@DragonParadox What was the price you set for the lesser PfE items which provided protection from mind control, but didn't provide the other benefits of the spell (+2 Resistance & Deflection vs Evil)?

Was it 50 IM?
Remember those things worked by inflicting damage too. I think I ruled 100 IM.
25 IM for ones that just give a reroll, 75 IM for proper immunity. Also it does indeed cause damage.
  1. Alright then, no going back on rulings. Will change
  2. 25 Gold for ones that just give a re-roll to the will save and 75 for proper immunity
Well that and it causes damage every time a compulsion spell is repelled, specifically it causes 1d8 damage for every 2 levels of the spell it wards against. That is not a small amount.
 
Pish posh, the children love it :V
Yeah, but Viserys works better as that cool uncle then a full-time guardian.

He let's you skip your homework, train with lethal weapons, play instead of doing chores, cavort with fiends, stuff yourself with sweets, let you ride evil murder-ponies, stay up past your bed-time, start profitable businesses, skip brushing your teeth, go on raids with wild and vicious horse nomads, invite far too many friends over, go on adventures in murderous hell-jungles, doesn't care when you swear, let you be a real pirate, murdering people for loot included...

Sure. It's awesome. But a young girl or boy needs some order and reasonable rules in his or her daily life.
 
Yeah, but Viserys works better as that cool uncle then a full-time guardian.

He let's you skip your homework, train with lethal weapons, play instead of doing chores, cavort with fiends, stuff yourself with sweets, let you ride evil murder-ponies, stay up past your bed-time, start profitable businesses, skip brushing your teeth, go on raids with wild and vicious horse nomads, invite far too many friends over, go on adventures in murderous hell-jungles, doesn't care when you swear, let you be a real pirate, murdering people for loot included...

Sure. It's awesome. But a young girl or boy needs some order and reasonable rules in his or her daily life.
Hey, we don't let them cavort with random Devils, summon things they can't put down, or perform unsanctioned murder or pillaging.

And I'm pretty sure we don't let them skip homework!

It's the Google employee approach to guardian-ship. Very modern, really.
 
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Before I send Glyra's updated character sheet to DP, does anyone have a problem with the gear I've added to it?

In addition to the stuff crafted for her this turn, I've added the Cloak of Minor Displacement, Ring of Chameleon Power, and a Staff of Swarming Insects from the armory. They've been sitting there forever without anyone using them. I've also added the Wand Bracer and wands we captured from Varys (except the one Reached Shivering Touch wand we left with the Varys Simulacrum).

All of this stuff would be really effective for Glyra.

Glyra the Gremlin Spelltheif


Tiny Fey (Gremlin) Spellthief 9
Hit Dice
|13d6+52 (113 hp)
Initiative|+5
Speed|20 ft + 30ft (Anklets) = 50ft
Armor Class|20/22 (+1 Size, +5 Dex +4 Deflection +2 (vs Evil)), touch 20, flat-footed 11
Base attack/Grapple| +7/+2
Attack|Melee +13/+7 (1d4+3 +3d6)
Full attack|Melee +13/+7 (1d4+3 +3d6)
Space/reach|5ft./5ft.
Special attacks|Trickster's Bargain, Fate's Favored, spell-like abilities, Sneak Attack (2d6) Steal Spell (4nd level), Steal Spell Effect, Steal Energy Residence 10; Steal Spell-like Ability (2nd level), Absorb Spell, Arcane Sight
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 20, Discordant Aura, Fast Healing 1, Trap-finding, Detect magic, Spellgrace (+1), Baleful Polymorph [Single use], Blur (20% chance for enemy attacks to miss)
Saves|Fort +5(6), Ref +10(11), Will +10 (+1 vs spells and +2 vs Evil)
Abilities|Str 14, Dex 18(20), Con 18(20), Int 8, Wis 12, Cha 18
Skills|Bluff +15; Slight of Hand +16; Hide +16(26) Move Silently +16(26); Use Magic Device +21; Disable Device +9
Feats| ToughnessB, Weapon FinesseB, Practiced Spellcaster; Magical Aptitude, Impetuous, Darkstalker, Versatile Spellcaster
Alignment: Chaotic Good
Racial Modifier: +4 Slight of Hand
  • Blood Feather Token (Su): Gain a fly speed of 30 (poor) as long as they are levitating for up to one minute/HD
  • Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.
  • Trickster's Bargain (Su): May bind any fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once.
  • Pact-Bound (Ex): In spite of her chaotic spirit, this gremlin is bound by her fey nature to follow at least the letter of her liege lord's word. However should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.
  • Fate's Favored (Su): A pair of dawn-kin erinats working together for 1 round can charm a creature as Charm Person (DC 13), but only if they bear no ill will towards the target
    • Additionally, a group of six dawn-kin erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the fey. During the casting of the ritual they must designate one of their number to contain the spell which he or she may later release as a standard action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.
Spells (CL 13):
Level 1: Hoard Gullet, Recharge Innate Magic, Expeditious Retreat, Web Bolt (4/day)
Level 2: Invisibility, Spider Climb (1/day)

