Does anyone else find it ironic that we sent the Alchemist's Guild straight down into the pit for building their own high CR abomination, killed the Seven's High CR servitor, and just finished this turn out by... creating our own high CR monster-golem? :V
We sacrificed fiends to construct our loyal, ethics-free monster, they sacrificed humans to get their abomination ...
 
Does anyone else find it ironic that we sent the Alchemist's Guild straight down into the pit for building their own high CR abomination, killed the Seven's High CR servitor, and just finished this turn out by... creating our own high CR monster-golem? :V
The Alchemists's Guild was removed because they were pawns of Hell and were going to try to summon a quasi-deific Devil to cause trouble, IIRC.
 
The Alchemists's Guild was removed because they were pawns of Hell and were going to try to summon a quasi-deific Devil to cause trouble, IIRC.

I know, correlation not causation is the joke, Goldie.

The fact that everything else was going on at the same time that they were basically about to awaken their own high CR thing, the comparison of us taking away the Seven's high CR beatstick, and then us gaining our own on the sly.

It is funny. Reality is funny.
 
Dany is not sure. It depends on what you can find and where. Much like freeform diplomacy and intrigue actions this would not have a clear progress bar at least the first time.
As a start, getting informants in the Dreamlands would be fantastic.

Also, @Snowfire, if it's not too much trouble can you add this? I'm not sure where to put it, but it may as well be voted on. It's pretty much having Viserys take the time to learn the languages of those under his rule, along with Yi Tish in anticipation of the Expedition fleet.

-[] As a side note, Viserys' next priority for languages to be learned are: Dothraki, Sarnori, Naathi, and Yi Tish.

Granted, he could have made progress in these without me being aware of it.
 
@egoo @DragonParadox

Give characters one free background action. This can be used to put in time learning a language, reading a lore article/book for bonuses, or similar non-intensive things that don't really count as a full-action but appear too often and with little change in implication to be a minor action. While reading books about interesting things is cool, they only really matter and show the character is knowledgeable in that subject when the subject matter is relevant.

Just track the bonus in a Lore Bonus tab on each character sheet. Done.
...That's as fine way as any of making sure everyone gets those sweet sweet bonuses without us having to pull people away from important things, or eating at the screentime.

@Goldfish, feel free to schedule the stuff around now. For the next month, at least.
Also, lol, the people on the boats to Yi-Ti will sure have a lot of things to read :V
[] Book of the Tides. A reader who studies this book for a week and makes a DC 14 Wisdom check in the process can learn enough of the way and culture of the tritons to gain a +2 competence bonus on all Diplomacy, Bluff, and Sense Motive checks regarding them as well as +2 to all knowledge checks relating to their history and society.

[] Canticle of Decay. Content: +3 on knowledge rolls regarding Daemons; +2 to gather information if one studies the book for one day before making a Gather Information or Diplomacy roll for the purposes of locating a cult [the bonus is permanent once read for those with perfect recall]. The book was given out in many copies to Inquisition as a guide to finding daemon-worshippers in wake of Tyrosh invasion.

[] Codex of The World Seed. Content: Arcane formulas relating to the current conditions of the ethereal plane, allowing a mage who studies it for an hour before casting a spell that creates an extra-dimensional space to work the magic as though affected by the Extend Spell metamagic feat.

[] Draconic Compendium. Content: Any reader not already drawing wisdom and lore from the Dragon Dreams who spends a month studying this compilation may make a DC 20 Wisdom Check which if successful offers unique insight into the mind, mannerisms, and history of dragons, allowing them to choose one of the following benefits:
  1. Warrior's Insight: +2 to Attack and Damage against creatures of the Dragon type
  2. Way of Elder Magic: +1 Competence Bonus to spell DCs for one school of magic
  3. Lore of Wyrms: Gains the ability to re-roll one failed Knowledge check/week
Note: A character who has gained one of the tome's boons may not gain another upon re-reading, unless they have suffered some dramatic shift in perspective.

