As for Tyene's build I've given up on understanding her.
To be fair, I dont think that anyone really does at this point.
Even after the latest "rebuild" of it.

She's been using only spells for so long, that her PRC's abilities were left largely forgotten.
Even more so now, that we have the bling to afford out-of-WBL-gear.

Such is the fate of a DnD spellcaster I suppose, nothing really beats spellcasting.

...shall we retrain her into something, someday?
:V
 
Regarding the Faxlugon debate : I didn't say much back then, because I was afraid it would turn into a bit of a shitshow. However I'm happy we didn't recruit him : unlike the Erinyes, he wasn't really a reliable combat monster we could use easily. He was a Diplomacy/temptation character, which is both far less useful to us now AND far riskier to use safely (we want everyone swearing to us, but do we want to turn them Evil if they aren't already competent enough to swear to us?).

Regarding this vote : changing!
[X] Goldfish
He wasn't useful for only diplomacy, though. He was a combat character as well. He was a sorcerer good enough to frustrate us at level 10-11, that's no small feat. He was perfectly capable of acting as a PC.
Honestly, had recruiting the Falxugon not been in the same vote as the Imp Sorcerer, the analysis on whom we had gotten that very chapter (and what shitty analysis was that, we'd need someone of Teana-level skill/ability to reliably use/control Imps!), he might have gotten a better deal.

But he just wasn't useful enough, and the comparison didn't leave him in much better of a light, so what's done is done, really.

We have better diplomat-candidates than a Devil, anyway.
And again, had we bothered to give him an actual interview on whether or not he'd obey our laws and serve faithfully (divination backed as is standard), then fine. But we didn't bother, we went off of our assumptions instead and voted, as you yourself just said, off of what we knew from a mere few chapters. Had we checked and confirmed that he'd try to stab us in the back somehow then fine, but there wasn't even a baseline effort to check.
 
Third, would someone mind a brief explanation on Tyrene's build? I see a lot of poison and inflict wounds, and she has a 'lash' listed as her weapon but no equipment nor spell defined as such. I guess I dont particularly understand how her spells and abilities interact with one another. @DragonParadox mostly just has her cast a spell or use the lash at enemies. I don't really get a good sense of how or when her poisons affect enemies in the fluff.
Essentially, thanks to her Sand Snake PRC, Tyene's magic has three "modes", each related to an aspect of her Dornish heritage, from both a cultural and historical standpoint. She can only use one Path at any given time, and switching between them normally requires her to meditate for an hour. Upon reaching 10th level in Sand Snake, however, she gained the ability to switch between them in just one round a limited number of times per month.

The Path of the Black Lotus gives her bonuses and abilities which make her a more effective poison user. It also allows her to cast the Poison and Neutralize Poison spells as At Will spell-like abilities without consuming spell slots. While mechanically sound and potentially quite useful, we've not made much use of this aspect of her abilities, at least during combat, but she has used them in the background for various purposes throughout the quest. It also hasn't helped much that a lot of our enemies, specifically the Undead and Devils, are immune to poison.

The Path of the Sand Scourge allows her to create a whip from sand and use it proficiently. This whip started off extremely OP, and we've tweaked it several times to still be strong but not ridiculously so. It's now a very good weapon for her, should she need to engage in melee combat. The sand lash has not been used very much, however, due to there more often being much better melee combatants in her party, allowing her to focus on using spell magic.

The Path of the Unflinching Sun is pretty straight forward, giving her access to the Sun and Illusion spell Domains. This is her bread and butter Path, since it's generally more useful in the most situations.

One of her abilities, called "the Dose Makes the Poison" lets her turn Inflict spells into Cure spells, which has allowed her to act as a healer throughout much of the quest.
 
Hm.
Some more Psionic items to order in 12th month?

(I reeeally had nothing better to do, and rifling through lists is meditative. Too bad I've got through all but most of them at this point.).
Strength of My Enemy
Psychometabolism
Level:Psychic warrior 2
Display:Visual; see text
Manifesting Time:1 standard action
Range:Personal
Target:You
Duration:1 round/level (D)
Power Points:3
You gain the ability to siphon away your enemy's strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.


Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.
2. If you spend 6 additional power points, you can manifest this power as a swift action.
I feel like this can be of great use for Sir Richard and/or Seeker.
Every attack hitting would apply Strenght damage to an enemy, even if their own Strength can't take further Enchantment bonus.
A power overcharged to 9 PP total is a low enough price for that, I recon.
Prowess
Clairsentience
Level:Psychic warrior 2
Display:Mental
Manifesting Time:1 immediate action
Range:Personal
Target:You
Duration:Instantaneous
Power Points:3
If an enemy provokes an attack of opportunity from you, you can make the attack even if you've already taken your allotted number of attacks of opportunity this round (usually one).


You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.
Situational, bit can be useful to Sir Richard too (he has only so much Immediate Actions, and his gear already uses them, iirc - but AoO is an AoO).
Schism
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new "second mind" does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.


Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn't provoke attacks of opportunity when manifesting a power, because doing so doesn't distract your primary mind.
Your second mind takes its first action on your turn in the round after schism is manifested.
Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.
Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.
Isn't this, essentialy, Riz'neth's bullshit?
I feel like this will be overruled, but it is still pretty great for additional actions a mind can take.
Like channelling concentration into fighting off another Elditch Evil, while the other mind is piloting the body killing stuff.
:V
Hustle
You gain an additional move action in the current round. Taking a full round's worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
Gotta go faaaast.
Empty Mind
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action.

You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it is not your turn.
Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1
If we order an overcharged thing of this, we can get a pretty good one-use bonus to Willsave.
Quite worth it, if we are to tangle with Elder Brain soon-ish.



Kovalsky @Goldfish, analysis!
 
Inserted tally
Adhoc vote count started by Goldfish on Nov 8, 2019 at 5:20 AM, finished with 138 posts and 12 votes.
 
Hm.
Some more Psionic items to order in 12th month?

(I reeeally had nothing better to do, and rifling through lists is meditative. Too bad I've got through all but most of them at this point.). I feel like this can be of great use for Sir Richard and/or Seeker.
Every attack hitting would apply Strenght damage to an enemy, even if their own Strength can't take further Enchantment bonus.
A power overcharged to 9 PP total is a low enough price for that, I recon. Situational, bit can be useful to Sir Richard too (he has only so much Immediate Actions, and his gear already uses them, iirc - but AoO is an AoO). Isn't this, essentialy, Riz'neth's bullshit?
I feel like this will be overruled, but it is still pretty great for additional actions a mind can take.
Like channelling concentration into fighting off another Elditch Evil, while the other mind is piloting the body killing stuff.
:V Gotta go faaaast. If we order an overcharged thing of this, we can get a pretty good one-use bonus to Willsave.
Quite worth it, if we are to tangle with Elder Brain soon-ish.

Kovalsky @Goldfish, analysis!
Some good finds there, though not all of them are super useful for us.

1) There is a spell which has the same effect, IIRC, that would be far cheaper to acquire than the psionic version. It's utility is questionable, however, due to Richard and the Seeker's other abilities and how quickly their enemies tend to die.

2) Much better for a Psychic Warrior who might not be able to invest a feat into Combat Reflexes, or have the Dexterity attribute to make use of it. Since both Richard and the Seeker do have Combat Reflexes, this one isn't really of much use for them.

3) Schism is ridiculously OP if used properly. You know me, look what I already do with Celerity and Time Stop, so imagine that added into the mix. I've thought about this one more than once since psionics were introduced to the quest, and I honestly don't think we should have access to it. Not only is Schism very powerful, it's also a power which is normally only available to Psions with the Telepath discipline, so I would be perfectly happy with DP ruling that it cannot be granted via item, but must be used by a trained Telepath who developed the ability normally. Or, since it's a psionic Mind-Affecting ability, he might rule that our Mind Blank blocks it entirely.

4) Hustle wouldn't be a bad effect to get for both Richard and the Seeker. An extra Move Action can be very useful in the right situation. Keep this one in mind for next month when we place our next order.

5) Empty Mind is potentially quite useful, since the bonus it provides is untyped and thus stacks with everything, but we don't always have an Immediate Action available, or have better options at the time. It's a good effect, if DP lets us have access to it. It's psionic, which shouldn't cause issues, but it's another Mind-Affecting power which could potentially be blocked by Mind Blank. If we can use it, though, this is another one to keep in mind for next month. The maximum Manifester level of the Githzerai crafters we have access to is 15th level, so an Empty Mind item could max out providing a +10 Will save bonus. Even a 1/Day slotless item, such as an earring, would be pretty pricey at that level, though. Slotless doubles the price and we have a +70% markup on items with a 11th to 15th Manifester level, so 1/Day would cost 3,672 IM.
 
