I'm not a tactical man. What's the value of this guy again?

Or are we just looking to poach whoever seems useful from Westeros before we start burning the place?

I got the sense from the thread that it is about poaching whoever we can. We can after all afford any talent that swears to us. Plus we're diplomancing like the majority of Westeros...there might come a day where the war for the Iron Throne consists of a parade down King's Landing and putting our ass on it.

Plus sending the dragonriders west to Lannisport of course.
 
On a certain level, becoming King of Westeros is just a necessary stepping stone in preparation for the important stuff - the Others. With a little side-dish of 'and if he's distracted, we backstabb him' by all of our significant enemies. Hence recruiting anything that's not up the tree at three; and if that happens we recruit the tree, too.
 
The empty socket fills with golden light, the threads of power sing though you and around as by the highest of your powers you will lost flesh to be again amid the cheering of the crowd. A tourney after all is a chance for knights to show skill and lords to show generosity.
I was also intending to have us do the same thing as with Ser Bonnifer and get the man something to wear besides mail, although I'm not sure if that happened offscreen.
 
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Mia's finally done. Never have I spent more time on a character sheet for a 6th level NPC... :oops:


Name: Mia
Age: 15
Alignment: ???
Race: Human
Class: Wizard 6
Feats: Arcane Thesis(Summon Monster III), Augment Summoning, Extend Spell, Invisible Spell, Scribe Scroll, Spellcasting Prodigy, Spell Focus(Conjuration)
Class Features: Conjuration Domain, School Mastery(Conjuration), Spontaneous Divination
Flaws: Noncombatant, Vulnerable
Languages Spoken: Low Valyrian (Stepstones, Tyroshi, Myrish, Lyseni), High Valyrian, Westerosi Common

HP: 35
AC: 10 - 1(Vulnerable) + 3 (DEX) + 4 (Mage Armor) + 2 (PfE) = 16/18
Movement: 30 ft
Initiative: +3 (DEX)
Base Attack: +3
Attack:
--Ranged Touch Attack: +6
--Melee: Masterwork Razor Sharp Adamantine Dagger: +2 (1d4+1; 19-20/×2) OR Masterwork Quarterstaff: +2 (1d6; ×2)
--Ranged: Masterwork Light Crossbow: +6 (1d8; 19-20/×2) OR Launcher: +6 (Crossbow Bolt: 1d8; 19-20/×2 or Alchemical Item)
Spell Save: DC: 10 + 4 (INT) +1 (SP) + Spell Level; +1 Conjuration spells
Weapon Proficiency: Dagger, Crossbow, Quarterstaff
Resistances: Cold 5
Immunities: Baleful Polymorph [Single use], Mind Affecting/Possession

STATS:
10 (+0) Strength
15 +1 = 16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
17 +2 = 19 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 2 + 3 (CON) + 2 (PfE) = 5/7
REFLEX: 2 + 3 (DEX) + 2 (PfE) =5/7
WILL: 5 + 2 (WIS) + 2 (PfE) = 7/9

SKILLS:
Concentration: 9 + 3 (CON) = 12
Knowledge (Arcana): 9 + 4 (INT) = 13
Knowledge (Dungeoneering): 5 + 4 (INT) = 9
Knowledge (Local): 1 + 4 (INT) = 5
Knowledge (Religion): 6 + 4 (INT) = 10
Knowledge (The Planes): 9 + 4 (INT) = 13
Sense Motive: 3 + 2 (WIS) = 5
Spellcraft: 9 + 4 (INT) + 2 (SYN) = 15


Spell Load-Out (Caster Level 6th; 7th Conjuration; 8th Conjuration Domain Spells; 9th w/Summon Monster III):
Level 0 (4+D/day)
: Message x2, Prestidigitation x2, Acid SplashDomain
Level 1 (3+2+D/day): Grease (Invisible), Nerveskitter, Shield, Summon Monster I* (Invisible), Mage Armor Domain
Level 2 (3+1+D/day): Elemental Darts (Invisible), Glitterdust, Protection from Arrows, Summon Monster II* (Invisible), Web Domain (Invisible)
Level 3 (2+1+D/day): Dispel Magic, Great Thunderclap, Summon Monster III* (Invisible & Extended), Stinking Cloud Domain

*Summoned creatures gain a +4 bonus to Strength & Constitution due to Augmented Summoning and a +2 Enhancement bonus to Dexterity and Wisdom due to School Mastery(Conjuration).


Special Abilities:
  • Spontaneous Divination: You can spontaneously cast any spell you know from the Divination school by sacrificing a prepared spell of equal or greater level.
  • School Mastery: You cast Conjuration spells with a +1 caster level bonus and any creatures you conjure with a Summoning spell benefit from a +2 Enhancement bonus to Dexterity and Wisdom. This replaces your ability to acquire a Familiar.
  • Conjuration Domain: You cast these spells with a +1 caster level bonus.

Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Incendiary Catalyst (x3), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x6), Sleep-Smoke (x6), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spellbook, Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

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 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: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Bracers of Arcane Freedom:
  • 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
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.
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.
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Magic Items Equipped: Amulet of Tears, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Bracers of Arcane Freedom, Circlet of Clarity (+2 INT), Gloves of the Starry Sky (+1 DEX), Greater Ribbon of Disguise, Handy Haversack, Launcher, Quill of Scribing, Radiant Earrings of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Ring of Continual Flame, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Quarterstaff, Mwk Razor Sharp Adamantine Dagger)
 
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Mia's finally done. Never have I spent more time on a character sheet for a 6th level NPC... :oops:


Name: Mia
Age: 15
Alignment: ???
Race: Human
Class: Wizard 6
Feats: Arcane Thesis(Summon Monster III), Augment Summoning, Extend Spell, Invisible Spell, Scribe Scroll, Spellcasting Prodigy, Spell Focus(Conjuration)
Class Features: Conjuration Domain, School Mastery(Conjuration), Spontaneous Divination
Flaws: Noncombatant, Vulnerable
Languages Spoken: Low Valyrian (Stepstones, Tyroshi, Myrish, Lyseni), High Valyrian, Westerosi Common

HP: 35
AC: 10 - 1(Vulnerable) + 3 (DEX) + 4 (Mage Armor) + 2 (PfE) = 16/18
Movement: 30 ft
Initiative: +3 (DEX)
Base Attack: +3
Attack:
--Ranged Touch Attack: +6
--Melee: Masterwork Razor Sharp Adamantine Dagger: +2 (1d4+1; 19-20/×2) OR Masterwork Quarterstaff: +2 (1d6; ×2)
--Ranged: Masterwork Light Crossbow: +6 (1d8; 19-20/×2) OR Launcher: +6 (Crossbow Bolt: 1d8; 19-20/×2 or Alchemical Item)
Spell Save: DC: 10 + 4 (INT) +1 (SP) + Spell Level; +1 Conjuration spells
Weapon Proficiency: Dagger, Crossbow, Quarterstaff
Resistances: Cold 5
Immunities: Baleful Polymorph [Single use], Mind Affecting/Possession

STATS:
10 (+0) Strength
15 +1 = 16 (+3) Dexterity
14 +2 = 16 (+3) Constitution
17 +2 = 19 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 2 + 3 (CON) + 2 (PfE) = 5/7
REFLEX: 2 + 3 (DEX) + 2 (PfE) =5/7
WILL: 5 + 2 (WIS) + 2 (PfE) = 7/9

SKILLS:
Concentration: 9 + 3 (CON) = 10
Knowledge (Arcana): 9 + 4 (INT) = 12
Knowledge (Dungeoneering): 5 + 4 (INT) = 6
Knowledge (Local): 4 + 4 (INT) = 6
Knowledge (Religion): 9 + 4 (INT) = 12
Knowledge (The Planes): 9 + 4 (INT) = 12
Spellcraft: 9 + 4 (INT) + 2 (SYN) = 15

Secondary Skills:
Bluff: 4 + 1 (CHA) = 5
Diplomacy: 4 + 1 (CHA) = 5
Sense Motive: 4 + 2 (WIS) = 6


Spell Load-Out (Caster Level 6th; 7th Conjuration; 8th Conjuration Domain Spells; 9th w/Summon Monster III):
Level 0 (4+D/day)
: Message x2, Prestidigitation x2, Acid SplashDomain
Level 1 (3+2+D/day): Grease (Invisible), Nerveskitter, Shield, Summon Monster I* (Invisible), Mage Armor Domain
Level 2 (3+1+D/day): Elemental Darts (Invisible), Glitterdust, Protection from Arrows, Summon Monster II* (Invisible), Web Domain (Invisible)
Level 3 (2+1+D/day): Dispel Magic, Great Thunderclap, Summon Monster III* (Invisible & Extended), Stinking Cloud Domain

*Summoned creatures gain a +4 bonus to Strength & Constitution due to Augmented Summoning and a +2 Enhancement bonus to Dexterity and Wisdom due to School Mastery(Conjuration).


Special Abilities:
  • Spontaneous Divination: You can spontaneously cast any spell you know from the Divination school by sacrificing a prepared spell of equal or greater level.
  • School Mastery: You cast Conjuration spells with a +1 caster level bonus and any creatures you conjure with a Summoning spell benefit from a +2 Enhancement bonus to Dexterity and Wisdom. This replaces your ability to acquire a Familiar.
  • Conjuration Domain: You cast these spells with a +1 caster level bonus.

Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Incendiary Catalyst (x3), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x6), Sleep-Smoke (x6), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spellbook, Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

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 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: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Bracers of Arcane Freedom:
  • 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
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.
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.
Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Immunity to blindness and dazzling effect
  3. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four(Incomplete):
  • 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Magic Items Equipped: Amulet of Tears, Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Bracers of Arcane Freedom, Circlet of Clarity (+2 INT), Gloves of the Starry Sky (+1 DEX), Greater Ribbon of Disguise, Handy Haversack, Launcher, Quill of Scribing, Radiant Earrings of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Ring of Continual Flame, Weapons (Mwk Light Crossbow w/2 quivers of 20 bolts, Mwk Quarterstaff, Mwk Razor Sharp Adamantine Dagger)
Always nice to see someone who doesn't take a PrC :D
Will she be going straight Wizard 10, to get the Inquisition granted power at level 10?
I'm not too sure about those skills though. You sure they all add up? I didn't redo all the math, but it seems like she has 66 skill points when she should have only 63 (and she's been taking all skills as if she had Able Learner for some reason). Did I miss something?

