[X] Crake

I just realised I forgot to put in an order for Burrowers, that's what happens when you rush at work :(

Is there an option to put in orders before the next turn vote?
@DragonParadox


Now that we have the Southern Forge I'd probably give them some Draconic blood.
Cheaper and more useful to buy another set of Titan's Tools. They can make better tunnels, faster, and do a lot of other stuff besides.
Can we wait for the Tiamat armor? We're getting that Aspect in a mere few months. May as well put the best ingredients together for a proper Artifact courtesy of Lya.
Okay, it can wait.
 
Cheaper and more useful to buy another set of Titan's Tools. They can make better tunnels, faster, and do a lot of other stuff besides.

I disagree, Titan Tools are far more limited as it requires crafter time, they always get co-opted for some constructive task elsewhere and I can already hear the concerns about them being stolen due to lack of high level PC accompaniment.

It's much harder to steal a Colossal Fire Breathing Badger you know.
 
While we were on the topic I wanted to look into what we could accomplish with those Coral Growth tools... Someone please tell me they are Duration: Instantaneous otherwise they aren't nearly as useful as their Stone counterparts.

Even though the spell description specifically states it is popular amongst multiple races for Underwater City construction Duration: Permanent is vulnerable to Dispel.
 
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I disagree, Titan Tools are far more limited as it requires crafter time, they always get co-opted for some constructive task elsewhere and I can already hear the concerns about them being stolen due to lack of high level PC accompaniment.

It's much harder to steal a Colossal Fire Breathing Badger you know.
We always buy sets of Titan's Tools in the Opaline Vault so there is no crafter time involved. We have 10 sets now, and can buy more next time we're there.

Concerns about theft were a long while back, when we were much less capable of tracking down the transgressors, and when a single set was a significant investment of resources. A set should be pretty safe with a Legion
 
While we were on the topic I wanted to look into what we could accomplish with those Coral Growth tools... Someone please tell me they are Duration: Instantaneous otherwise they aren't nearly as useful as their Stone counterparts.

Even though the spell description specifically states it is popular amongst multiple races for Underwater City construction Duration: Permanent is vulnerable to Dispel.
That's got to be a mistake that was never corrected. It wouldn't make any sense for the spell to be Dispellable, based on the effect and wording of the spell.
 
We always buy sets of Titan's Tools in the Opaline Vault so there is no crafter time involved. We have 10 sets now, and can buy more next time we're there.

Concerns about theft were a long while back, when we were much less capable of tracking down the transgressors, and when a single set was a significant investment of resources. A set should be pretty safe with a Legion

I know we buy them, Opaline Vault has limited crafter time at that level. Spell levels 8,7,6 and 5 all bound up don't come cheap.
 
[X] "Ladies and Gentlemen, you are about to embark upon the first voyage in what I hope is one among many, to glimpse unseen vistas men never dreamed, as much as the grandest works of spirits that men living in the world under the sun should aspire toward, and then of course surpass."
-[X] "And you do so upon a vessel that could already be the envy of the world and soon that of all the Inner Spheres, none swifter nor more beauteous, though that is not to say She does not have her teeth." Moonchaser gives a demonstration of her cannons on a hulk prepared for the occasion.
-[X] "You are not just the first men to sail the skies and the worlds past the veil of our reality, intrepid explorers, soldiers and sailors, you are the first in a tradition. The Imperial Navy will be they who deliver the Crown's will to ports near and far, bearing its treasures, its envoys and its soldiers, but also its message."
-[X] "That enemies wielding their blades of fear and dread should despair upon its cresting of distant horizons, and all the better, yet our friends and allies will know that there is yet hope."
-[X] "But let me not fill the air with nothing but words when the Moonchaser is straining to fill the skies, for it was not I who crafted this wonder." Smile at Lya, speaking to her using a spell-wrought whisper: "Time to let them know how brilliant you are. After all, I can't be the only one who knows."
[X] Crake

This is good, but it might be a good idea to specifically mention telling Lya beforehand. Dropping a public speech on her out of the blue sounds like a good way to eat a baleful teleport into the narrow sea next time Viserys is out of public view.
 
Think we can convince Relath to play hood ornament for the Moonchaser when it pulls in to dock in Vialisk?
 
