I just would like to point out, if anyone votes "lol I'm Viserys Targaryen btw" we are implicitly fucking blowing any chances with Azure regardless of all other plans we might hold.
This might be exeggerated.
If he blows off any chance of an alliance with us because we talked to his rival once he's propably not that useful anyway.
Same for Yellow and of course Orange here too.
 
[X] Crake

Have to say I am really interested in seeing more of Ning, she is interesting so far and I want to see more of who she is exactly. That said so is the Azure emperor so I don't want to ruin things with him as well. A little caution is advised to not ruin things so I think this is a good approach, really just want more information at the moment without ruining things.
 
If the Orange Emperor isn't even willing to listen to his own magically gifted sister who apparently has some degree of prophetic abilities because he doesn't want to hear bad news, I'm already much less inclined to deal with him favorably.
 
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If the Orange Emperor isn't even willing to listen to his own magically gifted sister who apparently has some degree of prophetic abilities because he doesn't want to hear bad news, I'm already much less inclined to deal with him favorably.
To be fair, we don't know the whole story, and if he was already trying to get rid of her before magic reemerged, then he wouldn't be very inclined to listen to her.
 
This might be exeggerated.
If he blows off any chance of an alliance with us because we talked to his rival once he's propably not that useful anyway.
Same for Yellow and of course Orange here too.
That's... how does that even compute? Even jumping through the hoops to explain that he was in position to become a tool of Tiamat and we were simply working to prevent it, if we're being seen as on friendly terms with people who are claiming his title, that just magnifies every single reason he has to be cautious about us. All of those things which at present in a political context are working our favor would instead become an active detriment. Relations "cooling" between us would be the best case because we make it clear that his realm being weak and divided is a perfectly happy state of affairs without trying to at least hide it, behind a veneer most savvy statesmen could spot anyway.

The most I could say we could get away with is this, if we grace Orange-y with our personal presence first before the Azure, that is a grave fucking insult. Which is probably the most cogent counterargument to your line of thought (just guessing honestly) that I could make and no amount of sweet talk can fix that.

A agent two or three times removed from our inner circle is about as close a relationship as we could make to our actual identity, and whatever he thinks of the truth of that if he should hear about it, we both have the polite fiction that "some rogue element claiming to serve us" meddled in the area.
 
If the Orange Emperor isn't even willing to listen to his own magically gifted sister who apparently has some degree of prophetic abilities because he doesn't want to hear bad news, I'm already much less inclined to deal with him favorably.
Speaking out in his defense, she is someone giving big ominous news that tries to completely redirect his attention away from siring a male heir... while being his heir apparent by virtue of the fact that she's probably the most dangerous of his entire line still living and the men wouldn't be inclined to follow some third cousin yokel.

It could genuinely just be him thinking the conflict of interests involved here is just her trying to keep her influence for a while longer (probably not usurp him though).
 
To be fair, we don't know the whole story, and if he was already trying to get rid of her before magic reemerged, then he wouldn't be very inclined to listen to her.
That would just make him an asshole who wants to get rid of his sister, in addition to an idiot who won't listen to his magic-using sister. Not a very impressive showing from orange boy here.
Speaking out in his defense, she is someone giving big ominous news that tries to completely redirect his attention away from siring a male heir... while being his heir apparent by virtue of the fact that she's probably the most dangerous of his entire line still living and the men wouldn't be inclined to follow some third cousin yokel.

It could genuinely just be him thinking the conflict of interests involved here is just her trying to keep her influence for a while longer (probably not usurp him though).
Except he should be more than happy to have her as his heir, what with his needing a usable heir right now and her being magic and probably more competent than a male child of his even after they actually grow up.

She's telling him he won't get a male child until after he wins the civil war, which is very convenient because he won't have any use for a freaking baby until then, any heir he designates while at war needs to be ready to command.
 
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That would just make him an asshole who wants to get rid of his sister, in addition to an idiot who won't listen to his magic-using sister. Not a very impressive showing from orange boy here.

Except he should be more than happy to have her as his heir, what with his needing an heir right now and her being magic and probably more competent than a male child of his even after he gets one.
He was trying to conquer an empire for his own line's glory well before magic or popular conventions that rulers thought they had to obey if they wanted to keep hold of their power were completely overturned, one among them being that women don't make good rulers. It's probably worse in some ways in Not!China expy, though @TalonofAnathrax has chewed me out enough about assuming cultural norms have relatively differentiated context in the same era. I admit the social conventions binding noblewomen in Westeros are probably not too distant from Not!China but... Westeros is already pretty goddamn bad in its treatment of women. The only place in setting that specifically makes a point about mentioning rights are better for noblewomen (noble only at that) is Western Essos.
 
