I really don't know why people keep acting like I'm saying he should Duke it out in the audience chamber with the full party.

Where did I give that impression? I said he should be dangerous, poison is as dangerous if not moreso than a sword despite it being indirect and requiring set up.

#InDPItrust.
Our magic makes us immune to poison.
 
This is hilarious, we're a trendsetter even to dragons xD.
That was pretty funny. :rofl: I think we really made a big impression on him in Valyria when Viserys and his Companions took down the Maharaja Rakshasa, something that could have easily murdered us on an individual level. That, and he also worked with them during cleanup.

He's seen firsthand just how incredibly valuable competent party members can be. Good on him for taking initiative and finding his own... even if the first one was literally a level 3 cleric. :facepalm: I really hope DP takes my suggestion of adventures in Prime Material to toughen her up before tossing her into the Plane of Fire.
 
Man, this chapter did for Amy what the Bey-killing chapters did for Zherys.

Humanized him a lot.
I really think just having that one part of Viserys thinking about how differently they approached and earned magic made me instantly like him five times more. It was both excellent writing and such an interesting point. Zherys is a great Foil for Viserys, in how how they're so similar but so different at the same time.
 
That was pretty funny. :rofl: I think we really made a big impression on him in Valyria when Viserys and his Companions took down the Maharaja Rakshasa, something that could have easily murdered us on an individual level. That, and he also worked with them during cleanup.

He's seen firsthand just how incredibly valuable competent party members can be. Good on him for taking initiative and finding his own... even if the first one was literally a level 3 cleric. :facepalm: I really hope DP takes my suggestion of adventures in Prime Material to toughen her up before tossing her into the Plane of Fire.

The encounter ratings oscillate more on the Inner Planes, but they only specify Level 8-10 as being ideal simply because that is the level where you get spells that can work your way around all the environmental hazards involved.

Amrelath's plan is probably multi-layered. He needs a way for her to survive without having the ability to cast the appropriate environmental conditioning spell herself. He either has to hire/find a mage of high enough level to provide that utility, find items that can stand-in for it, or train her up (and likely other candidates).

Moreover, he has pledged years of service to us before he takes up that task in the PoF longterm, so I suspect his next plans are to build his fortune from his current hoard utilizing the economic chicanery of ours that both he and Relath have been paying close attention to, and training up some baby mages so that A) they won't be more powerful than him, intentionally, and thus the aide he gives them and the wisdom he shares is innately disproportinately valuable. When they reach Level 8-10, they are useful and loyal.

It's basically Amrelath trying to be like us, only most of the same motions and movements are done out of self interest, rather than seeking genuine friendship.

Though the funny part here is that he probably thinks he is being like "if I wanted to talk to a Doormat, then I would just free some slaves and have them wait on me hand and foot" so that he can impress Vaela and get her to trust him and speak her mind around him, making it easier to manipulate her later on. But then it turns into him actually finding her, and no doubt others if he tries the same strategy, actually good company and providing more worth than what skills they bring to the table.

Basically in "demeaning" himself by wasting time doing more than ordering around the wingless maggots underfoot, he realizes that most of them have lofty ambitions worthy of a dragon.

So just like Viserys believes in "Nobility of Talent", Amrelath will probably believe in "innate draconic-ness of the scale deprived".

@DragonParadox, I'm on point? :V
 
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On an unrelated note, as @TotallyNotEvil pointed out, we need more Malarys, Zherys and Amrelath!

Not even necessarily interludes. My favorite moments recently have been every interaction and update involving to a greater degree than a few lines Malarys, those MS Zherys updates were really, really good and Amrelath has ALWAYS been a treat since the moment we struck our first accord with him.

I especially loved that trash talking he did to those Daemon worshppers/fiends in Tyrosh. The dragon knows how to mock someone.
 
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I give up :(

This was clearly an example of concept not a specific approach in this context and whether you're fucking with me or ignoring the point I'm wasting my time.

I think they aren't being deliberately obtuse. I'm seeing people responding to you who rarely post as is, so my guess is they aren't heavily invested in the discussion so much as being pedantic.

