My scenario. You are a Level 20 Gestalt of every single Path of War andBook of Nine Swords Class.
You can help people retrain into any Initiator class.
Also you have so many class-features that I'm pretty sure even without abusing access to every imaginable maneuver, you would have Viserys screaming "HORSE SHIT!" at the top of his lungs.
You start in Yin or Trader Town, and to retrieve the 10 Mythic Tiers ROB dangled in front of you, you have to kill the Sorcerer Lord of Carcosa, the 69th Yellow Emperor and take the artifact binding that power to you before he can get past the blackboxing on it and do horrible things to you with it.
Bonus round, you start in a Canon scenario in 298 AC, ASWAH gets spliced in with counterparts still alive at that time replacing each other in their respective bodies from the last point they were alive (last memories included). Things are PRETTY GODDAMN FUCKED but Viserys has a network of powerful contacts in high places... and every enemy or the enemy of those contacts is now alive again. (to clarify, yes, everyone keeps their class levels)
You start in the Five Forts instead this time, but you also start with the McGuffin.
Except you also have to get past the blackboxing to get at that delicious Mythic power, and uhhh, the Yellow Emperor believes you stole it from him and knows what you look like. Good luck.
I know the point is the martial SI, but I got caught on what it'd be like for everyone else in the splice scenario.
On the less funny end Viserys' reaction would be visible from orbit. I'm talking "The Sarnori would try to reanimate and give up after confusing the Dothraki sea for a part of hell" level explosion.
On the more funny end, Robert might spend a whole week thinking that ASWAH was just his years of alcohol abuse catching up with him. The look on his face when the companions teleport into the red fort to use Westeros to jumpstart the Imperium would be worth blood wishing a portrait of.
Seriously though, if Viserys' base will save wasn't so high I'd be concerned about the secret final boss being a red dragon sorcerer driven completely off the rails by self disgust. The kind of shit that version of him could get up to would make people long for the days when "Dread Sorcerer" was as much a political term as anything else.
I wish. Sadly, AFAIK we haven't found a way to do it yet.
We got Nettles retrained though! Sheet here. Imagine fighting a Dragon with Greater Blink active !
I'm updating Nettles' sheet and was wondering how attached to some of those spells are you? Specifically these;
lv1: Enlarge Person lv2: Detect Thoughts lv3: Shrink Item, Shadow Phase lv4: Summon Monster IV
There are better options, IMO. Maybe these instead?
lv1: Gravity Bow lv2: Mirror Image or Blur lv3: Air of Nobility or Fly or Shadow Enchantment or Heroism lv4: Greater Invisibility or Wall of Scales
We're also gonna be upgrading her gear next month with some of our standard caster gear, so she'll be able to cast Magic Missile, Fireball, Freedom of Movement, Teleport, and Commune.
EDIT: Farstrike would also be neat for her. 10d4 Fire damage with Line of Sight range isn't too shappy for a 2nd level spell.
[X] Check the Lys' Flesh-forge's Feywild reflection -[X] Call on the Orphne King and the Shrouded Lord to accompany you for this inspection and offer their insights -[X] See if Saenena, Qyburn, and the other Flesh Forgers have the time to visit as well to offer their own perspective on the mechanisms of this forge.
Looking at those almost impossible SI challenges in the thread, I have a new one for you.
Instead of being dropped in and picking a guide, you get to be Viserys. For 24 hours. Then the companions all simultaneously learn that you're possessing him, and you need to talk(or fight) your way out.
You can't say anything about the meta (and would sound insane if you did). How do you talk your way out of becoming gardening supplies?
I would probably just inform the nearest companion and let them deal with me.
If they do decide to go for fertilizer I will request they sacrifice me to Jazirian. As for afterward...
Lore man. Lore. Wanna know what the ruby rod of asmodeus does precisely? Wanna know what the deal with the mind flayers history is? Wanna know about Aboleths dope ancestral knowledge?
I would take pains to seem as harmless and passive as possible basically.
My scenario. You are a Level 20 Gestalt of every single Path of War andBook of Nine Swords Class.
You can help people retrain into any Initiator class.
Also you have so many class-features that I'm pretty sure even without abusing access to every imaginable maneuver, you would have Viserys screaming "HORSE SHIT!" at the top of his lungs.
You start in Yin or Trader Town, and to retrieve the 10 Mythic Tiers ROB dangled in front of you, you have to kill the Sorcerer Lord of Carcosa, the 69th Yellow Emperor and take the artifact binding that power to you before he can get past the blackboxing on it and do horrible things to you with it.
