They'll be top priority to recruit, with the best and most trustworthy being folded into the Inquisition under Garin. They know the lay of the land. Also if we don't recruit them then we'd have to eliminate them in some fashion, because we're going to be establishing a big Inquisition presence here.
No I mean as far as I know there is no Japan or even Ninja expy in asoiaf. The closest thing is the Faceless men and even they are more of a Hassassin tipoff. So no Ninja. Just probably a lot of Rogues and variants.

Edit:Ninj...no, Facelessed...maybe?
 
Somewhere, in this world or another, we can propably find people with classes like Ninja, or from Pathfinder martial arts Stalker and Harbinger.
 
No I mean as far as I know there is no Japan or even Ninja expy in asoiaf. The closest thing is the Faceless men and even they are more of a Hassassin tipoff. So no Ninja. Just probably a lot of Rogues and variants.

Edit:Ninj...no, Facelessed...maybe?
Yi Ti is a blank slate with vaguely Chinese implications. There could easily be other eastern cultures mixed in there, though likely on the fringe rather than in Yi Ti heartland.

I'll be damned if we don't get a single samurai out of this entire thing.
 
Assassin's guilds within Yi Ti sound plausible (for me at least) - and an assassin with a slight 'eastern' touch would be a Ninja, right?
 
Yi Ti is a blank slate with vaguely Chinese implications. There could easily be other eastern cultures mixed in there, though likely on the fringe rather than in Yi Ti heartland.

I'll be damned if we don't get a single samurai out of this entire thing.

Well the land of Ulthos exists...though god knows who lives there.

Well further eastvyou got tribes of bird people and that could sound vaguely like Tengu so say they might bring better luck.


Though honestly who knows? If Africa can be turned into a Island chain complete with Coffee and Chocolate for some reason. I dont see why Japan cant have own continent off screen.
 
Last edited:
Well further eastvyou got tribes of bird people and that could sound vaguely like Tengu so say they might bring better luck.


Though honestly who knows? If Africa can be turned into a Island chain complete with Coffee and Chocolate for some reason. I dont see why Japan cant have own continent off screen.
The Summer Islands seem like Africa only with the people's skincolor, but it's far closer to pacific islanders.

But that said the point I'm making is that Yi Ti is not going to be an exact copy of China. It is very much a blank slate, there's little to no actual interaction with the country in canon. With that in mind, mixing in elements from other eastern cultures is perfectly fine.
 
Last edited:
I can't.
Whatever I'm trying, it doesn't end up as neat in feats, spells and items (and as pleasantly colored) as a certain fish's version.
I mean, I could try to copy Goldfish's with one less Metamagic Feat, but would the Persistent spell still make sense without the lowered Metamagic costs from the class?
Sorry? :(

Feel free to copy mine and change it as needed.

Only a couple pieces of the gear would need to be changed due to his altered form.
 
The Summer Islands seem like Africa only with the people's skincolor, but it's far closer to pacific islanders.

But that said the point I'm making is that Yi Ti is not going to be an exact copy of China. It is very much a blank slate, there's little to no actual interaction with the country in canon. With that in mind, mixing in elements from other eastern cultures is perfectly fine.
Eh, black skinned people on an island native homeland. With Coffee (native to Ethiopia) and Chocolate (South America) with another Dark Continent south of Essos that is filled with Aztec Neandertholish expies and Dinosaurs.

It's like Martin decided instead of having a reclusive island of dinosaurs somewhere as a homage for Kong Island he'd make that into an Africa/Sount America like/sized continent and make those into an reclusive island instead.

So who knows? Yi Ti could be Japan with that unknown continent being China.
 
Not your problem, extensive gear just takes the fun out of it for me, turns it into a bit of a chore, and I tend to overlook things often.


Much better, Ki plus sharp knives in vulnerable spots in just one class: Stalker – d20PFSRD
The gear is already there, though. All you would need to do is remove the Ring of Sustenance and the Crown of the Timeless One. The effects of the gear, where relevant, have already been included into his stats, saves, etc.

Just remove Meta Magus stuff and plug in your build.
 
Rad. Let's buy as many businesses and lots as possible.
Why not just buy it all? Its private property. Get enough for the world's first Supermarket and then install a Planar Gateway leading form SD through some secure tunnel in the Plane of Earth to here?

Bam! Automatic superiority of trade with YiTi and everything on this side of the planet.Also nifty launch site for a conquering army if they start shit. Yi Ti trade voyages are niche luxury runs at this point anyway so even the negative economic impact should be minimal compared to the new level of trade it would generate.
 