Trust me, around here if you want people to listen to your arguments you have to skate by on a combination of willful stubbornness in the face of people being anal about minor details to try to undermine your argument, and also raise the bar on your arguments by firming up any foundational approach to them that people might find more compelling. They have to be multi-layered since a lot of people around here will argue with you if they don't agree with just one part of it, and I suspect it's just because they enjoy debate.

Not naming names.


:V
 
The encounter ratings oscillate more on the Inner Planes, but they only specify Level 8-10 as being ideal simply because that is the level where you get spells that can work your way around all the environmental hazards involved.

Amrelath's plan is probably multi-layered. He needs a way for her to survive without having the ability to cast the appropriate environmental conditioning spell herself. He either has to hire/find a mage of high enough level to provide that utility, find items that can stand-in for it, or train her up (and likely other candidates).
Oh, any candidates he picks from Prime Material who aren't naturally fire-immune are absolutely getting decked out with some kind of fire-immunity item. Either Amrelath takes care of it or we're stepping in and getting them all equipped up to our standards.
Moreover, he has pledged years of service to us before he takes up that task in the PoF longterm, so I suspect his next plans are to build his fortune from his current hoard utilizing the economic chicanery of ours that both he and Relath have been paying close attention to, and training up some baby mages so that A) they won't be more powerful than him, intentionally, and thus the aide he gives them and the wisdom he shares is innately disproportinately valuable. When they reach Level 8-10, they are useful and loyal.

It's basically Amrelath trying to be like us, only most of the same motions and movements are done out of self interest, rather than seeking genuine friendship.
Yeah, it was great to see the draconic greed in their eyes when our Braavosi started talking about economics. Relath has already got a head start with his saffron as well as whatever trade goods from the deep seas he's been getting. I'd definitely be interested to hear whatever Amrelath decides to try. There are quite a few goods in the Plane of Fire he could monopolize, starting with taking charge of the scheme to semi-regularly harvest gems from the Fire Whales instead of hunting them down. With Baella's help we should be able to convince the majority of Fire Whales to acknowledge Amrelath as the regional governor of the Imperium as well as go along with the scheme that turns them from hunting targets to living economic assets. There's also plenty of neat things to be trading with the Salamander Kingdoms nearby.

As for the PCs, that's quite smart of him. Loyalty is a must. Where Relath has his PC halfdragon sorcerers have familial loyalty and respect him as their father (and it actually seems to be going fine, since he doesn't seem to mistreat his wives... I forget how many wives he had, but meh), Amrelath is going oldschool and taking a note from our playbook, collecting every useful minion he sees. It's honestly great to see him following in our footsteps like this. :D That said, I definitely hope that future recruits are level 5 and above. Level 3 is... very uncomfortably squishy given where he's going, regardless of any plan of his to slowly feed them encounters they can deal with.

But I have faith it'll work out. Once Vaela accepts he'll probably see her as part of his hoard, so he'll do his level best to protect her. I have no doubt that whoever joins his party will earn his true respect and become friends with him. Poor guy's been tortured with loneliness for millennia, so this will be a nice change.

Anyway, whoever he picks out, I'd like to give Amrelath a gift of equipping them all with the finest gear we can manage, like enchanted mithral and adamantine weapons and armor, Healing Belts, Greater Ribbons of Disguise (especially for the sneaks he's been wanting), Rings of PfE, etc. He might have said he'd take care of it, but I don't think he'd say no to what's effectively his hoard growing. More than that, he's an actual vassal now, and he'll be embarking on a government-funded expansion of the Imperium. It would be well within his rights to request the gear for his party as part of that expansion.
Though the funny part here is that he probably thinks he is being like "if I wanted to talk to a Doormat, then I would just free some slaves and have them wait on me hand and foot" so that he can impress Vaela and get her to trust him and speak her mind around him, making it easier to manipulate her later on. But then it turns into him actually finding her, and no doubt others if he tries the same strategy, actually good company and providing more worth than what skills they bring to the table.

Basically in "demeaning" himself by wasting time doing more than ordering around the wingless maggots underfoot, he realizes that most of them have lofty ambitions worthy of a dragon.

