enigma1995
Gentleman Beholder
[X] Azel
Chains are for wimps, syntax errors are where it's at.
[X] Deliste
We can adjust it later. Yes, current maximum is +4, but there's an easy enchant to raise it to +6, like we've done for Erynies.Would adjusting his existing armor to allow his full dex bonus work?
Making his natural armor and letting him go around naked?
Leaving it as is?
Remove the dex cap on his armor period?
His armor is very nice, is why I ask. Orante Sanctified segmented reinforced mithril full-plate.
S08E02: "Find me a way to win the Iron Throne, or I will find a Hand that can." - Dany to Tyrion, paraphrased.Pretty much the only virtue as a ruler canon Dany can be said to have after the mess in Slaver's Bay is good intentions, sadly the sort the road to Hell is paved with.
Oh yea, absolutely.I would like to add that S8E3 managed to be both great and yet murdered any and all hype for the remaining episodes.
Yes. Let us go from combating Ice Satan himself, or optionally Everyone's Favorite Traitorous Ancestor, the Night's King...
...to warring with the MASTERMIND upon the Iron Throne herself, Cersei Lannister.
I could not be any more compelled, unless you gave Euron two teleporting fleets!
Unless a geas is involved that shouldn't matter, Lucan might have more divine authority than Roland, but the divine law of the Seven is above both of them, and I think the Seven downright has a rule, that parlay is sacred and must be respected, if nothing else they have such a rule for guestrights. So if it was merely that Lucan has command, then Roland could have gotten around that, by simply asking for the meeting to be in SD under guestrights.I think the thing with Roland not being able to guarantee that a Parley is respected by Lucan is more "Lucan has more divine authority as invested by the Father than I do" than "I'm under a geas."
So as the Father's Chosen, Lucan is in command, but Roland and his fellows can still exercise free will-ish.
Yes. Let us go from combating Ice Satan himself, or optionally Everyone's Favorite Traitorous Ancestor, the Night's King...
...to warring with the MASTERMIND upon the Iron Throne herself, Cersei Lannister.
I could not be any more compelled, unless you gave Euron two teleporting fleets!
Also, just plotting out courses that our Angel friend could lead this conversation, but isn't it just a bitch and a half that we can't just be told "stay in Essos and out of Westeros bruh".
Just us holding the Stepstones having monumentally huge implications for trade and travel through the Seven Kingdoms notwithstanding (and I don't think anyone would quite have the audacity to tell Viserys to fuck off out of the islands he forged into a economic powerhouse). Merely being alive and prospering and naming ourselves a Emperor Tier ruler erodes the legitimacy of anyone ruling in Westeros if they intend to rule all Seven Kingdoms at any rate. We set the bar on competent/favorable lordship unfortunately. If what whoever sits on the Iron Throne offers isn't as pleasing as what they even think we are offering, they will never be able to sit stably, or probably even for long, on top of it.
Literally, they would basically have to ask us to kindly exile ourselves off plane, and oh isn't it so generous that we're not asking you to surrender unto the mercy of the Father's judgement despite your heathen ways? Because anything less than our destruction, under the terms that Lucan for instance, but pretty much anyone with Tywin or the Tyrells' ambitions, demands no less than our utter destruction or subjugation.
@DragonParadox We don't even have to argue this, it is obvious to anyone who understands Feudal Relations-based politics 101 and has more than two brain cells to rub together, and all Outsiders tend to be quite bright thanks to racial stats. They would have the be lobotomized by divine fiat to not see this, or else arguing in bad faith... which. Angel. Not gonna happen.
Then again we couldn't convince Baelor the blessed, so there are limits to our diplomacy abilities.If we could convince Mel, we can convince some shiny manfeathers.
In the book version I would at least add some willingness to learn and listen to others to that.
Maybe she could be a good ruler eventually.
But it's unlikely the world will give her the time.
We didn't try there since he was way more valuable as a Old Gods snack.Then again we couldn't convince Baelor the blessed, so there are limits to our diplomacy abilities.
Then again we couldn't convince Baelor the blessed, so there are limits to our diplomacy abilities.