Last edited:
Rad. Let's buy as many businesses and lots as possible.
Why not just buy it all? Its private property. Get enough for the world's first Supermarket and then install a Planar Gateway leading form SD through some secure tunnel in the Plane of Earth to here? Bam! Automatic superiority of trade with YiTi and everything on this side of the planet.

Also nifty launch site for a conquering army if they start shit. Yi Ti trade voyages are luxury runs anyway so even the negative economic impact should be minimal compared to the new level of trade it would generate.
Depending on how Yi Ti goes it might be best not to spook the court officials too much. Securing express imperial permission for an ACSE office is going to be the ultimate economic victory all on its own, but the difference is that most of Yi Ti won't realize what we've done.
 
Name: Zherys
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 15
Class:
Sorcerer (Blood of Siberys) 7/ Loremaster 5/ Incantifier 3
Flaws: Grudge Keeper, Meticulous
Feats:Draconic Heritage(Red), Skill Focus (Knowledge History), Draconic Aura (Energy Fire), Invisible Spell, Arcane Thesis (Disintegrate), Fire Casting, Extend Spell, Still Spell, Split Ray, Residual Magic, Maximise Spell
Class Features: Blood of Siberys, Lore, Secret (Inner Strenght, Stamina, Applicable Knowledge), Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2

HP: 12d4 +3d6+48 (116 HP) + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life)
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 5 (Deflection) + 4 (Shield) = 26
Movement: 30ft
Initiative: +3 (DEX)
Attack:
Spell Save:
DC: 10 + 8 (CHA) (+3 for Fire Spells) + 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, Age
Resistances: Cold 5, Electricity 5, Fire 25
SR: 23

STATS:
8 + 2 = 10 (0) Strength
12 + 4 = 16 (+3) Dexterity
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) +2 (Secret) + 5 (Resistance) = 18
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 12 + 3 (WIS) + 2 (Secret) + 5 (Resistance) = 20

SKILLS:
Bluff:
10 + 8 (CHA) = 18
Concentration: 18 + 4 (CON) + 10 (Ring) = 32
Diplomacy: 18 + 8 (CHA) + 4 (SYN) + 10 (Ring) = 40
Knowledge (Arcana): 18 + 5 (INT) = 23
Knowledge (History): 10 + 5 (INT) +3 (Skill Focus)= 10
Knowledge (The Planes): 5 + 5 (INT) = 10
Sense Motive: 9 + 3 (WIS) + 10 (Ring) = 22
Spellcraft: 18 + 5 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 38

Spells Known (Caster Level 15):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike (8/7/day)
Level 2: Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover (8/6/day)
Level 3: Ancestral Awakening, Dragon's Hide, Fireball(RotF), Heart of Water
Level 4: Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Teleport(RotF), Undying Vigor of the Dragonlords
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment
Level 7: Arcane Spellsurge, Greater Arcane Sight


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.

Blood of Siberys

You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.
Level: 1st.
Replaces: If you select this class feature, you do not gain the normal list of class skills, nor do you gain a familiar.
Benefit: The following are your sorcerer class skills: Bluff, Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.
In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits dependant on Charisma.

Lore:
At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. 5 +


Arcane Body (Ex): An incantifier's body ceases to function as most living creatures' do, coursing with unbridled magical energies. While he is not undead, elements of his existence are fundamentally warped by the arcane energies he relies upon to sustain him.
An incantifier does not heal naturally, nor can he be healed through normal magical means. Only through draining magic using his spell eater ability can an incantifier replenish his physical health.
An incantifier no longer has any need to eat, drink, or sleep and does not take penalties from neglecting these needs. In addition, an incantifier no longer takes any negative effects from aging and has no maximum age. Instead, he must replenish his body by absorbing spell levels equal to his character level every month, using his spell eater ability (see below), or he permanently loses a level. For example, an 11th-level wizard/5th-level incantifier has to consume 16 spell levels within one month's time or permanently lose a level (see Energy Drain and Negative Levels in Appendix 1: Special Abilities in the Pathfinder Roleplaying Game Core Rulebook). Levels lost in this manner can not be restored by any means.


