@Azel they can't actually fly, just tree stride underwater.

Hm, we should definitely capture more Dinos.

Huh, I thought Vee managed to train him some? Or is it just through Charm Animal?

So, @DragonParadox a few years ago, I've started mentioning how we'd want to train scores and scores of Warbeast Riding Dogs with Improved Scent for both war and guard (as they can pinpoint invisible enemies)... Is that still not going?

No one put a proper plan towards that. You can do so now certainly

Vote closed.
Adhoc vote count started by DragonParadox on Jan 17, 2019 at 10:58 AM, finished with 48 posts and 12 votes.

  • [X] A day at court
    -[X] Sitting in judgement
    -[X] Integrating Myrish and Lyseni institutions into the realm's political organization
    [X] A day at court
    -[X] Sitting in judgement
    --[X] Followed by some well thought out delegation regarding the integration of Myrish and Lyseni institutions into the realm's political organization.
    [X] Finish up the summoning of fiends known to you for working on Plane Material (or related to Mammon's operations on PM and not present on the plane itself) with one particular being, one who will be a very cathartic meeting for your apprentice indeed.
    -[X] Summon Maelor's father.
 
@DragonParadox Now that we have finished the Fire Whale Gem harvesting project, can we get the results of it? By which I mean how many IM work of gems do a harvest give, how often is it healthy to harvest, and what skills and spells do the person doing the harvesting need?

We are now able to harvest Fire Whale gems, but we still need to train or make the actual harvesters, we still need to calculate profits, we need to talk with the Fire Whales who agree to take part in it, to figure out how they would prefer spending their new income(as in whether they want to mainly hire protection, mainly buy weapons to protect themselves, or some combination of the 2)
 
Last edited:
@DragonParadox Now that we have finished the Fire Whale Gem harvesting project, can we get the results of it? By which I mean how many IM work of gems do a harvest give, how often is it healthy to harvest, and what skills and spells do the person doing the harvesting need?

I'll edit that into the appropriate interlude once I'm done with the current update. If I should forget feel free to PM me about it. Stuff like this can fall between the cracks unfortunately.
 
@Duesal Can you PM me Viserys' early draconic forms? I think you have an old character sheet from when he was 10th level, right?
 
I'll edit that into the appropriate interlude once I'm done with the current update. If I should forget feel free to PM me about it. Stuff like this can fall between the cracks unfortunately.
Thanks for that, we will need those numbers to set up the industry, we have the research done, but we still need to set up infrastructure, we need to make trade deals with the Whales, and we need to figure out how to spread the word about it amongst them.
 
@Duesal Can you PM me Viserys' early draconic forms? I think you have an old character sheet from when he was 10th level, right?
Here you go.
Name: Viserys Targaryen
Alias: Corlys Waters, the Bloodhound, King in the Stepstones
Age: 16
Alignment: Lawfully Neutral
Race: Human (Medium Humanoid, Dragonblood)
Level: 10 (52000/56000 XP)
Class: Sorcerer 5/Dragon-Blooded 5
Feats: Draconic Heritage (Red), Draconic Senses, Able Learner, Still spell, Fiery Burst, Draconic Knowledge, Draconic Power, Greater Draconic Bloodline, Draconic Vigor, Agonizing Flames, Draconic Toughness
Skill Tricks: Social Recovery, Distracting taunt, Collector of Stories
Class Features: Summon Familiar, Alertness (Familiar), Draconic Sorcery, True-Blooded
Senses: Low-Light Vision, Darkvision (60 ft) Blindsense (20 ft)


HP: 55/70 (Permanent Drain from item crafting)
AC: 10 + 2 (DEX) +1 (NA) +4 (Mage Armor) = 17
Initiative: +2 (DEX)
Attack: +4(BAB) +2 (Dex) = +6 (Elemental Darts)
Spell Save: DC: 10 + 5 (CHA) + spell level
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep; Paralysis
SR*: 21

STATS:
12 (+1) Strength
14 (+2) Dexterity
14 (+2) Constitution
18 +2 = 20 (+5) Charisma
15 (+2) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 2 =4
REFLEX: 2 + 2 = 4
WILL: 9 + 2 = 11

