- Location
- USA
What about giving him the job of Amerleths economic adviser in the new planer terroritories
Amrelath: *chomp*What about giving him the job of Amerleths economic adviser in the new planer terroritories
That would be punishing Amrelath when he doesn't deserve it. Amrelath should get a good and competent advisor.What about giving him the job of Amerleths economic adviser in the new planer terroritories
Our allies in Westeros know that we are basting the fear turkey very slowly. It's fine
Unfortunately encouraging Amrelath to eat subjects who displease him would be a regression from the development we want to encourage. It is funny as a thought, though.We could send a component advisor along joronor can just be the petty mortal amerlath gets to his domination and terror instinct on. It would be a shame if my investments don't make an extra 3.9 present profit I might have to look into alternative food sources.
Size/Type: | Large Magical Beast |
---|---|
Hit Dice: | 3 HD, 31 HP |
Initiative: | +2 |
Speed: | 50 ft. (10 squares), fly 100 ft. (average) |
Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: | +3/+11 |
Attack: | Claw +11 melee (1d4+6) |
Full Attack: | 2 claws +11 melee (1d4+6) and bite +6 melee (1d8+3) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Dive Attack: 2 claws +13 (2d4+12) |
Special Qualities: | Darkvision 60 ft., low-light vision, scent |
Saves: | Fort +6, Ref +5, Will +2 |
Abilities: | Str 22, Dex 15, Con 20, Int 2, Wis 13, Cha 8 |
Size/Type: | Large Animal |
---|---|
Hit Dice: | 5HD (42 hp) |
Initiative: | +3 |
Speed: | 40 ft. (8 squares) |
Armor Class: | 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
Base Attack/Grapple: | +3/+14 |
Attack: | Claw +12 melee (1d4+7) |
Full Attack: | 2 claws +12 melee (1d4+7) and bite +7 melee (1d8+3) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Pounce, improved grab, rake (1d4+3). Pouncing Charge: 2 claws + bite + 2 rakes |
Special Qualities: | Low-light vision, scent |
Saves: | Fort +6, Ref +7, Will +2 |
Abilities: | Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6 |
Size/Type: | Large Animal |
---|---|
Hit Dice: | 6HD (57 hp) |
Initiative: | +2 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: | +4/+17 |
Attack: | Bite +18 melee (1d8+13) |
Full Attack: | Bite +18 melee (1d8+13) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Trip +13 |
Special Qualities: | Low-light vision, scent |
Saves: | Fort +8, Ref +7, Will +6 |
Abilities: | Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10 |
Size/Type: | Huge Animal |
---|---|
Hit Dice: | 7 HD (73 hp) |
Initiative: | +1 |
Speed: | 20 ft. (4 squares), swim 30 ft. |
Armor Class: | 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: | +5/+23 |
Attack: | Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15) |
Full Attack: | Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Improved grab |
Special Qualities: | Hold breath, low-light vision |
Saves: | Fort +9, Ref +6, Will +3 |
Abilities: | Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2 |
Size/Type: | Large Animal |
---|---|
Hit Dice: | 8 HD (76 hp) |
Initiative: | +2 |
Speed: | 40 ft. (8 squares) |
Armor Class: | 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: | +6/+19 |
Attack: | Claw +18 melee (1d6+9) |
Full Attack: | 2 claws +18 melee (1d6+9) and bite +13 melee (1d8+5) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Improved grab, pounce, rake (1d6+5) Pounce 2 claws and bite and 2 rakes. |
Special Qualities: | Low-light vision, scent |
Saves: | Fort +9, Ref +8, Will +7 |
Abilities: | Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10 |
Size/Type: | Large Magical Beast |
---|---|
Hit Dice: | 7HD (73 hp) |
Initiative: | +2 |
Speed: | 30 ft. (6 squares), fly 80 ft. (average) |
Armor Class: | 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: | +7/+17 |
Attack: | Bite +16 melee (2d6+6) |
Full Attack: | Bite +16 melee (2d6+6) and 2 claws +13 melee (1d4+3) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Pounce, rake (1d6+3) Diving Pounce Bite +18 (2d6+6) and 2 Claws +15 (2d4+6) and 2 Rakes +15 (1d6+3) |
Special Qualities: | Darkvision 60 ft., low-light vision, scent |
Saves: | Fort +8, Ref +7, Will +5 |
Abilities: | Str 22, Dex 15, Con 20, Int 5, Wis 13, Cha 8 |
Skills: | Jump +8, Listen +6, Spot +10 |
Feats: | Iron Will, Multiattack, Weapon Focus (bite) |
Size/Type: | Huge Animal |
---|---|
Hit Dice: | 11 HD (85 hp) |
Initiative: | +3 |
Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft. |
Armor Class: | 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: | +8/+25 |
Attack: | Bite +18 melee (1d8+13) |
Full Attack: | Bite +18 melee (1d8+13) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Constrict 1d8+13, improved grab |
Special Qualities: | Scent |
Saves: | Fort +8, Ref +10, Will +4 |
Abilities: | Str 29, Dex 17, Con 17, Int 1, Wis 12, Cha 2 |
Size/Type: | Huge Animal |
---|---|
Hit Dice: | 10 HD (131 hp) |
Initiative: | +2 |
Speed: | 20 ft. (4 squares), swim 50 ft. |
Armor Class: | 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 |
Base Attack/Grapple: | +7/+25 |
Attack: | Bite +18 melee (2d8+15) |
Full Attack: | Bite +18 melee (2d8+15) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | — |
Special Qualities: | Low-light vision, scent |
Saves: | Fort +15, Ref +9, Will +4 |
Abilities: | Str 30, Dex 14, Con 26, Int 2, Wis 13, Cha 9 |
Skills: | Hide –4*, Listen +4, Spot +9, Swim +16 |
Feats: | Dodge, Great Fortitude, Toughness (2) |
Our allies in Westeros know that we are basting the fear turkey very slowly. It's fine
I strongly disagree with this. Westeros isn't that densely populated, has a large agrarian population and is woefully underdeveloped.To be honest it's less us slowly basting the fear turkey and more us looking at Westeros with the side eyed grimace that naturally comes to a 10 year old that's been told he has to do a 3 page book report over the summer holidays.