[] In Memory of Deaht. Content: After two weeks of study a reader who succeeds on a DC 25 Knowledge (Religion) check gains +4 Competence Bonus to saves against the supernatural abilities of vampires and +1 to AC against them. One who succeeds on a DC 25 Knowledge (Arcana) check gains the ability to count as having +5 HD for the purposes of controlling undead. One who succeeds at both gains the above benefits and does not automatically shift alignments to Evil upon becoming a sentient undead (conditions that would strip all rationality such a becoming an allip negate this insight).

[] Journals of the Betrayed. Content: +5 to all knowledge rolls relating to the Others, their magic, and their interactions with mortals, A reader who studies all the volumes for one week and makes a DC 12 Intelligence or Wisdom check at the end gains a permanent +1 to saves against cold spells and necromancy, increased to +2 against the magic of the Winter-Touched specifically.

[] Meditations on the Infinite. Content: Grants +1 competence bonus to will saves if you succeed on a DC 15 wisdom check while studying it. Otherwise it applies a -2 malus to will saves.

[] Scrolls of Lost Lineages. Content: A character who studies this book for seven days and makes a DC 12 Intelligence check during the process learns enough of the arcane courtesies of the Forty Families to gain +2 Knowledge (Nobility & Royalty) regarding the Forty Families of Valyria as well as +1 Bluff, Diplomacy, and Sense Motive when interacting with specters, constructs, or other time-lost survivors of the Doom.

[] The Bitter Cup. Content: A character who studies this book over a period of one week and makes a DC 18 Intelligence check gains +2 Sense Motive and Diplomacy against sentient undead and +1 Competence bonus to hit against them with weapons and spells.

[] The Light of Creation. Content: A mage of at least 4th level who spends thirty days studying this text can gain the following benefits if he or she passes the requisite Intelligence or Wisdom check:
Novice: -5% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +1 insight bonus to diplomacy attempts with Outsiders with the fire type (DC 15)
Adept: -15% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +3 insight bonus to diplomacy attempts with Outsiders with the fire type (DC 20)
Master: -35% material cost of Conjuration (Calling) spells as long as the being called has the fire type; +7 insight bonus to diplomacy attempts with Outsiders with the fire type; ??? (DC 30)

[] Voice of Shadow. Content: A mage who studies the book for one week, making a DC 18 Intelligence or Wisdom check in the process, can have his or her Shadow Descriptor illusions count as 5% more real. The effect is doubled for classes with an inherent link to shadow.

[] Divine Permutations Content: Serves as a primer relating to religion and the Spheres of Being. Additionally, having studied it grants +4 Competence Bonus to Sense Motive or Knowledge rolls made in response to a false or misleading statement of a cleric or other divine servitor related to the power or nature of their god, making it a useful tool for detecting those who would hide proscribed cults and rituals behind the trappings of recognized faiths.
 
@Goldfish, @DragonParadox
Regarding the Drow sheets on page 1152, here are some additions:
Morwyn:
  • He has goggles that mitigate his sunlight blindness. Maybe mention it next to the light blindness, for convenience?
  • He can prepare 2 Hunter's Eye a day, not just one. This really is important :D
Tuin:
  • The item to convert spells to freedom of movement is unnecessary. He can cast a stilled, silent Dimension Step at need. If you insist, give him an item of Heart if Water or something.
  • The gloves that produce light and convert spells to magic missile also feel very unecessary and off-theme. Not a fan.
  • Same thing with the goggles
 
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@Goldfish, @DragonParadox
Regarding the Drow sheets on page 1152, here are some additions:
Morwyn:
  • He has goggles that mitigate his sunlight blindness. Maybe mention it next to the light blindness, for convenience?
  • He can prepare 2 Hunter's Eye a day, not just one. This really is important :D
Tuin:
  • The item to convert spells to freedom of movement is unnecessary. He can cast a stilled, silent Dimension Step at need. If you insist, give him an item of Heart if Water or something.
  • Same thing with the goggles
They both get Goggles of the Golden Sun, which render them immune to Blindness entirely and let them convert 3rd level spell slots into Fireball spells, neatly side-stepping Tuin's inability to use Evocation spells.

The Freedom of Movement spell can be used with his Eldritch Tapestry to place the effect on himself and up to five others simultaneously. Or just used singly. It's too good and too cheap for him not to have it.

