@DragonParadox Speaking of Char sheets, were is Salladhor's. Because I could swear I saw it before but i can't find it now. Did it become lost in some reorganization of the front page? If so, what level is he?
 
Asha and Theon's sheets have finally been updated. Now I just need to do Rhaella's. Does anyone remember where that level up vote was?

This...should be her current character sheet with level-up applied:

Name: Rhaella Targaryen
Alias: The Queen Who Was, The Risen One
Age: 37
Alignment: Neutral Good
Race: Human (Medium Humanoid; Dragonblood)
Level: 8 (28000/36000 XP)
Class: Aristocrat 1/Dragonsinger 7
Feats: Vulnerable, Noncombatant, Melodic Casting, Doomspeak, Imperious Command, Extra Music, Lyric Spell, Lingering Song, Dragontouched, Dragonfire Inspiration
Skill Tricks: Social Recovery
Class Features: Draconic Lore (+3), Dragonsong (Fascinate, Inspire Courage +1, Suggestion), Blood of the Forty, Dragonfire Inspiration

Languages Spoken: Westerosi Common, High Valyrian

Description:

HP:
34/34
AC: 10 -1 (Vulnerable) +4 (Mage Armor) = 13 [+2 (vs Evil)]
Initiative: +0 (DEX)
Attack: 3 (BaB) +0 DEX = 3 (Touch or ranged Touch)
Spell Save: 10 +5 (Cha) + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
10 (+0) Dexterity
13 +1 = 14 (+2) Constitution
16 (+3) Intelligence
15 +1 = 16 (+3) Wisdom
19 +2 = 21 (+5) Charisma

SAVES (+1 against Paralysis or Sleep):
FORTITUDE: 2 +1 +2 = 3/5
REFLEX: 2 +2 = 2/4
WILL: 7 +2 +2 = 9/11

SKILLS:
Bluff:
11 +5 (CHA) = 16
Concentration: 11 +2 (CON) = 13
Diplomacy: 11 +5 (CHA) +6 (SIN) = 22
Intimidate: 11 +5 (CHA) +2 (SIN) = 18
Knowledge (Arcana): 11 +3 (INT) +3 (DL) = 17
Knowledge (Geography): 3 +3 (INT) +3 (DL) = 9
Knowledge (History): 3 +3 (INT) +3 (DL) = 9
Knowledge (Nobility & Royalty): 9 +3 (INT) +3 (DL) = 15
Knowledge (Religion): 5 +3 (INT) +3 (DL) = 11
Knowledge (The Planes): 5 +3 (INT) +3 (DL) = 11
Knowledge (All Others): 3 (INT) +3 (DL) = 6
Listen: 3 (WIS) + 1 (DT) = 4
Perform (String): 10 +5 (CHA) = 15
Perform (Sing): 6 +5 (CHA) = 11
Spot: 1 +3 (WIS) + 1 (DT) = 5
Sense Motive: 11 +3 (WIS) = 14
Spellcraft: 11 +3 (INT) +2 (SIN) = 16

Spells Known (Caster Level 7):
Level 0: Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (4/day)
Level 1: Cure Light Wounds, Ear-Piercing Scream, Hideous Laughter, Mage Armour(6/day)
Level 2: Alter Self, Blistering Invective, Detect Thoughts, Wings of Cover (4/day)
Level 3: Air of Nobility, Alter Fortune, Overwhelming Grief (2/day)

Supernatural Abilities

Dragonsong (Su):
Fascinate, Inspire Courage (9/day), Suggestion

Doomspeak (Su): May spend one use of Dragonsong to utter a string of condemnations and grim portents of impending doom at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks and skill checks for 1 round. This is a supernatural, necromantic effect.

Dragonfire Inspiration (Su): When activating Inspire Courage, may choose to exchange the standard morale bonus to weapon attack rolls and damage for 1d6 fire damage per point of morale bonus that Inspire Courage would grant. Expending a second use of Dragonsong on activation grants this damage a Searing-equivalent property.

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

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.

