You are just jealous of my neat, German efficiency and organisation.

Actually I'm working hard to prevent someone noticing in a few months "Wait. Shouldn't have the economy crashed three turns ago?". Reminder here that we ran out of liquid cash that one month.

Point in case, we only got 760,000 Imperial Marks in coinage left. We really need to sell our gold.

Crake used memes!

IT WAS SUPER INEFFECTIVE!

Azel used financial wizardry!

Crake is confused!
 
Oh, very nice report from the Scholarium! We're doing well with our baby mages.

Right now, we've got eight 5th level Wizards, two 5th level Archivists, and one 5th level Sorcerer. Those are viable adventurers, especially the Sorcerer, who despite only being 5th level, casts Fire spells at 10th level.

Want to add a couple Wizards and a Sorcerer to the Yi-Ti expedition, @Azel?

By the end of the month, those who don't already have it will be sporting the following gear;

Wizard:
Sorcerer's Deep Adventurer's Kit©
Ring of Protection from Evil
Healing Belt (+2 CON)
Circlet of Clarity (+2 INT)
Quill of Scribing
Earrings of Arcane Acuity
Anklets of Translocation
Ring of Sustenance
Bracers of Arcane Freedom
Handy Haversack
Amulet of Tears
Total: 2,840 IM

Sorcerer:
Sorcerer's Deep Adventurer's Kit©
Ring of Protection from Evil (w/+2 Charisma)
Healing Belt (+1 CON)
Earrings of Arcane Acuity
Anklets of Translocation
Ring of Sustenance
Bracers of Arcane Freedom
Handy Haversack
Amulet of Tears
Pages of Spell Knowledge (Cantrips: Amanuensis, Arcane Mark, Caltrops, Mending, 1st Level: Disguise Self, Shield, 2nd Level: Rope Trick)
Total: 3,065 IM

Archivist:
Sorcerer's Deep Adventurer's Kit©
Ring of Protection from Evil
Healing Belt (+2 CON, +1 DEX)
Circlet of Clarity (+2 INT)
Earrings of Arcane Acuity
Anklets of Translocation
Ring of Sustenance
Handy Haversack
Wand of Cure Light Wounds
Amulet of Tears
Total: 2,685 IM
 
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Mind you that we are already causing a global, economic crisis.

- Widespread use of the farming ritual dumps prices for agriculture products.
- Everflame Ironworks is outproducing every steel producer in the world and thanks to cheap PoE iron at preposterously low prices.
- The PoE Terminus means metals and gemstones, especially precious metals, will soon loose a lot of value.
- ACSEC is cutting out a lot of middlemen in long-range trade.

At the same time:
- Preposterous amounts of money flow through SD, due to it being the center of all of this.
- Cheap alchemical products take the market by storm.
- Prices for high-quality wood, sea-salt and pelts are rising due to the Terminus.
- Faster communications and Divinations invigorate sea trade.

Things are shifting heavily and a lot of people are going to either win or loose a lot of money while the poor see massive shifts to their life situation.

Also: Tywin Lannister will loose a lot of wealth while the North suddenly produces valuable trade goods. You can thank us later Ned.
 
21x Wizards lvl 1
5x Wizards lvl 2
4x Wizard lvl 3
4x Wizard lvl 4
4x Wizard lvl 5 (1 Inquisition Wizard Mia, 1 Detached Duty Salladhor Saan)

Conjuration Domain Wizard 1 - HP 6

STR 9 - DEX 14 - CON 14 - INT 15 - WIS 12 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Spell Focus (Conjuration), Fiery Burst
Flaw: Noncombatant

non-human: No Knowledge (The Planes). Gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft

Advancement:
3rd: Metamagic School Focus, Precocious Apprentice -> Sculpt Spell
4th: +1 INT
5th: Craft Wondrous Item

71x Hedge Mages lvl 1
16x Hedge Mages lvl 2
2x Hedge Mages lvl 3
3x Hedge Mages lvl 4
12x Hedge Mages lvl 5
2x Hedge Mages lvl 6

Hedge Mage 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 14 - WIS 8 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Sudden Widen
Flaw: Noncombatant

Non-human: Half ranks in Alchemy and Spellcraft, gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Spellcraft

Spells Known
0th - Light, Message (3 times a day)
1st - Silent Image, Entangle (domain) (2 times a day)

Advancement:
3rd: Flexible Wizardry
4th: +1 CON, Second Sight, Protection From Arrows, Glitterdust, Soften Earth and Stone (domain), Mending
Scrolls: Mage Armour 5, Shield 5, Color Spray 5

57x Archivist lvl 1
2x Archivist lvl 2
3x Archivist lvl 3
1x Archivist lvl 4
2x Archivist lvl 5

Archivist 1 - HP 8
STR 8 - DEX 13 - CON 14 - INT 15 - WIS 14 - CHA 8. Feats: Spell Focus (Conjuration), Spontaneous Summoner, Ashbound.
Flaw: Noncombatant

non-human: No Knowledge (Dungeonering). Gain Flaw: Inattentive.