With three pieces of the Raiment of the Four, Tuin also gets minor resistance to Cold and Electricity. Not a big deal, but it's a nice side-effect.
 
Fixed. I am the silly.
Thanks again.
They both get Goggles of the Golden Sun, which render them immune to Blindness entirely and let them convert 3rd level spell slots into Fireball spells, neatly side-stepping Tuin's inability to use Evocation spells.

The Freedom of Movement spell can be used with his Eldritch Tapestry to place the effect on himself and up to five others simultaneously. Or just used singly. It's too good and too cheap for him not to have it.

With three pieces of the Raiment of the Four, Tuin also gets minor resistance to Cold and Electricity. Not a big deal, but it's a nice side-effect.
Will they be getting Valyrian Steel weaponry?
 
Minor Actions
-[X] Speak with Glyra and Moonsong about the matter of the Fey as a whole and how stories shape their narrative. Ask them who they think they are these days.
--[X] Do the same with the Pech, the Bulabar and the Calpina.
Goal here is to learn more about how we have affected Fey stories so far and how we could utilize our propaganda network to enhance the effect. Long term, we want to bring the Fey on a path to peacefully integrate into human society under Imperial rule.
[X] Grow more Heart-Trees when you can spare the time
-[X] Attempt to modify the Lys tree, changing the effect of Remove DIsease to Panacea.
-[X] Myr Tree
-[X] A tree for Wyla, placed at her discretion, for colony she's establishing.
-[X] A few trees to enforce Saan's rule on Bazilisk isles
--[X] Ax isle tree
--[X] Toad island tree
--[X] Talon island tree
Wyla isn't starting a colony so far. We've don't have the resources to spare to defend a colony on the Sothoryos mainland right now. This is something for post-Westeros.
The others look fine.
[X] Talk with various high-standing Red Priests, to hammer out the role of their religion in your realm.
-[X] the head priest in Tyrosh
-[X] the head priest in Lys
-[X] the head priest in Myr
-[X] the one priest that has come to SD
-[X] Benerro in Volantis
This is overall done. We got the necessary insights from DP's info-dump and between Mel and Benerro, everything should be on track.
[X] Give Shara whatever support she needs in hunting down Truth and reclaiming it for her house. This will cement her new beginnings as your vassal. Loan her Wayfinders and Inquisition agents when necessary.
This should only take a few Divinations from the House of Mirrors. If something goes wrong there, we need to spend Intrigue actions on it, because any interference with these Divinations would be ample reason for concern.
[X] Toward the end of the month, check up on 3 prototype antigrav fighters we are building.
Done already.
[] The news of the harvest Ritual spreading throughout Westeros bear little good to people of Seven Kingdoms... At least, those who will be caught unaware.
-[] Seek meeting with loyal lords. Debrief them on economical consequences the Rirual of Harvest will have and give recommendations on countering those problems.
-[] Refer to Azel for details
We should have already disseminated this information, but the gist of it is that the Lords loyal to us should seek to either sell off their stocks of grain in between harvest seasons to profit from high prices or to stockpile everything they've got in preparation for the Invasion and the coming Long Night. They just need to ride out the grain price collapse once the markets re-open for cheap Essosi grain.