Last edited:
Some good finds there, though not all of them are super useful for us.

1) There is a spell which has the same effect, IIRC, that would be far cheaper to acquire than the psionic version. It's utility is questionable, however, due to Richard and the Seeker's other abilities and how quickly their enemies tend to die.

2) Much better for a Psychic Warrior who might not be able to invest a feat into Combat Reflexes, or have the Dexterity attribute to make use of it. Since both Richard and the Seeker do have Combat Reflexes, this one isn't really of much use for them.

3) Schism is ridiculously OP if used properly. You know me, look what I already do with Celerity and Time Stop, so imagine that added into the mix. I've thought about this one more than once since psionics were introduced to the quest, and I honestly don't think we should have access to it. Not only is Schism very powerful, it's also a power which is normally only available to Psions with the Telepath discipline, so I would be perfectly happy with DP ruling that it cannot be granted via item, but must be used by a trained Telepath who developed the ability normally. Or, since it's a psionic Mind-Affecting ability, he might rule that our Mind Blank blocks it entirely.

4) Hustle wouldn't be a bad effect to get for both Richard and the Seeker. An extra Move Action can be very useful in the right situation. Keep this one in mind for next month when we place our next order.

5) Empty Mind is potentially quite useful, since the bonus it provides is untyped and thus stacks with everything, but we don't always have an Immediate Action available, or have better options at the time. It's a good effect, if DP lets us have access to it. It's psionic, which shouldn't cause issues, but it's another Mind-Affecting power which could potentially be blocked by Mind Blank. If we can use it, though, this is another one to keep in mind for next month. The maximum Manifester level of the Githzerai crafters we have access to is 15th level, so an Empty Mind item could max out providing a +10 Will save bonus. Even a 1/Day slotless item, such as an earring, would be pretty pricey at that level, though. Slotless doubles the price and we have a +70% markup on items with a 11th to 15th Manifester level, so 1/Day would cost 3,672 IM.
So, 2 Hustle-items, and 1 [Slotless, 1/day, boosted to 15th ML] Empty Mind, got it.

Thanks!
 
I was wrong last night, @Crake. The gear we crafted for Nettles has already been added to her sheet. I'm so forgetful about some stuff. :oops:
Name: Nettles
Titles: The Witch of the Mountains
Age: 24
Alignment:
True Neutral
Race: Human

Level: 12
Class: Ranger 3/Fighter 2/Dragonrider 5/Dragon Rider 2
Feats: Track, Endurance, Rapid Shot Saddleback, Mounted Combat, Skill Focus (Ride), Resist Dragonfear, Point Blank Shot, Precise Shot, Plunging Shot, Dragon Cohort, Improved Cohort, Mounted Archery, Improved Mounted Archery
Flaws: Loudmouth, Hot-Blooded
Class features: Wild Empathy, Favored Enemy (Dragons) +1, Dragonriding, Immune to Frightful Presence, Mounted Spellcasting, Flyby Attack, Spur Mount, Mounted Attack

Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) (Poor), Old Tongue (Poor)

HP: 89
AC: 25/27 (+1 Dex, +11 Armor, +3 Shield, +2 Deflection vs Evil), Touch 11/13, Flat-Footed 24/26
Initiative: +3 (DEX)
BaB: +11/+6/+1
Attack:
+1 mighty composite [+1] shortbow +15 (1d6+2) + plunging shot (?)
Full Attack: +1 mighty composite [+1] shortbow +15/+10/+5 (1d6+2) + plunging shot (?)

STATS:
12 (+1) Strength
13 + 3 = 16 (+3) Dexterity
12 + 2 = 14 (+2) Constitution
11 (+0) Intelligence
8 (-1) Wisdom
18 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 7 + 3 + 2 = 10/12
REFLEX: 6 + 3 + 2 = 9/11
WILL: 7 - 1 + 2 = 6/8

Skills:
Diplomacy 0 + 5 (CHA) = 5
Handle Animal: 15 + 5 (CHA) = 20
Knowledge (Nature): 8
Ride: 12 + 3 (DEX) = 15 (or +20 on Dragons; can always take 10)
Spot: 13 - 1 (WIS) = 12