Speaking out in his defense, she is someone giving big ominous news that tries to completely redirect his attention away from siring a male heir... while being his heir apparent by virtue of the fact that she's probably the most dangerous of his entire line still living and the men wouldn't be inclined to follow some third cousin yokel.

It could genuinely just be him thinking the conflict of interests involved here is just her trying to keep her influence for a while longer (probably not usurp him though).
That very well could be his reasoning, and it makes sense from a certain POV, but that isn't a good advertisement for his wisdom and decision making abilities, either.

He's already shown a lack of critical thinking skills by allowing the Golden Company to basically poise itself to besiege his city at their discretion, and from what we can see in the surface, minimal effort. Sure the infosec of his inner circle and military commanders might be tight, but that is likely due to competent subordinates or the effect of rigid social and political protocols making it difficult to insert agents or suborn those already in his orbit.

OJ is obviously doing something right to get as far as he has, though I'm currently leaning toward that being a result of charisma, preexisting political and economic clout, and a great degree of cultural inertia working in conjunction with Trader Town's existence on the virtual edge of the Yi-Ti hinterlands.
 
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That very well could be his reasoning, and it makes sense from a certain POV, but that isn't a good advertisement for his wisdom and decision making abilities, either.

He's already shown a lack of critical thinking skills by allowing the Golden Company to basically poise itself to besiege his city at their discretion, and from what we can see in the surface, minimal effort. Sure the infosec of his inner circle and military commanders might be tight, but that is likely due to competent subordinates or the effect of rigid social and political protocols making it difficult to insert agents or suborn those already in his orbit.

OJ is obviously doing something right to get as far as he has, though I'm currently leaning toward that being a result of charisma, preexisting political and economic clout, and a great degree of cultural inertia working in conjunction with Trader Town's existence on the virtual edge of the Yi-Ti hinterlands.

If I get my way, I couldn't really care less about his continued success, I am only supporting current votes because I don't want to further destabilize the region or hand Tiamat tools she can continually sink her claws into assuming our Divine Mugging and near-fatal stabbing doesn't send her to timeout for a couple eons.
 
He was trying to conquer an empire for his own line's glory well before magic or popular conventions that rulers thought they had to obey if they wanted to keep hold of their power were completely overturned, one among them being that women don't make good rulers. It's probably worse in some ways in Not!China expy, though @TalonofAnathrax has chewed me out enough about assuming cultural norms have relatively differentiated context in the same era. I admit the social conventions binding noblewomen in Westeros are probably not too distant from Not!China but... Westeros is already pretty goddamn bad in its treatment of women. The only place in setting that specifically makes a point about mentioning rights are better for noblewomen (noble only at that) is Western Essos.
The problem is a baby heir, male or not, is nothing but a liability. Should he die or be incapacitated, some bright spark would come up with the idea of using the child for power (traditionally, this is the role of the baby's mother, but it really could be anyone) and pull apart his faction. Whereas the sister can at least try to keep it together, even if she's not powerful enough to do so by killing everyone who refuses to comply.

And while he's alive, the baby is a baby. Sure, it confirms he's not outright incapable by reason of being impotent, but it is not going to impress anybody and in general it isn't worth antagonizing a good caster over.

The chinese phrase is that brothers are like limbs, wives and children are like clothing. In this case it is a sister instead of a brother, but she's capable of fighting in battle so I believe the spirit of the phrase still applies.
 
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The problem is a baby heir, male or not, is nothing but a liability. Should he die or be incapacitated, some bright spark would come up with the idea of using the child for power (traditionally, this is the role of the baby's mother, but it really could be anyone) and pull apart his faction. Whereas the sister can at least try to keep it together, even if she's not powerful enough to do so by killing anyone who refuses to comply.
While that is true, it implies that there's preexisting conditions that would lead to a lack of trust, whereas we have basically the opposite relationship with our own sister.

I don't know the cause of that, and I doubt it actually has much to do with the fact she's a woman on his own part, but it is likely that her from my point of view rather hamfisted delivery of her portents to him is just par for the course for her.