Research Actions
[] Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] Validity of use for Valyrian Steel as a capacitor for magical energies.
-[] Possibility of removing the corrosive quality VS holds to other metals.
-[] Learning the history of Valyrian Steel, possibly finding out what could have been it's first source (Progress - ?)
1. We know that Valyrian Steel interacts oddly with ambient magic, absorbing it and then re-emitting it slightly altered. We need to find out the mechanisms and effects of this process. Potentially, VS could be used to store magical energies or to transform them to cause specific effects. This is basic research and will not result in anything practical just yet, but it is likely that understanding this property could lead to magitek applications for VS.
2. The same. We need to study the mechanics of the way that VS "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. It's likely that this is linked to the first matter.
3. That would require going to Valyria and finding history books, so it should be dropped for now.
Addition: Compare the process of making VS to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed.
[] Valyrian Wingship plans. For all they were never finished, or of any worth to you as an air force, the principles of binding spirits to an arcane construct of sort that was difficult for even Archmages of Freehold certainly hold academic interest at the very least. (Progress - ?)
Drop that one. The Valyrian wingships are aping those of the PoF, which are similar to the PoA ones. We can most likely buy some books on that topic in Amun Kelisk.
[] Research whether it is possible to substitute Negative energy by Positive or elemental energies when creating constructs, ideally finding a way to make things identical to undead constructs in all but lack of energies corrupting the world around them.
-[] Essentialy, make Undead powered by something that isn't NE (Progress - ??)
We basically need someone who can cast Create Undead and a bit of time for this. Wylla would work fine for this and if the Scholarium branch in Naath goes online next month, we could start that there and have Wylla chip in once we don't have her on Intrigue duty anymore.
[] The mesh of armor hidden within Varys' flesh holds a lot of promise for agents of your will.
-[] Attempt to replicate the mesh armor and the process of installing it. (Progress - ??)
Already done. We would need a few basic studies on rejection of implants made out of different metals, but that should be part of Project Praetori.
[] With the books (In memory of Death, The Bitter Cup) written by Wyla and gleamings of lore of undeath from Amrelath (Undying Fire) and having met peaceful undead of Sarnor, perhaps it would be possible to find a way of wielding the power of undeath for students of Scholarum, and as such to any citizens of your Empire naturally inclined to Negative Energy, without corruption seeping into either their minds or the world around them?
-[] Try to find a way of non-corruptive/"safe" wielding of Negative Energy, Necromancy, and otherwise corrupting crafts. (Progress - ??)
Should be bundled up with the non-NE undead research.
[] Having a basis in "On The Passage of Seasons" holds good hope for your Empire one day having dedicated learning institution for the ways of cultivating and caring for the land. Perhaps gathering more information from all available sources over your lands won't go amiss in order to one day create institution like that?
-[] Gather more available information of the kind and have it sorted. (Progress - ??)
Feels pretty redundant to the action of actually establishing a university course on that topic. Also, we got Leshies, who know this stuff better then any human. I would drop it, but add "Agriculture" to my list of university expansions to do.
[] The demiplane upon which Shadow Tower is situated is little understood, and perhaps, it should be taken a closer look upon, just in case, for its origin is far from benign.
-[] Possibility of expanding the demiplane? (Progress - ??)
I don't know why the origins aren't benign. Listy was trying to shift the tower into the Shadow Plane to break the wards, but there was never any active Abyss connection or something.
[] Tainted Wine from Westhaven is still in your posession. With darker roots having been revealed by Inquisition in Zagreus' faith. perhaps it's time to learn what was the supposed cause for the slaughter at Westhaven.
-[] Do so from the safety of a Snare. (Progress - ??)
I'm not sure what you expect to get from this. I would just throw another Inquisition action at this next turn, with a note to use the tainted wine and some Divinations to get leads.
 
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Thanks again.

Will they be getting Valyrian Steel weaponry?
Yes.

@TalonofAnathrax I've included a VS Short Sword for Morwyn and a VS Dagger for Tuin.

Also, Talon, since we have 50 Shaitan crafters, all of whom possess Scribe Scroll and Quills of Scribing, it's safe to assume that we now have access to any Sorc/Wiz or Cleric spell of 5th level or lower in scroll form. That's how we're abstracting scroll production now, with DP's blessing. With that in mind, feel free to choose a wide selection of spells for the assassins to learn. Give me the list and I'll add them to the sheets before passing the final versions on to DP to post.