So just like Viserys believes in "Nobility of Talent", Amrelath will probably believe in "innate draconic-ness of the scale deprived".

@DragonParadox, I'm on point? :V
Agreed 100%. He's going to be very picky in who he accepts into his party, but at the end of it all he'll count every last one of them a friend. I'm eagerly waiting to see it happen.
 
@Azel How about sending Teana on the Orb hunt? It would be a good opportunity for her to get some XP to work toward 12th level. @DragonParadox said a while back that she could spend up to five days adventuring without it negatively impacting her duties as Headmistress.

I know she's only level 11, but I've made sure she's pretty damned hard to kill. If she stays in her Shadow-Traced form and keeps her Traces active, landing a decisive blow against her is quite difficult and her respectable DR and SR help, too. She also brings a good spread of abilities to the party.

Here's her new character sheet, complete with gear she's getting this month, which could be fast-tracked to be ready before the expedition departs.

Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 1
Feats: Able Learner, Blood Warding, Expanded Arcana (Major Image, Resist Energy), Greater Spell Focus(Illusion), Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery)

HP: 66
Armor Class: 10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +5
Spell Save: DC: 10 +6 (CHA) +2 (Illusion) +Spell Level
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control
Resistance: 5 Cold, 5 Electricity, 5 Fire

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
18 +4 = 22 (+6) Charisma
16 (+3) Intelligence
11 +1 = 12 (+1) Wisdom

SAVES:
FORTITUDE:
3 +2(Con) +3(Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3(Ref) +3(Resistance) = 9
WILL: 10 +1 (Wis) +3(Resistance) = 14

SKILLS
Bluff:
8 +6(CHA) = 14
Concentration: 14 +2(CON) = 16
Hide: 4 + 3(DEX) = 7
Knowledge (Arcana): 14 +3(INT) = 17
Knowledge (The Planes): 5 +3(INT) = 8
Profession (Instructor): 14 +1 (WIS) = 15
Sense Motive: 13 +1 (WIS) = 14
Spellcraft: 14 +3(INT) +2(SYN) = 19

Spells Known (Caster level 11/12[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+1/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Grimoire of High Arcana:

Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Portal Alarm, Rope Trick, See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Supernatural Abilities:
Cloak of Shadow (Su)
: A Shadowcraft Mage can cloak her form in shifting shadows. This ability provides her with a variable amount of concealment depending on her level. While her cloak of shadow is active, attacks against a Shadowcraft Mage have a miss chance equal to 15% + 5% per class level (to a maximum of 40% at 5th level). Darkvision and Low-Light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. A Shadowcraft Mage can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, a shadow craft mage can make Hide checks as if she had concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

Alternate Form:
Shadow-Traced
Movement:
Ground (30ft) + 10ft = 40ft
Spell Save: DC: 10 + 7 (CHA) + Spell Level; +3 (Illusion) OR +4 (Shadow Illusion)
Immunities: Possession/Mental Control
Resistance: 15 Cold, 5 Electricity, 5 Fire
SR: 21
DR: 10/Magic

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
20 +4 = 24 (+7) Charisma
16 (+3) Intelligence
9 +1 = 10 (0) Wisdom

SAVES:
FORTITUDE:
3 +2(Con) +3(Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3(Ref) +3(Resistance) = 9
WILL: 10 +0 (Wis) +3(Resistance) = 13

SKILLS
Bluff:
8 +7(CHA) = 15
Concentration: 14 +2(CON) = 16
Hide: 4 + 3(DEX) +4(ST) = 11
Knowledge (Arcana): 14 +3(INT) = 17
Knowledge (The Planes): 5 +3(INT) = 8
Profession (Instructor): 14 +0 (WIS) = 14
Sense Motive: 13 +0 (WIS) = 13
Spellcraft: 14 +3(INT) +2(SYN) = 19

Spells Known (Caster level 11/14[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy, Spectral Hand (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+2/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Special Abilities:
Shadow Amalgamation (Su):
Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
Shadow Shaping (Su): Up to 5/day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
Shadow Mastery: Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.