Changes by Form (with Alter Self)
Shadow Dragon Wyrmling
Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +2 (BAB unchanged) + 2 (Size) -1 (STR) = 3 (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: +2 (BAB unchanged) +2 (Size) -1 (STR) = 3 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural Armor) = +5
Hide Skill: +8

Styx Dragon Wyrmling:
Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +2 (BAB unchanged) +1 (Size) -1 (STR) = 2 (1d6-1 Bite) and (1d6-1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural Armor) = +5
Hide Skill: +4

Mercury Dragon Wyrmling
Size: Changes to Tiny
Speed: 60 ft., fly 200 ft. (perfect)
Attack: +2 (BAB unchanged) +2 (Size) -1 (STR) = 3 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 2 (Natural Armor) = +4
Hide Skill: +8

Equipped Magic Items: Greater Ribbon of Disguise, Healing Belt, Amulet of Protection from Evil, Anklets of Translocation, Ring of Untarnished Glory (+2 CHA, +1 WIS) , Calligraphy Wyrm

Edit: I didn't push her HP up as I don't know how you do that.
 
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@Azel Here's the hopefully finalized cost for a standard Praetorian's enchanted gear. 3,757 IM is more than I wanted to budget for them, but it's not unreasonable at this point.

Did you want to add a Launcher for 180 IM? They'll each have a good spread of Alchemical items, so it would help to deliver them to targets well beyond throwing range. They make decent projectile launchers, too.

Enchanted Equipment:
Amulet of the Stalwart Defender:

  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Earring of Vigilance:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
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.
Praetorian's Backpack: This high quality black leather backpack is emblazoned with the Praetorian crest.
  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 the pack contains. Retrieving any specific item from the pack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Praetorian's Belt:
  1. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Praetorian's Boots:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day 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.
Praetorian's Bracers of Quickstrike:
  • 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Praetorian's Cloak:
  • +1 Resistance bonus to Saving Throws
Praetorian's Regalia:
  • Razorsharp Valyrian Steel Thinblade (+2): Damage: 1d8 + 1 + 2[Enhancement] (Piercing), 18-20/x2, Weight: 3 pounds
    • Tactical Adaptation[Tripping]: If used to make a Trip attack, should you fail the Trip check by 10 or more or become subject to an enemy's Trip attack, you can drop this sword to avoid being knocked prone.
  • Fearsome Valyrian Steel Extreme Shield (+2): Armor Bonus: 3 + 2[Enhancement], AC Penalty: -4, ASF: 10%, Weight: 35 pounds.
    • Fearsome: +5 to Intimidate [Enhancement], can demoralize foe as Move action
  • Reinforced Segmented Valyrian Steel Fullplate of the Enduring Commander (+2): Armor Bonus: 8 + 1[Reinforced] + 2[Enhancement], Maximum Dexterity Bonus: +2, ASF: 30%, Base Speed: 20ft, Weight: 55 pounds.
    • Strength Augmentation: Strength score is considered +8 higher than normal when determining carrying and lifting capacity.
    • Commander: +2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 Morale bonus on Will saves, but the highly visible armor inflicts a -5 penalty to Hide checks
    • Integral Air Filter: +8 Circumstance bonus on saving throws vs inhaled poisons. Allows an Auran Mask to be affixed to it for use in airless environments, or those too contaminated for the air filter to render safe.
    • Comfort: The armor sheds dirt and sweat, remaining immaculately clean under any condition. It can be slept in as through it were Light Armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Other Equipment of Note: Ring of Protection from Evil, Ring of Sustenance, Traveler's Any-Tool

Total Cost: 3,757 IM
 
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This...should be her current character sheet with level-up applied:

Name: Rhaella Targaryen
Alias: The Queen Who Was, The Risen One
Age: 37
Alignment: Neutral Good
Race: Human (Medium Humanoid; Dragonblood)
Level: 8 (28000/36000 XP)
Class: Aristocrat 1/Dragonsinger 7
Feats: Vulnerable, Noncombatant, Melodic Casting, Doomspeak, Imperious Command, Extra Music, Lyric Spell, Lingering Song, Dragontouched, Dragonfire Inspiration
Skill Tricks: Social Recovery
Class Features: Draconic Lore (+3), Dragonsong (Fascinate, Inspire Courage +1, Suggestion), Blood of the Forty, Dragonfire Inspiration

Languages Spoken: Westerosi Common, High Valyrian

Description:

HP:
34/34
AC: 10 -1 (Vulnerable) +4 (Mage Armor) = 13 [+2 (vs Evil)]
Initiative: +0 (DEX)
Attack: 3 (BaB) +0 DEX = 3 (Touch or ranged Touch)
Spell Save: 10 +4 (Cha) + spell level
Weapon Proficiency: N/A
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
10 (+0) Dexterity
13 +1 = 14 (+2) Constitution
16 (+3) Intelligence
15 +1 = 16 (+3) Wisdom
19 +2 = 21 (+5) Charisma