SKILLS
Bluff:
8 +5 (CHA) + 3 (Familiar) = 16
Concentration: 11 +2 (CON) = 13
Diplomacy: 10 +5 (CHA) + 4 (SIN) = 19
Intimidate: 4 +5 (CHA) + 2 (SIN) +4 (MD) = 11/15
Knowledge (Arcana): 8 + 2 (INT) +7/9 (DK) = 17/19
Knowledge (Dungeoneering): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (Religion): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (The Planes): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (Nature): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (History): 4 + 2 (INT) +7/9 (DK) = 13/15
Sense Motive: 7 +2 (WIS) = 9
Spellcraft: 13 +2 (SIN) + 2 (INT) = 17
Hide: 0 +2 (DEX) +5 = 7
Search: 0 +6 (DS) +2 (INT) = 8
Spot/Listen: 0 +2 (WIS) +7/9 (DS) + 2 (AL) = 9/11/13

Spells Known:

Level 0: Arcane Mark, Detect Magic, Prestidigitation, Mending, Detect Poison, Amanuensis, Message (7/day)
Level 1: Charm Person, Nerveskitter, Mage Armor, Color Spray, Silent Image, Magic of the Dragonheart (8/day)
Level 2: Alter Self, Invisibility, Wings of Cover, Elemental Dart, Pyrotechnics (7/day)
Level 3: Fireball, Haste, Dispel Magic, Deep Slumber, Phantom Steed (7/day)
Level 4: Voice of the Dragon, Fear, Resilient Sphere, Black Tentacles (6/day)
Level 5: Teleport, Firebrand (4/day)

Bound Spells (Runestaff):

Charm Person (3/day)
Charm Monster (3/day)

Supernatural Abilities: Fiery Burst (At will/Reserve Feat)

Spell Components:

27x Alchemist's Fire

Scrolls:

5x Mage Armor
3x Enlarge Person
3x Ray of Enfeeblement

Familiar: Varys, Draconic Tiny Viper

Varys the Draconic Viper

Size/Type: Tiny Magical Beast
Hit Dice: 10 (32 HP)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20
Base Attack/Grapple: +4/-7
Attack: Bite +7 (1 plus poison)
Full Attack: Bite +7 (1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Scent, Draconic Wilfulness, Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Snakes
Saves: Fort +2, Ref +5, Will +10
Abilities: Str 6, Dex 17, Con 13, Int 10, Wis 12, Cha 4
Skills: Balance +5, Climb +5, Hide +5, Listen +5, Spot +5, Swim +5
Feats: Improved Initiative, Weapon FinesseB​

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con (Save DC 11)

Draconic Willfulness (Ex): A draconic creature has a +4 racial bonus on saves against magic sleep effects and paralysis thanks to its heritage

Racial Skill Modifiers: Draconic creatures have a +2 racial bonus on Intimidate and Spot checks

Changes by form (with Alter Self):

Pseudodragon

Size: Changes to Tiny
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Attack: +3 (BAB unchanged) +2 (Size) +1 (STR) = 6 (Sting 1d3+1)
Reach: 5ft with tail
Racial bonuses: Chameleon-like ability that grants a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8
Hide Skill: +12, in forests or overgrown areas +16
AC: +2 (Size) + 4 (Natural armor) = +6

Shadow Dragon Wyrmling

Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +3 (BAB unchanged) + 2 (Size) +1 (STR) = 6 (1d4+1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 7 (Natural armor) = +9
Hide Skill: +8

Fire Dragon Wyrmling:

Size: Changes to Tiny
Speed: 40 ft., fly 120 ft. (poor), burrow 20 ft.
Attack: +3 (BAB unchanged) +2 (Size) +1 (STR) = 6 (1d4+1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural armor) = +5
Hide Skill: +8

Horned Felldrake:

Size: Medium
Attack: +3 (BAB unchanged) + 1 (STR) = 4 (2d6+2)
Charge (Ex): In addition to the normal benefits and hazards of a charge, this allows you to make a single horn attack (+5 melee) that deals 4d6+6 points of damage
AC: +7 (Natural Armor)