Shadow-Traced (Su):
Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 hit points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

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

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Gloves of the Starry Sky(+1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity (3 charges/day) (Slotless):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
  4. 1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  5. Immunity to blindness and dazzling effect
  6. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Ring of Mystic Shadows:
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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. 2/day
Equipped Items: Boneward Belt (+2 CON), Bracers of Arcane Freedom, Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar (+4 CHA), Lawful Staff, Ring of Mystic Defiance, Ring of Mystic Shadows, Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Translocating Boots of the Wide Earth
 
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@Azel How about sending Teana on the Orb hunt? It would be a good opportunity for her to get some XP to work toward 12th level. @DragonParadox said a while back that she could spend up to five days adventuring without it negatively impacting her duties as Headmistress.

I know she's only level 11, but I've made sure she's pretty damned hard to kill. If she stays in her Shadow-Traced form and keeps her Traces active, she landing a decisive blow against her is quite difficult and her respectable DR and SR help, too. She also brings a good spread of abilities to the party.

Here's her new character sheet, complete with gear she's getting this month, which could be fast-tracked to be ready before the expedition departs.

Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 1
Feats: Able Learner, Blood Warding, Expanded Arcana (Major Image, Resist Energy), Greater Spell Focus(Illusion), Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery)

HP: 66
Armor Class: 10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +5
Spell Save: DC: 10 +6 (CHA) +2 (Illusion) +Spell Level
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control
Resistance: 5 Cold, 5 Electricity, 5 Fire

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
18 +4 = 22 (+6) Charisma
16 (+3) Intelligence
11 +1 = 12 (+1) Wisdom

SAVES:
FORTITUDE:
3 +2(Con) +3(Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3(Ref) +3(Resistance) = 9
WILL: 10 +1 (Wis) +3(Resistance) = 14

SKILLS
Bluff:
8 +6(CHA) = 14
Concentration: 14 +2(CON) = 16
Hide: 4 + 3(DEX) = 7
Knowledge (Arcana): 14 +3(INT) = 17
Knowledge (The Planes): 5 +3(INT) = 8
Profession (Instructor): 14 +1 (WIS) = 15
Sense Motive: 13 +1 (WIS) = 14
Spellcraft: 14 +3(INT) +2(SYN) = 19

Spells Known (Caster level 11/12[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+1/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Grimoire of High Arcana:
Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Portal Alarm, Rope Trick, See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Supernatural Abilities:
Cloak of Shadow (Su)
: A Shadowcraft Mage can cloak her form in shifting shadows. This ability provides her with a variable amount of concealment depending on her level. While her cloak of shadow is active, attacks against a Shadowcraft Mage have a miss chance equal to 15% + 5% per class level (to a maximum of 40% at 5th level). Darkvision and Low-Light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. A Shadowcraft Mage can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, a shadow craft mage can make Hide checks as if she had concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

Alternate Form:
Shadow-Traced
Movement:
Ground (30ft) + 10ft = 40ft
Spell Save: DC: 10 + 7 (CHA) + Spell Level; +3 (Illusion) OR +4 (Shadow Illusion)
Immunities: Possession/Mental Control
Resistance: 15 Cold, 5 Electricity, 5 Fire
SR: 21
DR: 10/Magic

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
20 +4 = 24 (+7) Charisma
16 (+3) Intelligence
9 +1 = 10 (0) Wisdom

SAVES:
FORTITUDE:
3 +2(Con) +3(Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3(Ref) +3(Resistance) = 9
WILL: 10 +0 (Wis) +3(Resistance) = 13

SKILLS
Bluff:
8 +7(CHA) = 15
Concentration: 14 +2(CON) = 16
Hide: 4 + 3(DEX) +4(ST) = 11
Knowledge (Arcana): 14 +3(INT) = 17
Knowledge (The Planes): 5 +3(INT) = 8
Profession (Instructor): 14 +0 (WIS) = 14
Sense Motive: 13 +0 (WIS) = 13
Spellcraft: 14 +3(INT) +2(SYN) = 19

Spells Known (Caster level 11/14[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy, Spectral Hand (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+2/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Special Abilities:
Shadow Amalgamation (Su):
Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
Shadow Shaping (Su): Up to 5/day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
Shadow Mastery: Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.