Skills: Max Concentration, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Knowledge (Religion), Knowledge (Dungeoneering) Spellcraft. Skill Trick: Collector of Stories

Advancement:
1st: Scribe Scroll -> Augment Summoning (as Wizard ACF)
3rd: Craft Wondrous Item
4th: +1 INT

108x Adepts lvl 1
8x Adepts lvl 2
9x Adept lvl 3
1x Adept lvl 4
4x Adept lvl 5

Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant

Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).

Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10

27x Sorcerers lvl 1
10x Sorcerers lvl 2
2x Sorcerers lvl 3
2x Sorcerers lvl 4

Scholarum Sorcerer:
Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Vulnerable (-1 AC)

Non-human: No ranks in Bluff or Intimidate, no Draconic Power (so -1 CL and -1 DC with fire spells).

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (the planes), Spellcraft, half ranks in Bluff and Intimidate

Spells Known
0th - Prestigiditation, Detect Magic, Message, Launch Item (5/day)
1st - Kelgore's Firebolt, Nerveskitter (4/day)
Fire spells are at CL 6 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast). Fire spells are at +1 DC.

Advancement:
2nd: learn Light,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Expanded Arcana (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Read Magic,
5th: learn Grease and [Glitterdust or Invisibility],
6th: Extra Spell (Dispel Magic), learn Fireball and Detect Poison,

Scrolls: Shield 5, Color Spray 5,
Alchemical Items: 1 Thunderstone, 2 Tanglefoot Bags, 1 Alchemist's Fire

A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: 4+Int mod skill points per level.

Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.

Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.

Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.

48x Mystics lvl 1
11x Mystics lvl 2
2x Mystics lvl 3
2x Mystics lvl 4

24x Bards lvl 1
5x Bards lvl 2
1x Bards lvl 3

20x Duskblades lvl 1

7x Rangers lvl 1

1x Night's Watch Duskblade lvl 1 (Ser Alliser Thorne)
1x Night's Watch Bard lvl 1
2x Night's Watch Sorcerer lvl 1
Advancements

9x Wizards advance to lvl 2
3x Wizards advance to lvl 3
2x Wizards advance to lvl 4
4x Wizards advance to lvl 5

27x Hedge Mages advance lvl 2
8x Hedge Mages advance to lvl 3
2x Hedge Mages advance lvl 4
3x Hedge Mages advance lvl 5

16x Archivists advance to lvl 2
2x Archivists advance to lvl 3
2x Archivist advances to lvl 4

31x Adepts advance to lvl 2
3x Adepts advance to lvl 3
5x Adept advances to lvl 4
1x Adepts advance to lvl 5

13x Sorcerers advance to lvl 2
6x Sorcerers advance to lvl 3
1x Sorcerers advance to lvl 5

17x Mystics advance lvl 2
4x Mystic advances to lvl 3
1x Mystics advance to lvl 4

7x Bards advance to lvl 2
2x Bard advances lvl 3

11 Duskblades advance to level 2

Transfers from Mantarys:
8x Concept Cleric lvl 1
5x Concept Cleric lvl 2

3x Sorcerer 1
1x Sorcerer 3
Oops I forgot to roll for him

*does so*

Ser Aliser did indeed level.

And here is the updated list:
12x Wizards lvl 1
11x Wizards lvl 2
5x Wizard lvl 3
2x Wizard lvl 4
8x Wizard lvl 5 (1 Inquisition Wizard Mia, 1 Detached Duty Salladhor Saan)

Conjuration Domain Wizard 1 - HP 6

STR 9 - DEX 14 - CON 14 - INT 15 - WIS 12 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Spell Focus (Conjuration), Fiery Burst
Flaw: Noncombatant

non-human: No Knowledge (The Planes). Gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft

Advancement:
3rd: Metamagic School Focus, Precocious Apprentice -> Sculpt Spell
4th: +1 INT
5th: Craft Wondrous Item

44x Hedge Mages lvl 1
35x Hedge Mages lvl 2
8x Hedge Mages lvl 3
2x Hedge Mages lvl 4
15x Hedge Mages lvl 5
2x Hedge Mages lvl 6

Hedge Mage 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 14 - WIS 8 - CHA 8. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Sudden Widen
Flaw: Noncombatant

Non-human: Half ranks in Alchemy and Spellcraft, gain Flaw: Inattentive.

