HEAT ammo (High Explosive Anti Tank) has no appreciable thermal component. They deal damage by a highly accelerated stream of super-plastic metal, usually copper.

The ammo usually immobilizes tanks by destroying key components or destroys them by causing an ammo explosion. Neither heat nor pressure are involved.
It is molten:
The HEAT (high explosive anti-tank) round is a standard shaped charge warhead, similar in concept to those used in many tank cannon rounds. In this type of warhead, the shape of the explosive material within the warhead focuses the explosive energy on a copper (or similar metal) lining. This heats the metal lining and propels some of it forward at a very high velocity in a highly plastic state.

But apparently modern tanks are too tough to one-shot like this, unlike the older WW stuff, which was disabled by virtue of pressure cooking the crew. Or so the documentary I remember said,

Besides, point was "this only really deals damage on direct hits". Whatever form of metal stream is penetrating the target, it's still a stream of pressurized metal.
 
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Thanks for the earlier clarification, @Goldfish. Here's what Relath looks like with the Soulfire Mithral Bracers (+1) and the Aerial Alacrity 3/day item. He can get the Monk's Belt and/or Strongjaws item from us. But definitely the Monk's Belt.
Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Common, Draconic, Elven, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 121 (12d12+1d4+39)
AC: 10 +15 (NA) +2 (AoNA) -1 Size +4 (Mage Armor) +2 (vs Evil) = 30/32
Movement: 60 ft., Fly 200 ft. (poor), Swim 60 ft.
Attack: Bite +24 (2d6+13)
Full Attack: Bite +24 (2d6+13), 2 Claws +24 (1d8+8), Tail Slap +19 (1d8+17), 2 Wings +19 (1d6+8)
Breath Attack: 80-ft. line of 10d6 acid, DC 19, useable every 1d4 rounds
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: +11 +5 +2 = 16/18
REFLEX: +10 +5 +2 = 15/17
WILL: +12 +5 +2 = 17/19

STATS:
28 (+9) Strength
11 +1 = 12 (+1) Dexterity
17 +1 = 18 (+4) Constitution
17 +1 = 18 (+4) Intelligence
14 (+2) Wisdom
15 +1 = 16 (+3) Charisma

SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) = 20
Intimidate: +9 +3 (CHA) = 12
Knowledge (Nature): +15 +4 (INT) = 19
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) = 19
Swim: +28 +8 (Racial Modifier) = 36

Spells Known (Caster Level 6):
Level 0: Message, Detect Magic, Detect Poison, Mage Hand, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Vanish (7/day)
Level 2: Alter Self, Scintillating Scales (6/day)
Level 3: Call of the Void (4/day)

Spell-Like Abilities (Caster Level 13):
At will
Obscuring Mist, Speak with Animals (fish only), Water Breathing

Supernatural Abilities:
Water Breathing (SQ): A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Ring of Tongues:
Speak and understand any language at will as per Tongues.

Healing 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

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Item of Aerial Alacrity—Aerial Alacrity (3/day)

Equipped Magic Items: Amulet of Protection from Evil, Ring of Tongues, Ring of Resistance +5 (+1 INT, +1 CHA), Amulet of Natural Armor +2, Ring of Mighty Fists (+4), Healing Belt (+1 CON, +1 DEX), Soulfire Mithral Bracers (+1), Aerial Alacrity Item (3/day)
 
I love when someone likes an old post and I find out some old gold:
And I can't stop imagining a little illithid family, two parents, a son and a daughter, is having their chirstmas dinner when Viserys falls out of the chimney dressed as Santa Claus, but instead of gifts he pulls machineguns out of the sack and brutally murders the family, before helping himself to some turkey.
 
