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!
It is kinda sad Garin doesn't get up to much "super-assasin, Bloodborne-grade Monster Hunter"-business anymore.

If he's gonna be a legend in his own right, that's a gonna be as The Spymaster of the Empire, Bloodraven 2.0.

:c
 
It is kinda sad Garin doesn't get up to much "super-assasin, Bloodborne-grade Monster Hunter"-business anymore.

If he's gonna be a legend in his own right, that's a gonna be as The Spymaster of the Empire, Bloodraven 2.0.

:c

Has he properly Omae wa mou shindeiru 'ed something yet?

He needs to pull that on a sufficiently epic duel and I bet he will get a mythic rank
 
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.

If Vee did become a Mythic Character, what sort of Path would she take?

I haven't fully read Pathfinder Mythic Rules fully yet, so I cannot think of one. Or will it be Homebrew much like us?
 
If Vee did become a Mythic Character, what sort of Path would she take?

I haven't fully read Pathfinder Mythic Rules fully yet, so I cannot think of one. Or will it be Homebrew much like us?
She'll probably have a modified version of the Heirophant Path, just like Dany, since she's a Divine spellcaster.
By the way, we are fluffing Clerics of Viserys as Clerics of the Imperium, right?
Yes, they're basically Concept Clerics of the Imperial Ideal. I'm updating Viserys' character sheet right now. It will have language to that effect.
 
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
Almost all quest character sheets are up to date, though admittedly Yrael's is not. He needs a full rebuild, though, not just a level up.

I'm going to be updating Azema's sheet with her latest level up today or tomorrow, too.
 
She'll probably have a modified version of the Heirophant Path, just like Dany, since she's a Divine spellcaster.

Yes, they're basically Concept Clerics of the Imperial Ideal. I'm updating Viserys' character sheet right now. It will have language to that effect.
I don't like changing it that drastically. Viserys should still be a central figure for his own clerics.
Almost all quest character sheets are up to date, though admittedly Yrael's is not. He needs a full rebuild, though, not just a level up.

I'm going to be updating Azema's sheet with her latest level up today or tomorrow, too.
He also needs updated gear, IIRC.
 
Almost all quest character sheets are up to date, though admittedly Yrael's is not. He needs a full rebuild, though, not just a level up.

I'm going to be updating Azema's sheet with her latest level up today or tomorrow, too.
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
 
I don't like changing it that drastically. Viserys should still be a central figure for his own clerics.

He also needs updated gear, IIRC.
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.
Yeah, that works.
 
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.
Name: Viserys Targaryen
Titles: King in the Stepstones, Overlord of Lys, Myr, Tyrosh, Braavos and Pentos, Triarch of the Three Daughters, The Dragon Khal, The Dragon King, Lord of Fire and Air, The Dragon Reborn, The Godspeaker
False Aliases: Corlys Waters, The Bloodhound, Dywen of the Old Gods, Master Liu of Qarth, Vraithe of Lys, Gaemon of Volantis, Scalathrax Ashbringer
Age: 17
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)/Red Dragon (True)
Level: 18 (153,476/171,000 XP)
Class: Sorcerer 5/Dragon-Blooded 10/Dragon Mystic 3
Feats: Agonizing Flames, Clinging Breath, Draconic Arcane Grace, Draconic Heritage (Red), Draconic Knowledge, Draconic Power, Draconic Toughness, Draconic Vigor, Expanded Arcana (Assay Spell Resistance, Avasculate), Expanded Arcana (Miracle), Fiery Burst, Fire Mastery, Fly-By-Attack, Greater Draconic Bloodline, Maximize Breath, Merciful Spell, Power Attack, Spellcasting Prodigy, Versatile Spellcaster
Mythic Feats: Beacon of Will(B), Extra Path Ability (Component Freedom), Mythic Spell Lore
Skill Tricks: Collector of Stories, Distracting Taunt, Social Recovery, Swift Concentration
Class Features: Summon Familiar, Alertness (Familiar), Draconic Sorcery, True-Blooded, Draconic Spell-Power
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)

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.