Styx Dragon Wyrmling:

Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +3 (BAB unchanged) +1 (Size) +1 (STR) = 5 (1d6+1 Bite) and (1d6+1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural armor) = +5
Hide Skill: +4

HP: 64/79 (Permanent Drain from item crafting)
AC: 10 + 2 (DEX) +5 (NA) +4 (Mage Armor) = 21
Initiative: +2 (DEX)
Attack: Bite +9 (1d6+7)
Full Attack: Bite +9 (1d6+7), 2 Claws +4 (1d4+5)
Breath Attack: 30ft cone of fire, 7d8 damage, Reflex DC 18, useable every 1d4 rounds
Spell Save: DC: 10 + 6 (CHA) + spell level
Weapon proficiency: Dagger, Longsword, Crossbow
Imunities: Sleep; Paralysis; Fire
SR*: 21

STATS:
20 (+5)
Strength
14 (+2) Dexterity
16 (+3) Constitution
20 +2 = 22 (+6) Charisma
16 (+3) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 3 = 5
REFLEX: 2 + 2 = 4
WILL: 9 + 2 = 11

HP: 82/97 (Permanent Drain from item crafting)
AC: 10 + 1 (DEX) +7 (NA) +4 (Mage Armor) -1 (Size)= 21
Flight: Twice land speed, currently 60ft (Average), 120ft with Haste.
Initiative: +1 (DEX)
Attack: Bite +12 (1d8+13)
Full Attack: Bite +12 (1d8+13), 2 Claws +7 (1d6+9)
Breath Attack: 30ft cone of fire, 7d8 damage, Reflex DC 20, useable every 1d4 rounds
Spell Save: DC: 10 + 6 (CHA) + spell level
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep; Paralysis; Fire
SR*: 21

STATS:
28 (+9)
Strength
12 (+1) Dexterity
20 (+5) Constitution
20 +2 = 22 (+6) Charisma
16 (+3) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 6 = 8
REFLEX: 2 + 1 = 3
WILL: 9 + 2 = 11
Equipped Magic Items: Orphne Cloak, Ring of the Sea Dragon, Ever-flame Ring, Runestaff of Charming
But while I've got your attention, would you support me in getting an alternate build for the Archivists in place? We can keep the combat-focused ones, but I at least want there to be the option of ones that do what they were meant to do and scribe divine scrolls.
 
Here you go.
Name: Viserys Targaryen
Alias: Corlys Waters, the Bloodhound, King in the Stepstones
Age: 16
Alignment: Lawfully Neutral
Race: Human (Medium Humanoid, Dragonblood)
Level: 10 (52000/56000 XP)
Class: Sorcerer 5/Dragon-Blooded 5
Feats: Draconic Heritage (Red), Draconic Senses, Able Learner, Still spell, Fiery Burst, Draconic Knowledge, Draconic Power, Greater Draconic Bloodline, Draconic Vigor, Agonizing Flames, Draconic Toughness
Skill Tricks: Social Recovery, Distracting taunt, Collector of Stories
Class Features: Summon Familiar, Alertness (Familiar), Draconic Sorcery, True-Blooded
Senses: Low-Light Vision, Darkvision (60 ft) Blindsense (20 ft)


HP: 55/70 (Permanent Drain from item crafting)
AC: 10 + 2 (DEX) +1 (NA) +4 (Mage Armor) = 17
Initiative: +2 (DEX)
Attack: +4(BAB) +2 (Dex) = +6 (Elemental Darts)
Spell Save: DC: 10 + 5 (CHA) + spell level
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep; Paralysis
SR*: 21

STATS:
12 (+1) Strength
14 (+2) Dexterity
14 (+2) Constitution
18 +2 = 20 (+5) Charisma
15 (+2) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 2 =4
REFLEX: 2 + 2 = 4
WILL: 9 + 2 = 11