SAVES (+1 against Paralysis or Sleep):
FORTITUDE: 2 +1 +2 = 3/5
REFLEX: 2 +2 = 2/4
WILL: 7 +2 +2 = 9/11

SKILLS:
Bluff
: 11 +5 (CHA) = 16
Concentration: 11 +2 (CON) = 13
Diplomacy: 11 +5 (CHA) +6 (SIN) = 22
Intimidate: 11 +5 (CHA) +2 (SIN) = 18
Knowledge (Arcana): 11 +3 (INT) +3 (DL) = 17
Knowledge (Geography): 3 +3 (INT) +3 (DL) = 9
Knowledge (History): 3 +3 (INT) +3 (DL) = 9
Knowledge (Nobility & Royalty): 9 +3 (INT) +3 (DL) = 15
Knowledge (Religion): 5 +3 (INT) +3 (DL) = 11
Knowledge (The Planes): 5 +3 (INT) +3 (DL) = 11
Knowledge (All Others): 3 (INT) +3 (DL) = 6
Listen: 3 (WIS) + 1 (DT) = 4
Perform (String): 10 +5 (CHA) = 15
Perform (Sing): 6 +5 (CHA) = 11
Spot: 1 +3 (WIS) + 1 (DT) = 5
Sense Motive: 11 +3 (WIS) = 14
Spellcraft: 11 +3 (INT) +2 (SIN) = 16

Spells Known (Caster Level 7):
Level 0: Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (4/day)
Level 1: Cure Light Wounds, Ear-Piercing Scream, Hideous Laughter, Mage Armour(6/day)
Level 2: Alter Self, Blistering Invective, Detect Thoughts, Wings of Cover (4/day)
Level 3: Air of Nobility, Alter Fortune, Overwhelming Grief (2/day)

Supernatural Abilities

Dragonsong (Su):
Fascinate, Inspire Courage (9/day), Suggestion

Doomspeak (Su): May spend one use of Dragonsong to utter a string of condemnations and grim portents of impending doom at one enemy within 120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + your character level + your Cha modifier) is cursed with a -10 penalty on attack rolls, saves, ability checks and skill checks for 1 round. This is a supernatural, necromantic effect.

Dragonfire Inspiration (Su): When activating Inspire Courage, may choose to exchange the standard morale bonus to weapon attack rolls and damage for 1d6 fire damage per point of morale bonus that Inspire Courage would grant. Expending a second use of Dragonsong on activation grants this damage a Searing-equivalent property.

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

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.

Changes by Form (with Alter Self)
Shadow Dragon Wyrmling
Size: Changes to Tiny
Speed: 80 ft., fly 120 ft. (average)
Attack: +2 (BAB unchanged) + 2 (Size) -1 (STR) = 3 (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: +2 (BAB unchanged) +2 (Size) -1 (STR) = 3 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 3 (Natural Armor) = +5
Hide Skill: +8

Styx Dragon Wyrmling:
Size: Changes to Small
Speed: 60 ft., swim 60 ft., burrow 20 ft.
Attack: +2 (BAB unchanged) +1 (Size) -1 (STR) = 2 (1d6-1 Bite) and (1d6-1 two tail barbs)
Reach: 5 and 5 feet
AC: +1 (Size) + 4 (Natural Armor) = +5
Hide Skill: +4

Mercury Dragon Wyrmling
Size: Changes to Tiny
Speed: 60 ft., fly 200 ft. (perfect)
Attack: +2 (BAB unchanged) +2 (Size) -1 (STR) = 3 (1d4-1 Bite)
Reach: 2½ feet
AC: +2 (Size) + 2 (Natural Armor) = +4
Hide Skill: +8

Equipped Magic Items: Greater Ribbon of Disguise, Healing Belt, Amulet of Protection from Evil, Anklets of Translocation, Ring of Untarnished Glory (+2 CHA, +1 WIS) , Calligraphy Wyrm

Edit: I didn't push her HP up as I don't know how you do that.

Oops, looks like we doubled the work, since I already updated her sheet before looking back here. No matter. I can check myself here.
 
Ah, a sweet, sweet support/social levelup that isn't combat-irrelevant. Amazing.
Now I wish my latest group of players could somehow manage it!