Mythic Tier: 3 (Path of the Ascendant)

HP:
219/234 + 30 Temp HP (HotE) + 10+1d10 (False Life) = 259 + 1d10 HP
AC: 10 + 5 (DEX) + 11 (Natural) + 5 (Serpent's Sin Enhancement to Natural Armor) + 4 (Mage Armor) + 2 (Insight) + 9 (Belt; Wisdom) + 2 (vs Evil) = 46/48; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +5 (DEX) + 5 (Primal Instincts) + 3 (Mythic) = +13
Base Attack: +18/+13/+8
  • Ranged: +27/+22/+17 [+18/+13/+8; + 5 (DEX) + 4 (Channel Vigor)]
  • Melee: +22/+17/+12 (1d10+4/19-20 x2); Dark Sister [+18/+13/+8 + 2 (STR) +2 (Enhancement)]
Special: Spell Battle (with Dark Sister)
Spell Save: DC: 10 + 12 (CHA) + 1 (SP) + 1 (Arcane Concordance) = 24 + spell level; +1 w/Fire spells, +2 w/Transmutation spells
Weapon Proficiency: Dagger, Longsword, Crossbow
Immunities: Fire, Sleep, Paralysis, Possession/Mental Control, Poison, All Mind-Affecting Effects, Divination, Baleful Polymorph [Single use], All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5
Vulnerability: Cold (+50% Damage)
Miss Chance: 20% as per the Blur spell
SR: 30 +2 (Serpent's Sin) = 32
DR: 10/Silver

STATS:
12 +2 =14* (+2) Strength
15 +5 =20 (+5) Dexterity
15 +6 = 21 (+5) Constitution
22 +6 = 28 (+9) Intelligence
20 +6 = 26 (+8) Wisdom
26 +6 +2 = 34 (+12) Charisma
*+8 for the purposes of determining carrying capacity

SAVES: +9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched
FORTITUDE: 12 + 5 (CON) + 5 + = 22
REFLEX: 12 + 5 (DEX) + 5 = 22
WILL: 12 + 8 (WIS) + 5 = 25

SKILLS:
Appraise
: 2 + 9 (INT) = 11
Bluff: 21 + 12 (CHA) + 3 (Familiar) + 10 (Ring) = 46
Concentration: 21 + 5 (CON) + 10 (Ring) = 36
Craft (Leatherworking): 1 + 9 (INT) = 10
Craft (Metalworking): 1 + 9 (INT) = 10
Craft (Woodworking): 1 + 9 (INT) = 10
Craft (Sculpture): 1 + 9 (INT) = 10
Diplomacy: 21 + 12 (CHA) + 6 (SYN) + 10 (Ring) = 49
Intimidate: 21 + 12 (CHA) + 2 (SYN) + 8 (MD) = 43
Knowledge (Arcana): 20 + 9 (INT) + 7/9 (DK) + 10 (Ring) = 47/49
Knowledge (Architecture & Engineering): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (Dungeoneering): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (Economics): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (Geography): 1 + 9 (INT) + 7/9 (DK) + 4 (CV) = 21/23
Knowledge (History): 4 + 9 (INT) + 7/9 (DK) + 4 (CV) = 26/28
Knowledge (Law): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (Mathematics): 1 + 9 (INT) + 7/9 (DK) + 4 (CV) = 21/23
Knowledge (Nature): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (Nobility & Royalty): 5 + 9 (INT) + 7/9 (DK) + 4 (CV) = 25/27
Knowledge (Religion): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Knowledge (The Planes): 21 + 9 (INT) + 7/9 (DK) + 5 (Primal Instinct) = 42/44
Knowledge (War): 2 + 9 (INT) + 7/9 (DK) + 4 (CV) = 22/24
Listen: 21 + 8 (WIS) + 2 (AL) + 4 (CV) = 35
Search: 10 + 9 (INT) = 19
Sense Motive: 21 + 8 (WIS) + 10 (Ring) = 39
Spellcraft: 21 + 2 (SYN) + 9 (INT) + 10 (Ring) = 42
Spot: 21 + 8 (WIS) + 2 (AL) + 4 (CV) = 35
Survival: 0 + 8 (WIS) + 5 (Primal Instinct) = 13

