Hey, do we know where the others, or the master of the others, makes their home?

I'm guessing negative material plane.

...because wanting to end all existence,
use of undead, and the frost dragons making you retroactivelynot exist seems very negative material plane to me.
Verdant Spine Hawks also don't require sleep and their perception scores are nothing to scoff at.

While Goldfish has outlined their combat capabilities Flocks of Hawk at roost also provide a worthwhile defence to most locations as they are ever vigilant.

Whether that's a half dozen in a remote Weirwood tree or resting like pigeons in a bell tower or on the eaves of inns and keeps.



Okay, but what the hell is a juvenat?
Sci fi age extension drug.
 
Hey, do we know where the others, or the master of the others, makes their home?

I'm guessing negative material plane.

...because wanting to end all existence,
use of undead, and the frost dragons making you retroactivelynot exist seems very negative material plane to me.
It's more like THE VOID that was mentioned before, or somewhere near. The Negative Plane is a natural place in the cosmos, THE VOID isn't.
 
As Ryuan said it's a bit worse.

It's like Darkness not being the absence of Light but its own, non-spectrum objectively shitty thing that fucked up and got reflected in the mirror of existence and can't stop existing shittily unless it smashes the whole damn thing to pieces.

Primordial Cuntism.
 
It's more like THE VOID that was mentioned before, or somewhere near. The Negative Plane is a natural place in the cosmos, THE VOID isn't.
Huh, that description makes me think it's like the far realm. For being outside reality as we know it, not for having similar qualities.

There sure is alot of stuff outside reality.
 
Huh, that description makes me think it's like the far realm. For being outside reality as we know it, not for having similar qualities.

There sure is alot of stuff outside reality.

From what we've seen it's kinda along the lines of

The Void is to the Far Realm as the Far Realm is to the Astral Plane.

The Far Realm is quite natural in the cosmology however and it's removal would be disastrous for existence. The opposite is true for the Void.
 
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Here's a cleaned up version of your Verdant Spine Hawks, @Deliste, with the additional HD and template abilities.
Might find a more fantasy image later but I had a go at making the Verdant Spine Hawk.

Though exceedingly fragile these creatures are somewhat protected from mass destruction by aoe spells, still likely falling to a single direct blow were it to land.

Designed to harry foes both land bound and in flight the Spine Hawk knows well it's capabilities and keeps the maximum range it can while remaining a viscous and distracting threat.




Verdant Spine Hawk (Bladeleaf Variant - Replaced Leaf Swarm) - CR 2
N Tiny Plant

Init +3; Senses Low-light Vision; Listen & Spot +14
DEFENSE
AC 25, touch 15, flat-footed 22 (+3 Dex, +10 Natural, +2 Size)
hp 8 (2d8)
Fort +2, Ref +5, Will +2
Defensive Plant Traits, Fast Healing 5, DR 5/Slashing, Magic, & Cold Iron, Immune mind-affecting, poison, sleep, paralysis, polymorph, stunning, critical hits

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Ranged 4 spines +5 (1d4 plus bleed and poison)
Special Attacks bleed (1d4), poison
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0
Feats Weapon Finesse
Skills
Listen +14, Spot +14; Racial Modifier +8 Listen & Spot

Spines (Ex): A Spine Hawk's spines are razor sharp and as a Standard Action, they can launch up to four spines as a ranged attack (with a separate attack roll for each spine). This attack has a range of 180 feet with no range increment; the range is halved underwater. The Spine Hawk may not simultaneously target multiple creatures with this attack.

Poison (Ex): Spines —injury;
save Fort DC 14; frequency 1/round for 4 rounds; effect dazed; cure 1 save; no effect on creatures immune to mind-affecting effects.
 
Here's a cleaned up version of your Verdant Spine Hawks, @Deliste, with the additional HD and template abilities.
Might find a more fantasy image later but I had a go at making the Verdant Spine Hawk.

