Alright.
I definitely won't be able to throw together "every minion and their sheets"-sort of post.
But I might, might, be able to find all the plants we ordered since first batch in Lys, and from there make "all the minions (name - level only); and all the magical forces"-sort.
Should I?
There doesn't seem to be much of a need for such besides very rare occasions, and Goldfish doesn't seem to be going anywhere (thankfully), so the levels of minor minions are safe with him regardless.
On the other hand, looking through over a dozen scattered posts from Duesal, Goldfish and DP alike is a fucking mess.
I'm not touching the bioengineered stuff with a 10-foot pole, we have too many of them, spread too widely over the thread, and I have no idea which may or may not fit the best.
I could have sworn we at least had Qyburn on the front page, or on the overflow sheet that has rolled into the second page, but I can't find him. @DragonParadox, can we get these added to the character sheets?
She was mostly hired as a Fleshcrafter, but theres a whole lot of people that were hired mostly for something else then combat, yet still fight occasionally.
She was mostly hired as a Fleshcrafter, but theres a whole lot of people that were hired mostly for something else then combat, yet still fight occasionally.
Most of those are in some way sworn to us, which traditionally includes armed service.
She was, as far as I remember, just offered a place to work and material, in exchange for aiding our research and similar projects.
Bolton swore fealty and Qyburn joined the Scholarium, so for them its included.
Most of those are in some way sworn to us, which traditionally includes armed service.
She was, as far as I remember, just offered a place to work and material, in exchange for aiding our research and similar projects.
Bolton swore fealty and Qyburn joined the Scholarium, so for them its included.
By necessity, Elaheh is also part of the Scholarium. Permanent residence within the Imperium and all that.
Mind, I don't see much reason to let her do something non-research related unless we are in a literal all-hands-on-deck situation. Unless something comes up where having a Fleshcrafter in the field would be helpful.
Mind, that list I posted was intended exactly as "all hands on deck", barring those really unfit for that fight (either weak level-wise or non-combatant classes) just so that we are on the same page.
I assume you already have a selection of Undead from those we made that will fit some role during the attack?
Added the 8 Fiery Dragonbeasts.
Much as bringing anything dragon-related may be a bad idea.
Plant-creatures seem... ill-advised considering the bullshit-drakes, the Abishai, whatever Timmie's got stored off-plane...
And a possibility of that damned firestorm spell.
Until we see it with our own eyes, I won't believe the people there aren't subverted/mindraped/replaced by Timmies' servants.
Timmie isn't the kind to just... ignore someone preparing such a ritual.
There are enough mid to high level Clerics among the Golden Company that I would hesitate to use our Undead against them. Apparently, the Golden Company has had a lot of experience fighting Undead over the past couple years, so they'll be better prepared to handle them than most opponents. Even assuming most of the have Rebuke/Command Dragons in place of Undead, there are a lot of standardized Cleric spells designed to screw over the Undead.
You're more familiar with the capabilities of our Undead forces, though, @Azel, so I'll defer to your expertise on this one. We don't need them for handling mooks, but do you think they'd be good to deploy against higher level threats?
There are enough mid to high level Clerics among the Golden Company that I would hesitate to use our Undead against them. Apparently, the Golden Company has had a lot of experience fighting Undead over the past couple years, so they'll be better prepared to handle them than most opponents. Even assuming most of the have Rebuke/Command Dragons in place of Undead, there are a lot of standardized Cleric spells designed to screw over the Undead.
You're more familiar with the capabilities of our Undead forces, though, @Azel, so I'll defer to your expertise on this one. We don't need them for handling mooks, but do you think they'd be good to deploy against higher level threats?
The higher ones are all but immune to Rebuking, so that's not a threat. As for the anti-undead spells I can't say. Stuff like the Black Brutes and Black Champions takes an awful lot of killing to put down though, so I'm not worried about those being easy game for Tiamats clerics.
Might be worth to take some Snatchers though. They are not nearly as durable as their bigger siblings, but they are specifically made to soften up and stunlock casters.
And... you know... flying Death-Kraken would be at least a great distraction for the dragons. Unless it gets a Grapple started. Then it would be raining pulped dragon bits.
The higher ones are all but immune to Rebuking, so that's not a threat. As for the anti-undead spells I can't say. Stuff like the Black Brutes and Black Champions takes an awful lot of killing to put down though, so I'm not worried about those being easy game for Tiamats clerics.
Might be worth to take some Snatchers though. They are not nearly as durable as their bigger siblings, but they are specifically made to soften up and stunlock casters.
And... you know... flying Death-Kraken would be at least a great distraction for the dragons. Unless it gets a Grapple started. Then it would be raining pulped dragon bits.
