you know i just realised that due to the nature of combat the shadow dragon would have had a very short period of time of actually being in SDlet's hope he gets found very soon indeed
So, thread soothsayers, who do you think will be the next Companion to get a Mythic Rank?
I'm betting on Vee. Tyene, Waymar and Garin are cool, but they're just not on Vee's level. She's already been involved in some momentous rituals and dealings with various Gods (making the OG fireproof, etc). If she keeps it up, I expect her to manage it soon enough!
So, thread soothsayers, who do you think will be the next Companion to get a Mythic Rank?
I'm betting on Vee. Tyene, Waymar and Garin are cool, but they're just not on Vee's level. She's already been involved in some momentous rituals and dealings with various Gods (making the OG fireproof, etc). If she keeps it up, I expect her to manage it soon enough!
So, thread soothsayers, who do you think will be the next Companion to get a Mythic Rank?
I'm betting on Vee. Tyene, Waymar and Garin are cool, but they're just not on Vee's level. She's already been involved in some momentous rituals and dealings with various Gods (making the OG fireproof, etc). If she keeps it up, I expect her to manage it soon enough!
Yeah, Vee will probably be the next Mythic Companion. She's more than met the necessary criteria, IMO. Now she just needs one more sufficiently Mythic fees to catalyze the change.
Yeah, Vee will probably be the next Mythic Companion. She's more than met the necessary criteria, IMO. Now she just needs one more sufficiently Mythic fees to catalyze the change.
you know after catching up seeing how far behind some of the character sheets are i feel sad, i'm pretty sure that Yreal is still noted as lawfull good on his sheet
you know after catching up seeing how far behind some of the character sheets are i feel sad, i'm pretty sure that Yreal is still noted as lawfull good on his sheet
yeah it's mostly just some of the random stuff or minor characters that aren't up to date. stuff like the map of SD, Yreal, 1 of the shadow tower trees needs a restatting becouse it's identical to another one at the same tower
Here's the current wording I'm using in the sheet. This work?
Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its King, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 3rd level (equal to your Mythic Tier) and access the Law and Knowledge Domains. You add spells from these Domains to your list of spells known, up to 3rd level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.
Here's the current wording I'm using in the sheet. This work?
Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its King, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 3rd level (equal to your Mythic Tier) and access the Law and Knowledge Domains. You add spells from these Domains to your list of spells known, up to 3rd level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.
Here's Viserys' updated character sheet, for ya'll's viewing pleasure.
The only thing that really changed was his extra Mythic rank, but there were also a few gear upgrades and additions to include. Also cleaned up and clarified some stuff for ease of reference.
This Mythic rank, Viserys automatically gained the Recuperation power. It's pretty nifty, basically accomplishing the same thing as the Magic Bedroll which has served us so well over the years. Now that he can use this ability instead of the bedroll, that means one of the Companions can instead make use of it more often should a situation arise where they need to rapidly replenish their magical resources.
Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total and regain the use of any expended spell slots. This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Mythic power.
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Braavosi, Volantine, Stepstones, Tyroshi), Draconic, Ignan, Old Tongue (First Men), Terran, Dothraki [Poor], Sarnori [Poor], Naathi [Poor)], and Yi Tish [Poor)]
Description: Viserys bears the features of the Valyrian Dragonlords with grace. His straight silver hair is cut just above his shoulders, framing an expressive fine-boned face that seems more inclined to smile rather than scowl, and his eyes hold within them an odd knowing light that betrays a wisdom beyond his years. He frequently dresses in the colors of flame though often hidden in a cloak seemingly crafted of molten coins flowing in an endless river.
False Life: You benefit from 1d10+10 Temporary Hit Points. Duration: 20 hours, Cost: 2nd level spell slot
Mage Armor: You benefit from a +4 Armor bonus to your AC. Duration: 20 hours, Cost: 1st level spell slot
Nine Live: Up to nine times while this spell is active, you can use an Immediate Action to benefit from one of the following effects. Duration: 20 hours, Cost: 8th level spell slot
Elemental Heart Spells: Air (+10 Enhancement bonus to Jump checks, +10ft Enhancement flight speed), Earth (+30 Temp HP), Fire (+10ft Enhancement bonus to ground speed, Fire Resistance 20), Water (+8 bonus to Swim checks, Swim speed 30ft, Waterbreathing), Combined Effect: You are immune to extra damage from Critical Hit and Sneak Attacks. Duration: 20 hours, Cost: 2nd, 3rd, 4th, & 5th level spell slots
Special Abilities:
Greater Wings of Air (Su): Your aerial maneuverability is increased by up to two steps, from Good to Perfect.