SKILLS
Bluff:
8 +5 (CHA) + 3 (Familiar) = 16
Concentration: 11 +2 (CON) = 13
Diplomacy: 10 +5 (CHA) + 4 (SIN) = 19
Intimidate: 4 +5 (CHA) + 2 (SIN) +4 (MD) = 11/15
Knowledge (Arcana): 8 + 2 (INT) +7/9 (DK) = 17/19
Knowledge (Dungeoneering): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (Religion): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (The Planes): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (Nature): 1 + 2 (INT) +7/9 (DK) = 10/12
Knowledge (History): 4 + 2 (INT) +7/9 (DK) = 13/15
Sense Motive: 7 +2 (WIS) = 9
Spellcraft: 13 +2 (SIN) + 2 (INT) = 17
Hide: 0 +2 (DEX) +5 = 7
Search: 0 +6 (DS) +2 (INT) = 8
Spot/Listen: 0 +2 (WIS) +7/9 (DS) + 2 (AL) = 9/11/13

Spells Known:

Level 0: Arcane Mark, Detect Magic, Prestidigitation, Mending, Detect Poison, Amanuensis, Message (7/day)
Level 1: Charm Person, Nerveskitter, Mage Armor, Color Spray, Silent Image, Magic of the Dragonheart (8/day)
Level 2: Alter Self, Invisibility, Wings of Cover, Elemental Dart, Pyrotechnics (7/day)
Level 3: Fireball, Haste, Dispel Magic, Deep Slumber, Phantom Steed (7/day)
Level 4: Voice of the Dragon, Fear, Resilient Sphere, Black Tentacles (6/day)
Level 5: Teleport, Firebrand (4/day)

Bound Spells (Runestaff):

Charm Person (3/day)
Charm Monster (3/day)

Supernatural Abilities: Fiery Burst (At will/Reserve Feat)

Spell Components:

27x Alchemist's Fire

Scrolls:

5x Mage Armor
3x Enlarge Person
3x Ray of Enfeeblement

Familiar: Varys, Draconic Tiny Viper

Varys the Draconic Viper

Size/Type: Tiny Magical Beast
Hit Dice: 10 (32 HP)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20
Base Attack/Grapple: +4/-7
Attack: Bite +7 (1 plus poison)
Full Attack: Bite +7 (1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Scent, Draconic Wilfulness, Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Snakes
Saves: Fort +2, Ref +5, Will +10
Abilities: Str 6, Dex 17, Con 13, Int 10, Wis 12, Cha 4
Skills: Balance +5, Climb +5, Hide +5, Listen +5, Spot +5, Swim +5
Feats: Improved Initiative, Weapon FinesseB​

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con (Save DC 11)

Draconic Willfulness (Ex): A draconic creature has a +4 racial bonus on saves against magic sleep effects and paralysis thanks to its heritage

Racial Skill Modifiers: Draconic creatures have a +2 racial bonus on Intimidate and Spot checks

Changes by form (with Alter Self):

Pseudodragon

Size: Changes to Tiny
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Attack: +3 (BAB unchanged) +2 (Size) +1 (STR) = 6 (Sting 1d3+1)
Reach: 5ft with tail
Racial bonuses: Chameleon-like ability that grants a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8
Hide Skill: +12, in forests or overgrown areas +16
AC: +2 (Size) + 4 (Natural armor) = +6

Shadow Dragon Wyrmling

Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +3 (BAB unchanged) + 2 (Size) +1 (STR) = 6 (1d4+1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 7 (Natural armor) = +9
Hide Skill: +8

Fire Dragon Wyrmling:

Size: Changes to Tiny
Speed: 40 ft., fly 120 ft. (poor), burrow 20 ft.
Attack: +3 (BAB unchanged) +2 (Size) +1 (STR) = 6 (1d4+1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural armor) = +5
Hide Skill: +8

Horned Felldrake:

Size: Medium
Attack: +3 (BAB unchanged) + 1 (STR) = 4 (2d6+2)
Charge (Ex): In addition to the normal benefits and hazards of a charge, this allows you to make a single horn attack (+5 melee) that deals 4d6+6 points of damage
AC: +7 (Natural Armor)

Styx Dragon Wyrmling:

Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +3 (BAB unchanged) +1 (Size) +1 (STR) = 5 (1d6+1 Bite) and (1d6+1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural armor) = +5
Hide Skill: +4

HP: 64/79 (Permanent Drain from item crafting)
AC: 10 + 2 (DEX) +5 (NA) +4 (Mage Armor) = 21
Initiative: +2 (DEX)
Attack: Bite +9 (1d6+7)
Full Attack: Bite +9 (1d6+7), 2 Claws +4 (1d4+5)
Breath Attack: 30ft cone of fire, 7d8 damage, Reflex DC 18, useable every 1d4 rounds
Spell Save: DC: 10 + 6 (CHA) + spell level
Weapon proficiency: Dagger, Longsword, Crossbow
Imunities: Sleep; Paralysis; Fire
SR*: 21

STATS:
20 (+5)
Strength
14 (+2) Dexterity
16 (+3) Constitution
20 +2 = 22 (+6) Charisma
16 (+3) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 3 = 5
REFLEX: 2 + 2 = 4
WILL: 9 + 2 = 11

HP: 82/97 (Permanent Drain from item crafting)
AC: 10 + 1 (DEX) +7 (NA) +4 (Mage Armor) -1 (Size)= 21
Flight: Twice land speed, currently 60ft (Average), 120ft with Haste.
Initiative: +1 (DEX)
Attack: Bite +12 (1d8+13)
Full Attack: Bite +12 (1d8+13), 2 Claws +7 (1d6+9)
Breath Attack: 30ft cone of fire, 7d8 damage, Reflex DC 20, useable every 1d4 rounds
Spell Save: DC: 10 + 6 (CHA) + spell level
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Sleep; Paralysis; Fire
SR*: 21

STATS:
28 (+9)
Strength
12 (+1) Dexterity
20 (+5) Constitution
20 +2 = 22 (+6) Charisma
16 (+3) Intelligence
14 (+2) Wisdom

SAVES (+6 against fire):
FORTITUDE: 2 + 6 = 8
REFLEX: 2 + 1 = 3
WILL: 9 + 2 = 11
Equipped Magic Items: Orphne Cloak, Ring of the Sea Dragon, Ever-flame Ring, Runestaff of Charming
But while I've got your attention, would you support me in getting an alternate build for the Archivists in place? We can keep the combat-focused ones, but I at least want there to be the option of ones that do what they were meant to do and scribe divine scrolls.
I would prefer they have Scribe Scroll as well.
 
My is on the mainland and will thus be directly connected to the Imperial Roads. For Lys, we make a connection to the largest port near the island.
I am surprised that we didn't just build a bridge to it...did we build a bridge to it?
Edit: Never mind it is too far to build a bridge to by the look of it
 
Last edited:
So, can we revamp the Archivists to get Scribe Scroll back in there? They are the only divine casters that actually make scrolls, they really shouldn't be combat focused when they're more of a support class, and when having the ability to make backup scrolls can be a lifesaver, as opposed to very limited spellslots for summoning.
Clerics can do it too.
they are even better since they know almost every possible divine spell.

They just have better feats to take, usually.
 
Basically the outermost limit is from Dorne to the western most island. Anything further out and it's way too far to make a bridge.
 
I am surprised that we didn't just build a bridge to it...did we build a bridge to it?
Edit: Never mind it is too far to build a bridge to by the look of it
It's not too far to build a bridge, not for us at least. We've already built a bridge system throughout the Stepstones, and to Tyrosh, and to the mainland. People are calling it rebuilding the Arm of Dorne for good reason.
To Span the Sea: Dozens of reputable captains who yet trade in Tyrosh despite or perhaps even because of its conquest by the Dragon attest that some sorcery has built a bridge across the straights separating Tyrosh from mainland Essos. While many traders see this as an unparalleled boon, the Dragon King's foes quake at this show of power and wonder if he intends to rebuild the entire Arm of Dorne by his arcane arts, asking themselves what manner of army would be so terrible that it could not be set on a ship.
People have been keeping a close eye on it.
Clerics can do it too.
they are even better since they know almost every possible divine spell.

