No, the sister to one we bookified.

She hates us guts now, and she's a free crafter in Hell, having made several bullshit (like, seriously bullshit) items for Mammon's agents to spite us.

We have her True Name though, so no reason to be reactive instead of being proactive.
Huh, yeah that's bad. Catch and interrogate for more names and the new plans to screw us over? At our new wealth level I'd be fine with bookifying her too. Make a family set!

Given how this sister caseter combo goes they might have specialized in different stuff too. So could be worth it.
 
We have a truce with the Deep Ones.
And the stone is for use in an emergency, when all her spell slots are spent.
Their attack on us is basically a matter of when DP feels is narratively appropriate. We already saw through Azel's final parting omake that they are completely ready to attack.

So I don't feel like honoring a basically defunct truce.
 
Taking out the crafter is more important, based off her previous works, that's just how it is.

And however bullshit she is, the uber-paranoid set-up done by Goldfish and I would have even CR20 pause for a bit.

Also, her having contacts and deals is but guaranteed.
That's how it is for anyone who gets to be an "independent contractor" in Helk of all places..
Makes her even more dangerous and in need to be taken out.

Every day we don't - she makes something to fuck us over with.
:confused:

I slep now.
Yall are really starting to kick the hornets nest with hell.
 
Their attack on us is basically a matter of when DP feels is narratively appropriate. We already saw through Azel's final parting omake that they are completely ready to attack.

So I don't feel like honoring a basically defunct truce.
I'm just hoping they delay until weve got our batch of new Plants grown. We need a couple hundred druids and wizard Leshy or Rodelings to meet them number wise. Atleast for few dozen Gargantuan Mantarays.
 
Proposed level up for Vee.

Superior Summoning is a great feat for her, allowing for even more Summons to be brought forth per spell. Good stuff!

She already has some decent blasting and plenty of debuffing, but her buffs are fairly weak. Useful, but limited to single target stuff which is difficult to apply to many folks and very costly in spell slots. This gets her Moment of Greatness and Elation (which work really well together), and Particulate Form, which is awesome (so awesome that DP ruled it would be too strong for Persistomancy).

Stone Body is a really good personal buff that will go a long way toward making Vee tougher and it fits her theme, considering her growing affinity for the OG. True Seeing needs no explanation, and she'll be able to apply it multiple times if necessary, whereas our prepared casters don't normally have the slots to spare.

Revivify is super useful and fits Vee to a tee.

[] Vee Level Up
-[] Class: +1 Warden of the Wilds
-[] Feat: Superior Summoning
-[] Skills (8 points): +1 Concentration, +1 Handle Animal, +1 Heal, +1 Spellcraft, +4 Knowledge (Nature)
-[] Spells:
--[] 1st Level:
---[] Retrain: Magic Fang >>> Moment of Greatness
--[] 2nd Level:
---[] Retrain: Hold Person >>> Elation
--[] 5th Level: Revivify
---[] Retrain: Flaywind Burst >>> True Seeing
--[] 6th Level: Stone Body
--[] 7th Level: Particulate Form
 
Sahuagin :: d20srd.org

Observe creature type.

Your looking for entangle weed. That will murder entire squads of infantry on it's own.

Also

Strangle Weed – d20PFSRD
Algoid – d20PFSRD

CR4 thing that can stun anything in a 60ft cone like a Mind Flayer

Gallows Tree – d20PFSRD

When you need to create an army of plant-infused mooks out of the remains of your enemies.

Swarm, Blood Algae – d20PFSRD

These are awesome. Grab the swarm subtype, add plant immunities, and then GET IT INTO THE WATER to make it invulnerable to most things that exist.

These are the ones that I could find.
Found the discussion on Undewater creatures to mass produce and defenses to set up.
 
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Here's a more balanced version of Blood Tentacles, but re-skinned to better match our magical heritage.

Bloodsteel Chains
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, F (Valyrian Steel needle)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will (harmless); Fortitude partial
Spell Resistance: Yes

As part of casting this spell, you must prick one of your hands with the Valyrian Steel spell focus.

From the affected hand you can cause up to one blood-hued metallic chain per caster level to erupt, targeting a single creature within 15 feet as a Standard Action or one creature per five caster levels as a Full-Round Action. Each chain has an attack bonus equal to your Base Attack Bonus plus either your Constitution or Charisma bonus (whichever is higher). Each chain deals 2d6 points of damage or 1 point on a successful Fortitude saving throw, disintegrating into black rust after being used whether it successfully hits or not, healing you of up to half the damage dealt with the remainder of unused healing instead granted to you as Temporary Hit Points. You can't gain more Temporary Hit Points than your maximum number of Hit Points. These Temporary Hit Points disappear after 1 hour.

Here's the version mechanically identical to Blood Tentacles, without the balance adjustments.
Bloodsteel Chains
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, F (Valyrian Steel needle)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will (harmless)
Spell Resistance: No

As part of casting this spell, you must prick one of your hands with the Valyrian Steel spell focus.