While she seems to be a rather canny sort of person, she does not strike me as someone with any other tool in their social arsenal except "apply hammer". She's kind of flamboyant too, so she probably said all of her spiel in front of his court too, and what she thought of as honest advice came off to him as her trying to force him to make a decision in front of his court. Even if they all know she's legit, that basically would just mean that he'd be putting her ahead of all of his other advisers, since the decision to put off siring an heir and focusing on external enemies is basically allowing her to set policy as a whole.

Just like Azure has to maintain power through dozens of intermediaries and it isn't always clear, even to him, how much influence he can exert through certain channels, the same would likely be true of Orange Boy. He has likely gathered a big circle of long-time supporters and advisers who have funded his rebellion, provided him troops, lost lands to rivals in the midst of bloody civil war, and maybe even family too. And none of them are likely very happy that he kept her close at hand despite being a spooky mage for as long as he did.
 
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Just like Azure has to maintain power through dozens of intermediaries and it isn't always clear, even to him, how much influence he can exert through certain channels, the same would likely be true of Orange Boy. He has likely gathered a big circle of long-time supporters and advisers who have funded his rebellion, provided him troops, lost lands to rivals in the midst of bloody civil war, and maybe even family too. And none of them are likely very happy that he kept her close at hand despite being a spooky mage for as long as he did.
Then he gathered the wrong people. Azure guy did not get to choose his own. And he is aware of the fact that most of his court is chaff and must be worked around at every turn. Which is why he did successfully work around them when he needed a serious meeting with our people.

So even in an area where he could have beaten out the Azure Emperor easily, the Orange Emperor fucked it up.
 
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Then he gathered the wrong people. Azure guy did not get to choose his own. And he is at least aware of the fact that most of his court is chaff and must be worked around at every turn. So even in an area where he could have beaten out the Azure Emperor easily, the Orange Emperor fucked it up.
We just don't know enough. This is all idle speculation. Though probably somewhat accurate.

I think we just are going to have to investigate before making a decision, but well, I'm trying to play devil's advocate because I am already rooting for Mah Boi.
 
He doesn't get a nickname from me. Even Burny could be taken as a term of endearment as much as exasperation or frustration, as evidenced by the fact that Yellow basically just gets the flat accusation of "Hastur" to refer to him by, and Mah Boi already has me in his corner (for I never left him. Those places with one set of footprints? It was I that carried him. And that long groove over there is when I dragged them for a while).
 
Speaking of Interludes there was that Glyra Interlude we spoke about like 3 months ago.
Now that you mention her, Glyra would also be a good choice for Renly's group, though I would worry about her.

Despite my joking around, she may really be the most powerful Gremlin in existence now. She's tough, a capable melee and ranged combatant, with a considerable suite of magical abilities both related to her nature as a Gremlin and gained from being a 10th level Spellthief, and she is very well geared. She's also got a lot of useful skills which make her a passable stand in for a Rogue.
 
Now that you mention her, Glyra would also be a good choice for Renly's group, though I would worry about her.

Despite my joking around, she may really be the most powerful Gremlin in existence now. She's tough, a capable melee and ranged combatant, with a considerable suite of magical abilities both related to her nature as a Gremlin and gained from being a 10th level Spellthief, and she is very well geared. She's also got a lot of useful skills which make her a passable stand in for a Rogue.
Yeah, but I mean, without powerful mages to yoink spells off of, she goes from existential threat to "pesky pest" again to anything in her relative range of CR. Though I admit to most people who are merely expecting a Gremlin and only prepared to deal with that amount of chaos, woe betide them.
 
Yeah, but I mean, without powerful mages to yoink spells off of, she goes from existential threat to "pesky pest" again to anything in her relative range of CR. Though I admit to most people who are merely expecting a Gremlin and only prepared to deal with that amount of chaos, woe betide them.
Sure, it helps if there are suitably powerful "donors" around, but that is hardly her only ability. Completely ignoring her magical abilities from Spellthief, she has some useful SLAs and can do a decent job as a Rogue.

If Renly manages to snag that 6th level Combat Sorcerer, she could also nab a few of his enhanced 11th caster level Fire spells for use in combat. Even one Elemental Fire Darts or Fireball spell could effectively double the firepower they have available for an encounter.

She's also got a very nice selection of wands and a Wand Bracer to house them, a Staff of Swarming Insects, a large collection of scrolls, and that awesome poisonous crossbow (Disproportionate Sting which we haven't added to her sheet yet).