Strong Wings (Su): Your aerial maneuverability is increased by one step, from Poor to Average, and your speed is increased by 10 feet.
Aerial Alacrity (Su): Your aerial maneuverability is increased by one step, from Average to Good, and your speed is increased by 30 feet.
Draconic Spell Power (Su): Whenever you cast a damaging spell, it inflicts an additional +1d6 Fire damage per level of the spell to each affected target.
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.
Fiery Burst (Sp): As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of Fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.
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.
Mythic Abilities: Mythic Power (9/Day)
Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
Component Freedom (Ex): When you cast a spell, you can ignore one component of that spell: Focus, Material, Somatic, or Verbal. You can ignore a Focus or Material component only if its total value is no more than 60 IM (20 IM × Mythic Tier).
Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total and regain the use of any expended spell slots. This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Mythic power.
Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its King, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 3rd level (equal to your Mythic Tier) and access the Law and Knowledge Domains. You add spells from these Domains to your list of spells known, up to 3rd level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.
Familiar: Varys, Pseudodragon
Varys the Pseudodragon
Size/Type: Tiny Dragon Hit Dice: 18 (169 HP) +2d8 Temp HP Initiative: +4 Speed: 15 ft. (3 squares), fly 60 ft + 30 ft (Tailring) + 30ft (Anklets) = 120 ft (good) Armor Class: 37 (+2 size, +4 Dex, +13 Natural, +2 Dodge, +2 Natural, +4 Mage Armor), touch 22, flat-footed 31; +2 Vs Evil Base Attack/Grapple: +18/+10 Attack: Sting +24(+26) (1d3-1+2+2 plus poison) Full Attack: Sting +24(+26) (1d3-1+2+2+10d6[Acid], plus poison) and Bite +19(+21) (1+2+2) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison, Deliver Touch Spells Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 23, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar, Light Fortification (25%) Saves: Fort +15(+17), Ref +16(+18), Will +14(+16)(+2 Vs Evil) Abilities: Str 8*, Dex 18, Con 16, Int 15, Wis 14, Cha 10; *+8 Strength for the purposes of determining carrying capacity Skills: Diplomacy +2, Hide +26*(+30 in forests & overgrown areas), Listen +10, Search +7, Sense Motive +8, Spot +10, Survival +2 (+4 following tracks) Feats: Alertness, Mindsight
Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex): A Pseudodragon can locate creatures within 60 feet by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the Pseudodragon can't actually see still have total concealment against the Pseudodragon.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.
Aerial Anklets of Translocation:
3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
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 of Mighty Fortification: +3 Constitution, +2 Strength
Strength score is 8 higher than normal when determining you carrying capacity.
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)
1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
Benefit from a +30ft Enhancement bonus to flight speed.
1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Greater Amulet of Protection from Evil:
Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
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 the Chameleon: +5 Competence bonus to Hide skill checks.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level to add 10d6 Acid damage to your tail stinger attacks for ten hours.
Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt of Mighty Fortification (+3 CON, +2 STR), Crown of the Royal Familiar (+2 WIS), Enhanced Tail-Ring of Zephyr's Grace (+3 DEX), Greater Amulet of Protection from Evil, Ring of Venomfire
Bonded Valyrian Dragon: Balerion the Black Dread
Balerion the Black Dread AdvancedFeralWyrm Red Dragon
Size/Type: Colossal Dragon (Fire) Hit Dice: 27d12 (175) + 378 (CON) = 553 HP Initiative: +4 (Improved Initiative) - 2 (DEX) = +2 Speed: Ground: 40 ft, Fly: 250 ft + 30 ft (Tail-Ring) = 280 ft(Clumsy) Armor Class: 43 (-8 Size, -1 Dex, +39 Natural, +3 Deflection), Touch 8, Flat-Footed 43 Base Attack/Grapple: +27/+46 Attack: Bite +41 (4d6+34/19-20) Full Attack: Bite +41 (4d6+34/19-20), Claws +41/+41/+36/+31/+26/+21 (2d8+24), Tail Slap +38 (2d8+34) Space/Reach: 20 ft./15 ft. (20ft with bite, 40ft with tail) Special Attacks: Breath Weapon (60 ft cone, Reflex DC 37 halves damage, 22d10 Fire), Crush (Large creatures, Reflex DC 37, 4d6+31), Tail Sweep (Small creatures, Reflex DC 31, 2d8+31), Frightful Presence (330 ft., Will DC 30) Special Qualities: DR 20/Magic, SR 31, Blindsense 120 ft, Darkvision 120 ft, Low-Light Vision, Immunity to Fire, Vulnerable to Cold (+50% damage), Immunity to Magical Sleep & Paralysis effects, Immunity to Disease, Immune to all death spells, magical death effects, and energy drain, and any negative energy effects Saves: Fort +34, Ref +19, Will +29 Abilities: Str 49(52), Dex 6(8), Con 35(38), Int 2, Wis 21(24), Cha 24 Skills: Spot +37, Listen +37 Skill Trick: Clarity of Vision (Spot DC 20 to see invisible creatures within 30 ft) Feats: Fly-By-Attack, Fly-By-Breath, Improved Initiative, Improved Rapidstrike (Claws), Improved Snatch, Maximize Breath, Multiattack, Power Attack, Rapidstrike, Snatch, Spellcasting Harrier, Strafing Breath, Tail Constrict Alignment: True Neutral
Amulet of the Resplendent Wyrm:
The wearer is Immune to Disease and always has breathable air.
All of the wearer's Natural Attacks benefit from a +3 Enhancement bonus to Attack and Damage rolls.
Dragonlord's Saddle: Crafted for a Valyrian Dragon rather than a common horse, this sturdy saddle of Hardened leather and Valyrian Steel allows a Dragonlord to garb their Dragon in enchanted armor at a moment's notice and remove it just as quickly. Upon speaking the proper command word as a Standard Action, the rider can summon a set of Valyrian Steel barding which immediately adorns their Dragon. The armor can be returned to the saddle just as easily.
The dragon wearing this saddle gains the Run and Endurance feats, while the rider gains a +10 Competence bonus to Ride skill checks.
Both the rider using this saddle and the dragon wearing it benefit from a constant Endure Elements effects and can use Protection from Energy 1/Day.
The rider using this saddle can use a Standard Action to deploy a Huge-sized Howdah on a Colossal-sized Dragon capable of comfortably carrying up to 12 passengers.
The Valyrian Steel barding (Armor Bonus: +6, Maximum Dexterity Bonus: +4, Armor Check Penalty: -2) protects the Dragon from all forms of Compulsion magic and allows their rider to apply a Haste effect to the Dragon 3/Day.
Gemstone of Minor Displacement: Embedded in the flexible scales between a dragon's wings, when activated the gem provides constant Concealment (20% miss chance), as if affected by a Blur spell.
Heavy Gemstone of Fortification: Embedded in the heavy scales of the dragon's chest, this gem provides 100% Fortification, preventing it from suffering additional damage from Critical Hits and Sneak Attacks.
Soulfire Mithral Bracers(+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Tail-Ring of Speed: Wearer benefits from a +30ft Enhancement bonus to their flight speed.
Talon Ring of Sustenance: +5 Resistance bonus to saves and +3 Deflection bonus to AC
The dragon wearing this band of Adamantine does not need food or water, and needs just two hours of sleep per 24 hours to remain healthy.
Talon Ring of Greater Protection from Evil: +3 Natural Armor
The dragon wearing this band of Mithral reduces Ability Damage or temporary ability penalties the wearer takes by 2 points and Ability Drain by 1 point. If an effect targets multiple ability scores (for example, Exhaustion, Fatigue, or Touch of Idiocy), the ring reduces the damage, drain, or penalty for all ability scores.
Equipment: Amulet of the Resplendent Wyrm, Dragonlord's Saddle, Gemstone of Minor Displacement, Girdle of Draconic Prowess, Soulfire Mithral Bracers, Tail-Ring of Speed, Talon Ring of Sustenance, Talon Ring of Greater Protection from Evil
Anklets of Rapid Translocation:
Carrying capacity is doubled.
Convert any Spell of 5th level and above to Teleport.