Spell Eater (Su): An incantifier depends on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat an incantifier's spell resistance, the incantifier absorbs the magic and heals 1d4 hit points per spell level. Spells that ignore or overcome the incantifier's spell resistance affect him as normal. The incantifier decides whether or not his spell resistance affects spells he casts on himself, either benefitting from the spell or healing as he chooses.
When an incantifier uses this ability to absorb his monthly requirement of spell energy (see arcane body, above), the incantifier does not gain hit points.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Leech (Su): At 3rd level, an incantifier can channel absorbed arcane energy back into his own magic. If an arcane spell or spell-like ability does not beat the incantifier's spell resistance, the incantifier regains a spell of the absorbed spell's level or lower that he has already cast that day or regains a used spell slot of the appropriate level or lower. If the incantifier has his full compliment of spells, and thus has no cast spells or used spell slots, he cannot benefit from this ability. For example, if a wizard incantifier's spell resistance negates a lightning bolt, he can restore a single 1st-, 2nd-, or 3rd-level spell he had previously cast, regaining it as if he had never cast it.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Eater 2 (Su): At 3rd level, the incantifier can heal himself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using spell leech on a potion or scroll destroys the item but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals the incantifier of 1d4 hit points per spell level of the highest-level spell the item possesses. The incantifier cannot be healed more than his maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.

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.

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, 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, Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration
 
Last edited:
Name: Zherys
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 15
Class:
Sorcerer (Blood of Siberys) 7/ Loremaster 5/ Incantifier 3
Flaws: Grudge Keeper, Meticulous
Feats:Draconic Heritage(Red), Skill Focus (Knowledge History), Draconic Aura (Energy Fire), Invisible Spell, Arcane Thesis (Disintegrate), Fire Casting, Extend Spell, Still Spell, Split Ray, Residual Magic, Maximise Spell
Class Features: Blood of Siberys, Lore, Secret (Inner Strenght, Stamina, Applicable Knowledge), Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2

HP: 12d4 +3d6+48 (116 HP) + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life)
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 5 (Deflection) + 4 (Shield) = 26
Movement: 30ft
Initiative: +3 (DEX)
Attack:
Spell Save:
DC: 10 + 8 (CHA) (+3 for Fire Spells) + 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, Age
Resistances: Cold 5, Electricity 5, Fire 25
SR: 23

STATS:
8 + 2 = 10 (0) Strength
12 + 4 = 16 (+3) Dexterity
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) +2 (Secret) + 5 (Resistance) = 18
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 12 + 3 (WIS) + 2 (Secret) + 5 (Resistance) = 20

SKILLS:
Bluff:
10 + 8 (CHA) = 18
Concentration: 18 + 4 (CON) + 10 (Ring) = 32
Diplomacy: 18 + 8 (CHA) + 4 (SYN) + 10 (Ring) = 40
Knowledge (Arcana): 18 + 5 (INT) = 23
Knowledge (History): 10 + 5 (INT) +3 (Skill Focus)= 10
Knowledge (The Planes): 5 + 5 (INT) = 10
Sense Motive: 9 + 3 (WIS) + 10 (Ring) = 22
Spellcraft: 18 + 5 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 38

Spells Known (Caster Level 15):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike (8/7/day)
Level 2: Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover (8/6/day)
Level 3: Ancestral Awakening, Dragon's Hide, Fireball(RotF), Heart of Water
Level 4: Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Teleport(RotF), Undying Vigor of the Dragonlords
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment
Level 7: Arcane Spellsurge, Greater Arcane Sight


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.

Blood of Siberys

You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.
Level: 1st.
Replaces: If you select this class feature, you do not gain the normal list of class skills, nor do you gain a familiar.
Benefit: The following are your sorcerer class skills: Bluff, Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.
In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits dependant on Charisma.

Lore:
At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. 5 +


Arcane Body (Ex): An incantifier's body ceases to function as most living creatures' do, coursing with unbridled magical energies. While he is not undead, elements of his existence are fundamentally warped by the arcane energies he relies upon to sustain him.
An incantifier does not heal naturally, nor can he be healed through normal magical means. Only through draining magic using his spell eater ability can an incantifier replenish his physical health.
An incantifier no longer has any need to eat, drink, or sleep and does not take penalties from neglecting these needs. In addition, an incantifier no longer takes any negative effects from aging and has no maximum age. Instead, he must replenish his body by absorbing spell levels equal to his character level every month, using his spell eater ability (see below), or he permanently loses a level. For example, an 11th-level wizard/5th-level incantifier has to consume 16 spell levels within one month's time or permanently lose a level (see Energy Drain and Negative Levels in Appendix 1: Special Abilities in the Pathfinder Roleplaying Game Core Rulebook). Levels lost in this manner can not be restored by any means.