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Spellcraft

Spells Known
0th - Light, Message (3 times a day)
1st - Silent Image, Entangle (domain) (2 times a day)

Advancement:
3rd: Flexible Wizardry
4th: +1 CON, Second Sight, Protection From Arrows, Glitterdust, Soften Earth and Stone (domain), Mending
Scrolls: Mage Armour 5, Shield 5, Color Spray 5

41x Archivist lvl 1
16x Archivist lvl 2
3x Archivist lvl 3
3x Archivist lvl 4
2x Archivist lvl 5

Archivist 1 - HP 8
STR 8 - DEX 13 - CON 14 - INT 15 - WIS 14 - CHA 8. Feats: Spell Focus (Conjuration), Spontaneous Summoner, Ashbound.
Flaw: Noncombatant

non-human: No Knowledge (Dungeonering). Gain Flaw: Inattentive.

Skills: Max Concentration, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Nature), Knowledge (Religion), Knowledge (Dungeoneering) Spellcraft. Skill Trick: Collector of Stories

Advancement:
1st: Scribe Scroll -> Augment Summoning (as Wizard ACF)
3rd: Craft Wondrous Item
4th: +1 INT

77x Adepts lvl 1
36x Adepts lvl 2
7x Adept lvl 3
5x Adept lvl 4
5x Adept lvl 5

Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant

Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).

Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10

14x Sorcerers lvl 1
17x Sorcerers lvl 2
8x Sorcerers lvl 3
1x Sorcerers lvl 4
1x Sorcerers lvl 5

Scholarum Sorcerer:
Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Vulnerable (-1 AC)

Non-human: No ranks in Bluff or Intimidate, no Draconic Power (so -1 CL and -1 DC with fire spells).

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (the planes), Spellcraft, half ranks in Bluff and Intimidate

Spells Known
0th - Prestigiditation, Detect Magic, Message, Launch Item (5/day)
1st - Kelgore's Firebolt, Nerveskitter (4/day)
Fire spells are at CL 6 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast). Fire spells are at +1 DC.

Advancement:
2nd: learn Light,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Expanded Arcana (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Read Magic,
5th: learn Grease and [Glitterdust or Invisibility],
6th: Extra Spell (Dispel Magic), learn Fireball and Detect Poison,

Scrolls: Shield 5, Color Spray 5,
Alchemical Items: 1 Thunderstone, 2 Tanglefoot Bags, 1 Alchemist's Fire

A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: 4+Int mod skill points per level.

Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.

Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.

Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.

31x Mystics lvl 1
24x Mystics lvl 2
5x Mystics lvl 3
3x Mystics lvl 4

17x Bards lvl 1
10x Bards lvl 2
3x Bards lvl 3

9x Duskblades lvl 1
11x Duskblades lvl 2

7x Rangers lvl 1

1x Night's Watch Duskblade lvl 2 (Ser Alliser Thorne)
1x Night's Watch Bard lvl 1
2x Night's Watch Sorcerer lvl 1

Transfers from Mantarys:
8x Concept Cleric lvl 1
5x Concept Cleric lvl 2

3x Sorcerer 1
1x Sorcerer 3

@DragonParadox, what about the Concept Clerics of Law that Malarys trained?
Daenerys Targaryen -- Cloistered Cleric of Draconic Glory 5/Dreamweaver 10/Dragonspeaker 1
Malarys Vanor -- Cloistered Cleric of Law 3/Church Inquisitor 10/Seeker of Law 1
Rina Cox -- Cleric of Winter 6/Rimefire Witch 7
Breath Taker -- Cleric of the Merling King 9
Svitran -- Cleric of Yss 6
Three Concept Clerics of Law 1
Two Clerics of the Merling King 1
Reva Bealus -- Druid of the Old Gods 1
Liset Bealus -- Druid of the Old Gods 1
If we're counting the Mantarys Concept Clerics, shouldn't we include ours as well?
 