Shadow-Traced (Su): Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 hit points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

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

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Gloves of the Starry Sky(+1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity (3 charges/day) (Slotless):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
  4. 1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  5. Immunity to blindness and dazzling effect
  6. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Ring of Mystic Shadows:
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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. 2/day
Equipped Items: Boneward Belt (+2 CON), Bracers of Arcane Freedom, Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar (+4 CHA), Lawful Staff, Ring of Mystic Defiance, Ring of Mystic Shadows, Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Translocating Boots of the Wide Earth
I fully support sending Teana on an adventure.

EDIT: Wait, what? You retrained teleport?! o_O

I know you gave her Translocating Boots of the Wide Earth, but it's just not the same. :(
 
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Oh, any candidates he picks from Prime Material who aren't naturally fire-immune are absolutely getting decked out with some kind of fire-immunity item. Either Amrelath takes care of it or we're stepping in and getting them all equipped up to our standards.

Yeah, it was great to see the draconic greed in their eyes when our Braavosi started talking about economics. Relath has already got a head start with his saffron as well as whatever trade goods from the deep seas he's been getting. I'd definitely be interested to hear whatever Amrelath decides to try. There are quite a few goods in the Plane of Fire he could monopolize, starting with taking charge of the scheme to semi-regularly harvest gems from the Fire Whales instead of hunting them down. With Baella's help we should be able to convince the majority of Fire Whales to acknowledge Amrelath as the regional governor of the Imperium as well as go along with the scheme that turns them from hunting targets to living economic assets. There's also plenty of neat things to be trading with the Salamander Kingdoms nearby.

As for the PCs, that's quite smart of him. Loyalty is a must. Where Relath has his PC halfdragon sorcerers have familial loyalty and respect him as their father (and it actually seems to be going fine, since he doesn't seem to mistreat his wives... I forget how many wives he had, but meh), Amrelath is going oldschool and taking a note from our playbook, collecting every useful minion he sees. It's honestly great to see him following in our footsteps like this. :D That said, I definitely hope that future recruits are level 5 and above. Level 3 is... very uncomfortably squishy given where he's going, regardless of any plan of his to slowly feed them encounters they can deal with.

But I have faith it'll work out. Once Vaela accepts he'll probably see her as part of his hoard, so he'll do his level best to protect her. I have no doubt that whoever joins his party will earn his true respect and become friends with him. Poor guy's been tortured with loneliness for millennia, so this will be a nice change.

Anyway, whoever he picks out, I'd like to give Amrelath a gift of equipping them all with the finest gear we can manage, like enchanted mithral and adamantine weapons and armor, Healing Belts, Greater Ribbons of Disguise (especially for the sneaks he's been wanting), Rings of PfE, etc. He might have said he'd take care of it, but I don't think he'd say no to what's effectively his hoard growing. More than that, he's an actual vassal now, and he'll be embarking on a government-funded expansion of the Imperium. It would be well within his rights to request the gear for his party as part of that expansion.

Agreed 100%. He's going to be very picky in who he accepts into his party, but at the end of it all he'll count every last one of them a friend. I'm eagerly waiting to see it happen.
I'm not opposed to equipping his people with basic gear, akin to what our 5th level mages will be receiving, but he can pay for the gear to make his people immune to fire damage. That's not cheap by any means. If he recruits people who can't take the heat, literally, he can pay for their protection out of his own pocket.
 
I'm not opposed to equipping his people with basic gear, akin to what our 5th level mages will be receiving, but he can pay for the gear to make his people immune to fire damage. That's not cheap by any means. If he recruits people who can't take the heat, literally, he can pay for their protection out of his own pocket.
Basic gear is the main thing for me, I don't mind Amrelath paying for fire protection.

How much would fire immunity cost? Say a mithral breastplate of fire immunity or something.
 
Thinking about it, Amrelath is aiming after low levels like the level 3 Cleric, and likely the common level 4 to 5 Expert/Rogues, specifically to avoid stepping on our toes.