I'm building a character sheet for the new super Pseudodragons we're growing in the Flesh Forge this month (nerds are gonna nerd, y'know? ;) ) and while trying to decide on their spell list, I came across this gem.

It's not particularly great to use on land, of course, but underwater it would be devastating. A 30 foot radius burst can affect a lot of enemies, all of whom would be expending all of their energy trying to get out of the water rather than fighting. :drevil:

Before any Charisma boosters are applied, the Pseudodragons are going to have a spell DC of 21 + spell level, so Hydrophobia will need a Will save of 24+. A basic Illithid has a Will save bonus of +9 and most of their minions will be much lower than that.
 
I'm building a character sheet for the new super Pseudodragons we're growing in the Flesh Forge this month (nerds are gonna nerd, y'know? ;) ) and while trying to decide on their spell list, I came across this gem.

It's not particularly great to use on land, of course, but underwater it would be devastating. A 30 foot radius burst can affect a lot of enemies, all of whom would be expending all of their energy trying to get out of the water rather than fighting. :drevil:

Before any Charisma boosters are applied, the Pseudodragons are going to have a spell DC of 21 + spell level, so Hydrophobia will need a Will save of 24+. A basic Illithid has a Will save bonus of +9 and most of their minions will be much lower than that.
That looks like a decent choice for Relath in the future.
 
I'm building a character sheet for the new super Pseudodragons we're growing in the Flesh Forge this month (nerds are gonna nerd, y'know? ;) ) and while trying to decide on their spell list, I came across this gem.

It's not particularly great to use on land, of course, but underwater it would be devastating. A 30 foot radius burst can affect a lot of enemies, all of whom would be expending all of their energy trying to get out of the water rather than fighting. :drevil:

Before any Charisma boosters are applied, the Pseudodragons are going to have a spell DC of 21 + spell level, so Hydrophobia will need a Will save of 24+. A basic Illithid has a Will save bonus of +9 and most of their minions will be much lower than that.

The spell sounds p dman good but wait

21+ Spell Level DC? Wut how??? I have not been keeping up with the flesh/fungus forge sheets at all.
 
Here's what I have for the new super Pseudodragons. They're fast, tough, and can do a lot of neat stuff, from spellcasting support, to melee, to serving as a long-range Telepathic communication hub.

I included some pretty good gear with it, too. If you're going to invest 57k IM in something, you might as well drop another 5 or 6k to significantly enhance its performance. They would still be good without this gear, but it really rounds them out and makes them much more useful in a variety of roles.

Advanced Mighty Gigantean Telepathic Sorcerer Creature Pseudodragon
Size/Type:
Huge Dragon
Hit Dice: 12d12 + 120 + 120[Mighty] (318 HP)
Initiative: +5 (Mighty) + 2 (DEX) = +7
Speed: Ground: 90 ft, Swim: 90ft (Heart of Water) + 30 (Tail-Ring) = 120 ft, Fly: 270 ft + 30 ft (Tail-Ring) = 300 ft (Good)
Armor Class: 30 (-2 Size, +2 Dex, +5 Dodge, +11 Natural, +4 Mage Armor), Touch 19, Flat-Footed 23
Base Attack/Grapple: +35/+48
Attack: Tail Sting +35(+37) (2d6+24+2 plus poison)
Full Attack: Tail Sting +35(+37) (2d6+24+2 plus poison), Bite +30(+32) (2d8+18+2), 2 Claws +30(+32) (2d6+11+2), 2 Wings +30(+32) (1d8+11+2), Crush +35(+37) (2d8+24+2)
Space/Reach: 15 ft./10 ft. (15ft. with bite, 20 ft. with tail)
Special Attacks: Poison
Special Qualities: Damage Reduction 4/--, Blindsense 240 ft, Darkvision 240 ft, Low-Light Vision, Immunity to Sleep & Paralysis, Immunity to Mind-Affecting effects, Spell Resistance 27, Telepathy 240 ft, Immunity to Possession, Resist Cold & Electricity 5
Saves: Fort +23(+25), Ref +15(+17), Will +19(+21)
Abilities: Str 34(36)*, Dex 11(14), Con 27(30), Int 14, Wis 16(18), Cha 18(22); *+8 for the purposes of determining carrying capacity
Skills: Bluff +16, Concentration +30, Diplomacy +31, Hide +11*(+15 in forests & overgrown areas), Knowledge (Arcana) +22, Knowledge (Dungeoneering) +22, Knowledge (The Planes) +17, Listen +14, Sense Motive +29, Spellcraft +22, Spot +14, Swim +28
Feats: Arcane Mastery, Draconic Bloodline, Expanded Arcana (Ancestral Awakening, Battlemagic Perception), Expanded Arcana (Dispel Magic, Hydrophobia), Iron Will, Mindsight, Versatile Spellcaster
Languages: Draconic, Low Valyrian (Braavosi), Valyrian, Westerosi (Common)