Special Abilities:
  • Flyby Attack (Ex): Any dragon mount ridden by a dragonrider of at least 4th level is treated as having the Flyby Attack feat.
  • Mounted Spellcasting (Ex): A dragonrider has a +5 bonus on Concentration checks made to cast a spell while riding a mount.
  • Mounted Attack: A dragon rider can always attack on the same round as his dragon cohort, and is not required to make a Ride check to do so.
  • Immune to Frightful Presence (Su): While mounted on or within 10 feet of his dragon mount, a dragonrider is immune to the frightful presence of dragons.
  • Dragon Cohort Enhancement (Ex): Sheepstealer benefits from the Strafing Breath feat, two additional Hit Dice, a +2 bonus to Natural Armor, and a +1 bonus to Strength.
  • Spur Mount (Ex): A 5th-level dragonrider can make a DC 20 Ride check to spur her dragon mount to greater speed. Success on this check increases the dragon's speed (flying and otherwise) by 50% (round down to the nearest 5-foot increment), for 5 rounds.
  • Dragonriding (Ex): A dragonrider may add his class level as a bonus to any Ride checks made in conjunction with riding a dragon. In addition, any dragon ridden by a dragonrider enjoys maneuverability of one grade better than normal (maximum perfect maneuverability). For instance, an adult green dragon with a dragonrider astride it has average maneuverability rather than poor.
Anklets of Translocation:
  • 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: +2 Constitution
  • 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)
Earring of Arcane Acuity:
  • 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: +2 Charisma
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Equipped Items: Anklets of Translocation, Boneward Belt (+2 CON), Earring of Arcane Acuity, Gloves of Zephery's Grace (+3 DEX), Greater Amulet of Protection from Evil (+2 CHA), Greater Ribbon of Disguise, Handy Haversack, Mighty Composite Shortbow (+1) [+1 Strength bonus], Mithral Rider's Shield (+1; Grants +3 AC to mount), Quiver of Abundant Ammunition, Reinforced Segmented Valyrian Steel Fullplate (+2; Resist Fire 20 and Spell Resistance 12), Ring of Sustenance
 
Honestly, had recruiting the Falxugon not been in the same vote as the Imp Sorcerer, the analysis on whom we had gotten that very chapter (and what shitty analysis was that, we'd need someone of Teana-level skill/ability to reliably use/control Imps!), he might have gotten a better deal.

But he just wasn't useful enough, and the comparison didn't leave him in much better of a light, so what's done is done, really.

We have better diplomat-candidates than a Devil, anyway.
I still think Imps would make useful raw materials for crafting Yssian Outsiders, because they will do almost anything for power, so requiring them to have their alignment changed to neutral, when we have Yss use a sacrifice to empower them should be an easy sell, because they're more interested in powering up, than in remaining themselves.

So an imp would certainly agree, to be turned into a CR10 Lawful neutral snake creature.
 
OK next up is not going to be an update but and account of all the Houses of the reach you guys have not visited. @Crake remidned me of it and it needs to be done, since this is the sort of information you would both have IC and need for planing
 
I still think Imps would make useful raw materials for crafting Yssian Outsiders, because they will do almost anything for power, so requiring them to have their alignment changed to neutral, when we have Yss use a sacrifice to empower them should be an easy sell, because they're more interested in powering up, than in remaining themselves.

So an imp would certainly agree, to be turned into a CR10 Lawful neutral snake creature.
I don't think we could turn a single Imp into a CR 10 Outsider. That would probably take 10 Imps being combined like Asshole Voltron, and good luck convincing them to agree on which Imp gets to be the head.
 
I don't think we could turn a single Imp into a CR 10 Outsider. That would probably take 10 Imps being combined like Asshole Voltron, and good luck convincing them to agree on which Imp gets to be the head.
I was talking about when we capture things like the flesh-crafters, that we would like to have their power or knowledge working for us, but we don't want to recruit them, imps are perfect vessels for Yss to empower, because they will accept just about any adjustment to their personality, to become powerful.

Devils are naturally maleable, so an imp can certainly easily contain whatever power we invest in them, and they will accept being reforged if it get them power.
 
I was talking about when we capture things like the flesh-crafters, that we would like to have their power or knowledge working for us, but we don't want to recruit them, imps are perfect vessels for Yss to empower, because they will accept just about any adjustment to their personality, to become powerful.

Devils are naturally maleable, so an imp can certainly easily contain whatever power we invest in them, and they will accept being reforged if it get them power.
I think it would pop like an evil balloon if it was inflated with that much power.

