It's also a reasonable limitation for a very powerful spell, considering its relatively low level for the effect generated. If you're going to use a version which does not discriminate by alignment, I would increase the spell level by at least one.
So, two things:
1) I'm starting to think we ought to reward the top 5-8-10 or such in the tourney. Top 3 feels limited for possibly hundreds of real contestants. Thoughts?
We are being extraordinarily generous with the top three winners from each category. It would be a virtual drop in the bucket to give the runners up something nice.
What about a set of weapons, a suit of armor, and a shield, all customized, Masterwork, and Hardened, a new horse (of a type of their choosing) with Masterwork barding, and 250 IM for the top ten runners up in each category? That's not enough to make them wealthy, but it's hardly chump change, either, given the quality of the gear we produce. They would be well positioned to return to Westeros with nice SD gear and a heavy coin purse, or to pursue a career in Essos as men-at-arms.
We also need to be on the lookout to recruit anyone who participates in the tournament and doesn't make a fool of themselves. Even the losers are likely to have potential and maybe even a few PC levels.
It's also a reasonable limitation for a very powerful spell, considering its relatively low level for the effect generated. If you're going to use a version which does not discriminate by alignment, I would increase the spell level by at least one.
In fairness, the alignment restriction is rather moot in this case. I'm just not sure why it has to be an 'only vs evil' spell instead of an 'only vs [alignment x]' spell.
We are being extraordinarily generous with the top three winners from each category. It would be a virtual drop in the bucket to give the runners up something nice.
What about a set of weapons, a suit of armor, and a shield, all customized, Masterwork, and Hardened, a new horse (of a type of their choosing) with Masterwork barding, and 250 IM for the top ten runners up in each category? That's not enough to make them wealthy, but it's hardly chump change, either, given the quality of the gear we produce. They would be well positioned to return to Westeros with nice SD gear and a heavy coin purse, or to pursue a career in Essos as men-at-arms.
We also need to be on the lookout to recruit anyone who participates in the tournament and doesn't make a fool of themselves. Even the losers are likely to have potential and maybe even a few PC levels.
--[X] The prizes will be: ---[X] Joust:
----[X] 1st Prize: 5,000 Imperial Marks, Valyrian Steel weapon of choice, Valyrian Steel armor of choice, +1 horse barding of choice, +1 Shield of choice, Amulet of Tears, Gloves of Heroes Strength (+2 Strength), Healing Belt (+2 Constitution), Ring of Protection from Evil. Include an option to receive a sizeable land grant in the former Disputed Lands if the winner is willing to swear themselves to us to serve as a loyal vassal.
----[X] 2nd Prize: 3,000 Imperial Marks, Valyrian Steel weapon of choice, +1 armor of choice, +1 Shield of choice, Amulet of Tears, Gloves of Heroes Strength (+2 Strength), Healing Belt (+2 Constitution), Ring of Protection from Evil. ----[X] 3rd Prize: 1,500 Imperial Marks, Valyrian Steel weapon of choice, +1 armor of choice. ---[X] Archery:
----[X] 1st Prize: 5,000 Imperial Marks, +1 Dragonbone Longbow of Distance (w/Strength bonus customized to the winner), Quiver of Abundant Ammunition, Gloves of Zephyr's Grace (+2 Dexterity), Healing Belt (+2 Constitution), Ring of Protection from Evil. Include an option to receive a sizeable land grant in the former Disputed Lands if the winner is willing to swear themselves to us to serve as a loyal vassal.
----[X] 2nd Prize: 3,000 Imperial Marks, +1 Dragonbone Longbow (w/Strength bonus customized to the winner), Quiver of Abundant Ammunition, Gloves of Zephyr's Grace (+2 Dexterity), Healing Belt (+2 Constitution), Ring of Protection from Evil. ----[X] 3rd Prize: 1,500 Imperial Marks, +1 Dragonbone Longbow (w/Strength bonus customized to the winner). ---[X] Melee: ----[X] 1st Prize: 5,000 Imperial Marks, Valyrian Steel weapon of choice, Valyrian Steel armor of choice, +1 Shield of choice, Amulet of Tears, Gloves of Heroes Strength (+2 Strength), Healing Belt (+2 Constitution), Ring of Protection from Evil. Include an option to receive a sizeable land grant in the former Disputed Lands if the winner is willing to swear themselves to us to serve as a loyal vassal.
----[X] 2nd Prize: 3,000 Imperial Marks, Valyrian Steel weapon of choice, +1 armor of choice, +1 Shield of choice, Amulet of Tears, Gloves of Heroes Strength (+2 Strength), Healing Belt (+2 Constitution), Ring of Protection from Evil. ----[X] 3rd Prize: 1,500 Imperial Marks, Valyrian Steel weapon of choice, +1 armor of choice.
----[X] NOTE: There will be two separate melee brackets, a normal one intended for Small and Medium-sized combatants and a Heavyweight bracket intended for Large-sized combatants, though Medium-sized competitors can enter if they choose. A competitor cannot participate in both melee events. ---[X] Sorcery: ----[X] 1st Prize: 5,000 Imperial Marks, Standardized Sorcerer's Deep Mage Gear appropriate to the winner's class, and a selection of available spell scrolls of their choice (x4 1st level, x3 2nd level, x2 3rd level, x1 4th level). Include an option to receive a sizeable land grant in the former Disputed Lands if the winner is willing to swear themselves to us to serve as a loyal vassal.
----[X] 2nd Prize: 3,000 Imperial Marks, Standardized Sorcerer's Deep Mage Gear appropriate to the winner's class.
