Skills: +21 Bluff, +25 Hide, +11 Knowledge (The Planes), +11 Knowledge (Arcana), +12 Listen, +25 Move Silently, +13 Spellcraft, +12 Spot, +12 (+14 on other Planes) Survival; Racial: +4 Bluff and +8 Disguise and Stealth (already included)

@DragonParadox
Now with Synergy and item-boni included.
 
@Snowfire great work on the omake. For what it's worth I like the ambivalent ending from a narrative PoV since what ultimately matters is more Viserys' choice to attempt it and thus 'reaching beyond the doors of death'. That said you are leaving a few potential plot threads hanging in the event that it did work. The White council would not have seen it well.

@DragonParadox, the two Drow builds! Morwyn is a sneak attacking poisoner, with stealth skills and disguise and bluff. Tuin is a wizard focusing on buffs, who creates a web of power between himself and others. He's taken one level of Spellguard of Silverymoon, and is thus attuned to a mighty warding scheme that has probably died out millenia ago. Poor baby. But fluffwise I felt it fit with War Weaver very well (being part of a larger magical network, creating/using one) and mechanically it's quite good. In three levels he gets some fantastic group buffing abilities, and he's quite good today too.

@Goldfish, these builds assume ownership of a certain amount of gear and of a spellbook. Feel free to calculate the costs and remove them from our funds, if you care. Otherwise I'm just assuming that this is what they'll be spending their income on for a while.

@All: if we pick these two builds, they'll make an Inquisition squad very very happy. War Weaver is amazing for buffing small units (3 more people here please!) and a poisoner/sneak attacker is already deadly, but gets even better with support and regular flanking/healing!
Together they can try stealth (through hiding, bluffing or disguises), they can kill things very very dead, and they can flee. However, they remain assassins: squishy and weak in fair fights or if badly outnumbered. They're good at killing single targets, but they can't take a beating!
Well, not without abusing Polymorph. If they abuse Polymorph they have a far better chance of managing, but who likes doing that?

Morwyn, Drow Rogue 3 / Spellthief 2 / Chameleon 4
Age:
???
Alignment: Chaotic Evil
Hit Dice: 5d6 +4d8 (39 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 20/22 (+3 Dex, +5 armor, +2 shield, +2 deflection vs Evil)
Base Attack: +6/+1
Attack: +10/+5 short sword (1d6+4 + poison)
Special Attacks: Spell-like Abilities, Aptitude focus, mimic class feature 1/day, Ability boon (+2, currently applied to Wis), trapfinding, poison use, detect magic 3/day (CL 2), steal spell and steal spell effect (as a level 6 Spellthief), Sneak Attack +3d6 (+Hunter's Eye)
Special Qualities: SR 20, immunity to sleep, A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it, darkvision 120ft, light blindness (1 round, then dazzled), Evasion, Floating Bonus Feat,
Saves: Fortitude +5 (+6 vs spells), Reflex +8 (+9 vs spells), Will +9 (+12 vs spells and SLAs, +14 vs enchantments) -> All +2 vs Evil
Abilities: Str 16, Dex 16, Con 11, Int 12, Wis 15, Cha 10
Skills: Bluff +12, Disable Device +15, Disguise +12 [Skill Trick: Second Impression], Concentration +6, Hide +15, Knowledge (arcana or religion, based on daily spellcasting) +3, Listen +4, Move Silently +15, Open Lock +9, Search +11, Spot +10, Spellcraft +5,
Feats: Flaws (Fussy, Pride of Arms), Reactive Resistance, Gift of Darkness, Terrifying Strike, Sickening Strike, Venomous Strike, Master Spellthief
Spell-Like Abilities, CL 9: 2/day: Dancing lights, faerie fire, darkness. Curtain of Darkness: Immediate action costing one use of dancing lights and darkness to extinguish all nonmagical light sources within 100 feet. Mirror Image: Immediate action to can expend one daily use of dancing lights and faerie fire to use mirror image (as the spell, except you gain only 1d4 images). See Invisibility: Immediate action to expend one daily use of darkness and faerie fire to use see invisibility (as the spell, except the duration is only 1 round per caster level). Blinding Vanish: Immediate action costing one daily use of dancing lights, darkness, and faerie fire to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are blinded for 1 round; a successful Fortitude save (DC 14) reduces the effect to dazzled for 1 round. In addition, you become invisible (as the invisibility spell, except the duration is 1 round per caster level).
Gear: Lesser Caster's Tattoo, Penumbra Tattoo, Strike Tattoo (3/ day grave strike, golem strike or vine strike as a swift action), Poison tattoo (casts Minor Creation once per day at CL 7), Healing Belt, two +1 short swords, +1 mithral buckler, +1 mithral chain shirt, masterwork thief's tools, Greater Ribbon of Disguise, PfE, Heward's Handy Haversack, an awful lot of daggers
Divine casting CL 8 (DC = 14 + spell level) :
Level 0:
Read Magic, Detect Poison*2, No Light,
Level 1: Rhino's Rush*2, Breath of the Jungle, Resurgence, Lesser Vigor,
Level 2: Hunter's Eye *2, Divine Insight, Increase Virulence
Level 3: Moon Blade

