady heartbeat flows though it.
  1. +2 Wounding Morningstar (1d8+2 Bludgeoning & Piercing Damage, +1 Bleed damage, x2 Critical Strike).
  2. Whenever it kills an Outsider, Undead or Aberration with more than half the bearer's HD it gains the Bane special ability against that type of enemy (and sub-type if applicable). These bonuses do not stack but superseded each other.
  3. For slain Winterborn the bonuses of the Bane quality are doubled.
Equipped Magic Items: Anklets of Translocation, Amulet of Protection from Evil, Boneward Belt (+1 Constitution), Cloak of Endure Elements, Earrings of Arcane Acuity, Glamered Reinforced Segmented Blue Ice Fullplate (+1), Gloves of Zephyr's Grace (+1 Dexterity), Headband of the Whisper Within (+3 Wisdom), Pale Scepter, Ring of Sustenance(Slotless)
I've edited the character sheet to fix a couple mistakes and to include the correct attack numbers. Also added Pale Scepter to her gear listing. It's Bane ability is currently set to Evil Outsider.
Thanks, man. :)

That weapon was meant for Rina. It's great to see it on her sheet. :D

Dare I say it, I'm looking forward to the day she slays her first Other.
 
I know that. I'm just saying that the mechanical principles are largely similar, meaning that simply scaling up the designs should shortcut most of the design challenges.
Yeah, and the mechanical principles or a rowboat are largely similar to those of a oceanic cruiser.

You can't just say fourty masterwork siege engines is something you can buy off-shelf.
 
You mean like Harry Potter?
Pretty much.

But we've actually already got Sorcerer's Cyvasse. We gave Dany an enchanted set for her birthday a while back.
A day of smiles and of laughter this when the shadows on the horizon can be forgotten and the powers fate saw fit to gift you with can be put to more frivolous use than the arms, armor, and other tools of battle.

"Oh...!" Dany gasps as row upon row of tiny silver and crimson figurines march upon the table to present themselves to her for inspection: spearmen and knights, magi trailing shrouds of arcane sparks, elephants and dragons that could fly in truth if only a dozen inches above the table.

"We are yours to command, princess," the two 'kings' with their comically top-heavy crowns declared in unison. A common saying among the players of Cyvasse was that the king was so slow to move because it took most of his strength to bear the weight of his crown.

"Do all of you talk?" Dany asks curiously, for once looking very much the child as she admired the animated pieces cunningly crafted of silver and crimson marble.

"Only the captains among us," one of the elephants trumpets proudly. "An army needs those that follow as well as lead... though we will of course follow you to victory."

"You realize I can't play both sides, right?" she asks, amused, leaving the diminutive constructs to ponder their first existential question, the fact that they cannot all win.

Lost 100 Gold worth of crafting materials

Gained Enchanted Cyvasse Set
This one would be the Imperial version, with life-sized pieces. Heck, we could have cyvasse competitions in the Game Room, with audiences and everything. :D
 
[X] Azel

I for one support the creation of a game room for our life sized Cyvasse board and pieces. It'd be pretty neat honestly, especially if we're enchanting them.
 
...not employing people in a dangerous battle ala Harry Potter Wizard Chess?

We have healers on demand for a reason!

Edit:

Darkly amusing: This Cyvasse board was probably used to force slaves dressed for battle to fight to the death.

#JustValyrianThings
 
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