I like the Ice version, except for the At Will Holy Ice Javelin barrage. That's just too much, dude. 3/Day Holy Ice is quite nice, IMO, allowing Yrael to use the barrage or Wall of Ice as needed.Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 16HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Critical (Greatsword) (B), Whirlwind Attack(B), Power Attack, Extra Turning, Protection Devotion, Mage Slayer, Practiced Spellcaster, Improved Initiative, Quicken Spell, DMM quicken spell,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision;
Aura: Aura of Menace (DC 18)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement, Staff of Authority, Aspersorium
DEFENSE
hp: 212 (16d10+112)
AC: 35 = 10 (base) +4 (dex) +13 (full plate) +6 (natural) +2 (deflection)
Speed 30ft., fly 90 ft. (average)
Initiative: +6
Attack: Melee +1 Holy Icy Burst Greatsword +28/+23/+18/+13 = (2d6 + 1d6 Cold + 16/19-20 x2) - +2d6 damage against Evil targets, +2d10 fire damage on critical.
[+16/+11/+6/+1 (bab) +8 (str) +1 (magic) + 3 (morale)]; [2d6 (base) +1d6 (flaming) + 12 (STR) +1 (Enchantment) + 3 (morale)]
Ranged +1 Holy Frost javelin +27/+22/+17/+12 = (1d6 + 1d6 Cold + 13/ x2) - +2d6 damage against Evil targets - 30 ft range increment
[+16/+11/+6/+1 (bab) +6 (dex) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (Cold) + 8 (STR) +1 (Enchantment) + 4 (morale)]
[16d6+60]
Holy Ice Barrage.
Range medium (100 ft. + 10 ft./level) = 260ft
1 Full round action, any number of targets, no two of which may be more than 10ft apart
27 = [+16 (bab) +7 (wisdom) +4 (morale)]; [1d6 (base) +1(cold) +1(holy water) +4 (morale)
Repeat fifteen times.
[13d6+78]
Special:
Spell Save: 10 + 7 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 24
DR: 10/evil
STATS:
26 (+8) Strength
20 +2 =22 (+6) Dexterity
22 +2 =24 (+7) Constitution
18 (+4) Intelligence
22 +2 =24 (+7) Wisdom
20 +2 = 22 (+6) Charisma
SAVES
Fort +17, Ref +16, Will +17; +4 vs. poison, +2 vs. evil
SKILLS 228/228
Skills: Diplomacy +38, Intimidate +27, Knowledge (the planes) +23, Knowledge (War) +23, Knowledge (Local) +23, Listen +26, Sense Motive +26, Spell craft +23, Spot +26, Bluff +25, Knowledge (Nobility) +23, Profession (Management) +25,
Spell like abilities:
Constant—detect evil, magic circle against evil, discern lies (DC 20),
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message,
3/day— mass align weapon, mass versatile weapon, Mark of Justice, Holy Ice (wall only)
Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
3/day- Defending the Pride,
1/day- Endurance of the Strong,
Deliver Judgement (Su)
Lastly When an Archon detects a creature lying in his presence, he can immediately target said creature with his Mark of Justice SLA as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord.
Staff of Authority (Ex)
A Warlord Archon can Manifest a Suzerian Scepter as a move equivalent action. The Scepter vanishes when the Warlord Archon dies, or when the Scepter leaves its hand.
Aspersorium (Su)
A Warlord archon can manifest a +1 Holy Icy Burst greatsword or +1 Holy Frost javelin as a free action. The legion archon's sword vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target. Or after one round, whichever is shorter. It melts into water if another creature attemps to use them.
A Warlord archon may also launch a barrage of Holy Ice Javelins (from the spell Holy Ice) as a full round action that does not provoke attacks of opportunity at caster level 13.