Benefit from a +30ft Enhancement bonus to ground movement speed.
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.
Crown of Aegon the Conquerer: +5 Resistance bonus to Saving Throws
Hold breath for up to 12 hours before having to make a Constitution check.
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
May add one level 1 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 1 spells to one's spell list if the bearer is a prepared caster (Current Spell: Amplify)
Monk's Belt of Healing Vigor: +6 Constitution
Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
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)
Muleback Cords(Slotless): Strengthscore as 8 higher than normal when determining his carrying capacity.
Orb of Mental Renewal:
3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Radiant Earring of Arcane Acuity (Slotless):
Immunity to Blindness and Dazzling effects.
Convert any spell of 3rd level and above to Flashburst.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Rapid Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Lesser Star of Unchained Wisdom) 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.
Runestaff of the Old Gods:
+2 Quarterstaff (1d6+2/x2)
3/Day Commune with Nature: Can find mineral deposits, copses of rare trees, etc.
3/Day Summon Swarm: Ravens only; Can see through their eyes as Chain of Eyes. This is considered a 3rd level spell.
Special: Tree Stride between any two Heart Trees no matter the distance. This ability is dangerous to the mind while the Gods are wrathful.
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1):
2/Day apply the Still SpellMetamagic feat to a spell as a Swift Action.
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Spell-Singer's Ring:
Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
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 re-targeted spell, she experiences the effect of the spell as normal.
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
+10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
3 Charges/Day: 1 Charge (+2d6 Fire damage on your next Fire spell), 2 Charges (+3d6 Fire damage on your next Fire spell), 3 Charges (+4d6 Fire damage on your next Fire spell)
Serpent's Sin
The Price of Greed: Whenever you are the target of a ranged or ranged touch attack, you may deflect the attack either towards a new target within 30ft or the original attacker. Resolve the attack as normal. If you are attacked with a melee weapon, and the resulting roll is at least as high as your Touch AC, you may make a Disarm attempt as if you had the Improved Disarm feat. On success, the offending weapon is instantly drawn into the cloak's interior. This ability effectively negates the attack, as the weapon sinks into the cloak's depths instead of flesh. These abilities are Free Actions to activate, don't provoke attacks of opportunity, and may only be used three times a day in total. The cloak is regarded as a +5 two handed weapon for disarming purposes.
The wearer gains a +5 Enhancement Bonus to their Natural Armor.
The interior of the cloak acts as a Handy Haversack, but with a considerably larger storage capacity. While the weight of objects stored within the cloak is meaningless, its maximum volume cannot exceed 6,000 cubic feet, and no object larger than Huge-sized may be absorbed.
Only the one responsible for the death of an Avatar of Mammon may utilize the Price of Greed ability. Those who do not meet such criteria and attempt to utilize the cloak's extradimensional pockets will have their belongings disintegrate inside 2d4+4 hours, unless the objects stored within are Artifacts or have a caster level greater than the cloak, at which point they are transported to a random spot in the Astral Plane after the said period of time.
Warding Robes of the Deep:
You benefit from DR 10/Silver.
3/Day expend a spell slot to use a Summon Monster spell of the same level.