Glyra is basically a 14th level adventurer now, and an extremely versatile one at that. She's actually probably a bit too strong for Renly's party now that I think about it... :oops:

Glyra the Gremlin Spellthief

Tiny Fey (Gremlin) Spellthief 10
Hit Dice
|14d6+56 (123 hp)
Initiative|+5
Speed|20 ft + 30ft (Anklets) = 50ft
Armor Class|20/22 (+1 Size, +5 Dex +4 Deflection +2 (vs Evil)), touch 20, flat-footed 11
Base attack/Grapple| +8/+3
Attack|Melee +14/+8 (1d4+3 +3d6)
Full attack|Melee +14/+8 (1d4+3 +3d6)
Space/reach|5ft./5ft.
Special attacks|Trickster's Bargain, Fate's Favored, spell-like abilities, Sneak Attack (2d6) Steal Spell (4nd level), Steal Spell Effect, Steal Energy Resistance 10; Steal Spell-like Ability (2nd level), Absorb Spell, Arcane Sight
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 20, Discordant Aura, Fast Healing 1, Trap-finding, Detect magic, Spellgrace (+1), Baleful Polymorph [Single use], Blur (20% chance for enemy attacks to miss)
Saves|Fort +5(6), Ref +10(11), Will +11 (+1 vs spells and +2 vs Evil)
Abilities|Str 14, Dex 18(20), Con 18(20), Int 8, Wis 12, Cha 18(20)
Skills|Bluff +16(17); Slight of Hand +17; Hide +17(27) Move Silently +17(27); Use Magic Device +22(23); Disable Device +9
Feats| ToughnessB, Weapon FinesseB,Practiced Spellcaster; Magical Aptitude, Impetuous, Darkstalker, Versatile Spellcaster
Alignment: Chaotic Good
Racial Modifier: +4 Sleight of Hand
  • Blood Feather Token (Su): Gain a fly speed of 30 (poor) as long as they are levitating for up to one minute/HD
  • Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.
  • Trickster's Bargain (Su): May bind any fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once.
  • Pact-Bound (Ex): In spite of her chaotic spirit, this gremlin is bound by her fey nature to follow at least the letter of her liege lord's word. However should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.
  • Fate's Favored (Su): A pair of dawn-kin erinats working together for 1 round can charm a creature as Charm Person(DC 13), but only if they bear no ill will towards the target
    • Additionally, a group of six dawn-kin erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the fey. During the casting of the ritual they must designate one of their number to contain the spell which he or she may later release as a standard action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.
Spells (CL 14):
Level 1: Hoard Gullet, Recharge Innate Magic, Expeditious Retreat, Web Bolt (4/day)
Level 2: Invisibility, Spider Climb, Touch of Idiocy(2/day)

Grimoire of High Arcana:
Level 2: Minor Image

Spell-Like Abilities (CL 14):
At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle (DC 14)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  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: +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 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.
Minor Cloak of Displacement:
  • The wearer is protected by a Blur spell, granting a 20% miss chance on attacks made against them. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Prankster's Amulet of Protection from Evil: +2 Charisma
  • 1/Day use Major Image at 5th caster level.
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of Chameleon Power:
  1. Use Disguise Self At Will
  2. +10 Competence bonus to Hide and Move Silently skill checks.
Ring of Grasping Vines: This polished steel ring is crafted to resemble tiny braided vines.
  1. The ring can produce lengths of steel cable (Hardness 10, 5 hp, break DC 26) that look and feel like a sturdy plant vine. At will as a Standard Action, the user can shoot a cable from the ring as though it were a grappling hook, except the range increment is 50 feet and its maximum length is 100 feet.
  2. The user can cause the cable to retract back into the ring as a Swift Action with a pulling force equal to their own Strength attribute. The cable must be retracted before it can be extended once more.
Staff of Swarming Insects (50 Charges):
Wand Bracer: Up to five wands can be stored in this clever bracer. A wand can be drawn from the bracer as a Swift Action.
  1. Wand of True Casting (43 Charges)
  2. Wand of Resilient Sphere (41 Charges)
  3. Wand of Dimension Door (47 Charges)
  4. Wand of Cure Light Wounds (50 Charges)
  5. Wand of Reach Shivering Touch (32 Charges)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Grease x5
Remove Fear x5
Remove Sickness x5
Shield x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Heart of Air x3
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Heart of Water x3
Magic Circle Against Evil x2
Major Image x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3
4th Level:
Dimensional Anchor x3
Freedom of Movement x3
Gaseous Form x3
Greater Invisibility x10
Hallucinatory Terrain x2
Life Bubble x3
Panacea x10
Restoration x3
Sending x3
5th Level:
Geniekind x2
Greater Blink x2
Heart of Fire x3
Plane Shift x2
Teleport x2
True Seeing x2