NOTE: Sneak attacker who can reduce sneak attack damage to steal spells or impose penalties on the save against poison. To apply poison, he wields one weapon in each hand, each coated in poison - he can split his attacks between two weapons, but doesn't actually fight with two weapons (no extra attack).


Tuin, Drow Paragon 1 / Wizard 2 (Illusionist - no necromancy or evocation) / War Weaver 5 / Spellguard of Silverymoon 1
Age:
???
Alignment: Chaotic Evil
Hit Dice: 1d6+8d4 +9 (26 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 20/22/24 (+3 Dex, +5 armor, +2 shield) +2 vs Evil, +2 dodge after having cast a spell
Base Attack: +4 Attack: +3 dagger (1d4-1)
Special Attacks: Spell-like Abilities,
Special Qualities: SR 20, sleep immunity, light blindness (1 round, then dazzled), darkvision 120ft, auto-search secret doors within 5ft,
Saves: Fortitude +4, Reflex +7, Will +7 (+9 vs spells, +11 vs enchantment),
Abilities: Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 13
Skills: Craft (weaving) +10, Concentration +13 (+17 to cast defensively), Hide +15, Knowledge (arcana) +15, Knowledge (religion) +10, Knowledge (the planes) +10, Move Silently +16, Spellcraft +10,
Feats: Flaws (Inattentive, Noncombatant), Enlarge Spell, Sanctum Spell, Combat Casting, Battle Casting, Echoing Spell, Easy Metamagic (Echoing Spell),
Spell-Like Abilities CL 9: 2/day: Dancing lights, faerie fire, darkness
Gear: Lesser Caster's Tattoo, Penumbra Tattoo, Heward's Handy Haversack, +1 mithral buckler, +1 Twilight mithral chain shirt,
Wizard CL 8 (DC = 14 + spell level) - remember Sanctum spell! :
Level 0:
Detect Magic, Read Magic, Mage Hand, Prestidigitation *2
Level 1: Nerveskitter *2, Grease, Benign Transposition, Enlarge Person, Silent Image,
Level 2: Bull's Strength*2, Invisibility*2, See Invisibility, Insidious Insight,
Level 3: Haste, Dimension Step, Displacement*2, Crown of Veils
Level 4: Polymorph, Greater Invisibility*2, Echoing Snake's Swiftness,
Eldritch Tapestry: 10 minutes to establish, between 4 person (+himself). Then allows any spell you cast into it to affect everyone in the tapestry
Quiescent Tapestry: Pre-cast 4 spells of level 5 or less into the tapestry, and activate them all as a move action.
Example quiescent tapestry:
  • Greater Invisibility, Haste, Polymorph, Dimension Step. Also use Nerveskitter: turn the rogue into an invisible melee beatstick, and use Dimension step to let him into melee! This way he gets a very strong full attack in while the enemy is flat-footed. This also sets up excellent defenses for the wizard.
Ward Attunement: While within the mighty wards he is attuned to, he can evoke certain magical effects as a move action. However, I presume that the wards he attuned to are long lost.

Nice, though I was kind of imagining both of them as rogues, I can certainly work with a wizard. I wonder if you guys will trust a drow to give Scholarum courses.
 
@Snowfire great work on the omake. For what it's worth I like the ambivalent ending from a narrative PoV since what ultimately matters is more Viserys' choice to attempt it and thus 'reaching beyond the doors of death'. That said you are leaving a few potential plot threads hanging in the event that it did work. The White council would not have seen it well.