Thanks for the earlier clarification, @Goldfish. Here's what Relath looks like with the Soulfire Mithral Bracers (+1) and the Aerial Alacrity 3/day item. He can get the Monk's Belt and/or Strongjaws item from us. But definitely the Monk's Belt.
Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Common, Draconic, Elven, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 121 (12d12+1d4+39)
AC: 10 +15 (NA) +2 (AoNA) -1 Size +4 (Mage Armor) +2 (vs Evil) = 30/32
Movement: 60 ft., Fly 200 ft. (poor), Swim 60 ft.
Attack: Bite +24 (2d6+13)
Full Attack: Bite +24 (2d6+13), 2 Claws +24 (1d8+8), Tail Slap +19 (1d8+17), 2 Wings +19 (1d6+8)
Breath Attack: 80-ft. line of 10d6 acid, DC 19, useable every 1d4 rounds
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: +11 +5 +2 = 16/18
REFLEX: +10 +5 +2 = 15/17
WILL: +12 +5 +2 = 17/19

STATS:
28 (+9) Strength
11 +1 = 12 (+1) Dexterity
17 +1 = 18 (+4) Constitution
17 +1 = 18 (+4) Intelligence
14 (+2) Wisdom
15 +1 = 16 (+3) Charisma

SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) = 20
Intimidate: +9 +3 (CHA) = 12
Knowledge (Nature): +15 +4 (INT) = 19
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) = 19
Swim: +28 +8 (Racial Modifier) = 36

Spells Known (Caster Level 6):
Level 0: Message, Detect Magic, Detect Poison, Mage Hand, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Vanish (7/day)
Level 2: Alter Self, Scintillating Scales (6/day)
Level 3: Call of the Void (4/day)

Spell-Like Abilities (Caster Level 13):
At will
Obscuring Mist, Speak with Animals (fish only), Water Breathing

Supernatural Abilities:
Water Breathing (SQ): A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Ring of Tongues:
Speak and understand any language at will as per Tongues.

Healing 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

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Item of Aerial Alacrity—Aerial Alacrity (3/day)

Equipped Magic Items: Amulet of Protection from Evil, Ring of Tongues, Ring of Resistance +5 (+1 INT, +1 CHA), Amulet of Natural Armor +2, Ring of Mighty Fists (+4), Healing Belt (+1 CON, +1 DEX), Soulfire Mithral Bracers (+1), Aerial Alacrity Item (3/day)
"CR 11".
 
Thanks for the earlier clarification, @Goldfish. Here's what Relath looks like with the Soulfire Mithral Bracers (+1) and the Aerial Alacrity 3/day item. He can get the Monk's Belt and/or Strongjaws item from us. But definitely the Monk's Belt.
Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Common, Draconic, Elven, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 121 (12d12+1d4+39)
AC: 10 +15 (NA) +2 (AoNA) -1 Size +4 (Mage Armor) +2 (vs Evil) = 30/32
Movement: 60 ft., Fly 200 ft. (poor), Swim 60 ft.
Attack: Bite +24 (2d6+13)
Full Attack: Bite +24 (2d6+13), 2 Claws +24 (1d8+8), Tail Slap +19 (1d8+17), 2 Wings +19 (1d6+8)
Breath Attack: 80-ft. line of 10d6 acid, DC 19, useable every 1d4 rounds
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: +11 +5 +2 = 16/18
REFLEX: +10 +5 +2 = 15/17
WILL: +12 +5 +2 = 17/19

STATS:
28 (+9) Strength
11 +1 = 12 (+1) Dexterity
17 +1 = 18 (+4) Constitution
17 +1 = 18 (+4) Intelligence
14 (+2) Wisdom
15 +1 = 16 (+3) Charisma

SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) = 20
Intimidate: +9 +3 (CHA) = 12
Knowledge (Nature): +15 +4 (INT) = 19
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) = 19
Swim: +28 +8 (Racial Modifier) = 36

Spells Known (Caster Level 6):
Level 0: Message, Detect Magic, Detect Poison, Mage Hand, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Vanish (7/day)
Level 2: Alter Self, Scintillating Scales (6/day)
Level 3: Call of the Void (4/day)

Spell-Like Abilities (Caster Level 13):
At will
Obscuring Mist, Speak with Animals (fish only), Water Breathing

Supernatural Abilities:
Water Breathing (SQ): A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Ring of Tongues:
Speak and understand any language at will as per Tongues.