They could certainly be altered and empowered, but it would be more reasonable to keep them around or under CR 5. That still leaves a lot of options and would be a significant boost for the Imp in question, without dramatically exceeding what their chassis can handle.
 
Why the fuck do we need Imps, again?

Yss can make Snek-Outsiders for us now, on-demand, as per DPs ruling.

Why play around Imps' bullshit, and deal with their fucked-up desires and attempts at mind-games when we can easily exchange them for Outsiders directly?
 
Last edited:
Aha!
I knew I would find something like that eventually.
Is there a way to have Richard make all his attacks at the same bonus?

I will concede Richard as having "enough" sword only once:
1) All his attacks go at 35+ to hit,
Behold!
Zealous Fury
Discipline: psychometabolism; Level: Marksman 4, psychic warrior 4
MANIFESTING
Manifesting Time 1 swift action
Display Mental, Auditory
EFFECT
Range Personal
Target You
Duration 1 round
Power Points: 7

DESCRIPTION
The penalty on your additional attacks for having a high base attack bonus is reduced by 5 (to a minimum of 0). For example, a character with a base attack bonus of +6 under the effects of this power would make full attacks at +6/+6 instead of +6/+1, before accounting for other modifiers.

Augment: You may augment this power in one more of the following ways:
1. If you spend an additional 5 power points, the penalty is reduced by 10.
2. If you spend 10 additional power points, the penalty is reduced by 15.
3. For every 4 additional power points you spend, the duration increases by 1 round.
Lemmie pick up dat phone, coz I fucken cold eet~

Flexible Trajectory
Discipline: psychoportation; Level: Marksman 3, psychic warrior 4
MANIFESTING
Display: Visual
Manifesting Time: 1 standard action
EFFECT
Range: personal
Target: you
Duration: 1 rnd./lvl.
Power Points: Marksman 5, psychic warrior 7

DESCRIPTION
Your ranged attacks may follow a path you imagine instead of the path that physical laws would dictate. You ignore range increment penalties, and bonuses to Armor Class from cover, although total cover still blocks the attack.

Augment You may augment this power in one or both of the following ways:
1. If you spend 3 additional power points, your ranged attacks ignore concealment (but not total concealment). If you instead spend 6 additional power points, your ranged attacks ignore all miss chances, including those from total concealment and effects such as mirror image (although you still must target the correct square for an invisible target).
2. For every 3 additional power points you spend, your range increment and corresponding maximum range with ranged attacks and your range for spells and powers that require a ranged touch attack increase by 10 feet.
I think this will be good for our ranged Companions/Minions..?
Aside from "Standard Action to activate"-thing, of course.

@Goldfish
 
Aha!
I knew I would find something like that eventually.
Behold!
Lemmie pick up dat phone, coz I fucken cold eet~

I think this will be good for our ranged Companions/Minions..?
Aside from "Standard Action to activate"-thing, of course.

@Goldfish
The first one is great, the second one not so much.

Zealous Fury Augmented to 12th Manifester level would cost us 11,750 IM for a 1/Day slotless item with the +70% markup, so that's pretty much off my wishlist.

A base unaugmented Zealous Fury item (also 1/Day and slotless) at just 7th Manifester level would be nice, but still cost 6,854 IM. I can see getting one of these for Richard, but it's iffy at that price.
 
Why the fuck do we need Imps, again?

Yss can make Snek-Outsiders for us now, on-demand, as per DPs ruling.

Why play around Imps' bullshit, and deal with their fucked-up desires and attempts at mind-games when we can easily exchange them for Outsiders directly?
I think we're looking at this the wrong way.

1. No imp wants to be an imp
2. They would be fundamentally reshaped by Yss, and wouldn't have the infuriating imp-like tendencies anymore if altered by him
3. None of us care if the imp explodes on a bad roll

It's basically an imp offering itself up as material components in exchange for being changed.

Also, DP has also said that Yss doesn't want to alter his people the serpentfolk. That would likely extend to trying to shove knowledge into the heads of his outsiders.

This is less recruiting imps and more tossing imps into the literal maw of the serpent and getting a better not-imp serpenty minion out of it.
 
I don't think we could turn a single Imp into a CR 10 Outsider. That would probably take 10 Imps being combined like Asshole Voltron, and good luck convincing them to agree on which Imp gets to be the head.

However we could sacrifice stronger Devils to power the transformation, @tarrangar has a point in that willing submission to the transformation should give bonii and Imps are always looking to digivolve.