Name: Morwyn
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 9 (???/??? XP)
Class: Rogue 3/Spellthief 2/Chameleon 4
Feats: Gift of Darkness, Master Spellthief, Reactive Resistance, Sickening Strike, Terrifying Strike, Venomous Strike
Flaws:
Fussy, Pride of Arms
Skill Tricks: Acrobatic Backstab, Second Impression
Class Features: Ability boon (+2, currently applied to Wisdom), Aptitude focus (Currently: Divine), Evasion, Detect Magic 3/Day (CL 2), Floating Bonus Feat (Currently: Craven), Mimic class feature 1/Day, Poison Use, Sneak Attack +3d6 (+Hunter's Eye), Trapfinding, Steal Spell and Steal Spell Effect (as a level 6 Spellthief)
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 5d6+4d8+18 (57 HP)
AC: 10 + 4 (DEX) +5 (+1 Mithral Chain Shirt) +2 (+1 Mithral Buckler) +2 (vs Evil) = 21/23
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +4 (DEX)
Base Attack: +6/+1
Attack: +2 Valyrian Steel Short Sword: +11/+6 (1d6+5 + Poison)
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 3 (WIS) + spell level
Weapon Proficiency: Short Swords, ???
Immunities: Sleep, Possession/Mental Control
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
SR: 20

STATS:
16 (+3) Strength
16 +2 = 18 (+4) Dexterity
11 +3 = 14 (+2) Constitution
12 +2 = 14 (+2) Intelligence
15 +1 = 16 (+3) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 5 + 2 +1/+2 = 8/9; +1 vs Spells
REFLEX: 5 + 4 +1/+2 = 10/11; +1 vs Spells
WILL: 6 + 3 +1/+2 = 10/11; +3 vs Spells, +5 vs Enchantments

SKILLS:
Bluff
: 12
Concentration: 8
Disable Device: 18
Disguise: 12
Hide: 19
Knowledge (Arcana): 4
Listen: 4
Move Silently: 16
Open Lock: 10
Search: 16
Spot: 8
Spellcraft: 6
Tumble: 16

Prepared Spells (Divine Caster Level 8):
Level 0 [4/Day]: Detect Poison x2, No Light, Read Magic
Level 1 [5/Day]: Breath of the Jungle, Lesser Vigor, Resurgence, Rhino's Rush x2
Level 2 [4/Day]: Divine Insight, Hunter's Eye x2, Increase Virulence
Level 3 [2/Day]: Dispel Magic, Moon Blade

Supernatural Abilities:
  • Mirror Image(Su): Expend one daily use of Dancing Lights and Faerie Fire as an Immediate Action to use Mirror Image (as the spell, except you gain only 1d4 images).
  • Curtain of Darkness(Su): Expend one daily use of your Dancing Lights and Darkness spell-like abilities as an Immediate Action to extinguish all non-magical light sources within 100 feet.
  • See Invisibility(Su): Expend one daily use of your Darkness and Faerie Fire spell-like abilities as an Immediate Action to use See Invisibility (as the spell, except the duration is only one round per caster level).
  • Blinding Vanish(Su): Expend one daily use of your Dancing Lights, Darkness, and Faerie Fire spell-like abilities as an Immediate Action to disappear in a blinding flash of light. All creatures within a 20-foot-radius burst are Blinded for one round; a successful Fortitude save (DC 14) reduces the effect to Dazzled for one round. In addition, you become Invisible (as the Invisibility spell, except the duration is one round per caster level).
Spell-Like Abilities (CL 9): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Tattoo Magic:
Enchanted Gear:
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 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.
Boneward Belt: +1 Wisdom, +2 Intelligence, +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
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.
Resistant Cloak of the Hedge Wizard (Divination): +1 Resistance
Equipment: Additional Weapons (x2 Poisoned +1 Short Swords, x20 Poisoned Short Swords), Amulet of Tears, Anklets of Rapid Translocation, Boneward Belt (+1 WIS, +2 INT, +3 CON), Darkweave Silk Clothing, Expandable Pole (up to 10 feet), Gloves of Zephyr's Grace (+2 DEX), Goggles of the Golden Sun, Handy Haversack, Silk Rope (100 feet), Resistant Cloak of the Hedge Wizard (Divination), Ring of Protection from Evil, Ring of Sustenance, Tools (Camouflage Kit, Inquisitive's Kit, Masterwork Thief's Tools), +1 Mithral Buckler, +1 Mithral Chain Shirt, Valyrian Steel Short Sword (+2)

Name: Tuin
Age: ???
Alignment: Chaotic Evil
Race: Drow (Medium Humanoid)
Level: 9 (???/??? XP)
Class: Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 1
Feats: Battle Casting, Combat Casting, Echoing Spell, Easy Metamagic (Echoing Spell), Enlarge Spell, Sanctum Spell, Scribe Scroll
Flaws: Inattentive, Noncombatant
Skill Tricks: Collector of Stories
Class Features: Eldritch Tapestry, Enlarged Tapestry, Quiescent Tapestry, Scribe Scroll, Ward Attunement
Senses: Low-Light Vision, Darkvision (120 ft)
Languages Spoken: ???