Just started an E6 oneshot with some friends, didn't make pregenerated characters. One face with no combat ability beyond barebones Inspire Courage, one "I'm a sneak" Beguiler in a oneshot that I explicitly said would be against a necromancer, and two combat PCs with no stealth or socially-appropriate equipment at all. Party constantly splits, it's a pain.
Ugh that sucks. I'm in a Gestalt pbp that looked interesting, but it is quickly becoming apparent that the DM has no clue what he's doing. First red flag was "I don't use the rules when I build monsters, they have whatever I think is appropriate for the encounter." Then it turns out he grabbed Obsidian Spray and Magic Immunity off an Obsidian Golem and stapled them to a huge scorpion-thing with +16 attack bonus, 4d6+10 damage, and AC 35+. And he used four of them. At level fucking six.

Edit: not to mention other stuff like not knowing how readied actions work, or thinking that all monster abilities are Knowledge (Nature).
 
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Ugh that sucks. I'm in a Gestalt pbp that looked interesting, but it is quickly becoming apparent that the DM has no clue what he's doing. First red flag was "I don't use the rules when I build monsters, they have whatever I think is appropriate for the encounter." Then it turns out he grabbed Obsidian Spray and Magic Immunity off an Obsidian Golem and stapled them to a huge scorpion-thing with +16 attack bonus, 4d6+10 damage, and AC 35+. And he used four of them. At level fucking six.
Wat
Seriously, how did that even work? Did you all die? Or did those golems have 2HP, poor saves and Int 1?
 
Thanks:)

I just roll them normally in rolz. In this case she got almost max HP 15 on 2d6+4

No worries. And huzzah, more hp is good!

First red flag was "I don't use the rules when I build monsters, they have whatever I think is appropriate for the encounter."

To be fair, I kinda do this myself, but only in that I auto-generate monsters in my head a lot of the time when I'm not using standard ones. It helps me avoid metagaming, and can be quite funny sometimes when people assume something is one thing when it's...actually another. Nothing malicious about it, just adding in some spice to the table. I also take into account the capabilities of my party when doing so, which I believe is the important side of things.
 
@Azel Here's the hopefully finalized cost for a standard Praetorian's enchanted gear. 3,633 IM is more than I wanted to budget for them, but it's not unreasonable at this point.

Did you want to add a Launcher for 180 IM? They'll each have a good spread of Alchemical items, so it would help to deliver them to targets well beyond throwing range. They make decent projectile launchers, too.
Could you tell me the price of the air filtration system? I will do a bit of tinkering on my own tonight.
 
AC 35... against level 6 characters? The only way I could see that working is if some of that armor was ablative, so that you could hit say AC 25 and slowly peel off a part.
Nope. He had the unmitigated gall to suggest I get someone to buff my +23 attack bonus because it was enough to almost start chipping away at their hp. :mad: Then the rogue started complaining about missing on a 19 when flanking.
 
Could you tell me the price of the air filtration system? I will do a bit of tinkering on my own tonight.
It should be 14 IM, but I used the unmodified 70 gold price from the Breathing Hood rather than dividing it by five. Fixing that now.

Their enchanted gear will cost 3,577 rather than 3,633 IM.

Auran Masks are sold separately.
 
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It should be 14 IM, but I used the unmodified 70 gold price from the Breathing Hood rather than dividing it by five. Fixing that now.

Auran Masks are sold separately.
Alright.

Mind you that my proposal will be even more pricey, so I'm greatly leaning towards having one set of equipment for the ECL 5 build and another for ECL 8.
 
Does Rhaella have a preferred string instrument? Harp, lute, fiddle, hurdy gurdy?
Probably not harp. Bad memories regarding Rhaegar.

Harp is still an instrument she treasures, and I believe is teaching Dany. See:

"I rather miss playing the harp," your mother admits. "I have not played in... well, I suppose it's been over ten years, but for me..."

"You know, Viserys gifted me harp for my fifth name day. Could you teach me to play?" Dany asks loudly, to keep her from dwelling on such matters.

"I suppose I might, but there is still much I have to remind myself of," she admits.

"I'm sure you'll do marvelously," Dany declares with a determined glint in her eye before whispering something to her.

Your mother looks at first rather daunted but then nods to herself and steps out to stand by Xor's instruments, and there she plays a wordless melody of wonder, so perfect in every manner that you guess at once what power Dany must have gifted her by dream-wrought sorcery. Yet as you listen almost spellbound you hear far more than sorcerous insight in that song, there is passion soaring and joy abiding in its making.
 
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