Okay I was under the impression that the North only had fur and wood as an export. What else do they have?
The North has fantastic whaling locations, they can export ice in bulk (just sprinkle sawdust on top and it doesn't melt) which would make a killing in warmer climes, they have untapped mineral resources (they haven't even prospected most of them simply due to a lack of population to properly exploit it all), etc. That's just the stuff off the top of my head.

Think of the North like Canada in terms of natural bounty.
 
@Azel, is Soft Strider greatly necessary on Golden Fields?

Those don't seem like overly dangerous operation, or a super-stealthy one...

I would prefer her teaching Rangers for us, they have been doing nothing for a month already.
 
Check out how useful Alchemist's Fire (Alchemical Creations – d20PFSRD) is for our Scholarium Sorcerers. When used as a Focus for Scorching Ray, it increases their Ranged Attack bonus by +1 and when used as a Material component each Ray sets it's target on fire on top of burning them with the initial effect.

When I get home, I'm going to update the list of items our baby mages receive, including scrolls and Alchemical items. We've got a lot more to offer them compared to when the builds we're initially dreamt up.
 
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Name: Vaela Naetalor
Alias:
Age:
Alignment:
Any Neutral?
Race: Human
Level: 3
Class: Cleric 3
Flaws:
Feats:
Improved Counterspell, Protection Devotion, Divine Defiance
Class Abilities: Turn Undead, Balance Domain, Ocean Domain

Languages Spoken: Low Valyrian (Tolos), ???


HP: 3d8 +3
AC: 10 +armor?
Initiative: +0 (Dex)
Attack: +2(BAB) -1 (STR) = +1
Spell Save: 10+ 2 (Wis) + spell level
Weapon Proficiency: ?
Immunities:


STATS
:
8 (-1) Strength
10 (+0) Dexterity
13 (+1) Constitution
14 (+2) Charisma
15 (+2) Wisdom
12 (+1) Intelligence

SAVES
FORTITUDE: 3 +1 = 4
REFLEX: 1
WILL: 3 +2 = 5

SKILLS:
Concentration: 6 +1 (CON) = 7
Diplomacy: 6+2 (CHA) = 8
Knowledge (The Planes): 6 +1 (INT) = 7
Spellcraft: 6 +1 (INT) = 7

Spells Prepared (Caster level 3):
Level 0 (4/day): Create Water, Detect Poison, Detect Magic, Message
Level 1 (2+1+D/day): Barbed Chains, Bless, Divine Favor, Make Whole(D)
Level 2 (1+1+D/day): Aid, Swim, Sound Burst(D)


Supernatural Abilities:
Turn Undead (5/day)

Balance Domain:
Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.

Ocean Domain:
You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit)

Protection Devotion:
Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute.
Use Turnings for more daily uses.



Equipped Magic Items:

First shot.
I think she'll be a decent counterspeller in battle, with the usual clerical skill to buff before it and heal afterwards.
Of course she'll mostly grow into that once she has some Dispel.
Gladly taking tips to improve.

Edit: Envoy of Balance has features that will greatly improve her counterspelling, even against more powerful foes.
 
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Okay I was under the impression that the North only had fur and wood as an export. What else do they have?
The wood alone will make a killing on planar markets. Especially if we run it through the Hardening Chamber. That toughens up regular wood to the hardness of steel and Ironwood will become resilient enough to need Adamantine tools to work it.

Reminder here that neither the PoE nor the PoA have the ability to grow regular wood except in minuscule quantities, making it a luxury good there. Part of the reason I had us start a forestry business in the Stepstones, the other being land management and erosion protection.
 
Well she will need some sort of resist fire item so she won't die instantly on the plane of fire, a PfE item and healing belt, some anklets of translocation for quick escapes and a scroll collection so she can cast beyond her limited number of spell slots.
We can of course provide that and probably more (like a WIS and CON item), I was wondering what she already had before she met Amrelath. Can we assume a PfE item at minimum? I was thinking Relath would have taken it upon himself to equip her.
 
The North has fantastic whaling locations, they can export ice in bulk (just sprinkle sawdust on top and it doesn't melt) which would make a killing in warmer climes, they have untapped mineral resources (they haven't even prospected most of them simply due to a lack of population to properly exploit it all), etc. That's just the stuff off the top of my head.

Think of the North like Canada in terms of natural bounty.
Speaking of ice...

@DragonParadox simce the PoA is quite handy at Cold and Electricity magics, can we just straight up buy a refrigerator there?

I want the people of SD to experience the joy of Cold Beer.
 
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