Spells Known (Caster Level 20/22 [Fire]):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Drench, Mage Hand, Mending, Message, Prestidigitation [6/Day]
Level 1: Blood Wind, Detect Secret Doors(D), Mage Armor, Magic Missile(RotF), Magic of the Dragonheart, Nerveskitter, Protection from Chaos(D), Shield, Silent Image, Amplify[SoW] [6+4/Day, -2 (Mage Armor, Magic of the Dragonheart)]
Level 2: Calm Emotions(D), Detect Thoughts(D), Divine Insight, Elemental Dart, Invisibility, Mirror Image, Scintillating Scales, Wings of Cover [6+3/Day, -2 (False Life, Heart of Air)]
Level 3: Air of Nobility, Ancestral Awakening, Blinding Breath, Clairaudience/Clairvoyance(D), Fireball, Flashburst(RotF), Magic Circle against Chaos(D), Phantom Steed, Primal Instinct [6+3/Day, -2 (Heart of Water, Primal Instinct)]
Level 4: Assay Spell Resistance, Celerity, Dispelling Breath, Fear, Freedom of Movement(RotF), Heart of Earth, Resilient Sphere, Voice of the Dragon [6+3/Day, -1 (Heart of Earth)]
Level 5: Baleful Polymorph(M), Commune(RotF), Firebrand, Greater Blink, Mass Fire Shield, Telekinesis, Teleport [6+3/Day, -1 (Heart of Fire)]
Level 6: Freezing Glance, Greater Dispel Magic, Greater Shadow Enchantment, Heal, Imperious Glare, Starmantle [6+2/Day]
Level 7: Arcane Spellsurge, Avasculate, Blood Wish, Greater Arcane Sight, Greater Teleport, Magic Army [6+2/Day]
Level 8: Dragon's Roar, Nine Lives, Shadow of the Doom(M) [5+2/Day, -1 (Nine Lives)]
Level 9: Dominate Monster, Miracle, Time Stop(M) [3+2/Day]

(M) Denotes a Mythic Spell
(D) Denotes a Domain Spell

Grimoire of High Arcana:
Level 1: Ant Haul, Clarion Call, Comprehend Languages, Conviction, Cure Light Wounds, Instant Portrait, Moment of Greatness, Shield of Faith, Spontaneous Search, True Casting, Zone of Truth
Level 2: Calling the Flock Home, Create Magic Tattoo, False Life, Full Pouch, Greensight, Healer's Vision, Heart of Air, Heroics, Ironskin, Quick Potion, Resist Energy, Rope Trick, See Invisibility, Tongues, Trail of the Rose
Level 3: Call the Void, Heart of Water, Magic Vestment, Riversight, Spectral Scout, Venomfire
Level 5: Heart of Fire

Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 100+ HP]

Personal Long-Term Defensive Wards:
  • 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.
  • Spell-Like Abilities (Sp): At Will: Pyrotechnics, 1/Day: (Detect Secret Doors or Protection from Chaos), (Calm Emotions or Detect Thoughts), (Clairaudience/Clairvoyance or Magic Circle against Chaos)
  • 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.
    • Limbs: You gain the benefits of a haste spell.
    • 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:
  1. 3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
  2. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  3. 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
  1. Strength score is 8 higher than normal when determining you carrying capacity.
  2. 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)
  3. 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.
Crown of the Royal Familiar: +2 Wisdom
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 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:
  1. Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
  2. 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
Advanced Feral Wyrm 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:
  1. The wearer is Immune to Disease and always has breathable air.
  2. 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.
  1. The dragon wearing this saddle gains the Run and Endurance feats, while the rider gains a +10 Competence bonus to Ride skill checks.
  2. 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.
  3. 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.
  4. 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.

