Inserted tally
Adhoc vote count started by Goldfish on Dec 27, 2019 at 5:23 AM, finished with 61 posts and 12 votes.
 
I've been meaning to ask, but keep forgetting; we are trying to acquire a variant of the Psychic Vampire template which can be applied to living creatures, right, @egoo? Because normally it's a template which can only be applied to Undead, and those don't grow in a Flesh Forge.
Afaik, yes.
The hags we got the lore from were living things - they basically went with the "blood"-angle like a Bloodmage would, rather like a Vampire.

This RA is jsut developing on their "theories".
It's not impossible for us to meet actual blood-Psionics Drow in the Underdark, if this lore survived the exodus in there too.
 
Btw guys we have all these nifty rituals lying around. We should take a minor action to use them for the main party at least. For example learning all the languages we have access to for the companions.

Also what's stopping us from switching out some of our movement permanency spells for better stuff? Or is movement that valuable, can't we replace them with spotless items?

In addition what's up with us only having 2 contingency spells.
 
Reading over the Blood Magus PRC again, I'm reminded of the first time I saw it way back in the day when I bought the old 3e Tome and Blood book. It's never been a PRC I would personally like to play, but the fluff has always seemed very interesting and the abilities gained are super thematic and really neat without being over powered or gamebreaking.
 
Btw guys we have all these nifty rituals lying around. We should take a minor action to use them for the main party at least. For example learning all the languages we have access to for the companions.

Also what's stopping us from switching out some of our movement permanency spells for better stuff? Or is movement that valuable, can't we replace them with spotless items?

In addition what's up with us only having 2 contingency spells.
We basically keep overlooking the rituals. Lots going on and lots to keep up with. :oops:

Believe me, I want to swap out some of the relatively useless flight-enhancing spells that are Permanencied on Viserys, but we're in the minority on that. I've brought it up and been shot down, so I've given up on that particular avenue of empowerment. I'm just happy there were enough leftover spell levels to squeeze in Permanenced Channel Vigor and Arcana Concordance.

The two contingency spells we use for our people are easy to apply and remain until activated. The actual Contingency spell is only usable by a few of our people (Viserys, Lya, and Saenena). There's no reason those three can't use it, though, it's just another thing we've discussed but never implemented. I'll try to remember to add it to their sheets next time I update them.
 
We basically keep overlooking the rituals. Lots going on and lots to keep up with. :oops:

Believe me, I want to swap out some of the relatively useless flight-enhancing spells that are Permanencied on Viserys, but we're in the minority on that. I've brought it up and been shot down, so I've given up on that particular avenue of empowerment. I'm just happy there were enough leftover spell levels to squeeze in Permanenced Channel Vigor and Arcana Concordance.

The two contingency spells we use for our people are easy to apply and remain until activated. The actual Contingency spell is only usable by a few of our people (Viserys, Lya, and Saenena). There's no reason those three can't use it, though, it's just another thing we've discussed but never implemented. I'll try to remember to add it to their sheets next time I update them.
Darn that's too bad. The flight stuff seems so useless compared to some of the other stuff we could get. Well that's alright I guess we will just have to stack more magic items hahaha.

We should use the rituals sooner or later though they do grant permanent non dispelable advantages.
 
Ah, I'd like to tenatively remind @everyone that we still have lots of Companions with lots of HD free for permanencung effects.

(The math being 1 spell level per 1 HD of the character).
[] Viserys: 17 HD (taken: Arcane Concordance (3), Channel VIgor (3), Aerial Alacrity (4), Strong WIngs (1), Greater Wings of Air (4) for total of 15 HD/Spell-Levels).
Free HD-per-spell-level: 2 HD.
[] Sir Richard: 17 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 14 HD.
[] Dany: 17 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 14 HD.
[] Lya: 17 HD (taken: Arcane Concordance (3), Channel VIgor (3) for total of 6 HD/Spell-Levels).
Free HD-per-spell-level: 11 HD.
[] Waymar: 16 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 13 HD.
[] Garin: 15 HD (taken: Arcane Concordance (3), Channel VIgor (3) for total of 6 HD/Spell-Levels).
Free HD-per-spell-level: 9 HD
[] Vee: 16 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 13 HD.
[] Tyene: 16 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 13 HD.
[] Maelor: 13 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 10 HD.
[] Xor: 15 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 12 HD.
[] Malarys: 16 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 13 HD.
[] Rina: 15 HD (taken: Channel VIgor (3).
Free HD-per-spell-level: 12 HD.
My suggestions:
[] Sir Richard:
Titanic Anchoring (3 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD), Counterattack (3 HD) - 1 HD left;
-[] Effects total:
--[] Immunity to the pull and push special abilities;
--[] All bull rush, grapple, overrun, reposition, and trip combat maneuvers made by creatures your size or smaller always fail. +10 bonus to your CMD against those combat maneuver checks made by creatures larger than you;
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.
--[] Any time an opponent makes a melee attack against you, you may attempt one melee counterattack at your full base attack bonus (this does not count as an attack of opportunity for the round). +details.