Spell Eater (Su): An incantifier depends on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat an incantifier's spell resistance, the incantifier absorbs the magic and heals 1d4 hit points per spell level. Spells that ignore or overcome the incantifier's spell resistance affect him as normal. The incantifier decides whether or not his spell resistance affects spells he casts on himself, either benefitting from the spell or healing as he chooses.
When an incantifier uses this ability to absorb his monthly requirement of spell energy (see arcane body, above), the incantifier does not gain hit points.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Leech (Su): At 3rd level, an incantifier can channel absorbed arcane energy back into his own magic. If an arcane spell or spell-like ability does not beat the incantifier's spell resistance, the incantifier regains a spell of the absorbed spell's level or lower that he has already cast that day or regains a used spell slot of the appropriate level or lower. If the incantifier has his full compliment of spells, and thus has no cast spells or used spell slots, he cannot benefit from this ability. For example, if a wizard incantifier's spell resistance negates a lightning bolt, he can restore a single 1st-, 2nd-, or 3rd-level spell he had previously cast, regaining it as if he had never cast it.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Eater 2 (Su): At 3rd level, the incantifier can heal himself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using spell leech on a potion or scroll destroys the item but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals the incantifier of 1d4 hit points per spell level of the highest-level spell the item possesses. The incantifier cannot be healed more than his maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.

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.

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, 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, Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration
I am not a huge fan of the disintegrate focus, and I would take Alter Self as a spell known and put Heart of Air as a PoSK (this change is IMO for fluff reasons).

Note that if he is focusing on Disintegrate, he needs feats like Point Blank Shot and Precise Shot. Please add a Rod of Magical Precision to his gear (it's from Complete Mage) which negates the penalty from firing into melee.

On the other hand, the massive gear pile makes all of my other criticisms and complaints irrelevant, so go wild!
 
Winning vote
Adhoc vote count started by DragonParadox on Jul 3, 2019 at 2:45 PM, finished with 128 posts and 11 votes.

  • [X] Ask about the state of the Stormlands in light of the recent change in power, who would Stannis trust and who might need more persuasion to remain loyal.
    -[X] How lightly have the Lannisters and the Golden Shields tread in the Stormlands since the days began where they started having to watch their backs in the Riverlands and the Crownlands due to a glut of loyalists? Any chance of entanglements there?
    -[X] Rumors of supernatural activity?
    [X] Discuss the matter of the Storm God and his desire to return to Storm's End
 
I am not a huge fan of the disintegrate focus, and I would take Alter Self as a spell known and put Heart of Air as a PoSK (this change is IMO for fluff reasons).

Note that if he is focusing on Disintegrate, he needs feats like Point Blank Shot and Precise Shot. Please add a Rod of Magical Precision to his gear (it's from Complete Mage) which negates the penalty from firing into melee.

On the other hand, the massive gear pile makes all of my other criticisms and complaints irrelevant, so go wild!
Disintegrate is a good spell choice for him. It's difficult to defend against, affects pretty much everything, and has a surprising amount of utility. Always being Maximized makes it even better; 172 points of damage on a failed save is very nice and 30 on a success isn't awful.

It's also pretty easy to hit with a Ranged Touch Attack. Most things have crap Touch AC, and he can always use True Strike beforehand, if necessary.
 
Part MMCMXXX: In the Scales of Honor
In the Scales of Honor

Eighth Day of the Tenth Month 293 AC

Talk of ancient gods and the powers that they may bequeath is unlikely to receive a warm welcome today given how how troubled the Lord of Storm's End is, and no amount of gifts can change that, and so you take instead a far more natural track of conversation. "Which Houses are likely to follow you in raising your banners, and which would hold with your elder brother?" That you do not call him 'Usurper' is out of respect for Stannis' feelings on the matter, though you suspect he would agree with the term.

"Less than might be hoped, even when counting those more inclined to bow to dragons over stags." The words sound as though they lay strangely upon his tongue, but he presses on regardless. "Many of the lords who were close with Renly turned cold and suspicious as the false lord made it clear that he would leave Storm's End. Without the truth being told all they had to show for it was some nonsense about me poisoning 'Renly' against them. If only they knew how much their friendship was worth... but then I suppose they could not tell the difference between one smile at feast time and another."

You wince inwardly at the realization of how much the 'brothers' Baratheon had hurt each other over the months of living side by side under the under the weight of secrecy. Dany looks like she might say something, whether chastisement, comfort, or both together you do not know for she closes her mouth with a shake of her head.