Girdle of Draconic Prowess: +3 Strength, +2 Dexterity, +3 Constitution, +3 Wisdom

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:
  1. Carrying capacity is doubled.
  2. Convert any Spell of 5th level and above to Teleport.
  3. Benefit from a +30ft Enhancement bonus to ground movement speed.
  4. 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
  1. Spell Turning [6 spell levels/Day] as a Free Action
  2. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  3. Constant Effects: Endure Elements, Immunity to Poison, Light Fortification, Mind Blank, Freedom of Movement, Glamered
Dark Sister: Sentient Valyrian Steel Longsword (+2):
  1. Spell Combat (As Magus class feature)
  2. Dragonskin Grip: +2 to checks against disarm attempts
  3. Temporary +1d2 caster level increase on achieving 12 HD worth of kills with the sword in one day.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +6 Intelligence, +6 Wisdom
  1. +10 Competence bonus to Bluff, Diplomacy, and Sense Motive skill checks.
  2. Wearer gains a +2 bonus to the save DC of all Transmutation spells they cast.
Everflame Ring: Contains a Continual Flame effect with can be exposed or hidden at will.

Gloves of the Starry Sky: +5 Dexterity, +2 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Metamagic Rod of Maximizing: This staff allows you to apply the Maximize Metamagic to any Arcane or Divine spell 3/Day.

Greater Metamagic Staff of Quickening: This staff allows you to apply the Quicken Metamagic to any Arcane or Divine spell 3/Day.

Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Lesser Star of Unchained Wisdom:
  1. +2 Insight bonus to AC
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. 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.
  5. 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
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. 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): Strength score 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):
  1. Immunity to Blindness and Dazzling effects.
  2. Convert any spell of 3rd level and above to Flashburst.
  3. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
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:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 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 Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1):
  1. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
  2. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Spell-Singer's Ring:
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  2. 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.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. +10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
  5. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  6. 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
  1. 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.
  2. The wearer gains a +5 Enhancement Bonus to their Natural Armor.
  3. The wearer gains the benefits of Awaken Spell Resistance.
  4. 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.
  5. 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:
  1. You benefit from DR 10/Silver.
  2. 3/Day expend a spell slot to use a Summon Monster spell of the same level.
  3. 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.
Draconic Forms
Medium Half-Dragon
HP:
237/252 + 30 (HotE) + 10+1d10 (False Life)
AC: 10 + 5 (DEX) + 13 (NA) + 4 (Mage Armor) + 5 (NA; Serpent's Sin enhancement) + 2 (Insight; Amulet) + 9 (Wisdom; Belt) +2 (vs Evil) = 48/50
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +5 (DEX) + 5 (Primal Instincts) = +10
Attack: Claw +23 (1d4+6)
Full Attack: Bite +18 (1d6+3), 2 Claws +23 (1d4+6)
Breath Attack: 30ft cone of fire, 9d8 damage, Reflex DC 24, usable every 1d4 rounds
Weapon Proficiency: Dagger, Longsword, Crossbow
DR: 10/Silver

STATS:
20 +2 = 22 (+6) Strength
15 +5 = 20 (+5) Dexterity
17 +6 = 23 (+6) Constitution
22 +6 = 28 (+9) Intelligence
20 +6 = 26 (+8) Wisdom
26 +6 +2 = 34 (+12) Charisma

SAVES: +9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched
FORTITUDE: 12 + 6 (CON) + 5 = 23
REFLEX: 12 + 5 (DEX) + 5 = 22
WILL: 12 + 8 (WIS) + 5 + 6 (CV) = 31
Large Half-Dragon
HP:
273/288 + 30 (HotE) + 10+1d10 (False Life)
AC: 10 + 3 (DEX) + 12 (NA) + 4 (Mage Armor) + 5 (NA; Serpent's Sin enhancement NA) - 1 (Size) + 2 (Insight; Amulet) + 9 (Wisdom; Belt) + 2 (vs Evil) = 44/46
Flight: Base twice land speed, currently 60ft +40ft. (Strong Wings, Greater Wings of Air, & Aerial Alacrity) = 100 ft. (Perfect)
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +3 (DEX) + 5 (Primal Instincts) = +10
Attack: Claw +26 (1d8+10)
Full Attack: Bite +21 (1d8+5), 2 Claws +26 (1d6+10)
Breath Attack: 30ft cone of fire, 9d8 damage, Reflex DC 26, usable every 1d4 rounds
Weapon Proficiency: Dagger, Longsword, Crossbow
DR: 10/Silver