Edit: Unloaded messages -.-

I don't see why they would be any less capable of powering up than making beings wholesale with the same principles.
 
Last edited:
But why though?
That's a pretty awesome buff for his combat abilities agaisnt more bullshit enemies, isn't it?

I'll add the [7 ML, 1/day, slotless] in any case.

Make Richard swordiest again!
It's good, but still requires an action to activate. It's just hard to justify paying that much for something which might only be used very rarely.

The 7th level version is still good and much cheaper.
 
I think we're looking at this the wrong way.

1. No imp wants to be an imp
2. They would be fundamentally reshaped by Yss, and wouldn't have the infuriating imp-like tendencies anymore if altered by him
3. None of us care if the imp explodes on a bad roll

It's basically an imp offering itself up as material components in exchange for being changed.

Also, DP has also said that Yss doesn't want to alter his people the serpentfolk. That would likely extend to trying to shove knowledge into the heads of his outsiders.

This is less recruiting imps and more tossing imps into the literal maw of the serpent and getting a better not-imp serpenty minion out of it.
...I kinda care about Imps exploding.

They are one of the largest single-group batches of sacrifices we have on hand, one only estimated to grow, and one we have very few concerns about killing off IC and OOC both.

Also, DP didn't say anything about Yss making Snek-people into Outsiders, from the wording there he would simply make new Outsiders from... I dunno, Divine energy apparently.
He's been powerful enough for a while, it's just that he never saw the point of outsiders, preferring the older solution of just making mortal followers like the naga. That said he is a god of trade now. If you ask for an outsider and pay for it he will make it.
 
However we could sacrifice stronger Devils to power the transformation, @tarrangar has a point in that willing submission to the transformation should give bonii and Imps are always looking to digivolve.

Edit: Unloaded messages -.-

I don't see why they would be any less capable of powering up than making beings wholesale with the same principles.
You're right, imps are perfectly capable of being tossed into the mixing pot for better results.
...I kinda care about Imps exploding.

They are one of the largest single-group batches of sacrifices we have on hand, one only estimated to grow, and one we have very few concerns about killing off IC and OOC both.

Also, DP didn't say anything about Yss making Snek-people into Outsiders, from the wording there he would simply make new Outsiders from... I dunno, Divine energy apparently.
Each individual imp is puny in its HD value. In the unlikely event that we lose one it wouldn't matter.

Their personalities are nowhere near strong enough to withstand divine intervention via Yss. It's honestly like sacrificing them to get a more useful minion.

And regarding Yss, DP said that Yss was old and set in his ways and didn't want to alter his snake people. Odds are that attitude doesn't change when it comes to his outsiders. I wouldn't hold my breath.
 
Thoughts on maximum possible Willsave, edition 2.0:

Viserys' 'base' Willsave = 24 + 5 (Dany's Persistomancy, Morale) +6 (Channel Vigor - Spirit, Competence) +1d6 (Mythic Surge) = 35+1d6

Surge of Fortune (discharged prematurely, allows nat 20) = +20.
Grand Destiny (consuming 1/4 charges)= +4.
Moment of Greatness (doubling bonus from Dany's Persistomancy) = +5.
Ruin Delver's Fortune (equal to Charisma modifier) +12 Luck
Moment of Prescience (equal to CL, cast through Wild Arcana while under effect of Harmonic Chorus = 24) = +24 Insight
Bestow Grace (Paladin spell, save = Cha bonus, but halved for Viserys) = +6 Sacred

Total possible Willsave at this moment: 105+1d6, 2 rerolls avaliable, Mindblank and Plant Body giving mind-affecting Immunity.

Additional related effects:
> Nine Lives + Alter Fortune by an ally = 2 rerolls avaliable.
> Mindblank (Immunity to all mind-affecting spells and effects) - avalaible via Viserys' crown.
> Plant Body (Immunity to all mind-affecting spells and effects)

Further Willsave increase available via:
[] Item of Empty Mind, (ML 15) = +10 Untyped
[] Item of Psionic Mindblank - the effect would stack with regular Mindblank, requiring an additional casting/roll to get through via spells/effects like Shatter Mindblank.

Total possible Willsave: 115+1d6, 2 rerolls avaliable, Mindblank, Psionic Mindblank, and Plant Body giving mind-affecting Immunity.
 
Last edited:
Back
Top