Though exceedingly fragile these creatures are somewhat protected from mass destruction by aoe spells, still likely falling to a single direct blow were it to land.

Designed to harry foes both land bound and in flight the Spine Hawk knows well it's capabilities and keeps the maximum range it can while remaining a viscous and distracting threat.




Verdant Spine Hawk (Bladeleaf Variant - Replaced Leaf Swarm) - CR 2
N Tiny Plant

Init +3; Senses Low-light Vision; Listen & Spot +14
DEFENSE
AC 25, touch 15, flat-footed 22 (+3 Dex, +10 Natural, +2 Size)
hp 8 (2d8)
Fort +2, Ref +5, Will +2
Defensive Plant Traits, Fast Healing 5, DR 5/Slashing, Magic, & Cold Iron, Immune mind-affecting, poison, sleep, paralysis, polymorph, stunning, critical hits

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Ranged 4 spines +5 (1d4 plus bleed and poison)
Special Attacks bleed (1d4), poison
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0
Feats Weapon Finesse
Skills
Listen +14, Spot +14; Racial Modifier +8 Listen & Spot

Spines (Ex): A Spine Hawk's spines are razor sharp and as a Standard Action, they can launch up to four spines as a ranged attack (with a separate attack roll for each spine). This attack has a range of 180 feet with no range increment; the range is halved underwater. The Spine Hawk may not simultaneously target multiple creatures with this attack.

Poison (Ex): Spines —injury;
save Fort DC 14; frequency 1/round for 4 rounds; effect dazed; cure 1 save; no effect on creatures immune to mind-affecting effects.

Cheers Goldie, the loss of Immunities does look quite a bit better taking into account the DR and Qualities from the template.

I'm still not sold on retroactive change to the template but I'm happy for this variant to be in place for the Hawks.
 
Cheers Goldie, the loss of Immunities does look quite a bit better taking into account the DR and Qualities from the template.

I'm still not sold on retroactive change to the template but I'm happy for this variant to be in place for the Hawks.
Here's a cleaned up version of your Verdant Spine Hawks, @Deliste, with the additional HD and template abilities.
Might find a more fantasy image later but I had a go at making the Verdant Spine Hawk.

Though exceedingly fragile these creatures are somewhat protected from mass destruction by aoe spells, still likely falling to a single direct blow were it to land.

Designed to harry foes both land bound and in flight the Spine Hawk knows well it's capabilities and keeps the maximum range it can while remaining a viscous and distracting threat.




Verdant Spine Hawk (Bladeleaf Variant - Replaced Leaf Swarm) - CR 2
N Tiny Plant

Init +3; Senses Low-light Vision; Listen & Spot +14
DEFENSE
AC 25, touch 15, flat-footed 22 (+3 Dex, +10 Natural, +2 Size)
hp 8 (2d8)
Fort +2, Ref +5, Will +2
Defensive Plant Traits, Fast Healing 5, DR 5/Slashing, Magic, & Cold Iron, Immune mind-affecting, poison, sleep, paralysis, polymorph, stunning, critical hits

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Ranged 4 spines +5 (1d4 plus bleed and poison)
Special Attacks bleed (1d4), poison
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0
Feats Weapon Finesse
Skills
Listen +14, Spot +14; Racial Modifier +8 Listen & Spot

Spines (Ex): A Spine Hawk's spines are razor sharp and as a Standard Action, they can launch up to four spines as a ranged attack (with a separate attack roll for each spine). This attack has a range of 180 feet with no range increment; the range is halved underwater. The Spine Hawk may not simultaneously target multiple creatures with this attack.

Poison (Ex): Spines —injury;
save Fort DC 14; frequency 1/round for 4 rounds; effect dazed; cure 1 save; no effect on creatures immune to mind-affecting effects.
These are surprisingly resilient against arrow fire.
 
These are surprisingly resilient against arrow fire.

Very much so, and interestingly the balance in the ones without DR but Elemental Immunities etc was mundane arrow fire.