Cleric Spells: Caster level 13 (13 levels of spells) [Prepared] (Protection and War domains for spells)
0th: (6) Cure Minor Wounds x2, Detect Poison, Detect Magic, Mending, Light,
1st: (7+1) Barbed Chains, Bless, Moment of Greatness, Sign, Divine Favor, Shield of Faith, Clarion Call, Sanctuary(D),
2nd: (7+1) Silence, Close Wounds, Divine Protection, Ironskin, Divine insight, Sound Burst, Elation, Spiritual Weapon(D),
3rd: (6+1) Alter Fortune, Dispel Magic, Mass Aid, Mass Conviction, Mass Resist Energy, Knight's Move, Magic Vestment(D)
4th: (5+1) Assay Spell Resistance, Blessing of Fervor, Freedom of Movement, Mass Shield of Faith, Recitation, Divine Power(D)
5th: (4+1) Fickle Winds, Revivify, Righteous Wrath of the Faithful, True Seeing, Spell Resistance(D)
6th: (3+1) Banishment, Chains of Light, Heal, Antimagic Field(D)
7th: (2+1) Mass Spell Resistance, Radiant Assault, Power Word Blind(D)
Boneward 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) (Slotless):
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.
Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute
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
Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.
- Limbs: You gain the benefits of a haste spell.
- Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
- Spirit: You gain a +6 competence bonus on Willsaving throws and Bluff and Intimidate checks.
- Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+2 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+2 CHA), Armor of the Radiant Savior: Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Name: Yrael, Archon of Mantarys (Archon Lord)
Titles: Lord of Mantarys, The Bright Lord, Angel of Vengeance
Age:???
Alignment: Lawful Good
Race: Medium outsider (archon, extraplanar, good, lawful)
Level/Class: 16HD
Flaws: Honorable Challenge, Sentimental
Feats: Improved Critical (Greatsword) (B), Whirlwind Attack(B), Power Attack, Extra Turning, Protection Devotion, Mage Slayer, Practiced Spellcaster, Improved Initiative, Quicken Spell, DMM quicken spell,
Skill Tricks: Clarity of Vision
Senses: Darkvision 60 ft. Detect Evil, Low-Light Vision;
Aura: Aura of Menace (DC 18)
Languages Celestial, Draconic, Ancient Valyrian, Abyssal Infernal; truespeech
SQ: Second Skin, Deliver Judgement, Staff of Authority,
DEFENSE
hp: 212 (16d10+112)
AC: 35 = 10 (base) +4 (dex) +13 (full plate) +6 (natural) +2 (deflection)
Speed 30ft., fly 90 ft. (average)
Initiative: +6
Attack: Melee +1 Holy Flaming Greatsword +28/+23/+18/+13 = (2d6 + 1d6 Fire + 16/19-20 x2) - +2d6 damage against Evil targets, +2d10 fire damage on critical.
[+16/+11/+6/+1 (bab) +8 (str) +1 (magic) + 3 (morale)]; [2d6 (base) +1d6 (flaming) + 12 (STR) +1 (Enchantment) + 3 (morale)]
Ranged +1 Holy Flaming javelin +27/+22/+17/+12 = (1d6 + 1d6 Fire + 13/ x2) - +2d6 damage against Evil targets - 30 ft range increment
[+16/+11/+6/+1 (bab) +6 (dex) +1 (magic) + 4 (morale)]; [1d6 (base) +1d6 (frost) + 8 (STR) +1 (Enchantment) + 4 (morale)]
Special:
Spell Save: 10 + 7 (wis) + Spell level =
Weapon Proficiency: Simple, Martial
Immunities: Electricity, Petrification, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
SR: 24
DR: 10/evil
STATS:
26 (+8) Strength
20 +2 =22 (+6) Dexterity
22 +2 =24 (+7) Constitution
18 (+4) Intelligence
22 +2 =24 (+7) Wisdom
20 +2 = 22 (+6) Charisma
SAVES
Fort +17, Ref +16, Will +17; +4 vs. poison, +2 vs. evil
SKILLS 228/228
Skills: Diplomacy +38, Intimidate +27, Knowledge (the planes) +23, Knowledge (War) +23, Knowledge (Local) +23, Listen +26, Sense Motive +26, Spell craft +23, Spot +26, Bluff +25, Knowledge (Nobility) +23, Profession (Management) +25,
Spell like abilities:
Constant—detect evil, magic circle against evil, discern lies (DC 20),
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message,
3/day— mass align weapon, mass versatile weapon, Mark of Justice, Wall of Fire,
1/day— Mass Fire Shield,
Maneuver like abilities: Initiator level 13
Constant- Golden Generals Attitude,
3/day- Defending the Pride,
1/day- Endurance of the Strong,
Deliver Judgement (Su)
Lastly When an Archon detects a creature lying in his presence, he can immediately target said creature with his Mark of Justice SLA as a free action. More than one careless fiend has met their doom attempting sweet lies or false promises against an Archon Lord.