Nice, though I was kind of imagining both of them as rogues, I can certainly work with a wizard. I wonder if you guys will trust a drow to give Scholarum courses.

To preserve it he need merely ensure that Viserys have the ability to hide things entirely from the White Council :cool:.
 
Here's an update on the melee:

The Large and the Bold
  1. Sandor vs Leto -> Sandor
  2. Andar Royce vs Oberyn Martell -> Oberyn Martell
  3. Yellow Maggot vs Ser Benjicot Brown -> Ser Benjicot Brown (It was surprisingly close since the Unsulled had a custom feat combo that meant he kept going at negative HP. You almost had your first fatality there)
  4. Scarbrand vs Black Walder Frey -> Scarbrand (Walder put up a decent fight but between the minotaur's innate abilities, buffs and the VS axe he would have neded a near miracle to win)
  5. Chun Ting Lo vs Stone Giant Warrior -> Chun Ting Lo
Which of the followin five duels would you guys like to see IC before I roll ut the rest in that bracket too?
  1. Valaena vs Bonifer Hasty -> Valaena
  2. Thoros vs Mors 'Crowfood' Umber -> Still undecided since he is up north
  3. Quick Steps vs Ser Criston Storm -> Ser Criston Storm (I was more or less expecting this when the monkey rolled a proper PC fighter)
  4. Asha Greyjoy vs Ser Karl Terrick -> Asha Greyjoy (by a wide margin she wore him down in two rounds with barely a scratch on her)
  5. Shara Rogare vs Belos the Bold (Legion Captain) -> Belos the Bold (This was the closest fight of the bracket besides Valaena and Bonifer, if Shara had any sort of flanker she probably would have won)
 
You know, I don't think I ever commented on this, but Valyrian Steel drives me nuts by being +2.

It's an absolutely amazing cheat: you make +2 anything on an industrial scale, for less than pennies on the dollar when compared to traditional handcrafted stuff. It's adamantine-tough to boot, and pierces that DR and ignores hardness, and +2 is a respectable enhancement.

But, due PF's DR rules, it's one point short of being essentially the dream material. If it were innately +3, you would have a material that innately pierces DR Magic, Cold Iron, Silver and Adamantine.

As it is, you are missing out on two of the most common DR types. And it drives me nuts thinking we are so close to mass producing the ideal weapon material.
Personally, I want to devote some time into researching VS for a few reasons:
- see about it's ability to convert magic energy
- try to fix the hunger for other metals
- see if we can make variants that run on other power sources then Fiend blood

Maybe we will get something that is +3 in the process.
 
That said you are leaving a few potential plot threads hanging in the event that it did work. The White council would not have seen it well.
That's not terribly likely to come up though, is it? We know in advance the character isn't showing up on page again, so even if it did work she's likely in a bottle (in a cloak) for the remainder of Viserys time in that universe. Besides, I don't see how the Council could even know about it, since whatever happened happened inside Viserys home, which is presumably quite well guarded. Further why would they be looking? Coming back from the dead Kemmler Style is possible in universe, but Kathy isn't a necromancer, so why would they be concerned about the obviously dead warlock?

To preserve it he need merely ensure that Viserys have the ability to hide things entirely from the White Council :cool:.
That's not actually super hard to do in universe (barring a couple very canny Senior council members, and even they don't fair amazingly well on that front), DF wizards have next to no divination game. For everything else, there's Mindblank :lol:rofl:.
For the record Snowfire never told me what he thinks happened either, but I'm of the Goldfish school of thought here. Success+bottle+cloak.
 
Speaking of metals and research:
He was at 8 HP, one more hit from the giant would have put him down

BTW here is the Warforged ritual. Keep in mind this is not the most efficient way of making them, just the first step on the research tree

Sallosh's Last Gift

School:
Transmutation Level 8

Casting Time: 80 minutes

Material Components: 25 lb. of Living Brass to form the core of the construct, 55 lb. of hardened steel (or other more arcane metal for bones and armor), various woods and resins totaling 150 IM for the peripheral internal structures

Blood Component: None

Required Caster: Mage with the Craft Construct feat

Secondary Casters: Up to three

Skill Checks: Craft Metal-working (DC 18) 4 successes; Knowledge Arcana (DC 22) 3 successes

Backlash: Caster becomes lightheaded as the ritual uses his own language skills to teach the newborn war-forged, the jumble of half glimpse memories means they must pass a DC 20 Concentration check to perform any task requiring intense focus over the next day. Casting Sallosh's last Gift a second time is except from this price as the ritual smoothly resonates with the lingering effect

Effect: The creation of a Warforged. All Warforged begin as level 1 fighters though unlike most other beings they find retraining this first level relatively easy.

