We should at least let Justin keep burrowed gear since he used it well along with some coin.
 
I think that magnificent capstone is worth losing a casting level over. And even then... It's kind of a job-brained for the first nine levels. SF Spellcraft isn't that bad of a feat tax.

Hm, that's less than ideal.
I wanted to impose a "-1 spell known in each slot" limit, to keep it sane. Thoughts?
How about "-1 spell known in each slot, but only for spell levels obtained after you enter the class" ?
No way does it need to lose caster levels, not after I completely removed the Free Metamagic ability. It's much more reasonable now.

Meta Magus
 
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We can move on with Crake's vote, and then pick from the loot at our leisure, as it just leaves Massey with a pile of our own cash, a trollish note and a promise for more gear.

@Crake I think we lent him a VS sword. Should simply tell him to keep it.
DP is drawing up the loot now, so we should just decide on what we want when that's done.

However, I do agree he should get to keep his Valyrian Steel Longsword.
 
@Crake, since the outskirts of Valyria are unfortunately like Molten Skies, I've been looking through different options.

For islands we're unfortunately out of luck. The Stepstones is the backyard of Sorcerer's Deep. The Basilisk Isles are either being colonized by Saan or they're just outright corrupted like Skull Island and don't make the greatest starting base.

Here are several different options I'm posting for consideration:

1. Lonely Light -- The Iron Islands are unofficially vassalized. It is very far away from anything significant so collateral damage is likely to be minimal, and it could be a good forwarding base against the Deep Ones.
2. Bhorash -- Others have argued for this, could guard the Demon Road afterwards.
3. Vaes Leisi -- Far away from anything we care about so unlikely to cause collateral damage, and it has the twofold application of power projection across another stretch of Essos as well as building a major base to counter Deep One activity in the area.
 
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-[] P.S.: You can keep the sword.

Imagine being Lord Massey the Senior, and you come back home to find you son swimming in a pile of cash while hugging a VS sword.
[X] The Reward for a Job Well Done
-[X] "Lord Justin Massey,
-[X]"I hope this missive finds you whole in body and mind. After hearing the report from my sister of your valor in battle, I am of a mind to see you properly equipped for future encounters of a similar sort, since you appear to be so eager to launch headlong into danger, best you be best prepared as is possible for the matter. I will submit the order to my enchanters before long, though I hope the twenty thousand Imperial Marks retains its value ahead of gold and gems and serves as a balm against the mementos recovered beneath your Keep--that belongs to a dragon. Well, another dragon. And that too is a story for another time."
-[X] "Good fortune in the wars to come,"
-[X] "Viserys Targaryen"
-[X] Post Script, scrawled across the bottom almost like an afterthought: "You can keep the sword."


*maximum ruselord intensifies*
 
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Here's the fey arms and armor. Also added to the update:

Armor of the Twilight Seer

Description: Wrought of Aszite-vained True Silver this armor shimmers like the last rays of sunset in the light and it is lost utterly in shadow gives the wielder the power to use his ability to hide in the shadows far beyond the boundaries of the mundane, though any mortal who bears it must struggle against the constant clinging touch of the Shadow Plane.

Base Enchantment: Feycraft +1 Twilight Mithral Chain shirt

Special: The wielder may attempt a metaphysical hide check 3/day, with the following results:
  1. DC 20: Nondetection
  2. DC 40: False Vision
  3. DC 60: Veil
On a failure to attain the attempted DC the caster exerts less power upon reality. His spells and attacks only have a 80% chance to affect material beings.

Caster level: 15

Blade of the Twilight Seer


Description: Seeming a shard of nigh ripped from the heavens above this blade moves though the air with a keening wail of misfortune, sowing terror as easily as it draws blood.