----[X] 3rd Prize: 1,500 Imperial Marks, Healing Belt (+2 Constitution), Ring of Protection from Evil, Stat Booster appropriate to the mage's class (Intelligence, Wisdom, or Charisma
We are being extraordinarily generous with the top three winners from each category. It would be a virtual drop in the bucket to give the runners up something nice.
What about a set of weapons, a suit of armor, and a shield, all customized, Masterwork, and Hardened, a new horse (of a type of their choosing) with Masterwork barding, and 250 IM for the top ten runners up in each category? That's not enough to make them wealthy, but it's hardly chump change, either, given the quality of the gear we produce. They would be well positioned to return to Westeros with nice SD gear and a heavy coin purse, or to pursue a career in Essos as men-at-arms.
We also need to be on the lookout to recruit anyone who participates in the tournament and doesn't make a fool of themselves. Even the losers are likely to have potential and maybe even a few PC levels.
DP approved my Enchanter build as an alternate Scholarium Sorcerer. They're a completely different kind of caster compared to our Combat Sorcerer, though still quite capable of holding their own in a fight.
Here's what they'll look like at 5th and 6th level, along with the final build. The included picture seem adequately Fey-blooded?
Class Features: Potent Enchantment: The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3. Arcane Thesis (Enchantment): +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells. Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it. Cooperative Study (Ex): A Scholarium Sorcerer 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 Scholarium 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.
Amulet of Tears (3 Charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation (2/day): Ability: 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.
Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Convert any spell of 1st level and above to Magic Missile.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of theStarrySky, Grimoire, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance
Class Features: Potent Enchantment: The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3. Arcane Thesis (Enchantment): +4 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Enchantment spells. Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it. Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and the caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell. Cooperative Study (Ex): A Scholarium Sorcerer 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 Scholarium 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.
Amulet of Tears (3 charges/day): 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation (2/day): Ability: 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.
Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Mask of Allure: +2 bonus to the saving throw DC of your Enchantment spells.
Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of theStarrySky, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Mask of Allure, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance
Scholarium Sorcerer: 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 levels one through six. It functions as a normal Sorcerer, but with the following adjustments.
Levels 1 thru 6: Skill Ranks (4 + Int) per level.
Level 1:
Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains the Potent Enchantment feat.
The Scholarium Sorcerer loses the ability to cast spells from the Necromancy and Transmutation schools of magic, but gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
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 (Enchantment): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells. At 6th level, the bonus against Enchantment effects doubles and the +1 DC bonus applies to all Enchantment spells cast by the Scholarium Sorcerer.
Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.
Yeah, Hardened Steel should be plenty good enough. It's already going to be as high quality as anything they've ever seen, and the Hardening will make it incredibly durable by any mundane standard they could judge it by.
Yeah, Hardened Steel should be plenty good enough. It's already going to be as high quality as anything they've ever seen, and the Hardening will make it incredibly durable by any mundane standard they could judge it by.
Yeah, Hardened Steel should be plenty good enough. It's already going to be as high quality as anything they've ever seen, and the Hardening will make it incredibly durable by any mundane standard they could judge it by.
We might be able to accomodate Valyrian Steel Daggers since they're only 1 lbs each, but more than that will be reaching.
I love the idea of Hardened Steel. Give them Reinforced Segmented Masterwork Hardened Steel Fullplate. I remember TNE saying getting a set of that normally costs 1000 IM or something.
..... is it weird i kind of want to see someone wearing hardened paper armor or armor made of hardened rope or some other material not meant for armor?
It's still like comparing a high quality knife from a renowned manufacturer to something you pick up at your local Walmart equivalent from the bargain bin.
..... is it weird i kind of want to see someone wearing hardened paper armor or armor made of hardened rope or some other material not meant for armor?
I love the idea of Hardened Steel. Give them Reinforced Segmented Masterwork Hardened Steel Fullplate. I remember TNE saying getting a set of that normally costs 1000 IM or something.
While we're all opposed to overthrowing the Starks for good reasons, I think having Ned feel the pressure from his vassals will make him imitate King Torrhen a lot sooner and with much less difficulty than he otherwise might.
I'm not really sure what to do about Ned. Without Robert and Jon dying without proof we did it, sending them to the Wall is basically the only way we'll be able to have a relationship with Ned that isn't absolutely bitter. I honestly wouldn't be surprised if he Walled himself in outrage, or waited until Robb was old enough to rule and then did that.
Why don't we just have the runners up receive a monetary prize? You're right in that with the size of the tourney having only twelve people getting rewards is a little unfair, but we don't need to be tossing out Valryian Steel left right and center.
I really want to see the interlude where Tywin finds out that we're making his mountain of gold nearly useless. That his family is fucked and we can stand by and watch as everything collapses under the weight of an ego that his gold can no longer protect and support.
Also this is going to fuck with Littlefinger horribly as well. All that money he hid away is going to be completely fucking useless. It isn't like he could store the money he cheated from the Iron Bank in the Iron Bank.
I don't think we should give them Mithral armor, or anything enchanted. Even mundane stuff is a really nice consolation prize, IMO.
Obviously, the equipment they're given should match their needs; a skilled mounted archer isn't going to need a heavy shield and fullplate, for example.
Not that surprising. I mean, what's even made in Last Hearth? As far as we know, their main export is dudes who hate wildlings, and the Night's Watch takes those for free.
Wood. Hardwoods centuries old are abundant on the Umber lands. Greatjon and Wyman were forced by Luwin to cooperate in canon to utilize them for shipbuilding.