Bonus round, you start in a Canon scenario in 298 AC, ASWAH gets spliced in with counterparts still alive at that time replacing each other in their respective bodies from the last point they were alive (last memories included). Things are PRETTY GODDAMN FUCKED but Viserys has a network of powerful contacts in high places... and every enemy or the enemy of those contacts is now alive again. (to clarify, yes, everyone keeps their class levels)
You start in the Five Forts instead this time, but you also start with the McGuffin.
Except you also have to get past the blackboxing to get at that delicious Mythic power, and uhhh, the Yellow Emperor believes you stole it from him and knows what you look like. Good luck.
[X] Check the Lys' Flesh-forge's Feywild reflection -[X] Call on the Orphne King and the Shrouded Lord to accompany you for this inspection and offer their insights -[X] See if Saenena, Qyburn, and the other Flesh Forgers have the time to visit as well to offer their own perspective on the mechanisms of this forge.
Looking at those almost impossible SI challenges in the thread, I have a new one for you.
Instead of being dropped in and picking a guide, you get to be Viserys. For 24 hours. Then the companions all simultaneously learn that you're possessing him, and you need to talk(or fight) your way out.
You can't say anything about the meta (and would sound insane if you did). How do you talk your way out of becoming gardening supplies?
I'm updating Nettles' sheet and was wondering how attached to some of those spells are you? Specifically these;
lv1: Enlarge Person lv2: Detect Thoughts lv3: Shrink Item, Shadow Phase lv4: Summon Monster IV
There are better options, IMO. Maybe these instead?
lv1: Gravity Bow lv2: Mirror Image or Blur lv3: Air of Nobility or Fly or Shadow Enchantment or Heroism lv4: Greater Invisibility or Wall of Scales
We're also gonna be upgrading her gear next month with some of our standard caster gear, so she'll be able to cast Magic Missile, Fireball, Freedom of Movement, Teleport, and Commune.
EDIT: Farstrike would also be neat for her. 10d4 Fire damage with Line of Sight range isn't too shappy for a 2nd level spell.
No need for Air of Nobility. I took Enlarge Person because I wasn't sure if share spells would let her apply it to Sheepstealer.
Greater Invisibility and Mirror Image look great. However Shadow Phase is nice because it really fits Sheepstealer's background, and Shrink Item is amazing for aerial bombardment. I would leave the level 3 spells untouched, but change the level 1, 2 and 4 spells according to your suggestions.
No need for Air of Nobility. I took Enlarge Person because I wasn't sure if share spells would let her apply it to Sheepstealer.
Greater Invisibility and Mirror Image look great. However Shadow Phase is nice because it really fits Sheepstealer's background, and Shrink Item is amazing for aerial bombardment. I would leave the level 3 spells untouched, but change the level 1, 2 and 4 spells according to your suggestions.
One of the items we had crafted this month was a Shrink Item chamber. Nettles could easily use it to shrink items ahead of time to use for bombardment purposes. Even at minimum caster level it still affects a decently sized object and would last five days.
EDIT: Also, how is she supposed to share spells with Sheepstealer now?
EDIT x2: Ah, never mind. It's supposed to be an Animal Companion, right? Like the Sorcerer ACF to replace a Familiar with the Animal Companion?
One of the items we had crafted this month was a Shrink Item chamber. Nettles could easily use it to shrink items ahead of time to use for bombardment purposes. Even at minimum caster level it still affects a decently sized object and would last five days.
EDIT: Also, how is she supposed to share spells with Sheepstealer now?
She has five levels of Zhentarim Skymage (link). It's a class ability, and it's amazing. It lets her put Personal spells on Sheepstealer, like Greater Blink.
And while a Shrink Item chamber is nice to have, I think it's fitting for a Dragonrider to be able to cast the spell herself...
She has five levels of Zhentarim Skymage (link). It's a class ability, and it's amazing. It lets her put Personal spells on Sheepstealer, like Greater Blink.
And while a Shrink Item chamber is nice to have, I think it's fitting for a Dragonrider to be able to cast the spell herself...
I'm gonna treat Sheepstealer as an Animal Companion instead, like Valaena and Dawnfyre, since she wouldn't be able to use Sheepstealer according tot he Flying Mount mechanic outlined in the Zhentarim Skymage PRC. That will still allow her to use the Share Spells ability.
Also, the spell requirements for that PRC are stupidly weird. I can see why you selected some of those spells now, just to meet the requirements, but they all seem purely fluff-related and shouldn't apply to Nettles and Sheepstealer at all, I'm going to completely ignore them. She didn't need Detect Thoughts or Suggestion (VoTD) to bond to Sheepstealer, nor did she need to learn to Summon Monsters to find him.