False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 16 hours, Cost: 2nd level spell slot
Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 16 hours, Cost: 1st level spell slot
Mind Blank: You are Immune to all Mind-Affecting Effects and Divination spells. Duration: 24 hours, Cost: 8th level spell slot
Protection from Arrows: You benefit from Damage Reduction 10/Magic against ranged projectile attacks, preventing up to 100 points of damage before the spell is discharged. Duration: 16 hours, Cost: 2nd level spell slot
Moment of Prescience: Once during the spell's duration you can apply a +16 Insight bonus on any single attack roll, opposed ability, skill check, or saving throw, or you can use it to increase your AC against a single attack. Duration: 16 hours, Cost: 8th level spell slot
Elemental Heart Spells: Air (+10 Jump, +10ft flight speed), Earth (+30 Temp HP), Fire (+10ft ground speed, Fire Resistance 20), Water (+8 Swim, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 16 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
Dragon-Wing Graft (Su): 3/Day you can use an extra Swift Action in a round. This can only be used once per round.
Blood of Siberys: You add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast.
Lore: You know legends and information regarding various topics, just as a Bard can with Bardic Knowledge. You add your Loremaster level and Intelligence modifier to the check, which functions otherwise exactly like a Bardic Knowledge check.
Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Mind: You gain a +4 competence bonus on Knowledge, Listen, and Spot skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
Incantifier Abilities:
Arcane Body (Ex):Your body ceases to function as most living creatures' do. While not Undead, elements of your existence are fundamentally warped by the arcane energies you rely upon to sustain yourself.
You do not heal naturally, nor can you be healed through normal magical means. Only through draining magic using your Spell Eater ability or your personal Arcane spells can you replenish your physical health.
You no longer have any need to eat, drink, or sleep and do not take penalties from neglecting these needs.
In addition, you no longer take any negative effects from aging and have no maximum age. Instead, you must replenish your body by absorbing spell levels equal to your character level every month, using your Spell Eater ability, or you permanently lose a level.
Spell Eater (Su):You depend on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat your spell resistance, you absorb the magic and heal 1d4 hit points per spell level. Spells that ignore or overcome your spell resistance affect you as normal. You decide whether or not your spell resistance affects spells you casts on yourself, either benefitting from the spell or healing as you choose.
When you use this ability to absorb your monthly requirement of spell energy, you do not regain hit points.
When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
Spell Leech (Su):You can channel absorbed arcane energy back into your own magic. If an arcane spell or spell-like ability does not beat your spell resistance, you regain an expended spell slot of the absorbed spell's level. If you have your full compliment of spell slots, you cannot benefit from this ability.
When a spell is negated by your spell resistance, you may choose to use either the Spell Eater or Spell Leech ability, but not both.
Spell Eater 2 (Su): You can heal yourself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item you are holding. Using Spell Leech on a potion or scroll destroys the item, but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals you of 1d4 hit points per spell level of the highest-level spell the item possesses. You cannot be healed more than your maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.
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.
Convert any Spell of 5th level and above to Teleport
Carrying capacity is doubled.
Boneward Belt of Many Pockets: +5 Constitution, +5 Resistance bonus to saving throws
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)
Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom, +5 Deflection bonus to AC
+10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the StarrySky: +4 Dexterity, +2 Strength
Convert any spell of 3rd level and above to Fireball.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers ofArcane Freedom (+1)
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Ring of Spell-Battle:
+10 Competence bonus to Concentration and Spellcraft skill checks
The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Mysterios Conjuration:
3/Day sacrifice a spell slot to use Summon Monster spell of same level
Equipped Magic Items:Anklets of Translocation, Bead of Newt Prevention, Boneward Belt of Many Pockets (+5 CON, +5 Resistance), Calligraphy Wyrm, Diplomat's Ring of Untarnished Glory (+6 CHA, +4 INT, +4 WIS, +5 Deflection), Gloves of the Starry Sky (+4 DEX, +2 STR), Greater Amulet of Protection from Evil, Minor Cloak of Displacement, Radiant Earring of Arcane Acuity, Runestaff of Abjuration, Soulfire Mithral Bracersof Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration
Clerics have a lot of anti-undead spells which do things like "Stun the undead, no save" or "undead can't perceive you".
Still, their main enemies are all mortals right now, so perhaps they won't have them prepared.
Clerics have a lot of anti-undead spells which do things like "Stun the undead, no save" or "undead can't perceive you".
Still, their main enemies are all mortals right now, so perhaps they won't have them prepared.
It's kinda redundant, but that's intentional. The first time it's up there with his other spell stuff, while the second is in his gear listing. The second one could be removed without any issue, though.