Poison (Ex): Injury, Fortitude DC 28, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathy (Su): Pseudodragons can communicate Telepathically with any creature who speaks one of its known languages, provided they are within 240 feet.

Informed Prediction (Su): If the Pseudodragon has successfully used Detect Thoughts against a creature within 24 hours, it gains a +2 Dodge bonus against that creature's attacks and a +2 Insight bonus on saves against that creature's spells and special attacks.

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8. A Telepath gains a +5 racial bonus to Bluff, Diplomacy, and Sense Motive checks.

Spell-Like Abilities (Sp): Caster Level: 12th, At Will: Detect Thoughts (DC 25), 1/Day: Dream, Mind Blank, Phantasmal Killer (DC 27), Telepathic Bond.

Spells Known (Caster Level 12): DC: 10 + 6 (CHA) + 7 (Mighty) + Spell Level
Level 0: Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Comprehend Languages, Enlarge Tail, Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, True Casting (6+2/day)
Level 2: Darkvision, Mirror Image, Scintillating Scales, Wings of Cover (6+2/day)
Level 3: Ancestral Awakening, Battlemagic Perception, Dispel Magic, Fireball(RotF), Heart of Water, Hydrophobia, Protection from Energy, Venomfire (5+1/day)
Level 4: Dimension Door, Fear, Freedom of Movement(RotF) (3+1/day)

Aerial Anklets of Translocation:
  1. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  2. 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: +3 Constitution, +2 Strength
  1. Strength score is 8 higher than normal when determining you carrying capacity.
  2. 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)
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
  • Benefit from a +30ft Enhancement bonus to flight and swim speed.
Greater Radiant Circlet of Arcane Acuity:
  1. Immunity to blindness and dazzling effect
  2. Convert any spell of 3rd level and above to Fireball.
  3. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  4. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Amulet of Protection from Evil:
  1. Convert any spell of 4th level and above to Freedom of Movement.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Raiment of the Four(Incomplete): Uniting the magic of three enchanted items (Ring of Untarnished Glory, Greater Radiant Circlet of Arcane Acuity, Greater Ring 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.
Ring of Untarnished Glory: +4 Charisma, +2 Wisdom
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
  4. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt (+3 CON, +2 STR), Enhanced Tail-Ring of Zephyr's Grace (+3 DEX), Greater Amulet of Protection from Evil, Greater Radiant Circlet of Arcane Acuity, Ring of Untarnished Glory (+4 CHA, +2 WIS)
 
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Ya'll think we could afford to evacuate Thenna next month with Moonchaser while simultaneously dealing with Golden Company?

This thing could be of great use in both places, but Thenns need a fair bit of time for us to research the landwards - about a month methinks - and loot all we can in "scorched earth" fashion against Others.

[X] Crake
 
Wait doesn't Sorcerer Creature Template depend on base HD? What's going on there.

Holy shit these things are like fucking CR gazillion.
 
Ya'll think we could afford to evacuate Thenna next month with Moonchaser while simultaneously dealing with Golden Company?

This thing could be of great use in both places, but Thenns need a fair bit of time for us to research the landwards - about a month methinks - and loot all we can in "scorched earth" fashion against Others.

[X] Crake
It would be nice to wrap up that particular loose end, if we can squeeze it in.
 
Wait doesn't Sorcerer Creature Template depend on base HD? What's going on there.

Holy shit these things are like fucking CR gazillion.
Yeah. At HD 12, the Mindhunters have access to 4th level spells and cast at 12th caster level.

EDIT: Just CR 15, and we're paying through the ads for them, too. Each one is around 57k IM to grow in the Flesh Forge.
 
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