It's disgusting, long, and to be perfectly frank, not worth the sheer amount of effort that would have to be put into it. It'll get done, but only after every other possible fucking thing that can be done has been taken care of.
Preferably twice.
Slowly.
It also comes with a host of issues that are expensive to fix, but we need to fix them anyway because we can't just let the Others, the Devils or the Deep Ones take over the place, so I guess they actually push us towards conquering Westeros.I strongly disagree with this. Westeros isn't that densely populated, has a large agrarian population and is woefully underdeveloped.
You are seeing it as old car that has a host of issues that are expensive to fix.
I'm seeing it like a third world country. Full of ressources and nobody around who could stop us from exploiting them.
@DragonParadox
By the way, will Rina ever get that Rimefire Eidolon or was that idea dropped?
Ultimately, most of those issues will pay for themselves once fixed. Stuff like infrastructure and new industries are investments.I mean, it also comes with a host of issues that are expensive to fix, but I guess we need to do them anyway because we can't just let the Others, the Devils or the Deep Ones take over the place.
And killing morons is just plain fun, so I guess it also pays for itself in a way.Ultimately, most of those issues will pay for themselves once fixed. Stuff like infrastructure and new industries are investments.
Rimefire Eidolon@DragonParadox
By the way, will Rina ever get that Rimefire Eidolon or was that idea dropped?
Iceberg Dependent (Su): A rimefire eidolon risks death if it travels more than 300 yards from its iceberg home; if forced to do so, it takes 1d6 points of damage per round until it either dies or is allowed to return to its iceberg. As long as a rimefire eidolon is inside of or in contact with its iceberg, it can use clairaudience/clairvoyance as a spell-like ability at will, as long as the area observed is within 300 yards. Finally, a rimefire eidolon can cause its iceberg to move by concentrating; each round it maintains its concentration, the iceberg moves as it directs at a speed of 20 feet.
You are seeing it as old car that has a host of issues that are expensive to fix.
I'm seeing it like a third world country. Full of ressources and nobody around who could stop us from exploiting them.
I expect that will get changed a bit. And an Iceberg does have potential utility, you must admit.Rimefire Eidolon
What was the point of this? It looks utterly useless. It can't move 300 ft away from a fixed location.
It literally has to drag its home with it at a snail's pace if it wants to go anywhere.
Another good one to move to that post would be Dany's Dream Seeming section from her character sheet.I'm moving this here and linking it because the Character sheet page has hit the limit with the newest round of updates.
Vee's Bestiary
Current duration: 22 rounds.
Level 1
Combat: Hippogriff
Other:
Size/Type: Large Magical Beast Hit Dice: 3 HD, 31 HP Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Claw +11 melee (1d4+6) Full Attack: 2 claws +11 melee (1d4+6) and bite +6 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Dive Attack: 2 claws +13 (2d4+12) Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 22, Dex 15, Con 20, Int 2, Wis 13, Cha 8
Fiendish Monstrous Spider: Tremorsense 60ft
Celestial Porpoise: 80ft Swim speed, 120ft Blindsight.
Level 2
Combat + Grapple: Lion
Alternative: 1d3 Hippogriffs for higher damage.