HP: 8d4+1d6+18 (33 HP)
AC: 10 + 3 (DEX) +5 (+1 Twilight Mithral Chain Shirt) +2 (+1 Mithral Buckler) +1 (Deflection)/+2 (vs Evil) = 21/22
Movement: 30 ft + 30 ft (Anklets) = 60 ft
Initiative: +3 (DEX)
Base Attack: +4
Attack: Valyrian Steel Dagger: +5 (1d4+1)
Special: Drow who pass within five feet of a secret or concealed door are entitled to a Search check to notice it as if they were actively looking for it. Spell-Like Abilities (see below).
Spell Save: DC: 10 + 5 (INT) + spell level
Weapon Proficiency: Daggers, ???
Immunities: Sleep, Possession/Mental Control
Resistances: Cold 5, Electricity 5
Vulnerability: Light Blindness (One round upon exposure to bright light, then remains Dazzled until the exposure ends)
SR: 20

STATS:
8 (-1) Strength
16 (+3) Dexterity
12 +2 = 14 (+2) Constitution
18 +2 = 20 (+5) Intelligence
13 +1 = 14 (+2) Wisdom
13 (+0) Charisma

SAVES:
FORTITUDE: 3 + 2 +2 = 5/7
REFLEX: 4 + 3 + 2 = 7/9
WILL: 5 + 2 + 2 = 7/9; +2 vs Spells, +4 vs Enchantments

SKILLS:
Concentration:
14 (+18 to cast Defensively)
Craft (Weaving): 10
Hide: 18
Knowledge (Arcana): 16
Knowledge (Religion): 7
Knowledge (The Planes): 7
Move Silently: 16
Spellcraft: 11

Spells in Spellbook:
0 Level: All
1st Level: Alarm, Benign Transposition, Comprehend Languages, Enlarge Person, Grease, Magic Aura , Nerveskitter, Protection from Good, Silent Image
2nd Level: Bear's Endurance, Bull's Strength, Dimension Hop, Insidious Insight, Invisibility, Ray of Stupidity, See Invisibility, Snake's Swiftness, Web
3rd Level: Alter Fortune, Arcane Sight, Haste, Dimension Step, Dispel Magic, Displacement
4th Level: Greater Invisibility, Polymorph

Prepared Spells (Arcane Caster Level 8):
Level 0 [4+1/Day]: Detect Magic, Ghost Sound, Mage Hand Prestidigitation, Read Magic
Level 1 [4+1+2/Day]: Benign Transposition, Enlarge Person, Grease x2, Nerveskitter x2, Silent Image
Level 2 [3+1+1/Day]: Bull's Strength, Insidious Insight Invisibility, See Invisibility, Web
Level 3 [3+1+1/Day]: Arcane Sight, Dimension Step, Dispel Magic, Displacement, Haste
Level 4 [2+1+1/Day]: Echoing Snake's Swiftness, Greater Invisibility x2, Polymorph
Spell-Like Abilities (CL 9): Dancing Lights 2/Day, Darkness 2/Day, Faerie Fire 2/Day