They just have better feats to take, usually.
Even if they have a nearly unlimited selection of cleric spells depending on their patron, they're still limited to cleric spells. Archivists can learn any divine spell at all. This makes them innately more suited for scribing. They're supposed to be divine wizards.
only, we have no clerics :V
Also this.
 
Even if they have a nearly unlimited selection of cleric spells depending on their patron, they're still limited to cleric spells. Archivists can learn any divine spell at all. This makes them innately more suited for scribing. They're supposed to be divine wizards.
No, it makes them more suited to learning.
They can learn useful spells, needing only one scroll per person to do so.

Meanwhile a Cleric with Scribe Scroll can hammer out the ClW we want to hammer out in masses and some useful buffs (Conviction, Shield of faith, Bless, etc.) that our divine casters, be they Mystic, Cleric, Archivist or Adept don't need to prepare for before a combat then.

I admit there are a few non-Cleric divine spells were such massed production would be useful, but much more are on their list

So we really need only one or two archivists (scaling up later) to produce teaching-scrolls for other Archivists, but we can use any number of Clerics putting out low-level scrolls for actual use.
 
Last edited:
No, it makes them more suited to learning.
They can learn useful spells, needing only one scroll per person to do so.

Meanwhile a Cleric with Scribe Scroll can hammer out the ClW we want to hammer out in masses and some useful buffs (Conviction, Shield of faith, Bless, etc.) that our divine casters, be they Mystic, Cleric, Archivist or Adept don't need to prepare for before a combat then.

I admit there are a few non-Cleric divine spells were such massed production would be useful, but much more are on their list

So we really need only one or two archivists (scaling up later) to produce teaching-scrolls for other Archivists, but we can use any number of Clerics putting out low-level scrolls for actual use.
I disagree. All that holds an Archivist back is that they need to learn (which is not an issue given the Scholarum), and once they learn they can churn out those scrolls. An archivist that can scribe scrolls of ranger, druid, cleric, mystic, etc spells is worth a lot more to me than a cleric with Scribe Scroll.
 
Yeah, the vast majority of the universally useful ones are Cleric.

In general, the original builds are meant to double as crafting bots and battle mages. That's why many have Fiery Burst, Hedge Mages are essentially living army tools, etc

The Archivist makes for a great summoner as is, with Augment Summoning, Ashbound and Spontaenous Summoner.
 
Yeah, the vast majority of the universally useful ones are Cleric.

In general, the original builds are meant to double as crafting bots and battle mages. That's why many have Fiery Burst, Hedge Mages are essentially living army tools, etc

The Archivist makes for a great summoner as is, with Augment Summoning, Ashbound and Spontaenous Summoner.
Given our needs at the time I can grudgingly accept why this choice was made, but all I'm asking for now is at least an alternate build be voted in. You can have the combat Archivists, I just want the ones that don't want to focus on combat to have a build with Scribe Scroll. Given the numbers of our mages this really isn't a big ask.
 
Given our needs at the time I can grudgingly accept why this choice was made, but all I'm asking for now is at least an alternate build be voted in. You can have the combat Archivists, I just want the ones that don't want to focus on combat to have a build with Scribe Scroll. Given the numbers of our mages this really isn't a big ask.
Sure, sure, like I said, some of them likely get different stuff.

I doubt we'd have hundreds of peepers with exactly the same build, when part of being in the Scholarium is magical research, so there will be people "researching" their way to all sorts of feats and builds.
 
I just thought of the most exploitative Weirwood Heart Tree.

The Loophole Tree
"A troll's face twisted in glee with finding a loophole even if it's sure to be vetoed."
CL 20 Hallow Effect
Secondary Effect 1: Hallow
Tertiary Effect 1:
Secondary Effect 2: Hallow
Tertiary Effect 2:
Secondary Effect 3: Hallow
Tertiary Effect 3:


Magic Circle Against Evil as an automatic part of Hallow (which is not included in the innate CL 20 Hallow effect), and then any three Tertiary effects we want. :V And since there are three Hallows, there are three Magic Circle Against Evils, so the range is multiplied to a 360 ft. radius.
 
Back
Top