I'm gonna treat Sheepstealer as an Animal Companion instead, like Valaena and Dawnfyre, since she wouldn't be able to use Sheepstealer according tot he Flying Mount mechanic outlined in the Zhentarim Skymage PRC. That will still allow her to use the Share Spells ability.
DP Ok'ed it. That's also why she's taken feats like Dragon Cohort and Improved Cohort (it's a feat tax to let her take Sheepstealer as a Flying Mount).
No need for Animal Companion mechanics to be involved at all.
DP Ok'ed it. That's also why she's taken feats like Dragon Cohort and Improved Cohort (it's a feat tax to let her take Sheepstealer as a Flying Mount).
No need for Animal Companion mechanics to be involved at all.
That's nine feats, but she should only have eight even with the two she gets from having a couple flaws. The first level in Fighter would have worked, except the Thug ACF specifically loses their 1st level bonus feat.
That means one of the Expanded Arcana feats or Saddleback is going to have to go, as the other feats are all necessary for her to qualify for her classes. Which would you prefer?
EDIT: I would keep Saddleback and lose one of the Expanded Arcana feats, then use the remaining Expanded Arcana to learn one 3rd level and one 4th level spell.
That's nine feats, but she should only have eight even with the two she gets from having a couple flaws. The first level in Fighter would have worked, except the Thug ACF specifically loses their 1st level bonus feat.
That means one of the Expanded Arcana feats or Saddleback is going to have to go, as the other feats are all necessary for her to qualify for her classes. Which would you prefer?
EDIT: I would keep Saddleback and lose one of the Expanded Arcana feats, then use the remaining Expanded Arcana to learn one 3rd level and one 4th level spell.
Yeah, but not counting those, we're still short one feat.
I guess if Improved Cohort can be one of the bonus Flying Feats from the Skymage PRC, that would fit. Sheepstealer already has Flyby Attack, so she wouldn't need that herself.
Damn, you're right. We can dump one of the Expanded Arcana feats then, they were mostly just there to meet Skymage qualifications and if you're dumping those...
I guess if Improved Cohort can be one of the bonus Flying Feats from the Skymage PRC, that would fit. Sheepstealer already has Flyby Attack, so she wouldn't need that herself.
Sheepstealer has Flyby Attack because she has it. It's one of her class features - she grants her mount one of her feats. Therefore I'd prefer if we didn't make Nettles lose Flyby Attack.
What do you think of replacing the Spell Focus bonus feat from the Skymage PRC with something useful, like Versatile Spellcaster? It's a nice feat, but Nettles has no reason to have developed it given her spell selection.
Name: Nettles Titles: The Witch of the Mountains Age: 24
Alignment: True Neutral Race: Human Level: 12 Class: Fighter(Thug) 1/Stalwart Battle Sorcerer 6/Skymage 5 Feats: Able Learner, Combat Casting, Dragon Cohort, Enlarge Spell(B), Expanded Arcana (Ruin Delver's Fortune, Shrink Item), Fly-By Attack(B), Improved Cohort, Iron Will, Mounted Archery(B), Mounted Combat, Mounted Spellcasting(B), Saddleback, Skill Focus (Ride)(B) Flaws: Loudmouth, Hot-Blooded Class features: Armored Mage (Ignore ASF in Light Armor), Flying Mount (Dragon), Extra Health (+12 HP), Share Spells (w/Mount), Weapon Training
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones) (Poor), Old Tongue (Poor)
Sheepstealer Size/Type: Huge (Mature Adult equivalent) FeralRed Dragon Hit Dice: 19d12+152 (275 HP) Initiative: -2 (DEX) Speed: 40 ft., fly 200 ft. (poor) Armor Class: 37 (-2 size, -2 DEX, +22 natural, +6 armor, +3 Rider's Shield), touch 6, flat-footed 34 Base Attack: +19 Attack: Bite +30 (2d8+19/19-20) Full Attack: Bite +30 (2d8+16/19-20), 2 Claws +30 (2d6+13), 2 Wings +30 (1d8+6), Tail Slap +30 (2d6+19) Space/Reach: 15 ft./10 ft. (15 ft. with bite) Special Attacks: Breath Weapon (14d10 Fire damage, 50ft cone, Reflex DC 27 for half damage, Usable every 1d4 rounds), Crush (Small creatures, DC 27, 2d8+19), Frightful Presence (210 ft., DC 22) Special Qualities: Damage Reduction 10/Magic, Spell Resistance 26, Immune to Fire, Vulnerable to Cold (+50% damage), Smoke Vision, Blindsense 60 ft., Darkvision 120 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Stalking Wyrm Sovereign Archetype, Immunity to Compulsion spells Saves: Fort +19, Ref +9, Will +12 Abilities: Str 37 (+13), Dex 6 (-2), Con 27 (+8), Int 2 (-4), Wis 13 (+1), Cha 16 (+3) Skills: Move Silently +20 (22 - 2), Spot +23 (22 + 1) Feats: Flyby Attack(B), Improved Multiattack, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Recover Breath, Travel Devotion, Wingover Flaws: Shaky Equipment: Valyrian Steel Dragon Barding (+6 AC, Immunity to compulsions, can Haste self 3/day)
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)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
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.