Failure: The tortured spirits within the living brass resist the transformation damaging the caster's sanity (2d6 Wisdom Drain)
@DragonParadox, can we make a few warforged as a minor action this month?

Since no effect of using different metals is noted, I would experiment a bit and make a set:
- regular steel
- mythral
- adamantine
- cold iron

That's 4 buddies for Anu and we see if there are any distinct differences between them.
 
Speaking of metals and research:

@DragonParadox, can we make a few warforged as a minor action this month?

Since no effect of using different metals is noted, I would experiment a bit and make a set:
- regular steel
- mythral
- adamantine
- cold iron

That's 4 buddies for Anu and we see if there are any distinct differences between them.

Sure, that works as a minor action.

Out of curiosity, what level is Quick Steps?

He is level 7 (he had some adventures clearing mines for Saan and various other small tasks)
 
Last edited:
Vote closed.
Adhoc vote count started by DragonParadox on Mar 3, 2019 at 4:23 AM, finished with 300 posts and 12 votes.

  • [X] Goldfish
    [X] "Sent? No. But I think they knew quite well that I would be coming to your lands. There were certainly hints."
    -[X] "As for your troubles, I would be a poor guest to not aid you when I can, and a fool to let those touched by the frost do as they please."
    -[X] "There are other things I would want to talk with you about, but that is talk that can wait for after the battle."
    -[X] Ask to see the scouts who saw the tribe and use the Wayfinder and your legendary map of the north to triangulate their territory. Then plan your assault on them.
    [X] Argo Level Up
    -[X] Class: +1 Occult Slayer
    -[X] Attribute: +1 Strength
    -[X] Feat: Weapon Specialization (Great Axe)
    -[X] Skills (2 Points): +2 Spellcraft
    [X] Anya Level-Up
    -[X] +3 levels of Mystic Theurge
    -[X] +1 CHA
    -[X] Feat: Combat Casting (Feat tax for Spellsword)
    -[X] Arcane Spells:
    --[X] 0th: Amanuensis, Mage Hand
    --[X] 1st: Stunning Barrier
    --[X] 2nd: Wraithstrike
    -[X] Divine Spells:
    --[X] 0th: Detect Poison, Cure Minor Wounds
    --[X] 1st: Barbed Chains
    --[X] 2nd: Ironskin, Shackle, Spiritual Weapon
    -[X] Skills: Diplomacy +6, Sense Motive +6
    -[X] Equipment: give her a VS Greatsword and a Greater Ribbon of Disguise from the stockpile in recognition of her good work in Kings Landing
    [X] Mercy Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Concentration, +1 Craft(Alchemy), +1 Heal, +1 Knowledge(Arcana), +1 Knowledge(Dungeoneering), +1 Knowledge(Nature), +1 Knowledge(Religion), +1 Knowledge(The Planes),+1 Listen, +1 Sense Motive, +1 Spellcraft, +1 Spot
    -[X] Spell:
    --[X] 4th Level: Panacea
    [X] Aradia Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Concentration, +1 Disable Device, +1 Hide, +1 Knowledge(Arcana), +1 Knowledge(The Planes), +1 Listen, +1 Move Silently, +1 Sleight of Hand, +1 Spellcraft, +1 Spot, +1 Survival, +1 Tumble
    -[X] Spell:
    --[X] 4th Level: Greater Invisibility
    [X] Valeria Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Appraise, +1 Concentration, +1 Craft(Alchemy), +1 Decipher Script, +1 Knowledge (Arcana), +1 Knowledge (Religion), +1 Knowledge (The Planes), +1 Profession (Instructor), +1 Listen, +1 Sense Motive, +1 Spellcraft, +1 Spot
    -[X] Spell:
    --[X] 4th Level: Dimension Door
    [X] Kira Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Gather Information, +1 Listen, +1 Perform(String Instruments), +1 Sense Motive, +1 Spot, +2 Knowledge(Arcana), +2 Knowledge(The Planes)
    -[X] Spell:
    --[X] 4th Level: Voice of the Dragon
    [X] Naria Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Decipher Script, +1 Knowledge (Arcana), +1 Knowledge (Architecture & Engineering), +1 Knowledge (Dungeoneering), +1 Knowledge (Geography), +1 Knowledge (History), +1 Knowledge (Nature), +1 Knowledge (Religion), +1 Knowledge (The Planes), +1 Knowledge (Mathematics), +1 Profession (Instructor), +1 Spellcraft
    -[X] Spell:
    --[X] 4th Level: Dimension Door
    [X] Diana Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Concentration, +1 Diplomacy, +1 Heal, +1 Knowledge (Arcana), +1 Knowledge (Geography), +1 Knowledge (Nature), +1 Knowledge (The Planes), Profession (Sailor), +1 Listen, +1 Sense Motive, +1 Spellcraft, +1 Spot
    -[X] Spell:
    --[X] 4th Level: Panacea
    [X] Beryl Upgrade to 8 HD
    -[X] Attribute: +1 Intelligence
    -[X] Skills (12 points): +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Intimidate, +1 Knowledge (Arcana), +1 Knowledge (Architecture & Engineering), +1 Knowledge (Art), +1 Knowledge (Law), +1 Knowledge (The Planes), +1 Knowledge (War), +2 Sense Motive
    -[X] Spell:
    --[X] 4th Level: Voice of the Dragon
 