Genie Tokens:
2x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
40x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Gloves of Zephyr's Grace (+2 Dex), Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Minor Cloak of Displacement, Prankster's Amulet of Protection vs Evil(+2 CHA), Ring of Chameleon Power, Ring of Grasping Vines, Spiked Chain +1, Staff of Swarming Insects(50 charges), Wand Bracer(w/wands)
 
[X] You are an agent from the West swerving between two oaths and reconciling both by marrying their efforts against enemies to all mortal realms as much as their princes.
-[X] So long as the leaders across the world can set aside differences when contending with the threat from the Shadow as much as dark gods like She-of-Many-Colors, the (you carefully do not use the word 'petty') wars and disputes between both can wait.
--[X] You can exposition a bit better than that, and one should assume that Corlys, being one of your most common covers, deserves as much attention to his background as Master Liu did. Luckily most of Viserys' early background is rather obscure and there are plenty of stories of youths left to fend for themselves due to tragedy and unwise fathers, so he won't have to be directly caught in a lie to forge a story of a young man with a will of iron attempting to seize the age with both hands, carefully walking along a tight rope between duty and ambition and hoping against hopes neither blade shatters in hand.
-[X] Knowing much about the enemy at the gates, so to speak, you had hoped someone high in the council of Pol Qo could aid in convincing him that right now, in this time and place, his greatest threat is not the Scion of the Seafarer to the south, or even more distant threats like the Yellow-Silhouette-Peering-Beyond-Shadow, but instead She who's greed is unmatched, wrath boundless and malice never-ending, and not far behind her old evils from Yi Ti's past as much as that of the West coming back into light to darken the day.
-[X] "If we don't deal with them, no one will rule anything but ashes by the end of the decade."
-[X] Assuming we can convince her of our intentions, the next part would admittedly be getting as much information out of her as we can about Pol Qo's court, seeing as how she's currently out of favor that will likely mean trying to exploit some other avenue into the would-be Emperor's presence, but as she is his sister her insight shouldn't be dismissed.
 
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Sure, it helps if there are suitably powerful "donors" around, but that is hardly her only ability. Completely ignoring her magical abilities from Spellthief, she has some useful SLAs and can do a decent job as a Rogue.

If Renly manages to snag that 6th level Combat Sorcerer, she could also nab a few of his enhanced 11th caster level Fire spells for use in combat. Even one Elemental Fire Darts or Fireball spell could effectively double the firepower they have available for an encounter.

She's also got a very nice selection of wands and a Wand Bracer to house them, a Staff of Swarming Insects, a large collection of scrolls, and that awesome poisonous crossbow (Disproportionate Sting which we haven't added to her sheet yet).

Glyra is basically a 14th level adventurer now, and an extremely versatile one at that. She's actually probably a bit too strong for Renly's party now that I think about it... :oops:

Glyra the Gremlin Spellthief

Tiny Fey (Gremlin) Spellthief 10
Hit Dice
|14d6+56 (123 hp)
Initiative|+5
Speed|20 ft + 30ft (Anklets) = 50ft
Armor Class|20/22 (+1 Size, +5 Dex +4 Deflection +2 (vs Evil)), touch 20, flat-footed 11
Base attack/Grapple| +8/+3
Attack|Melee +14/+8 (1d4+3 +3d6)
Full attack|Melee +14/+8 (1d4+3 +3d6)
Space/reach|5ft./5ft.
Special attacks|Trickster's Bargain, Fate's Favored, spell-like abilities, Sneak Attack (2d6) Steal Spell (4nd level), Steal Spell Effect, Steal Energy Resistance 10; Steal Spell-like Ability (2nd level), Absorb Spell, Arcane Sight
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 20, Discordant Aura, Fast Healing 1, Trap-finding, Detect magic, Spellgrace (+1), Baleful Polymorph [Single use], Blur (20% chance for enemy attacks to miss)
Saves|Fort +5(6), Ref +10(11), Will +11 (+1 vs spells and +2 vs Evil)
Abilities|Str 14, Dex 18(20), Con 18(20), Int 8, Wis 12, Cha 18(20)
Skills|Bluff +16(17); Slight of Hand +17; Hide +17(27) Move Silently +17(27); Use Magic Device +22(23); Disable Device +9
Feats| ToughnessB, Weapon FinesseB,Practiced Spellcaster; Magical Aptitude, Impetuous, Darkstalker, Versatile Spellcaster
Alignment: Chaotic Good
Racial Modifier: +4 Sleight of Hand
  • Blood Feather Token (Su): Gain a fly speed of 30 (poor) as long as they are levitating for up to one minute/HD
  • Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.
  • Trickster's Bargain (Su): May bind any fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once.
  • Pact-Bound (Ex): In spite of her chaotic spirit, this gremlin is bound by her fey nature to follow at least the letter of her liege lord's word. However should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.
  • Fate's Favored (Su): A pair of dawn-kin erinats working together for 1 round can charm a creature as Charm Person(DC 13), but only if they bear no ill will towards the target
    • Additionally, a group of six dawn-kin erinats working together over the course of 1 hour can create an effect identical to Pronouncement of Fate (DC 16) but only if the target has done evil in the sight of one of the fey. During the casting of the ritual they must designate one of their number to contain the spell which he or she may later release as a standard action. If the magic is not used within one hour of the ritual being complete it dissipates harmlessly.
Spells (CL 14):
Level 1: Hoard Gullet, Recharge Innate Magic, Expeditious Retreat, Web Bolt (4/day)
Level 2: Invisibility, Spider Climb, Touch of Idiocy(2/day)