From the affected hand you can cause up to one blood-hued metallic chain per caster level to erupt, targeting a single creature within 15 feet as a Standard Action or one creature per five caster levels as a Full-Round Action. Each chain has an attack bonus equal to your Base Attack Bonus plus either your Constitution or Charisma bonus (whichever is higher). Each chain deals 2d6 points of damage, disintegrating into black rust after being used whether it successfully hits or not, granting you a number of Temporary Hit Points equal to the damage dealt. You can't gain more Temporary Hit Points than your maximum number of Hit Points. These Temporary Hit Points disappear after 1 hour.
 
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Who do you think I am? I won't be ass-kissing, oh no. It'll be basic politeness, and offering an alliance of convenience against shared enemies.
This is a good first step for more later.
An alliance of convenience isn't the problem here. The problem is mostly the kidnapping of her friends (which we should have stuck with mind you) and partly the fact that the thread(not you) folded like tissue paper when dealing with her last time. So yeah not in the mood for a repeat of that.

Edit: I really want to be more excited about more allies. I really do but I simply cant see this going well.
 
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@Goldfish How much IM of Crafting Materials did you use in the 9th Month, and were they subtracted already?
All of the reagents had already been purchased, but the amount used had not been subtracted from our stockpile.

I can get you an exact total when I get back to my computer in a few minutes.
 
All of the reagents had already been purchased, but the amount used had not been subtracted from our stockpile.

I can get you an exact total when I get back to my computer in a few minutes.

I know we had the materials in our reserve, I more meant the monthly enchanting/alchemy/scroll scribing/etc. expenses.

Edit:

Besides that, everything should be done...

Subtracted the adamantine from our stockpile as well.

I guess I've just taken over the financial sheet as well? :???:
 
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@Goldfish How much IM of Crafting Materials did you use in the 9th Month, and were they subtracted already?
Our total crafting expenditure between enchanting, scribing, and Alchemy was 351,932.6 IM.

BTW, I want to see about hiring another group of Shaitan or Djinni enchanters. We can afford them and we really need the crafting capacity for strategic projects.
 
Our total crafting expenditure between enchanting, scribing, and Alchemy was 351,932.6 IM.

BTW, I want to see about hiring another group of Shaitan or Djinni enchanters. We can afford them and we really need the crafting capacity for strategic projects.
See if we can hire Djinn enchanters this time. Same terms as the Shaitan enchanters got.
 
Our balance is pretty much set.

Cash Balance at start of 10th Month is over 34 Million IM.
Bank Balance at start of 10th Month is 38 Million IM.
Total Balance at start of the 10th Month is 72,547,270 IM (@Duesal: Seventy Two Million, Five Hundred and Forty Seven Thousand, Two Hundred and Seventy)

Reserve has been set to half all newly emitted currency, which is pretty much where the Iron Bank will handle things as our Central Bank. That's at 73,984,851 IM.
 
Our balance is pretty much set.

Cash Balance at start of 10th Month is over 34 Million IM.
Bank Balance at start of 10th Month is 38 Million IM.
Total Balance at start of the 10th Month is 72,547,270 IM (@Duesal: Seventy Two Million, Five Hundred and Forty Seven Thousand, Two Hundred and Seventy)

Reserve has been set to half all newly emitted currency, which is pretty much where the Iron Bank will handle things as our Central Bank. That's at 73,984,851 IM.
Okay, everyone, let's give @Duesal some privacy so he can change his underwear.

Remember, this is a judgement free zone... :V
 
Our balance is pretty much set.

Cash Balance at start of 10th Month is over 34 Million IM.
Bank Balance at start of 10th Month is 38 Million IM.
Total Balance at start of the 10th Month is 72,547,270 IM (@Duesal: Seventy Two Million, Five Hundred and Forty Seven Thousand, Two Hundred and Seventy)

Reserve has been set to half all newly emitted currency, which is pretty much where the Iron Bank will handle things as our Central Bank. That's at 73,984,851 IM.
I am in pure bliss right now. :D

Oh. @Goldfish, minor action to ask the Shaitan to help us thoroughly examine the Adamantine Golem for traps or problems before purchasing a scroll to Awaken it and diplomance it.
 
I really wonder how does the Empire looks from the other planes.

Which countries are/were known by being far away and hiring out quality adventurers mercenaries?
 
Those seem like they'd range from useless to counterproductive.
Not really.

Arranged properly, a Refusal spell would force her to make a Will save to move out of the killbox, while our people would be unaffected. At worst, it doesn't help but also doesn't hinder us. This is an Abjuration, and one that becomes actively more difficult to resist as your spellcasting ability increases.

Summoning her into an area affected by Transfix would force her to make another Will save or be Paralyzed. Again, at worst it has no effect, while leaving our people unhindered. A Mind Blank can defeat this one, too, so she might outright ignore it.

So possibly useless but in no way counterproductive.
 
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