Sure, he could technically go to the B Team and to recent graduates of the Scholarium that are immediately useful for recruits for his party, but that would force us to adjust our plans at best which is an inconvenience. Instead he's aiming for low level talents that he knows he'll be able to polish to a greater potential, both creating loyal personal assets while also improving Imperial Assets which would likely get personal approval from Viserys.

Of course, he's thinking of Viserys like a far thinking dragon, when the discussion above me is summed as debate on how much money and manpower to throw at him to make this work out as best as possible and how much should come out of Amrelath's personal funds while still providing equipment from our own funds.

(and it actually seems to be going fine, since he doesn't seem to mistreat his wives... I forget how many wives he had, but meh)

It was either 7, 9, 12 or 13. A prime number or a number divisible by 3.
 
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I fully support sending Teana on an adventure.

EDIT: Wait, what? You retrained teleport?! o_O

I know you gave her Translocating Boots of the Wide Earth, but it's just not the same. :(
She got Baleful Polymorph (Turtle Power!) and Shadow Evocation (duplicate 1st through 4th level Evocation spells) out of the exchange. She's still got the Teleport spell from her Anklets, along with several other spells from the Raiment of the Four, including Magic Missile, Fireball, Freedom of Movement, and Commune.

Her new Robes also allow her to cast Summon Monster spells in the same manner as Viserys.

All in all, she gains a lot from the latest level up and gear upgrade. IMO, she's finally as impressive as she should be as the Headmistress of the Scholarium of Sorcerer's Deep.
Basic gear is the main thing for me, I don't mind Amrelath paying for fire protection.

How much would fire immunity cost? Say a mithral breastplate of fire immunity or something.
A metric fuckton.

The cheapest method would be a 1/Day Energy Immunity spell on an item for 2,376 IM. The spell lasts 24 hours, so the protection would be constant, but all it would take would be an unlucky Dispel for that to go away, as it would only be operating at 11th caster level.

A constant effect Fire Resistance 30 would cost 4,400 IM. And these prices are if we did the enchanting ourselves, not the doubled cost of commissioning them.
 
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Thinking about it, Amrelath is aiming after low levels like the level 3 Cleric, and likely the common level 4 to 5 Expert/Rogues, specifically to avoid stepping on our toes.

Sure, he could technically go to the B Team and to recent graduates of the Scholarium that are immediately useful for recruits for his party, but that would force us to adjust our plans at best which is an inconvenience. Instead he's aiming for low level talents that he knows he'll be able to polish to a greater potential, both creating loyal personal assets while also improving Imperial Assets which would likely get personal approval from Viserys.
DP's posts implied that he's going to try to recruit stronger sneaks and interesting wizards next, it's just that he saw Vaela had potential so he made the offer. I just wonder how Relath will react to his strongest cleric minion being stolen from under his nose. Maybe Amrelath and Relath hashed out some kind of deal ahead of time?

But yeah, I think this is just a case of Amrelath being super picky with who he recruits rather than limiting himself to party members below level 5 out of fear of stepping on our toes. We told him point blank that we wanted him to expand the Imperium in the Plane of Fire, and party members for Amrelath directly support that goal.
Of course, he's thinking of Viserys like a far thinking dragon, when the discussion above me is summed as debate on how much money and manpower to throw at him to make this work out as best as possible and how much should come out of Amrelath's personal funds while still providing equipment from our own funds.
:rofl::rofl::rofl: I'm still not entirely used to having so much crafting power at our disposal.
She got Baleful Teleport (Turtle Power!) and Shadow Evocation (duplicate 1st through 4th level Evocation spells) out of the exchange. She's still got the Teleport spell from her Anklets, along with several other spells from the Raiment of the Four, including Magic Missile, Fireball, Freedom of Movement, and Commune.

Her new Robes also allow her to cast Summon Monster spells in the same manner as Viserys.

All in all, she gains a lot from the latest level up and gear upgrade. IMO, she's finally as impressive as she should be as the Headmistress of the Scholarium of Sorcerer's Deep.
You mean Baleful Polymorph? But yes, approved for turtling.
A metric fuckton.