This version is the opposite, very difficult to put down with arrow fire but any magic effect is going to melt them.

The below is no longer true obviously.

Though exceedingly fragile these creatures are somewhat protected from mass destruction by aoe spells, still likely falling to a single direct blow were it to land.
 
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I find it interesting that both @Goldfish and @dragon could hold a halfway decent conversation while talking about two different quests in two different settings.
Funnily enough when I was explaining this quest to my friend he said it reminded him of a 40k quest with a bit more than a touch of heresy.
He especially liked the sacrifices, larder and the forges that work off corpses.
 
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Designed to harry foes, both land bound and those in flight, the Verdant Kingfisher knows well it's capabilities and keeps the maximum range it can while remaining a vicious and distracting threat.

Although nearly as vulnerable to area affecting spell magic as a mundane bird, the Verdant Kingfisher is otherwise far more resilient. Able to avoid or ignore most arrowfire and many other threats, thanks in part to its small size, what wounds it does take are healed within moments if not immediately fatal.

Verdant Kingfisher (Bladeleaf Variant - Replaced Leaf Swarm) - CR 2
N Tiny Plant
Init +3; Senses Low-light Vision; Listen & Spot +14
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 Natural, +2 Size)
HP 10 (2d8+2)
Fort +3, Ref +5, Will +2
Defensive Plant Traits, Fast Healing 1, DR 5/Magic or Cold Iron, Immune mind-affecting, poison, sleep, paralysis, polymorph, stunning, critical hits
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Ranged 2 spines +5 (1d4 plus poison & Bleed)
Special Attacks poison
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 16, Con 12, Int 2, Wis 14, Cha 7
Base Atk +0
Feats Weapon Finesse
Skills Listen +14, Spot +14; Racial Modifier +8 Listen & Spot

Spines (Ex): A Verdant Kingfisher's spines are razor sharp and coated in a mind-numbing poison which also causes excessive bleeding. They can launch them as a ranged attack with a range increment of 60 feet.

Poison (Ex): Spines: Injury; save Fort DC 12; Initial Damage; Dazed one round, Secondary Damage: Dazed one round. No effect on creatures immune to mind-affecting effects.

Green Flock (Ex): Verdant Kingfishers are normally too simple-minded to understand or carry out complex tasks. This would limit the birds' utility, had they not been engineered to metaphysically imprint upon a Verdant Raven (stat sheet to come later) upon birth, whose lead they will naturally follow. An imprinted Verdant Raven can verbally direct their Kingfisher counterparts as if they were trained by the Handle Animal skill using the following Tricks: Bombard, Come, Defend, Guard, and Stay. Up to ten Verdant Kingfishers may be imprinted upon a single Verdant Raven. Should their Raven be slain, a Kingfisher will instinctively fly to the nearest Heart Tree and defend it to the best of their ability until retrieved and imprinted to a new Raven.
 
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Updated the fluff text to fit a bit better, if that's all right with you?

Designed to harry foes, both land bound and those in flight, the Verdant Spine Hawk knows well it's capabilities and keeps the maximum range it can while remaining a viscous and distracting threat.

Although nearly as vulnerable to area affecting spell magic as a mundane hawk, the Verdant Spine Hawk is otherwise far more resilient. Able to avoid or ignore most arrowfire and many other threats, thanks in part to its small size, what wounds it does take are healed within moments if not immediately fatal.