Healing 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

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Item of Aerial Alacrity—Aerial Alacrity (3/day)

Equipped Magic Items: Amulet of Protection from Evil, Ring of Tongues, Ring of Resistance +5 (+1 INT, +1 CHA), Amulet of Natural Armor +2, Ring of Mighty Fists (+4), Healing Belt (+1 CON, +1 DEX), Soulfire Mithral Bracers (+1), Aerial Alacrity Item (3/day)
His Charisma-based skills are still only showing the +3 bonus from before we upgraded his ring to have a +1 Charisma bonus. Those should be +4 now.

Also, that Swim skill still seems dramatically inflated to me. Some of those points should be spent elsewhere, maybe in getting him some ranks in Concentration.
 
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His Charisma-based skills are still only showing the +3 bonus from before we upgraded his ring to have a +1 Charisma bonus. Those should be +4 now.

Also, that Swim skill still seems dramatically inflated to me. Some of those points should be spent elsewhere, maybe in getting him some ranks in Concentration.
But I thought having an overall of 16 to Charisma (15 +1 from the Healing Belt) meant the modifier was +3?

I'm definitely in support of shifting around the Swim thing if we're allowed to.

EDIT: I know, as part of Relath's first levelup we can have him transfer over however many skillpoints we can into Concentration and Spellcraft.
 
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But I thought having an overall of 16 to Charisma (15 +1 from the Healing Belt) meant the modifier was +3?

I'm definitely in support of shifting around the Swim thing if we're allowed to.

EDIT: I know, as part of Relath's first levelup we can have him transfer over however many skillpoints we can into Concentration and Spellcraft.
Oops, you are correct. Sorry, I was looking in the wrong spot. :oops:
 
It is molten:
The HEAT (high explosive anti-tank) round is a standard shaped charge warhead, similar in concept to those used in many tank cannon rounds. In this type of warhead, the shape of the explosive material within the warhead focuses the explosive energy on a copper (or similar metal) lining. This heats the metal lining and propels some of it forward at a very high velocity in a highly plastic state.

But apparently modern tanks are too tough to one-shot like this, unlike the older WW stuff, which was disabled by virtue of pressure cooking the crew. Or so the documentary I remember said,

Besides, point was "this only really deals damage on direct hits". Whatever form of metal stream is penetrating the target, it's still a stream of pressurized metal.
My issue was that you explained the method of dealing damage wrongly. The heat carried by the copper jet is negligible and would do no more then tossing a red hot iron rod through the hatch. Bad news if you as a crewmember are hit by it, but otherwise don't expect the thermal energy to achieve anything.

Mind you that modern tanks are mostly immune to these rounds due to reactive armor and active countermeasures. Tandem-HEAT rounds can still penetrate reactive armor just fine.
 
His Charisma-based skills are still only showing the +3 bonus from before we upgraded his ring to have a +1 Charisma bonus. Those should be +4 now.

Also, that Swim skill still seems dramatically inflated to me. Some of those points should be spent elsewhere, maybe in getting him some ranks in Concentration.
Also missing the synergy bonuses to skills.
 
SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) +4 (SYN) = 22
Intimidate: +9 +3 (CHA) +2 (SYN) = 14
Knowledge (Nature): +15 +4 (INT) +2 (SYN) = 21
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) +2 (SYN Planes) +2 (SYN above ground natural terrain) = 23
Swim: +28 +8 (Racial Modifier) = 36

@Goldfish @TotallyNotEvil, does that look okay?

I really wasn't sure what to do with Survival, so I improvised.
 
How about this instead?

Survival: +17 +2 (WIS) = 19; +2 (on other Planes or any above ground natural terrain) OR +4 (above ground natural terrain on other Planes)
 
How about this instead?

