Little off topic but we should tell our allies in Westeros what's up and tell them not to raise their banners yet.
 
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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.
 
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.
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.
 
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
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
Other:
Fiendish Monstrous Spider: Tremorsense 60ft
Celestial Porpoise: 80ft Swim speed, 120ft Blindsight.

Level 2
Combat + Grapple: Lion
Alternative: 1d3 Hippogriffs for higher damage.
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
Other:
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
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
Unicorn: SLAs

Level 4
Combat + Grapple: Dire Lion
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
Combat + Flying: Griffon
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)
Giant Constrictor: Grapple + Constrict
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
Janni: Scout with SLAs (Ethereal, Invisible, Reduce Person, Perfect Flight)
Guardinal, Cervidal: SLAs

Level 5
Combat: Leskylor
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.
Elasmosaurus: Combat + Aquatic, lowish damage, large HP, amphibious.
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)
 
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Our allies in Westeros know that we are basting the fear turkey very slowly. It's fine

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.
 
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.
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.
 
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.
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.
 
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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.
Ultimately, most of those issues will pay for themselves once fixed. Stuff like infrastructure and new industries are investments.
 
@DragonParadox
By the way, will Rina ever get that Rimefire Eidolon or was that idea dropped?
Rimefire Eidolon
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.
:wtf:

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.
 
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.

Fair.

It's just, we're going to inherit those problems, resources or no. While magic will help with a lot of them, it's not a catch all solution, and winter is coming.

We don't have time to coddle these idiots into something resembling worthy, we need to grab them by the boot straps and start pulling from the nanosecond we finish taking over.

And that's not even going into the Tiamat situation, or the Squid heads, or the Demons and Devils and every other asshole crawling out of the woodwork looking for a slice of Viserys pie.

If I wasn't so damn sure that doing so would only strengthen our enemies I'd leave Westeros to rot in the bed it's made for over 6000 years.
 
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
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
Other:
Fiendish Monstrous Spider: Tremorsense 60ft
Celestial Porpoise: 80ft Swim speed, 120ft Blindsight.

Level 2
Combat + Grapple: Lion
Alternative: 1d3 Hippogriffs for higher damage.
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
Other:
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
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
Unicorn: SLAs

Level 4
Combat + Grapple: Dire Lion
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
Combat + Flying: Griffon
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)
Giant Constrictor: Grapple + Constrict
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
Janni: Scout with SLAs (Ethereal, Invisible, Reduce Person, Perfect Flight)
Guardinal, Cervidal: SLAs

Level 5
Combat: Leskylor
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.
Elasmosaurus: Combat + Aquatic, lowish damage, large HP, amphibious.
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)
Another good one to move to that post would be Dany's Dream Seeming section from her character sheet.
 
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 :/
Making Rina into anti-Other and generally anti-Death/Cold conceptual warrior would have been Metal.
 
Can't we just cast a Permanent Shrink item and stick the Iceberg in a Bag of Holding?
A Bag of Holding? Icebergs generally seem far too big for that, even with Shrink Item.
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 :/
It's got no bearing on the current problem, though. The Rimefire thing is stuck at its iceberg.
 
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