[] Waymar:
Titanic Anchoring (3 HD), Certain Grip (2 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD) - 1 HD left;
-[] Effects total:
--[] Immunity to the pull and push special abilities;
--[] Immunity to the disarm combat maneuver.
--[] All bull rush, grapple, overrun, reposition, and trip combat maneuvers made by creatures your size or smaller always fail. +10 bonus to your CMD against those combat maneuver checks made by creatures larger than you;
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts.
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.

[] Garin:
Certain Grip (2 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD) - 0 HD left;
-[] Effects total:
--[] Immunity to the disarm combat maneuver.
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts.
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.


Thoughts?

The Permanency scrolls required aren't cheap, but the increases are well worth it, imo.

Suggestions for spells for non-melee-based Companions will be much appreciated.
 
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Ah, I'd like to tenatively remind @everyone that we still have lots of Companions with lots of HD free for permanencung effects.

(The math being 1 spell level per 1 HD of the character).

My suggestions:
[] Sir Richard:
Titanic Anchoring (3 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD), Counterattack (3 HD) - 1 HD left;
-[] Effects total:
--[] Immunity to the pull and push special abilities;
--[] All bull rush, grapple, overrun, reposition, and trip combat maneuvers made by creatures your size or smaller always fail. +10 bonus to your CMD against those combat maneuver checks made by creatures larger than you;
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.
--[] Any time an opponent makes a melee attack against you, you may attempt one melee counterattack at your full base attack bonus (this does not count as an attack of opportunity for the round). +details.

[] Waymar:
Titanic Anchoring (3 HD), Certain Grip (2 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD) - 1 HD left;
-[] Effects total:
--[] Immunity to the pull and push special abilities;
--[] Immunity to the disarm combat maneuver.
--[] All bull rush, grapple, overrun, reposition, and trip combat maneuvers made by creatures your size or smaller always fail. +10 bonus to your CMD against those combat maneuver checks made by creatures larger than you;
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts.
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.

[] Garin:
Certain Grip (2 HD), Essense of the Raptor (4 HD), Find the Gap (3 HD) - 0 HD left;
-[] Effects total:
--[] Immunity to the disarm combat maneuver.
--[] Speed increases to 60 feet; (effective +30 feet speed increase).
--[] +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. Also gain the scent ability (MM 314).
--[] +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts.
--[] Once per round, one of melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.

Thoughts?

The Permanency scrolls required aren't cheap, but the increases are well worth it, imo.

Suggestions for spells for non-melee-based Companions will be much appreciated.
Thanks for putting all of these together, dude.

The cost will be no joke (170,000 IM for the full treatment for all three of them), but the expense is worth it, IMO. That's a lot of Permanency scrolls to purchase, though. We might have to do it over two or three months.

EDIT: BTW, @egoo, Richard's default ground speed would increase to 120 feet. He can further increase that by 10ft per Mythic Tier. Eventually, should he reach 10th Mythic Tier, his speed would be 220 feet. That's a running speed of 100 mph, or 125 mph if we put an effect on a piece of gear which grants the Run feat.
 
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Thanks for putting all of these together, dude.

The cost will be no joke (170,000 IM for the full treatment for all three of them), but the expense is worth it, IMO. That's a lot of Permanency scrolls to purchase, though. We might have to do it over two or three months.
Good thing we got Vialesk, and other Marid cities open to us now, ye?
:V
For real though, I'd really rather keep them all in one batch of upgrades. Expensive may that be, it would at least not increase the "keep-track-of-it"-pile.

Also, having looked through the spell lists, the melees seem to have a disproportionate amount of useful buffs compared to the casters.

Have to keep them relevant somehow, eh? :V
 
Richard's default ground speed would increase to 120 feet. He can further increase that by 10ft per Mythic Tier. Eventually, should he reach 10th Mythic Tier, his speed would be 220 feet. That's a running speed of 100 mph, or 125 mph if we put an effect on a piece of gear which grants the Run feat.
Sor Richard be like:
 
To give a sense of scale finding out information about pre-Long Night history is DC 100, Age of Heroes is DC 80 and so on, with additional increases to DC if you want to find out about information that was restricted or hidden in the period.
So you could say meeting the DC with the Library Bonus alone is equivalent to having detailed accounts on that time period instead of say maybe a scattered few books on the subject which are good ones in maybe a few respects depending on its focus at best?