Survival: +17 +2 (WIS) = 19; +2 (on other Planes or any above ground natural terrain) OR +4 (above ground natural terrain on other Planes)
That works a lot better, thanks. :)

I'll need to see if DP will let us shift some points away from Swim into Concentration or even Knowledge (Arcana).
Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Common, Draconic, Elven, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 121 (12d12+1d4+39)
AC: 10 +15 (NA) +2 (AoNA) -1 Size +4 (Mage Armor) +2 (vs Evil) = 30/32
Movement: 60 ft., Fly 200 ft. (poor), Swim 60 ft.
Attack: Bite +24 (2d6+13)
Full Attack: Bite +24 (2d6+13), 2 Claws +24 (1d8+8), Tail Slap +19 (1d8+17), 2 Wings +19 (1d6+8)
Breath Attack: 80-ft. line of 10d6 acid, DC 19, useable every 1d4 rounds
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: +11 +5 +2 = 16/18
REFLEX: +10 +5 +2 = 15/17
WILL: +12 +5 +2 = 17/19

STATS:
28 (+9) Strength
11 +1 = 12 (+1) Dexterity
17 +1 = 18 (+4) Constitution
17 +1 = 18 (+4) Intelligence
14 (+2) Wisdom
15 +1 = 16 (+3) Charisma

SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) +4 (SYN) = 22
Intimidate: +9 +3 (CHA) +2 (SYN) = 14
Knowledge (Nature): +15 +4 (INT) +2 (SYN) = 21
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) = 19; +2 (on other Planes or any above ground natural terrain) OR +4 (above ground natural terrain on other Planes)
Swim: +28 +8 (Racial Modifier) = 36

Spells Known (Caster Level 6):
Level 0: Message, Detect Magic, Detect Poison, Mage Hand, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Vanish (7/day)
Level 2: Alter Self, Scintillating Scales (6/day)
Level 3: Call of the Void (4/day)

Spell-Like Abilities (Caster Level 13):
At will
Obscuring Mist, Speak with Animals (fish only), Water Breathing

Supernatural Abilities:
Water Breathing (SQ): A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Ring of Tongues:
Speak and understand any language at will as per Tongues.

Healing 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

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Item of Aerial Alacrity—Aerial Alacrity (3/day)

Equipped Magic Items: Amulet of Protection from Evil (+2 NA), Ring of Tongues, Ring of Resistance +5 (+1 INT, +1 CHA), Ring of Mighty Fists (+4), Healing Belt (+1 CON, +1 DEX), Soulfire Mithral Bracers (+1), Aerial Alacrity Item (3/day)
 
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That works a lot better, thanks. :)

I'll need to see if DP will let us shift some points away from Swim into Concentration or even Knowledge (Arcana).
Name: Relath
Alias: The Roiling Tempest, The Dragon of Tolos
Age: Young Adult
Alignment: Lawfully Neutral
Race: Dragon (Brine)
Class: Sorcerer 1
Feats: Hover, Flyby Attack, Flyby Breath, Power Attack, Maximize Breath
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

Languages Spoken: Aquan, Common, Draconic, Elven, Low Valyrian (Tolosi)

Description: A blue-green neck frill sweeps back from the head of this large dragon, leading to a body of shiny scales and fin-like crests.

HP: 121 (12d12+1d4+39)
AC: 10 +15 (NA) +2 (AoNA) -1 Size +4 (Mage Armor) +2 (vs Evil) = 30/32
Movement: 60 ft., Fly 200 ft. (poor), Swim 60 ft.
Attack: Bite +24 (2d6+13)
Full Attack: Bite +24 (2d6+13), 2 Claws +24 (1d8+8), Tail Slap +19 (1d8+17), 2 Wings +19 (1d6+8)
Breath Attack: 80-ft. line of 10d6 acid, DC 19, useable every 1d4 rounds
Immunities: Acid, Paralysis, Sleep, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 21
DR: 5/Magic