Verdant Spine Hawk (Bladeleaf Variant - Replaced Leaf Swarm) - CR 2
N Tiny Plant

Init +3; Senses Low-light Vision; Listen & Spot +14
DEFENSE
AC 25, touch 15, flat-footed 22 (+3 Dex, +10 Natural, +2 Size)
hp 8 (2d8)
Fort +2, Ref +5, Will +2
Defensive Plant Traits, Fast Healing 5, DR 5/Slashing, Magic, & Cold Iron, Immune mind-affecting, poison, sleep, paralysis, polymorph, stunning, critical hits

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Ranged 4 spines +5 (1d4 plus bleed and poison)
Special Attacks bleed (1d4), poison
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0
Feats Weapon Finesse
Skills
Listen +14, Spot +14; Racial Modifier +8 Listen & Spot

Spines (Ex): A Spine Hawk's spines are razor sharp and as a Standard Action, they can launch up to four spines as a ranged attack (with a separate attack roll for each spine). This attack has a range of 180 feet with no range increment; the range is halved underwater. The Spine Hawk may not simultaneously target multiple creatures with this attack.

Poison (Ex): Spines —injury;
save Fort DC 14; frequency 1/round for 4 rounds; effect dazed; cure 1 save; no effect on creatures immune to mind-affecting effects.

I'm more than okay with it, fits well for me. Also I mis-spelled vicious.

A Viscous threat would be a similar creature with some kind of at-will tanglefoot attack... 🤔

Edit:

Super keen on an interlude focusing on how our creations are impacting the Westerosi Guerilla War.
 
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Hey, do we know where the others, or the master of the others, makes their home?

I'm guessing negative material plane.

...because wanting to end all existence,
use of undead, and the frost dragons making you retroactivelynot exist seems very negative material plane to me.
I think it was completly outside of existance, reality and the known multiverse.
Similar to Vestiges (Tome of Magic).

At least that's the impression I got when we first had some indirect contact with them when defeating the other-priestress in Volantis.

THat's for the Great Other/Void at least.
The Ice Fey Others are just very far up in the North, where the Material plane becomes something like a demi-plane, similar to Valyria and the Shadow over Asshai.
 
Inserted tally
Adhoc vote count started by egoo on Nov 11, 2019 at 11:51 PM, finished with 195 posts and 26 votes.

  • [X] Seek out a specific blessing (Cost 5000 XP)
    -[X] Of the Will
    -[X] In preparation, have "Channel Vigor"'s effect switched to Spirit (+6 to willsave).
    -[X] Have the spells Surge of Fortune (allows to take nat. 20 = +20 ), Grand Destiny (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 (use Wild Arcana while having Lya cast Harmonic Chorus on Viserys beforehand - increasing CL to 24, and as the bonus is equal to CL = +24 Insight) cast appropriately before consuming the Heart.
    --[X] Total Willsave = 100 +1d6 (Mythic Surge).
    [X] Seek out a specific blessing (Cost 5000 XP)
    -[X] Of the Senses
    -[X] In preparation, have "Channel Vigor"'s effect switched to Spirit (+6 to willsave).
    -[X] Have the spells Surge of Fortune (allows to take nat. 20 = +20 ), Grand Destiny (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 (use Wild Arcana while having Lya cast Harmonic Chorus on Viserys beforehand - increasing CL to 24, and as the bonus is equal to CL = +24 Insight) cast appropriately before consuming the Heart.
    --[X] Total Willsave = 100 +1d6 (Mythic Surge).
    [X] Seek out a specific blessing (Cost 5000 XP)
    -[X] Of the Senses
    -[X] In preparation, have "Channel Vigor"'s effect switched to Spirit (+6 to willsave).
    -[X] Have the spells Surge of Fortune (allows to take nat. 20 = +20 ), Grand Destiny (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 (use Wild Arcana while having Lya cast Harmonic Chorus on Viserys beforehand - increasing CL to 24, and as the bonus is equal to CL = +24 Insight) cast appropriately before consuming the Heart.
    --[X] Total Willsave = 100 +1d6 (Mythic Surge).
 
Im not really sure what happened yesterday but im sure itll be fine!
Just keep trucking DP, I look forward to the updoot!

Sorry, I'm not trying to be confusing, it's just I really don't want to go over that in any detail since I do not think it would in any way be helpful to go into the issues that lead to azel leaving, we would just all be chewing over the same criticisms and arguing over it and I don't think that is why we come here.
 
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