Thus Stannis continues with his account: "Chief among these are Lord Bryce Caron of Nightssong and Lord Guyard Morrigen, though doubtlessly there are scores of lesser knights who think the same."

"It is all too easy to count wicked the lord who does not pour silver into one's pocket and wine in one's belly," Maester Cressen agrees sadly. A moment later he adds: "Though if you will forgive an old man's nagging, my lord, perhaps now is the time to clear the air with Lord Casper Wylde. He is less troubled by the dearth of feasts and more suspicious of any hint of magic after his daughter's death." Turning to you he explains. "She was killed by a witch's curse, a hard death from what I heard, and the woman's death did little to sooth his sorrow."

"And what then should I tell him?" Stannis grinds out, clearly an old argument brought to light. "That there was no sorcery involved in my taking up lordship of Storm's End when the one who abdicated in my favor was not even Renly but merely the being he sold his face and birthright to? How much 'proof' do you imagine I could show Lord Wylde before the truth begins to show through?"

The old maester shakes his head, not convinced, but unwilling to take the conversation any further.

"Which lords do you most trust then, my lord?" your mother asks, breaking the awkward silence that follows.

"Gulian Swann, Lord of Stonehelm," comes the swift reply. "After it was proven that Devils tried to blacken my name, he rode in person to Storm's End to express his regrets." From the tone it is clear Stannis does not bear a grudge there. "Then I would name Lord Hugh Grandison of Grandview and Lord Alesander Staedmon of Broad Arch. Both are men who appreciate a steady hand in judgement at least, though given how eager Staedmon was to get any mages he found off his land he might still make trouble at the prospect of new laws regarding sorcery."

"Ralph Buckler, Lord of Bronzegate, is likely to go the way of Walder Frey should he see a dragon or two above his battlements," Cressen continues. "He is a cautious man."

"Craven you mean?" the Lord of Storm's End asks with disgust above what he would reserve for his enemies you suspect. In that much at least he is like his elder brother, not that you intend to point it out.

Cressen clears his throat. "Of the remaining former loyalists the most notable are House Cafferen which I am sorry to say holds little love for your House, Your Grace, after the fate of their former lords..." Having his head packed in salt and sent to your father by Randyll Tarly, he refrains from expanding upon it, likely due to your mother's presence. "Lord Fell will likely refuse to..."

"I've already secured his allegiance," you interject. In truth Ser Richard had secured his uncle's pledge, not that he had set out to do that from the start.

Though Stannis' jaw twitches in annoyance he does not speak up. What is he to say after all? He had made the same choice as Lord Fell in the end. "I assume the same is true of House Connington, then?"

In response you simply nod, the Tourney had given you the chance to gain Red Ronnet's pledge.

All told that leaves House Trant, House Dondarrion, House Peasebury, House Penrose, and House Whitehead likely to declare for the Usurper out of lingering loyalty to him with House Estermont uncertain as to how the bonds of blood and loyalty should fall, for while Ser Davos had been instrumental in ending a diabolic cult in Greenstone this one had not threatened the lord's family directly. Lastly there is Lady Shyra Errol of whom little is known for she is just come into her inheritance, though given that she is much courted one can anticipate that her choice of husband will be telling as to her intentions.

"Who would Lord Selwyn Tarth call his banners for?" Dany asks, you suspect remembering another heiress not yet come into her own. What had the Chosen of the Warrior been doing all this time? Would the girl even be interested in her inheritance?

"He has shown himself to be a pious man, though not overly harsh on mages in his lands, and one of the least troubled by the change in lordship," Maester Cressen explains. "Whether that will hold true under present circumstances is... more than I can say."

"What of others who might already have raised the dragon banner, hedge knight and smallfolk?" you ask as delicately as you can, knowing that Stannis is all too likely to call such men bandits no matter which side he finds himself on.

"There are some reports of that sort from around Griffin's Roost and Weeping Town both." For a long moment Stannis stares through you as he too struggles to choose his words. "They do little good to anyone and much harm by preying upon the smallfolk and claiming they do it in your name. It would be best if they were stopped."

What do you do next?

[] Write in

OOC: This was a lot of rolling and I just did not feel up to doing even more of it for supernatural happenings tonight. Also sorry if this feels too much like one big list, but there is just so many houses that I could not give as much attention as I would have liked to each one.
 
Last edited:
Back
Top