Other:
Size/Type: Large Animal Hit Dice: 5HD (42 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+14 Attack: Claw +12 melee (1d4+7) Full Attack: 2 claws +12 melee (1d4+7) and bite +7 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake (1d4+3). Pouncing Charge: 2 claws + bite + 2 rakes Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Thoqqua: Medium with Burrow 20ft, leaves tunnel, tremorsense 60ft
Dire Wolf: Tripper
Size/Type: Large Animal Hit Dice: 6HD (57 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+17 Attack: Bite +18 melee (1d8+13) Full Attack: Bite +18 melee (1d8+13) Space/Reach: 10 ft./5 ft. Special Attacks: Trip +13 Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6 Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Level 3
Combat: 1d3 Lions
Giant Crocodile: Grapple/Aquatic
Unicorn: SLAs
Size/Type: Huge Animal Hit Dice: 7 HD (73 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+23 Attack: Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15) Full Attack: Bite +18 melee (2d8+15) or tail slap +18 melee (1d12+15) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab Special Qualities: Hold breath, low-light vision Saves: Fort +9, Ref +6, Will +3 Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Level 4
Combat + Grapple: Dire Lion
Combat + Flying: Griffon
Size/Type: Large Animal Hit Dice: 8 HD (76 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+19 Attack: Claw +18 melee (1d6+9) Full Attack: 2 claws +18 melee (1d6+9) and bite +13 melee (1d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake (1d6+5) Pounce 2 claws and bite and 2 rakes. Special Qualities: Low-light vision, scent Saves: Fort +9, Ref +8, Will +7 Abilities: Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Giant Constrictor: Grapple + Constrict
Size/Type: Large Magical Beast Hit Dice: 7HD (73 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +7/+17 Attack: Bite +16 melee (2d6+6) Full Attack: Bite +16 melee (2d6+6) and 2 claws +13 melee (1d4+3) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake (1d6+3) Diving Pounce Bite +18 (2d6+6) and 2 Claws +15 (2d4+6) and 2 Rakes +15 (1d6+3) Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 22, Dex 15, Con 20, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite)
Janni: Scout with SLAs (Ethereal, Invisible, Reduce Person, Perfect Flight)
Size/Type: Huge Animal Hit Dice: 11 HD (85 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple: +8/+25 Attack: Bite +18 melee (1d8+13) Full Attack: Bite +18 melee (1d8+13) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 1d8+13, improved grab Special Qualities: Scent Saves: Fort +8, Ref +10, Will +4 Abilities: Str 29, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Guardinal, Cervidal: SLAs
Level 5
Combat: Leskylor
Elasmosaurus: Combat + Aquatic, lowish damage, large HP, amphibious.Hit dice: 6 HD (63)
Initiative: +4
Speed: 40 ft. , Fly 80 ft. (Average)
Armor class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +6/+18
Attack: Claw +16 melee (1d8+8)
Full Attack: 2 claws +16 melee (1d8+8) and Bite +11 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frost breath (3d6 Cold, 3/day, 30ft Cone, Ref 18), improved grab (Bite or Claw), pounce, rake (1d8+4), spell-like abilities Dive Fly-By-Pounce 2 claws +18 (2d8+16) and bite +13 (2d6+4) and 2 rakes +18 (1d8+4)
Special Qualities: Darkvision 60 ft., immunity to cold, spell-like abilities
Saves: Fort +8 Ref +5 Will +3
Abilities: Str 26, Dex 11, Con 21, Int 15, Wis 13, Cha 14
Skills: Hide +2, Listen +7, Move Silently +6, Search +8, Spot +7, Swim +12
Feats: Flyby Attack, Improved Initiative, Touch of Golden Ice
Spell-Like Abilities: 1/day—blessed sight, cause fear (DC 12), cure moderate wounds (DC 13), eyes of the avoral, hold person (DC 13), obscuring mist, vision of heaven. Caster level 6th. The save DCs are Wisdom-based.
Size/Type: Huge Animal Hit Dice: 10 HD (131 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 50 ft. Armor Class: 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 Base Attack/Grapple: +7/+25 Attack: Bite +18 melee (2d8+15) Full Attack: Bite +18 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +15, Ref +9, Will +4 Abilities: Str 30, Dex 14, Con 26, Int 2, Wis 13, Cha 9 Skills: Hide –4*, Listen +4, Spot +9, Swim +16 Feats: Dodge, Great Fortitude, Toughness (2)
Can't we just cast a Permanent Shrink item and stick the Iceberg in a Bag of Holding?Rimefire Eidolon
What was the point of this? It looks utterly useless. It can't move 300 ft away from a fixed location.
It literally has to drag its home with it at a snail's pace if it wants to go anywhere.
A Bag of Holding? Icebergs generally seem far too big for that, even with Shrink Item.Can't we just cast a Permanent Shrink item and stick the Iceberg in a Bag of Holding?
It's got no bearing on the current problem, though. The Rimefire thing is stuck at its iceberg.There is a perfectly serviceable write-up of a PrC by Artemis1992 for Rina, if I'm not mistaken.
The only problem of said PrC is some of it's fluff, which is only applicable by choice, and is certainly not a choice we'd be forced to pick, mechanically or fluff-wise either.
I'm still befuddled by reception it had :/