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.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.
Scrolls:
Blur x3
Displacement x2
Fickle Winds x2
Fly x2
Freedom of Movement x2
Greater Invisibility x2
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x3
Invisibility x3
Life Bubble x3
Resilient Sphere x2
Sending x5
Teleport x2
True Seeing x2
Wall of Force x2
Equipped Items:Anklets of Translocation, Bead of NewtPrevention,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, Launcher,Mighty Composite Shortbow (+1) [+1 Strength bonus], Mithral Chain Shirt (+1), Mithral Rider's Shield (+1; Grants +3 AC to mount), Quiver of Abundant Ammunition, Ring of Sustenance, Valyrian Steel Dagger (+2)
[X] Check the Lys' Flesh-forge's Feywild reflection -[X] Call on the Orphne King and the Shrouded Lord to accompany you for this inspection and offer their insights -[X] See if Saenena, Qyburn, and the other Flesh Forgers have the time to visit as well to offer their own perspective on the mechanisms of this forge.
As the last light of the sun fades from the sky you leave Lady Lynesse to add more detail and color to the sketch taking form on her easel, though with a promise that you would either pose in person or craft her a figment to work from when you do not have the time for such things, and indeed there are many calls upon your time. Even in the darkest hours of the night the stack of parchments upon your desk awaits, ever-growing. Jests aside, however, you do not resent the tedium, for it marks the growth and prosperity of your realm, and you would sooner spill ink a thousand times over rather than draw blood in the doing.
Of course, that does not mean the news is always good to hear. There has been hardly any progress on the work to tie the Northern Disputed Lands to the rest of the realm through a messenger service. According to a note by the head lawman in the region, it has the whiff of corruption to it, though thankfully only the mundane sort, a contract for supplying wood granted to someone manifestly unable to do so on the basis of familial relationship. The magister in question blamed Westerlander Wood-Rot for his supposedly vanishing timber, but your officials are quite convinced that most of it never existed.
Further north in the Daughter's March, things had gone almost as poorly, though from the work of nature not human malice. Unseasonable rains had broken a series of old and poorly maintained dykes. Although this was not be the disaster it would have been without the fertility rituals repairs to the fields, restoring basic infrastructure occupied much of the labor and beasts that would otherwise be available for your projects.
Establish Messenger Service in Northern Disputed Lands Progress 3/70
Lost 5,600 IM (Damages)
Establish Messenger Service in Daughter's March 4/58
Lost 8,200 IM (Dyke Repair and Emergency Aid)
By contrast, the Volantenes are proving surprisingly quick in setting up a messenger service in the city's immediate hinterlands. The service is mostly under the command of former military officers who understand the value of effective communication in war as in peace, though Zherys has taken a personal hand in the matter as well. Reading between the lines, you suspect he does not wish to see his city to prove in any way lacking in organization as it joins the rest of the empire.
While there is much yet to be done, the enforcement of new Imperial Law along the Orange Shore, together with the spreading of the messengers to carry it, is also going well. There has been slightly more resistance to the notion from the Council of Volon Therys, where many of the newly elected Voices campaigned on 'lessening the undue interference from Volantis', and appear to be confused on what that actually entails.
As you reach the report on neighboring Valysar, you smile outright for the first time. The magisters of the region have a strong tradition of mounted warfare, honed against Dothraki raiders. With such raids being less of a peril in current days, they were more than happy to open their stables in exchange for Imperial coin, with some of their former retainers and servants following suit on what seems to be reasonably good terms.
Alas, further west in what was once Volantis' share of the Disputed Lands, progress has been much slower, fueled by general suspicion from the former free classes on the plantations and the exodus of newly-made freedmen. At least it is only time, not more gold. The report is rounded off on a decidedly middling note by both Selhorys and Volon Sar, which anticipate two more months of work at the current peace.