Staff of Authority (Ex)
A Warlord Archon can Manifest a Suzerian Scepter as a move equivalent action. The Scepter vanishes when the Warlord Archon dies, or when the Scepter leaves its hand.
Vibhuti (Su)
A Warlord archon can manifest a +1 Holy flaming burst greatsword or +1 Holy flaming javelin as a free action. The legion archon's sword vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target. Or after one round, whichever is shorter. It crumbles to ash if another creature attemps to use them.
In addition a when Warlord Archons uses its Wall of Fire and Mass Fire Shield spell like abilities half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Finally a Warlord Archons Mass Fire Shield has a duration of 1 minute/level, and grants immunity to all damage dealt by the Archons Wall of Fire spell like ability.
Cleric Spells: Caster level 13 (13 levels of spells) [Prepared] (Protection and War domains for spells)
0th: (6) Cure Minor Wounds x2, Detect Poison, Detect Magic, Mending, Light,
1st: (7+1) Barbed Chains, Bless, Moment of Greatness, Sign, Divine Favor, Shield of Faith, Clarion Call, Sanctuary(D),
2nd: (7+1) Silence, Close Wounds, Divine Protection, Ironskin, Divine insight, Sound Burst, Elation, Spiritual Weapon(D),
3rd: (6+1) Alter Fortune, Dispel Magic, Mass Aid, Mass Conviction, Mass Resist Energy, Knight's Move, Magic Vestment(D)
4th: (5+1) Assay Spell Resistance, Blessing of Fervor, Freedom of Movement, Mass Shield of Faith, Recitation, Divine Power(D)
5th: (4+1) Fickle Winds, Revivify, Righteous Wrath of the Faithful, True Seeing, Spell Resistance(D)
6th: (3+1) Banishment, Chains of Light, Heal, Antimagic Field(D)
7th: (2+1) Mass Spell Resistance, Radiant Assault, Power Word Blind(D)
Boneward 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) (Slotless):
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.
Headband of the Whisper Within:
5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute
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
Permant Channel Vigor:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.
- Limbs: You gain the benefits of a haste spell.
- Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
- Spirit: You gain a +6 competence bonus on Willsaving throws and Bluff and Intimidate checks.
- Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Equipped Items: Boneward Belt, Anklets of Translocation, Headband of the Whisper Within (+2 WIS), Gloves of Zephyr's Grace (+2 DEX), Earring of Arcane Acuity, +1 Soulfire Mithral Bracers, Amulet of tears. Ring of Untarnished Glory (+2 CHA), Armor of the Radiant Savior: Segmented Reinforced Ornate Sanctified Mithral Fullplate (+1)
Well. Unsurprisingly I am still terrible.
I cant bring myself to think I know better than Goldfish or TNE, but I also can't bring myself to toss out the icy barrage ability. So... I did both? Not that big a difference in hindsight
I needed to tweak the fire a bit, but after doing so and sitting down and thinking about it. I am... pleased with it. I would be happy to have either of these.
Icy barrage is (now) roughly in line with a full attack in terms of damage? but far more accurate.
While wall of fire, and mass fire shield offer a bevy of tactical options for unique sight line blocking and cheekiness.
Wall of ice has to be placed on the ground, and is solid. Wall of fire can be put in the air and is permeable to friend and foe alike.
Wall of ice can be used to create platforms... bridges... domes... and to simply prevent enemy movement, rather than merely discouraging it.
With Mass fire shield wall of fire can be used a defensive and offensive tool. Allowing The Archons allies to duck into and out of cover at leisure while making foes pay dearly for attacking them.
(If you can get Yrael and his buddies a version of fire eyes that works on magical fire this is rapidly going to become hilarious.)
Shrug*
Lay into eet.
@TotallyNotEvil I think Yraels max dex bonus in full plate is +4, if I am wrong please feel free to correct me.
How does he know of our summoning-habits?Do you truly think that good can come of opening the gates of Hell that you may spill their blood upon the pale altars of savage gods?