You know how some of the thread pick up some characters to build and gear?

I'm doing it to her in my head, and the lack of juicy details is killing me :V

One the one hand, this makes me laugh in a very good way. On the other...she's not a D&D caster darnit :rofl:

More seriously there, she's learning DF magic from Harry. Who isn't quite sure how he got another apprentice, but isn't really going to argue given it's clear Naomi needs it. I've not really gone into her affinities or personal strength, but she's strong and smart. With time and practice she'll be a credit to the magical traditions of her world.

Just...with some really mindbendingly good gear. Most of which doesn't need recharged. Because lol D&D hax.

@Snowfire great work on the omake. For what it's worth I like the ambivalent ending from a narrative PoV since what ultimately matters is more Viserys' choice to attempt it and thus 'reaching beyond the doors of death'. That said you are leaving a few potential plot threads hanging in the event that it did work. The White council would not have seen it well.

It was pretty much always my intention to leave this ambivalent, as that allows for more personal freedom to the resolution of Kathy's story. And as you say, it's the attempt that matters, not the result. That he at least tries. Naomi actually showed up in this because of what you'd mentioned before about Viserys talking to her about stuff to avoid internal exposition dumps. Hopefully she came through well.

On the matter of plot threads, though, I feel that @Sqweaktoy nailed this. The White Council isn't going to come looking, especially not as Viserys is going to have a burial regardless. Their general divination game is, as far as we know, pretty weak, but there's no reason for them to use it.

She's dead. Justice (ymmv) was done.
 
"Hmm..."

"Lya?"

"Well it's just..."

"What is it?"

"Is it more ethical to build a framework of agony and tyranny from the bones and sinews of the greatest tyrants, or less?"

"Are you going to terrorize and enslave anyone with it?"

"No."

"Then yes."

"...but which is it?!"

"..."
 
"Hmm..."

"Lya?"

"Well it's just..."

"What is it?"

"Is it more ethical to build a framework of agony and tyranny from the bones and sinews of the greatest tyrants, or less?"

"Are you going to terrorize and enslave anyone with it?"

"No."

"Then yes."

"...but which is it?!"

"..."
Luckily there is a sign at the entrance of the Fungus Forge that takes care of that:
"No morals or ethics beyond this point."
 
Could I ask why? Not trying to change your mind, just curious.
It's kinda relevant for Viserys' future actions.

Rezzing people is something we frequently do, something we often offer to would-be allies, or reward already proven allies with.
It will sooner or later have to come up if Viserys has that arrow in his quiver or not.

Aside from that, if the Chronomancer where alive, she should be playing a role in the rest of the story.
She'll still be set on protecting her home, so something will have to be worked out for that and she'll be a valuable ally, if she lives and can be convinced.
If not, if she returns to her home the White Council will find out quickly.

Really, the only way she wouldn't play a further role would be if Viserys keeps her bottled for the rest of his time in DF and I don't really see him do that.
 
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