SAVES:
FORTITUDE: +11 +5 +2 = 16/18
REFLEX: +10 +5 +2 = 15/17
WILL: +12 +5 +2 = 17/19

STATS:
28 (+9) Strength
11 +1 = 12 (+1) Dexterity
17 +1 = 18 (+4) Constitution
17 +1 = 18 (+4) Intelligence
14 (+2) Wisdom
15 +1 = 16 (+3) Charisma

SKILLS:
Bluff:
+17 +3 (CHA) = 20
Diplomacy: +17 +3 (CHA) +4 (SYN) = 22
Intimidate: +9 +3 (CHA) +2 (SYN) = 14
Knowledge (Nature): +15 +4 (INT) +2 (SYN) = 21
Knowledge (The Planes): +13 +4 (INT) = 17
Listen: +17 +2 (WIS) = 19
Sense Motive: +17 +2 (WIS) = 19
Spellcraft: 5 +4 (INT) = 9
Spot: +17 +2 (WIS) = 19
Survival: +17 +2 (WIS) = 19; +2 (on other Planes or any above ground natural terrain) OR +4 (above ground natural terrain on other Planes)
Swim: +28 +8 (Racial Modifier) = 36

Spells Known (Caster Level 6):
Level 0: Message, Detect Magic, Detect Poison, Mage Hand, Open/Close, Prestidigitation, Read Magic (6/day)
Level 1: Blood Wind, Charm Person, Mage Armor, Vanish (7/day)
Level 2: Alter Self, Scintillating Scales (6/day)
Level 3: Call of the Void (4/day)

Spell-Like Abilities (Caster Level 13):
At will
Obscuring Mist, Speak with Animals (fish only), Water Breathing

Supernatural Abilities:
Water Breathing (SQ): A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Ring of Tongues:
Speak and understand any language at will as per Tongues.

Healing 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

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Item of Aerial Alacrity—Aerial Alacrity (3/day)

Equipped Magic Items: Amulet of Protection from Evil, Ring of Tongues, Ring of Resistance +5 (+1 INT, +1 CHA), Amulet of Natural Armor +2, Ring of Mighty Fists (+4), Healing Belt (+1 CON, +1 DEX), Soulfire Mithral Bracers (+1), Aerial Alacrity Item (3/day)
I would just add the PfE effect to his Amulet of Natural Armor. Relath could have easily afforded that and it would have only cost 600 IM.
 
*holds off on the next deployment of Horde Thief*

I'll work on part 25 whilst the update calms down. @Goldfish are you in a good enough mindstate to help me with some tactical planning, or would you prefer I ask someone else? I wouldn't want to bother you whilst you're recovering unless it's ok.
 
*holds off on the next deployment of Horde Thief*

I'll work on part 25 whilst the update calms down. @Goldfish are you in a good enough mindstate to help me with some tactical planning, or would you prefer I ask someone else? I wouldn't want to bother you whilst you're recovering unless it's ok.
The concern is appreciated, but I'm as close to 100% mentally as I'm likely to get. :p
 
Part MMCDXCIX: To Step Upon the Sea
To Step Upon the Sea

Eleventh Day of the Seventh Month 293 AC

Though tempted to summon storms and waves and scatter the Reacher ships to the horizon you brush it aside with the ease of long practice. This is neither the time nor the place to be capricious. House Redwyne has one of the largest fleets in all the Seven Kingdoms, able to match the Usurper's royal fleet and the Lannister ships if not both together. More to the point it is also one of the strongest Houses in the notoriously tumultuous Reach. There is something to be said about cementing your rule by elevating another House to the position of Lord Paramount just as Aegon had done...

You cut off the thought before the cart can go rolling any further ahead of the horse. Here and now you face Paxter Redwyne, Mace Tyrell's goodbrother, over a matter of a crown likely meant for the Warden of the South's own head. "Hoist the parley flags," you call. "It's time to talk."