The cheapest method would be a 1/Day Energy Immunity spell on an item for 2,376 IM. The spell lasts 24 hours, so the protection would be constant, but all it would take would be an unlucky Dispel for that to go away, as it would only be operating at 11th caster level.

A constant effect Fire Resistance 30 would cost 4,400 IM. And these prices are if we did the enchanting ourselves, not the doubled cost of commissioning them.
Yikes. That would quite literally obliterate Amrelath's fledgling hoard. We've got to send him and his baby adventurers on a quest in Prime Material to build up funds. I really think my Sothoryos idea holds merit. One or two full-time adventures there and Vaela can probably claw her way to level 5 at least.
 
DP's posts implied that he's going to try to recruit stronger sneaks and interesting wizards next, it's just that he saw Vaela had potential so he made the offer. I just wonder how Relath will react to his strongest cleric minion being stolen from under his nose. Maybe Amrelath and Relath hashed out some kind of deal ahead of time?

The deal was probably for Relath to provide trade contacts/middlemen for Sea-aligned goods and services, and Amrelath the reverse. Dragons do planning in the centuries and millennia, so chances are that's just an extension of both dragons having plans to assert greater control over both Elemental planes, with both being well suited to getting what the other wants from the reverse. Amrelath is hardly going to be comfortable going into Water, and Relath is hardly moreso in Fire.
 
She got Baleful Polymorph (Turtle Power!) and Shadow Evocation (duplicate 1st through 4th level Evocation spells) out of the exchange. She's still got the Teleport spell from her Anklets, along with several other spells from the Raiment of the Four, including Magic Missile, Fireball, Freedom of Movement, and Commune.

Her new Robes also allow her to cast Summon Monster spells in the same manner as Viserys.

All in all, she gains a lot from the latest level up and gear upgrade. IMO, she's finally as impressive as she should be as the Headmistress of the Scholarium of Sorcerer's Deep.

She's actually seems like a "all-powerful sorceress mentor" now. Before students were wary of her because of what they didn't know about her or her capabilities.

Now she could go glitz and glam and rock out with all her stuff like it ain't no thang and it wouldn't be underwhelming in the least.

Remind @Azel to hire a couple more teachers from Armun Kelisk and the Opaline Vault for both SD and Tyrosh's Scholarum.

On that note, we need to luck into another high level administrative full-casting mage who can sub in for Teana. She's very nearly reaching the point where she could be a Companion, but without a Deputy Headmaster it is unfeasible to give her any kind of duties similar to that. She can't even take part in a full-scale expedition, which I would say is probably the minimum of what a Companion needs (besides either ridiculously high potential, like Maelor, or the advantage of being uniquely delightful to be around, like Xor).
 
She's actually seems like a "all-powerful sorceress mentor" now. Before students were wary of her because of what they didn't know about her or her capabilities.

Now she could go glitz and glam and rock out with all her stuff like it ain't no thang and it wouldn't be underwhelming in the least.

Remind @Azel to hire a couple more teachers from Armun Kelisk and the Opaline Vault for both SD and Tyrosh's Scholarum.

On that note, we need to luck into another high level administrative full-casting mage who can sub in for Teana. She's very nearly reaching the point where she could be a Companion, but without a Deputy Headmaster it is unfeasible to give her any kind of duties similar to that. She can't even take part in a full-scale expedition, which I would say is probably the minimum of what a Companion needs (besides either ridiculously high potential, like Maelor, or the advantage of being uniquely delightful to be around, like Xor).
We could tell Teana to take her pick of the magelings who are up-and-coming. When she picks out a minion, we can send them out in the field to get XP with the Inquisition or the Silver Eye or the Legion, and once leveled to ~7 or 8 we can send them back to serve as Teana's chief-minion.
 
We could tell Teana to take her pick of the magelings who are up-and-coming. When she picks out a minion, we can send them out in the field to get XP with the Inquisition or the Silver Eye or the Legion, and once leveled to ~7 or 8 we can send them back to serve as Teana's chief-minion.