Establish Messenger Service in Volantis (Complete) 33/31
Expand Law Enforcement in Orange Shore Progress 9/65
Establish Messenger Service in Orange Shore Progress 9/121
Establish Messenger Service in Volon Therys Progress 8/26
Establish Messenger Service in Valysar Progress 11/24
Gained 3,200 IM (Good deals for horses)
Establish Messenger Service in Eastern Disputed Lands Progress 3/77
Establish Messenger Service in Selhorys Progress 6/20
Establish Messenger Service in Volon Sar Progress 6/20
From Braavos, the reports speak of the sort of solid progress you had expected. The very marshlands that have for so long protected the Secret City from attack now prove an impediment to binding it together with the rest of the realm by land. Through the aid of Titan Tools and Lyres of Building to drive back the sea from Drowned Town, you have no doubt that a revitalized Ragman's Harbor will prove far more instrumental in linking the city into the web of trade across the Narrow Sea and beyond.
Unfortunately, where Pentos is concerned the braziers' whispers carry grimmer tales. Attempts to retain slavery in all but name, intimidation and banditry sanctioned by some of the city's remaining elite, and killing and looting in retaliation, most often falling upon the heads of innocent families and businesses. All of it is relatively minor taken against the scale of the lands under administration, nothing like the organized carnage the Spider wished to breed, but still a sobering reality. If nothing else, as Dany points out, at least you can put the confiscated lands to good use. The worst of the slums created by centuries of neglect and sometimes outright malice have been cleared at least.
Establish Messenger Service in Braavos Progress 23/28
Improve Infrastructure in Braavos (30/45)
Establish Messenger Service in Andalos (Complete)
Establish Messenger Service in Braavosi Coast Progress 5/53
Establish Messenger Service in Sweetwater Progress 9/61
Establish Messenger Service in Morrogos Progress 6/23
Expand Law Enforcement in Pentos Progress 16/50
Gained 4,800 IM (Confiscations)
Improve Infrastructure in Pentos (Complete) 8/8
The challenges of Northern Valyria are rather different from what one might find elsewhere, as well you know. Recalcitrant magisters are thin on the ground after years of Yrael's rule, but the poverty born of centuries of neglect and mismanagement remain, made worse in some parts of the province by more arcane dangers. For once, however, no news of the latter gets as far as your desk and both messengers and more local inquisitors should help the region grow and prosper.
Certainly, the Tolosi seem to have taken the lesson to heart, with dozens of new villages springing up along the planned routes of the Imperial Messenger Service. Many are sponsored not by a single noble House, but instead by consortiums of wealthy spice traders looking to expand under the protection of the Legion and the territorial troops.
Establish Messenger Service in Mantarys Progress 6/26
Establish Inquisition Base in Draconys (Complete) 5/2
Establish Inquisition Base in Painted Mountains (Complete) 3/2
Establish Messenger Service in Tolos Progress 10/80
Tolos Base Provincial Wealth Increased By 1
In Sothoryos, you are glad to see rapid progress in improving the lives of locals and new immigrants alike. The small population and absence of large cities means proper sanitation and wide scale education are relatively easy to institute. You would not be surprised if what was once a pirate haven will someday become a center of learning for the whole realm, particularly in regards to the arcane, with the mysteries of the mainland so close.
For that matter, it seems you are not the only one to notice. It appears a large trading expedition is heading for those shores looking not just to harvest rare reagents from the jungle, but to eventually grow them as well. From the inquisitorial reports, they are both well funded and well lead. Perhaps it might be worth adding a touch of royal favor to the scales.
Construct Sanitation Systems in Naath (Complete)
Establish Public Schools in The Three Snakes, Eastern Basilisk Isles, Western Basilisk Isles (Complete) 8/8
Establish Orphanages in The Three Snakes, Eastern Basilisk Isles, Western Basilisk Isles Progress 6/8
Establish Inquisition Base in Meereen (Complete( 13/10
What do you do next?
[] Check the Lys' Flesh-Forge's Feywild reflection
[] Review a report on activities of the Court of Stars, and the progress on the task we left him on, by Candlekeep Courtier
[] Meet a newly arrived envoy from Mantarys who carries several books he wishes to give into your keeping specifically
[] Find and deal with the wisps that caused you headaches in the Braavosi swamps
[] Meet with some of the backers of the Sothoyos expedition and offer some backing before they depart
[] Write in
OOC: I've decided to add a bit more of a random event layer to the various Empire actions, with good or bad progress rolls receiving a d100 to decide on how good or bad the situation really is, to make the realm feel more alive beyond just what is shown in main updates and interludes.