Base Enchantment: +2 Ominous sword

Special: A creature struck by the blade may not benefit from any positive luck altering magic for 1d3 rounds (DC 22 Will save negates)
 
1. Lonely Light -- The Iron Islands are unofficially vassalized. It is very far away from anything significant so collateral damage is likely to be minimal, and it could be a good forwarding base against the Deep Ones.
2. Bhorash -- Others have argued for this, could guard the Demon Road afterwards.
3. Vaes Leisi -- Far away from anything we care about so unlikely to cause collateral damage, and it has the twofold application of power projection across another stretch of Essos as well as building a major base to counter Deep One activity in the area.
1) Close to territory attacked by Deep Ones.
2) Territory attacked by Deep Ones.
3) Seems best fitting, actually (insofar as lack of enemies goes), but far as fuck from everywhere else.

 
Here's my final draft for Zherys.

Name: Zherys
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 16 (136,000/136,000 XP)
Class: Sorcerer 6/Meta Magus 10
Feats: Draconic Bloodline, Easy Metamagic (Persistent Spell), Extend Spell, Iron Will, Maximize Spell, Persistent Spell, Practical Metamagic (Maximize Spell), Practical Metamagic (Persistent Spell), Residual Magic, Silent Spell, Still Spell, Versatile Spellcaster
Flaws: Fussy, Vulnerable
Class Features: Improved Metamagic, Innate Metamagic, Rapid Metamagic (11/Day)

HP:
6d4+10d6+48 (116 HP) + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life)
AC: 10 + 3 (DEX) + 4 (Mage Armor) - 1 (Vulnerable) + 5 (Deflection) + 4 (Shield) = 25
Movement: 30ft
Initiative: +3 (DEX)
Attack: +8/+3
Spell Save: DC: 10 + 8 (CHA) + spell level
Weapon Proficiency: Dagger, Staff
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 25

STATS:
5(8) + 2 = 10 (0) Strength
9(12) + 4 = 16 (+3) Dexterity
10(13) + 5 = 18 (+4) Constitution
21 + 6 = 26 (+8) Charisma
16 + 4 = 20 (+5) Intelligence
12 + 4 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 5 + 4 (CON) + 5 (Resistance) + 8 (Luck) = 22
REFLEX: 5 + 3 (DEX) + 5 (Resistance) + 8 (Luck) = 21
WILL: 12 + 3 (WIS) + 2 (Iron Will) + 5 (Resistance) = 20

SKILLS:
Bluff:
10 + 8 (CHA) = 18
Concentration: 19 + 4 (CON) + 10 (Ring) = 33
Diplomacy: 19 + 8 (CHA) + 4 (SYN) + 10 (Ring) = 41
Knowledge (Arcana): 19 + 5 (INT) = 24
Knowledge (The Planes): 5 + 5 (INT) = 10
Sense Motive: 9 + 3 (WIS) + 10 (Ring) = 22
Spellcraft: 19 + 5 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 39

Spells Known (Caster Level 16):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Comprehend Languages, Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike (8/7/day)
Level 2: Darkvision, Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover (8/6/day)
Level 3: Ancestral Awakening, Arcane Sight, Dragon's Hide, Fireball(RotF), Heart of Water, Protection from Energy (7/6/day)
Level 4: Fear, Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon (7/5/day)
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Mind Fog, Skin of the Steel Dragon, Teleport(RotF), Undying Vigor of the Dragonlords (6/5/day)
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True Seeing (6/day)
Level 7: Arcane Spellsurge, Limited Wish, Vision (5/4/day)
Level 8: Mind Blank, Moment of Prescience (3/0/day)

Grimoire of High Arcana:
Level 1: Alarm, Disguise Self, Spontaneous Search
Level 2: Alter Self, Detect Thoughts, False Life, Investigative Mind, Protection from Arrows, Rope Trick, See Invisibility
Level 3: Air of Nobility,Fly, Phantom Steed, Tongues
Level 4: Greater Invisibility

Runestaff of Abjuration
: Dismissal, Dispel Magic, Lesser Globe of Invulnerability, Repulsion, Resist Energy, Shield

Special Abilities:

  • Dragon-Wing Graft (Su): 3/Day you can use an extra Swift Action in a round. This can only be used once per round.
  • Improved Metamagic (Su): The spell level adjustment of your Metamagic feats are reduced by one, to a minimum of +1.
  • Rapid Metamagic (Ex): 11/Day (6 + Intelligence modifier) you may cast a spell augmented by Metamagic feats without increasing its casting time.
  • Innate Metamagic (Su): When you cast the following spells, they are automatically affected by the listed Metamagic feat without increasing their casting time or level; Disintegrate (Maximize Spell), Orb of Force (Silent Spell & Maximize Spell).
Personal Long-Term Defensive Wards:
  • False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 16 hours, Cost: 2nd level spell slot
  • Mind Blank: You are Immune to all Mind-Affecting Effects and Divination spells. Duration: 24 hours, Cost: 8th level spell slot
  • Moment of Prescience: Once during the spell's duration you can apply a +16 Insight bonus on any single attack roll, opposed ability, skill check, or saving throw, or you can use it to increase your AC against a single attack. Duration: 16 hours, Cost: 8th level spell slot
  • Elemental Heart Spells: Air (+10 Jump, +10ft flight speed), Earth (+30 Temp HP), Fire (+10ft ground speed, Fire Resistance 20), Water (+8 Swim, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 16 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
  • Ruin Delver's Fortune: You benefit from a Luck bonus on your Fortitude and Reflex saving throws equal to your Charisma bonus, as well as Immunity to Poison and the Evasion class feature. Duration: 24 hours, Cost: 7th level spell slot (4th level spell slot augmented using the Persistent Spell Metamagic feat, then recast using the Residual Magic feat)
  • Greater Blink: As Blink, except that you have control over the timing of your "blinking" back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects Ethereal targets (as a Dorce effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. Duration: 24 hours, Cost: 8th level spell slot (5th level spell slot augmented using the Persistent Spell Metamagic feat)
Anklets of Translocation:
  1. 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.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Boneward Belt of Many Pockets: +5 Constitution, +5 Resistance bonus to saving throws
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  • Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
    • Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
    • While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Crown of the Timeless One:
  • The wearer is constantly affected by an Age Resistance spell, negating the detrimental physical effects of Middle and Old age.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom, +5 Deflection bonus to AC
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +4 Dexterity, +2 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  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.
Minor Cloak of Displacement:
  • You benefit from a 20% miss chance, as if affected by a Blur spell. You can suppress or activate this effect at will as a Standard Action.
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. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
  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.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Ring of Spell-Battle:
  1. +10 Competence bonus to Concentration and Spellcraft skill checks
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Mysterios Conjuration:
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level
Runestaff of Abjuration:
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt of Many Pockets (+5 CON, +5 Resistance), Calligraphy Wyrm, Crown of the Timeless One, Diplomat's Ring of Untarnished Glory (+6 CHA, +4 INT, +4 WIS, +5 Deflection), Gloves of the Starry Sky (+4 DEX, +2 STR), Greater Amulet of Protection from Evil, Minor Cloak of Displacement, Radiant Earring of Arcane Acuity, Ring of Sustenance (Slotless), Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration
 
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Description: Wrought of Aszite-vained True Silver this armor shimmers like the last rays of sunset in the light and it is lost utterly in shadow gives the wielder the power to use his ability to hide in the shadows far beyond the boundaries of the mundane, though any mortal who bears it must struggle against the constant clinging touch of the Shadow Plane.
@DragonParadox, what do you mean mortal bearers have to struggle against the touch of the Shadow Plane? What's the mechanics of that?
 
Doesn't really fit Zherys, especially with the whole "an entire day of casting just to get a magical flame going through the night" situation.

He'd have withered away.

The whole "magic vampire" aspect that one feature brings kind of throws off the flavor.
It fits perfectly.
After a life of hardships he has finally, through arcane might and intricate rituals, overcome such base weaknesses as the need for sleep, or as age.
 
Another thing to consider is that in the event we win that battle against the Efreeti, we won't kill all of them, and some might scatter to regroup nearby.

...nearby Bhorash is Slaver's Bay, and a neat place for the Brazen Throne to get a foothold in the area.

I think that possibility really just leaves somewhere remote but strategically useful at a later stage in our kingdom building.
 
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