Out of curiosity, what's the DC to have extensive knowledge on Valyria's history?
 
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So you could say meeting the DC with the Library Bonus alone is equivalent to having detailed accounts on that time period instead of say maybe a scattered few books on the subject which are good ones in maybe a few respects depending on its focus at best?

Out of curiosity, what's the DC to have extensive knowledge on Valyria's history?
  1. Yes, that would be a matter of having detailed accounts
  2. Depends on the period. Valyria is about four thousand years old. For the very oldest it would be DC 85-90
 
  1. Yes, that would be a matter of having detailed accounts
  2. Depends on the period. Valyria is about four thousand years old. For the very oldest it would be DC 85-90
I guess the amount of time it would take to delve into the Dragon Dream to memorize details and create our own accounts is a bit prohibitive... actually that seems like a neat side project, but probably a pointless hobby and likely where the remarks of "lazy wyrms sleeping around the long ages" comes from, trying to create vanity projects like that.

We could also just raid one of the Great Libraries in Valyria or mooch a lore cache I'm sure some of Syrax's dark cohort buried somewhere. Chances are we can get a copy of everything from one source or another, or worse come to that raid some Cabal Devil's library. :V
 
I guess the amount of time it would take to delve into the Dragon Dream to memorize details and create our own accounts is a bit prohibitive... actually that seems like a neat side project, but probably a pointless hobby and likely where the remarks of "lazy wyrms sleeping around the long ages" comes from, trying to create vanity projects like that.

We could also just raid one of the Great Libraries in Valyria or mooch a lore cache I'm sure some of Syrax's dark cohort buried somewhere. Chances are we can get a copy of everything from one source or another, or worse come to that raid some Cabal Devil's library. :V
Might just want to wait until lya gets her ashmeic record access.
 
I guess the amount of time it would take to delve into the Dragon Dream to memorize details and create our own accounts is a bit prohibitive... actually that seems like a neat side project, but probably a pointless hobby and likely where the remarks of "lazy wyrms sleeping around the long ages" comes from, trying to create vanity projects like that.

We could also just raid one of the Great Libraries in Valyria or mooch a lore cache I'm sure some of Syrax's dark cohort buried somewhere. Chances are we can get a copy of everything from one source or another, or worse come to that raid some Cabal Devil's library. :V
Lya's going to end up building a time machine.

Not to change the past or visit the future, of course, but to instead get her hands on copies of lore and histories lost millennia ago.
 
Lya's going to end up building a time machine.

Not to change the past or visit the future, of course, but to instead get her hands on copies of lore and histories lost millennia ago.
MFW not building a Magitech computer which sends previous divination results backwards in time so you get infinite processor power.
 
Thanks for putting all of these together, dude.

The cost will be no joke (170,000 IM for the full treatment for all three of them), but the expense is worth it, IMO. That's a lot of Permanency scrolls to purchase, though. We might have to do it over two or three months.

EDIT: BTW, @egoo, Richard's default ground speed would increase to 120 feet. He can further increase that by 10ft per Mythic Tier. Eventually, should he reach 10th Mythic Tier, his speed would be 220 feet. That's a running speed of 100 mph, or 125 mph if we put an effect on a piece of gear which grants the Run feat.
We have three different extraplanar cities to do our buying from. Four if we can find scrolls in the City of Brass. We should manage.
 
Update in beta. Sorry it took so long. I was unexpectedly busy IRL.

Winning vote
Adhoc vote count started by Goldfish on Dec 27, 2019 at 5:23 AM, finished with 61 posts and 12 votes.
 
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Part MMMCCLVII: Secrets Mortal and Divine
Secrets Mortal and Divine

Twenty Eighth Day of the Eleventh Month 293 AC

"It would seem congratulations are in order, my lord. Rather than a single child with the gift of magic, you appear to have two," you interject, into sudden silence descending like an avalanche over the proceedings. Then before Lord Lothar can speak you continue quickly: "And already capable of spells of the Second Circle, if my eyes do not deceive me?"

"Circles, more damn magic!" The shout practically makes the windows shake in their lead latices. "So that's why..."

So much for trying to play the matter off with compliments, you sigh inwardly. Both Mallery brothers look about ready to jump out of their skin, but to your ears their father sounds more afraid beneath the anger.

"Calm yourself, my lord," you cut in again, more forcefully but without raising your voice. "Magic requires not summons to manifest and I'm certain Edric was about to tell all of us now that Dany and myself are here to explain and address any concerns."