EDIT: Yeah, I find her summon monster III focus (2 feats!) rather weak. But it's not bad, and it's an interesting choice.
 
[X] Tell Ser Gerold Dayne that we have no shortage of foes in need of slaying, ranging from the mundane to utterly fantastical. If he wants to mount a griffin and join Ser Waymar in slaying monsters and saving maidens, or take up a grand Keep and guard the Demon Road from creatures crawling out of the Valaryian Badlands, or join what is quite literally the best army in the world to glory and victory ... the world's wide open to him.
 
Why SM III? I mean, obviously you have a good reason to choose that, I just don't see it.
I plan on having her retrain the feat to Summon Monster IV when she reaches 7th level, Summon Monster V at 9th level, and so on.

It raises the caster level by +2 and lets her Extend it without increasing the spell level. Between all of her other effects, that means she's casting Summon Monster III at 9th level, with the Summons lasting up to 18 rounds.

When it changes to Summon Monster IV at 7th level, the caster level will be 11th.
Always nice to see someone who doesn't take a PrC :D
Will she be going straight Wizard 10, to get the Inquisition granted power at level 10?
I'm not too sure about those skills though. You sure they all add up? I didn't redo all the math, but it seems like she has 66 skill points when she should have only 63 (and she's been taking all skills as if she had Able Learner for some reason). Did I miss something?

EDIT: Yeah, I find her summon monster III focus (2 feats!) rather weak. But it's not bad, and it's an interesting choice.
I need to look at her skills again. @Crake originally built her character sheet with Able Learner, but I cut it out and didn't even think about her secondary skills. Those will need to go, unfortunately.

The Summon Monster thing just seemed like a fun bit of specialization for Mia. It can grow with her so long as she keeps updating Arcane Thesis as she levels, or it can be retrained to something else later on if needed.
 
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I imagine Mia might get something of a reputation among the sorts of folks the Inquisition frequently deals with due to a disturbing propensity to drop Invisible Chokers on people. These little beasties are only CR 2, but add +4 Strength & Constitution and +2 Dexterity and Wisdom and they get a good bit more dangerous, especially to spellcasters.


And they're ugly as fuck, so there's the added horror factor once it becomes visible after making the initial attack.
 
The Summon Monster thing just seemed like a fun bit of specialization for Mia. It can grow with her so long as she keeps updating Arcane Thesis as she levels, or it can be retrained to something else later on if needed.
... there were a number of ways to increase the SM lists I don't remember just now - do you use them? A 'a monster for every situation' thing.
 
... there were a number of ways to increase the SM lists I don't remember just now - do you use them? A 'a monster for every situation' thing.
No. There just aren't enough feats to go around. She still has a pretty good selection to choose from, especially if DP lets us use most of those available on the Pathfinder Summon lists. It also helps that anything she summons gets a pretty significant attribute boost, which affects everything from HP to Attack and Damage bonuses, AC, Initiative, etc.
 
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I want Darkstar, but I'm definitely not in support of going over Waymar's head and recruiting him for the griffon rider's order. Speculating on potential candidates is fine, but this is too far.

[X] Tell Ser Gerold Dayne that we have no shortage of foes in need of slaying, ranging from the mundane to utterly fantastical. If he wants to slay monsters, or take up a grand Keep and guard the Demon Road from creatures crawling out of the Valyrian Badlands, or join what is quite literally the best army in the world to glory and victory ... the world's wide open to him.
-[X] Later in private, ask Waymar of his opinion of the various knights as potential candidates for his new knightly order, including Dayne.
 
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I'm not a tactical man. What's the value of this guy again?

Or are we just looking to poach whoever seems useful from Westeros before we start burning the place?

Based on rep and his own shoulder chip, it's likely he's around level 10, possibly even low teens.

He's Dornish so he would have already been aligned with us, so this is more about making him our own beatstick/agent than letting him trolley about during the Second Coming.

So basically the latter thing you said.

Why SM III? I mean, obviously you have a good reason to choose that, I just don't see it.

Highest level Summon Monster available at that level. It'll likely be retrained once IV and V are castable.
 
[X] Tell Ser Gerold Dayne that we have no shortage of foes in need of slaying, ranging from the mundane to utterly fantastical. If he wants to slay monsters, or take up a grand Keep and guard the Demon Road from creatures crawling out of the Valyrian Badlands, or join what is quite literally the best army in the world to glory and victory ... the world's wide open to him.
-[X] Hint that our leal subjects often get special attention to their gear by our artisans, oftentimes more than the tourney winners.
 
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