Grimoire of High Arcana:
Level 2: Minor Image

Spell-Like Abilities (CL 14):
At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle (DC 14)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  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: +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 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.
Minor Cloak of Displacement:
  • The wearer is protected by a Blur spell, granting a 20% miss chance on attacks made against them. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Prankster's Amulet of Protection from Evil: +2 Charisma
  • 1/Day use Major Image at 5th caster level.
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of Chameleon Power:
  1. Use Disguise Self At Will
  2. +10 Competence bonus to Hide and Move Silently skill checks.
Ring of Grasping Vines: This polished steel ring is crafted to resemble tiny braided vines.
  1. The ring can produce lengths of steel cable (Hardness 10, 5 hp, break DC 26) that look and feel like a sturdy plant vine. At will as a Standard Action, the user can shoot a cable from the ring as though it were a grappling hook, except the range increment is 50 feet and its maximum length is 100 feet.
  2. The user can cause the cable to retract back into the ring as a Swift Action with a pulling force equal to their own Strength attribute. The cable must be retracted before it can be extended once more.
Staff of Swarming Insects (50 Charges):
Wand Bracer: Up to five wands can be stored in this clever bracer. A wand can be drawn from the bracer as a Swift Action.
  1. Wand of True Casting (43 Charges)
  2. Wand of Resilient Sphere (41 Charges)
  3. Wand of Dimension Door (47 Charges)
  4. Wand of Cure Light Wounds (50 Charges)
  5. Wand of Reach Shivering Touch (32 Charges)
Scrolls:
1st Level:
Bless x5
Blessed Aim x5
Comprehend Languages x5
Cure Light Wounds x20
Grease x5
Remove Fear x5
Remove Sickness x5
Shield x5
2nd Level:
Bear's Endurance x3
Bull's Strength x3
Cat's Grace x3
Defending Bone x3
Delay Poison x5
Heart of Air x3
Lesser Restoration x5
Remove Paralysis x3
3rd Level:
Heart of Water x3
Magic Circle Against Evil x2
Major Image x2
Remove Blindness/Deafness x3
Remove Curse x3
Remove Disease x3
Speak with Dead x2
Water Breathing x3
4th Level:
Dimensional Anchor x3
Freedom of Movement x3
Gaseous Form x3
Greater Invisibility x10
Hallucinatory Terrain x2
Life Bubble x3
Panacea x10
Restoration x3
Sending x3
5th Level:
Geniekind x2
Greater Blink x2
Heart of Fire x3
Plane Shift x2
Teleport x2
True Seeing x2

Genie Tokens:
2x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
10x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
40x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Gloves of Zephyr's Grace (+2 Dex), Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Minor Cloak of Displacement, Prankster's Amulet of Protection vs Evil(+2 CHA), Ring of Chameleon Power, Ring of Grasping Vines, Spiked Chain +1, Staff of Swarming Insects(50 charges), Wand Bracer(w/wands)
Assuming Renly waits that long, Baedar could join the journey into the Feywild since technically one could count the disappearance of Renly as something worth the Inquisition's attention. Though that's like going on a 3D tour of the REAL Skull Island ala Peter Jackson and then afterwards orbital dropping straight into fucking Catachan.
 
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