Supernatural Abilities:
  • Ward Attunement(Su): You were once attuned to a mighty ward scheme which protected the realm you called home and empowered its citizens in numerous ways. Unfortunately, your civilization has crumbled to dust and ruin and the wards no longer exist.
  • Eldritch Tapestry(Su): Weave and Eldritch Tapestry in 10 minutes, connecting yourself and five others for up to 24 hours. Any spell of up to 5th level you cast which would normally affect only yourself can also be made to affect the members of your Eldritch Tapestry.
  • Quiescent Tapestry(Su): You can precast up to four spells of 5th level or lower into your Eldritch Tapestry. When you are ready, all of these spells can be activated as a single Move Action, affecting everyone within your tapestry instantly.
  • Enlarged Tapestry(Su): Some spells you cast through your Eldritch Tapestry have their ranges increased; Touch spells become Close range, Close range spells become Medium range, and Medium range spells become Long range.
Tattoo Magic:
Enchanted Gear:
Amulet of Sullen Tears:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
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.
Boneward Belt: +1 Wisdom, +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
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.
Pearl of Power: 2nd Level (x1)
  • 1/Day recall any 2nd level spell that you had prepared and then cast that day.
Raiment of the Four(Incomplete):
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Shadow Cloak: +1 Deflection bonus to AC
  • 1/Day, if you are attacked, as an Immediate Action you gain either gain Concealment for one round or Teleport to a space you can clearly see up to 10 feet in any direction.
Third Eye of Clarity: +2 Intelligence
  • 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy
Equipment: Amulet of Sullen Tears, Anklets of Rapid Translocation, Boneward Belt (+1 WIS, +2 CON), Camouflage Kit, Darkweave Silk Clothing, Gloves of the Starry Sky, Goggles of the Golden Sun, Handy Haversack, Pearl of Power (2nd level), Ring of Protection from Evil, Ring of Sustenance, Shadow Cloak, Third Eye of Clarity (+2 INT), +1 Mithral Buckler, +1 Twilight Mithral Chain Shirt, Valyrian Steel Dagger (+2)
 
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I don't know why the origins aren't benign.
there was a reason I shortened this to *shitty fluff* when I quoted this at DP today :V
I'm not great at coming up with this sort of stuff, the logical consequence of me being bad at phrasing in general.

I'm not sure what you expect to get from this.
Why, obviously, the time spent by PCs will always reveal more than that done by mooks!
/jk

But seriously, I just want answers somewhere near the beginning of the month, which our big-time PCs can give, and then directing inquisition as needed (if needed).

Feels pretty redundant to the action of actually establishing a university course on that topic
True. That was one of the first actions I ever wrote up, and I was looking at DP saying "you can make a university course out of it, probably" then :|

I didn't remove stuff before because, well, no one ever seemingly took to reading through the entirety of the list, and I couldn't rightfully guess if any idea is shit or great in solace.

Already done. We would need a few basic studies on rejection of implants made out of different metals, but that should be part of Project Praetori.
I was assuming it was a part of the research, but apparently Vee already got that, yes.
I still want to start with it and then take the numbers out of Praetorian project, so that we can get this in our squishy mages and inquisition in the interim.

The thing is pretty damn great, so far as I can see :/

Drop that one. The Valyrian wingships are aping those of the PoF, which are similar to the PoA ones. We can most likely buy some books on that topic in Amun Kelisk.
Fair 'nuff.
The thing is just hurting my perfectionist sensibilities over gathering dust with no purpose and no point there on the shelf.

This is overall done. We got the necessary insights from DP's info-dump and between Mel and Benerro, everything should be on track.
Didn't you want to turn them one on the other, still?
DP even edited an update for that :anger:
Though to be fair, he then edited it again...
And again...

Thanks for doing this!
I'll edit all the stuff tomorrow.
 
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@Duesal Can you tell me what gear Sharra Rogare already has?
She should have the following:
 
Anklet of Translocation (2/Day Teleport 10 feet as a Swift Action)
Bane Humanoid (Human) Dagger (+1)
Dagger that allows wielder to cast True Strike 3/day as stand. action or 1/day as swift action
Healing Belt
Phantasmal Leather Armor (+1) (Made from Displacer Beast Leather)
Ring of Protection from Good
Ring that allows Swift Invisibility at will with scaling dmg: 1d6 dmg 1st time, 2d6 2nd time, etc.
Valyrian Steel Dagger (+2)
It should also be noted that one of the non-Valyrian Steel daggers is actually a slumbering sentient artifact. I believe it was whichever one was crystal.

We could potentially see Bloodraven or Yss' reaction to it and poke at awakening it.
 
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