Spell-Like Abilities (CL 13):
At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle (DC 14)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
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.
Healing Belt: +2 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Minor Cloak of Displacement:
  • The wearer is protected by a Blur spell, granting a 20% miss chance on attacks made against them. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Ring of Chameleon Power:
  1. Use Disguise Self At Will
  2. +10 Competence bonus to Hide and Move Silently skill checks.
Ring of Grasping Vines: This polished steel ring is crafted to resemble tiny braided vines.
  1. The ring can produce lengths of steel cable (Hardness 10, 5 hp, break DC 26) that look and feel like a sturdy plant vine. At will as a Standard Action, the user can shoot a cable from the ring as though it were a grappling hook, except the range increment is 50 feet and its maximum length is 100 feet.
  2. The user can cause the cable to retract back into the ring as a Swift Action with a pulling force equal to their own Strength attribute. The cable must be retracted before it can be extended once more.
Staff of Swarming Insects (50 Charges):
Wand Bracer: Up to five wands can be stored in this clever bracer. A wand can be drawn from the bracer as a Swift Action.
  1. Wand of True Casting (43 Charges)
  2. Wand of Resilient Sphere (41 Charges)
  3. Wand of Dimension Door (47 Charges)
  4. Wand of Cure Light Wounds (50 Charges)
  5. Wand of Reach Shivering Touch (32 Charges)
Equipped Magic Items: Amulet of Protection vs Evil, Anklets of Rapid Translocation, Bead of Newt Prevention, Gloves of Zephyr's Grace (+2 Dex), Greater Ribbon of Disguise, Handy Haversack, Healing Belt, Minor Cloak of Displacement, Ring of Chameleon Power, Ring of Grasping Vines, Spiked Chain +1, Staff of Swarming Insects(50 charges), Wand Bracer(w/wands)
 
Are we sure we're giving this to Glyra?
Why not? It's perfect for her. She needs some stuff to let her hit a bit harder than her natural abilities. Remember, she's effectively a 13th level PC Ninja.

And I've already got Anu slated to craft two more of them next month.
 
Why not? It's perfect for her. She needs some stuff to let her hit a bit harder than her natural abilities. Remember, she's effectively a 13th level PC Ninja.

And I've already got Anu slated to craft two more of them next month.
Alright, I guess.

Speaking of Anu, has DP okayed us letting Tyene poke at his version of Reach Spell so we can retrain her Ocular Spell?
 
@Azel could we offer aid to Magnar at all? At least dragonglass and maybe dragonsteel?

True we can't easily give much due to teleporting impossible beyond Wall unless with tree stride but we can offer.

Maybe at least a means of communication.
 
No, not Edric, but Ysilla was right. You can tell by how she went to the Dany school of intimidating stares.

Granted, she also recognised Leto and thus felt rather secure that she could establish her superiority.

That point where recognising a devil makes a child more secure instead of less. What have we done to this reality.

Hey guys remember how Ysilla also made friends with Azema? I wonder if she's starting to surpass even Valaena on the Westerosi Lady "oh God no" scale.
 
Worth it.

How much time?

A 8 progress action.

Vote closed.
Adhoc vote count started by DragonParadox on Mar 2, 2019 at 10:37 AM, finished with 284638 posts and 11 votes.

  • [X] Plan Introductions
    -[X] Greet him politely in First Men fashion, introducing yourself as the Dragon King from the south, ally of the Old Gods, warrior against the coming cold, yada yada yada.
    -[X] Introduce your companions in turn, finishing with Mors and explaining that he is here to speak with his daughter abd you accompanied him to meet the Magnar and his people.
    -[X] See if he has questions and answer them truthfully without embellishments. You really don't need those.
    -[X] Try to find out more about the Thenns, their situation and listen closely for any hint if Bloodravens meddling.
    -[X] If he at any point starts threatening you, question your warrior credentials or is a dismissive asshole over the whole Southron thing, solve this in the way the locals prefer. Tell him to put his money where is mouth is.
 
Viserys brings out the best in people obviously right? Hanging out with devils and dothraki. Snake and monkey people. There's got to be someone that wants to be just like Viserys right?
 
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