In contrast to his earlier poise the poor boy is nodding so hard he looks like he might dislocate something, wide-eyed and unable to force words past his lips. "Y-yes father, I did not wish to burden you with this knowledge. I'll... I'll never use it again I..."

"Don't make oaths in haste and without thought," Lothar snaps, visibly collecting himself. The flush in his cheeks dies down and for a long moment he only looks at his youngest son quietly. "It's not some other god is it?"

"No father," the Edric replies relieved, while his younger brother looks on with mounting guilt, realizing that his own reaction had precipitated matters.

"Good," Lord Mallery grunts. He glances at his wife and something passes between them. He nods wearily. Thankfully it seems the two had gotten past the point where your mother was concerned about leaving the lord's wine cup in his lady wife's keeping. "Lies are always dishonorable, son, even if you intend to tell the truth at some later time. And you will find that like oil poured on water such dishonor has a way of rising to the surface when you least expect."

Turning to you the lord adds: "Apologies for the outburst, Your Grace, though I hope Edric's magic will require less of his time than Denys'. He is my heir." From the way he emphases he last it's clear it is as much for his sons' sake as yours.

"There have been instances of others in position of power and influence showing magic, my lord, not least among my dearest and most leal friends," you assure him. "While such mages will not be able to advance within the Scholarum they can still take up their rightful places."

"I should hope so," Dany jests with impeccable timing. "This would be a really awkward way to tell me otherwise."

The laughter that follows owes as much to relief as mirth, but it is genuine nonetheless.

The matter settled as much as it can be you speak to Edric and publicly learn what you had already known from your divinations. His magic is most akin to Hermetia's of all the mages you have known and he has possessed these powers since he persuaded his father to send envoys to White Harbor and Sorcerer's Deep. Thankfully he keeps the secret of your presence that night in the woods and the blessings you had bequeathed upon him well, though from the looks he gives you perhaps he had guessed that the two might have been connected.

Denys is more reticent to speak of his magic, and his goddess, though with encouragements from his mother and occasionally from Dany he opens up. He explains that by her scriptures he is not permitted to carry blades in the wars of men against men, though he may wield a staff or cudgel for self-defense. That what the ancient goddess most desires is the peace and prosperity of her children, and that she sees all those of the Seven Kingdoms and even upon the other side of the Narrow Sea as her children.

"She's weak though, really really weak," the boy explains soberly. "The only reason she didn't die was because even the bitter sea can water the land if there is naught else. I'm not entirely sure what that means though..."

"The Merling King, the Ferryman of old," Dany speaks a moment before you can. "He's been keeping her from fading in accordance with some ancient pact."

"Pardon me, Your Highness," Lady Lorena interjects a touch hesitantly. "You speak of gods as beings that can die as men do, though that seems passing strange to my ear."

"Not as men do, but die they can..." So you find yourself giving the equivalent of a Scholarum lecture on the nature of divinity, compressed down to half an hour. By the end the boys are nodding happily in understanding and while their parents look perturbed they are not disbelieving.

"So where does that leave all us?" Lord Mallery asks at last. "I will be honest, I'd resigned myself to seeing Denys part for foreign shores, but Edric has much to learn yet of lordship and the rumors of him vanishing would not be... kind."

Denys himself tries to put on a brave face, but reluctance at parting is still writ clear upon his face as he glances towards his elder bother.

What do you suggest?

[] Only take Denys to study in the Scholarum, he is a known mage so it would not be hard to concoct a take for him vanishing from the keep in the night
-[] Write in

[] Take both boys it would be better if they were not parted
-[] Write in

[] Write in


OOC: Not the best reaction in the world, but it got smoothed out OK.
 
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This doesn't really seem like that big of a deal. There are four options.

1. Both boys come to the Scholarum, we arrange some sort of farce for their being absent
2. We take the cleric kid while leaving the beguiler heir with his parents
3. We assign them a Scholarum mage as a state-sanctioned tutor until the time comes when they can openly go to the Scholarum
4. A combination of possibilities 1 and 3 where they get a tutor but are occasionally teleported to Sorcerer's Deep for more expansive lessons, probably disguised as hunting trips with their father or something

Seriously, this is nothing we haven't handled before on multiple occasions. We've had kids come to Sorcerer's Deep, we've arranged tutors, we've arranged teleportation visits from time to time, etc.
 
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I see no reason to take Edric yet.
He's an instinctive Caster, so there's little in the Scholarum for him that he needs now.

He should visit eventually, but that can wait until we have taken Westeros and longer.
 
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