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
SAVES: +9against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched FORTITUDE: 12 + 10 (CON) + 5 = 27 REFLEX: 12 + 5 (DEX) + 5 = 22 WILL: 12 + 8 (WIS) + 5 + 6 (CV) = 31
Frightful Presence (Ex): 150ft, creatures with less than 23 HD (Will DC 34 Negates) Crush(Ex): Small creatures or smaller or be pinned and take 2d8+16 damage/round (Reflex DC 32 negates)
Scrolls:
Amber Sarcophagus x1
Anticold Sphere x3
Assay Spell Resistance x5
Avasculate x1
Boreal Wind x2
Create Greater Demiplane x2
Cure Light Wounds x30
Dimensional Anchor x2
Enlarge Person x3
Fickle Winds x4
Gate x1
Greater Invisibility x5
Greater Teleport x2
Heal x3
Life Bubble x5
Lya's Magnificent Mansion x1
Mage Armor x5
Mages' Disjunction x1
Maze x2
Mind Blank x3
Moment of Prescience x1
Panacea x15
Pillar of Life x3
Plane Shift x2
Power Word Petrify x1
Raise from the Deep x6
Ray of Enfeeblement x3
Restoration x5
Revivify x3
Sending x5
Smoky Confinement x4
Superior Invisibility x1
True Resurrection x1
True Seeing x4
Wall of Force x2
Wind Walk x1
Alchemical Substances:
100x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
20x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
3x Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Equipped Magic Items: Anklets of Rapid Translocation(Slotless), Bead of Newt Prevention, Calligraphy Wyrm, Crown of Aegon the Conquerer, Dark Sister, Diplomat's Ring of Untarnished Glory (+6 CHA, +6 INT, +6 WIS), Everflame Ring, Gloves of theStarrySky (+5 DEX, +2 STR), Greater Ribbon of Disguise, Greater Metamagic Rod of Maximizing, Greater Metamagic Staff of Quickening, Grimoire of High Arcana, Lesser Star of Unchained Wisdom, Monk's Belt of Healing Vigor(+6 CON), Muleback Cords(Slotless), Radiant Earring of Arcane Acuity (Slotless), Ring of Sustenance (Unbound), Runestaff ofthe Old Gods, Scabbard of the AmoralEdge, Serpent's Sin, Soulfire Mithral Bracers of Arcane Freedom (+1), Spell-Singer's Ring, Warding Robes of the Deep
Here's Viserys' updated character sheet, for ya'll's viewing pleasure.
The only thing that really changed was his extra Mythic rank, but there were also a few gear upgrades and additions to include. Also cleaned up and clarified some stuff for ease of reference.
This Mythic rank, Viserys automatically gained the Recuperation power. It's pretty nifty, basically accomplishing the same thing as the Magic Bedroll which has served us so well over the years. Now that he can use this ability instead of the bedroll, that means one of the Companions can instead make use of it more often should a situation arise where they need to rapidly replenish their magical resources.
It's basically a slightly better version of this. Normally it's something we could craft, but I thought DP said the Magic Bedroll was a one-off crit success on one of Lya's early enchanting attempts and couldn't be reporduced? Or am I remembering that incorrectly? If I am, there's gonna be about 20 of these things added to the crafting sheet faster than you can say "fund it!".
It's basically a slightly better version of this. Normally it's something we could craft, but I thought DP said the Magic Bedroll was a one-off crit success on one of Lya's early enchanting attempts and couldn't be reporduced? Or am I remembering that incorrectly? If I am, there's gonna be about 20 of these things added to the crafting sheet faster than you can say "fund it!".
It's obviously not something that can be used back to back, but on a day right before an important battle it can be used to pump out as many buffs as possible.
@Goldfish, is Viserys still a King? For a while he went by "King in the Narrow Sea" or "King of the Stepstones", but I thought he would be calling himself an Emperor now. We call our Realm "Imperium" or "Empire", don't we?
@Goldfish, is Viserys still a King? For a while he went by "King in the Narrow Sea" or "King of the Stepstones", but I thought he would be calling himself an Emperor now. We call our Realm "Imperium" or "Empire", don't we?
@Goldfish, is Viserys still a King? For a while he went by "King in the Narrow Sea" or "King of the Stepstones", but I thought he would be calling himself an Emperor now. We call our Realm "Imperium" or "Empire", don't we?
We're still referred to as being a king, at least for now. We haven't declared ourselves Emperor yet, but when we do, I'll update the fluff text to match.
Btw, how is that going to happen? Are people suddenly going 'let's venerate the Emperor, it gives us power' - after we should have discouraged that because of 1) Yss and 2) not wanting to become a deity?
Btw, how is that going to happen? Are people suddenly going 'let's venerate the Emperor, it gives us power' - after we should have discouraged that because of 1) Yss and 2) not wanting to become a deity?
The whole "accidentally become a god" thing is more of a thread meme than anything. Simply getting worshipers doesn't make you stumble your way into divinity, otherwise the Grand Sultan of the Efreeti would have reached godhood a very long time ago. Becoming a god is a very deliberate process, and IC the characters have enough knowledge of religion and access to gods willing to share their lore to know this.
To be clear here, Yss should not have a problem with us granting spells for worship.
Yss has a problem with false deals.
We can deliver what we offer.
Yes, we can't deliver an afterlife, but as long as we act to ensure that nobody claims in our name that we do offer one, we are not lying or cheating, we are giving people what they pay for.