"That will take time to do, though..." Asha says dubiously. Behind the doubt you can read the cold anticipation in her eyes. This one has inherited in full the pride of the Grey Kings of old, for all she has more sense than most.

"Usually, yes, but I am not of a mind to give them the choice," you answer, allowing a smile upon your lips. So saying you step to the edge of the deck and then keep walking. A perfectly flat disk of water rises to meet you, held together by will and sorcery, and upon it you float towards the three galleys at a stately pace... which is to say slow as molasses compared to proper flight, but then you are doing this to make a point.

Alas that someone on those ships is of a mind to wreck the image you are presenting. A spell of unravelling arcs from the main galley's forecastle, aimed not at you but at the water at your feet... Strong, you realize, a touch perturbed by the implications. Strong enough that it would have picked apart your platform and dropped you into the sea, had you not stretched the moment enough to restore the spell ere it could be properly broken. From the outside it must seem as though the spell had staggered, but not halted you.

Finally you approach close enough to make out the name of the larger ship, 'The Sea's Bloom,' and the figures upon her deck. Lord Redwyne is easy enough to pick out by elegant but simple cut of his blue coat and red tunic as well as the ring of silver and amber hanging from his neck. More than a show of wealth that... in each shard of amber sleeps a spell ready to be called with but a word of command.


He had not been the spell-weaver, of that you are certain. The stoop of his shoulders is only made more pronounced by leaning over the balustrade and the eyes beneath thick reddish eyebrows are bright with surprise... and perhaps a hint of fear.

Behind him you spy a figure garbed in red and gold, though not in the manner of mortalkind. Rather it seems as though its robe is patched together from a thousand autumn leaves. Crimson is the hood and shoulders fading to yellow gold as they sweep towards the deck. Fey, you sense at once, though you cannot see the face in the shadow of the hood. As though sensing your gaze the mage shrugs off its cloak to reveal near-mortal features, though the bones are of a sharper more delicate cast framing wide green eyes. Something about the shape of the face, the thick fiery locks, awakens a faint sense of familiarity you cannot quite grasp, though ultimately it matters little.

You mark the sorceress of her power and the faint amusement with which she watches your approach, but your words are for Lord Redwyne: "Permission to come aboard?" you ask, a technicality but an important one.

After a brief moment of silence the lord agrees and so you do, allowing the water that had carried you here to rejoin the sea. "There was no need to be ill-tempered with my subjects, my lord. If you wished for an audience you had only to ask, and behold, here I am," you announce.

The lord pales. Whatever he may think of the fey mage by his side, he obviously does not count her your equal. "Your Grace, we have no quarrel with you and yours, but only that which lies beneath the waves here, the inheritance of House Gardener and hence of House Tyrell their rightful inheritors."

"Yes, I am quite aware of Aegon's choice to elevate the Tyrells to dominion over the Reach," you answer dryly. "However, if memory serves, he was not in the business of handing out crowns. "

"Would you make true that pirate's threat and spill the blood of honest men over an ancient bauble?" he tries another tack, voice growing more strained.

"And yet this bauble was deemed precious enough to send into my waters three fine ships, your own self Lord Paxter, and..." you bow to the fey woman politely. "One of elder blood besides."

"These are Crownlander..." one of the other officers begins, obviously unused to how the game of negotiation is played, and you would judge suffering from fraying nerves.

"Do you then expect me to recognize the ascension of Robert Baratheon to the Iron Throne?" you ask mildly. "Come now, my lord, we are in a delicate position, but there is no reason it must come to blood or even to ill will. Let us share a meal like civilized folk and discuss our options over it." The options you will be dictating, but there is no reason to be so blunt.

One can almost see the wheels turning behind Paxter Redwyne's eyes. "Your words are wise, Your Grace, and perhaps those words I spoke to your subjects were... hasty."

Who do you bring with you and what subjects do you bring up at dinner?

[] Write in

OOC: Well, you have a foot in the door, but you are not going to flip a high lord with just a show of magical strength and a few minutes of conversing.
 
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