8-10 sounds fine, they would also really just need to be able to keep up with the administrative workload that Teana is used to scything through by going Shadow Clone Jutsu on it.

With a Deputy Headmaster she should be able to keep the Shadowtraced bonus for teaching and still be able to pull off a full expeditionary action. The first time she can go on one (depending on how she does--Goldfish is prepping her to have lots of options it seems like, so there should be a chance to do something impressive, esp. when she just got her first SoD spell) I am tempted to make her a Companion. She has been with us for a while and I trust her as much as any of the other ones. To think we used to worry about having her come near Zherys again...
 
8-10 sounds fine, they would also really just need to be able to keep up with the administrative workload that Teana is used to scything through by going Shadow Clone Jutsu on it.
Dragonpen solves that pretty neatly. Head assistant to the freaking Scholarum would certainly warrant one.
With a Deputy Headmaster she should be able to keep the Shadowtraced bonus for teaching and still be able to pull off a full expeditionary action. The first time she can go on one (depending on how she does--Goldfish is prepping her to have lots of options it seems like, so there should be a chance to do something impressive, esp. when she just got her first SoD spell) I am tempted to make her a Companion. She has been with us for a while and I trust her as much as any of the other ones. To think we used to worry about having her come near Zherys again...
Alright, but please don't try to get her on the main sheet, just get her the Companion title. The main sheet is getting crowded enough that I'm considering splitting it up somehow.
 
Her presence on the Scholarum tab sort of brings that post together. So no change needed there.
 
The deal was probably for Relath to provide trade contacts/middlemen for Sea-aligned goods and services, and Amrelath the reverse. Dragons do planning in the centuries and millennia, so chances are that's just an extension of both dragons having plans to assert greater control over both Elemental planes, with both being well suited to getting what the other wants from the reverse. Amrelath is hardly going to be comfortable going into Water, and Relath is hardly moreso in Fire.

As an absolute coincidence both of those are the Planes that our interests lay least into having human interests advance in, therefore making any extra progress (not counting the whole "mission to subjugate the Plane of Fire" thing) they make there as something we would see as a surprise bonus and would put under their governance as both thanks and convenience.

Well played Laths, well played.

:V

On that note, we need to luck into another high level administrative full-casting mage who can sub in for Teana.

Wasn't there a Westerosi Adventuring Party that had two full casters that we haven't touched yet? The Otherkin Sorcerer and the Pragmatic Maiden Cleric? They should be around the right level, and the idea of showing up to their island to offer them teaching jobs amuses me.

Otherwise, we have some Conceptual Law Clerics that feel like they'd do well in an administrative position with some levels and training. There's also that V the Great Necromancer that seemed to have his head on straight.

If we didn't definitely want a Plane of Balance native to run the school, I'd be tempted to ask if the Air Sultan had anyone he could recommend, with a certain lady Djinn helping as a Teacher's Assistant.
 
Wasn't there a Westerosi Adventuring Party that had two full casters that we haven't touched yet? The Otherkin Sorcerer and the Pragmatic Maiden Cleric? They should be around the right level, and the idea of showing up to their island to offer them teaching jobs amuses me.
Brandon Nightstark is a new-made lord and is busy building up his island, and Danelle has an annoying pro-Seven-anti-magic mindset even if she's startlingly flexible when compared to the other clerics of the Seven. And I repeat, cleric of the Seven. I wouldn't pick her to be Teana's assistant in a million years. Like hell we give them a point of entry into the Scholarum, especially on that high a level.
Otherwise, we have some Conceptual Law Clerics that feel like they'd do well in an administrative position with some levels and training.
This would be great.
There's also that V the Great Necromancer that seemed to have his head on straight.
Wrong man for the job. He's more of a researcher, and I'm almost certain he'd be grumpy if instead of research he was shoved into an administrative position.
 
n that note, we need to luck into another high level administrative full-casting mage who can sub in for Teana.

I would suggest that Valyrian we found in our expedition but she needs to get her kids back before she can sub in for Teana. Is there any way we can help her? It's been literal millennia. How is she supposed to find her kids?
 
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