STATS:
28 +2 = 30 (+10) Strength
11 +5 = 16 (+3) Dexterity
21 +6 = 27 (+8) Constitution
22 +6 = 28 (+9) Intelligence
20 +6 = 26 (+8) Wisdom
26 +6 +2 = 34 (+12) Charisma

SAVES: +9 against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched
FORTITUDE: 12 + 8 (CON) + 5 = 25
REFLEX: 12 + 3 (DEX) + 5 = 20
WILL: 12 + 8 (WIS) + 5 + 6 (CV) = 31
Huge Half-Dragon
HP: 309/324 + 30 (HotE) + 10+1d10 (False Life)
AC: 10 + 2 (DEX) + 15 (NA) + 4 (Mage Armor) + 5 (NA; Serpent's Sin enhancement) - 2 (Size) + 2 (Insight; Amulet) + 9 (Wisdom; Belt) + 2 (vs Evil) = 45/47
Flight: Base twice land speed, currently 60ft. + 40 ft. (Strong Wings, Greater Wings of Air, & Aerial Alacrity) = 100 ft. (Perfect)
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +2 (DEX) + 5 (Primal Instincts) = +7
Attack: Claw +29 (2d6+14)
Full Attack: Bite +24 (2d6+7), 2 Claws +29 (1d8+14), 2 Wings +24 (1d8+7)
Breath Attack: 30ft cone of fire, 10d8 damage, Reflex DC 28, usable every 1d4 rounds
Weapon Proficiency: Dagger, Longsword, Crossbow
DR: 10/Silver

STATS:
36 +2 = 38 (+14) Strength
9 +5 = 14 (+2) Dexterity
25 +6 = 31 (+10) Constitution
22 +6 = 28 (+9) Intelligence
20 +6 = 26 (+8) Wisdom
26 +6 +2 = 34 (+12) Charisma

SAVES: +9 against 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 + 2 (DEX) + 5 = 19
WILL: 12 + 8 (WIS) + 5 + 6 (CV) = 31
True Dragon
HP: 309/324 + 30 (HotE) + 10+1d10 (False Life)
AC: 10 + 5 (DEX) + 22 (NA) + 4 (Mage Armor) + 5 (NA; Serpent's Sin enhancement) - 2 (Size) + 2 (Insight; Amulet) + 9 (Wisdom; Belt) + 2 (vs Evil) = 55/57
Movement: 40ft + 30ft (Anklets) = 70ft, Fly 150ft. +40 ft. (Strong Wings, Greater Wings of Air, & Aerial Alacrity) = 190 ft. (Perfect)
Initiative: +5 (DEX) + 5 (Primal Instincts) = +10
Attack: Bite +34 (2d8+13)
Full Attack: Bite +34 (2d8+13), 2 Claws +29 (2d6+6), 2 Wings +29 (1d8+6), Tail Slap +29 (2d6+19)
Breath Attack: 50ft cone of fire, 12d10 damage, Reflex DC 31, useable every 1d4 rounds
DR: 15/Valyrian Steel

STATS:
34 +2 = 36 (+13) Strength
15 +5 = 20 (+5) Dexterity
25 +5 = 30 (+10) Constitution
22 +6 = 28 (+9) Intelligence
20 +6 = 26 (+8) Wisdom
26 +6 +2 = 34 (+12) Charisma

SAVES: +9 against 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

Genie Tokens
3x Plane Shift Charm
10x Sending Stone
2x Teleport Charm

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 the Starry Sky (+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 of the Old Gods, Scabbard of the Amoral Edge, Serpent's Sin, Soulfire Mithral Bracers of Arcane Freedom (+1), Spell-Singer's Ring, Warding Robes of the Deep
 
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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.
Is the bedroll special in any way? If not we could just craft a few more so we can have them in our arsenal?
 
Is the bedroll special in any way? If not we could just craft a few more so we can have them in our arsenal?
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!".
Even the baseline version of that is really good.

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?

Your fluff text names him King, so I wondered.
 
@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?

Your fluff text names him King, so I wondered.
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.
 
By the way, we are fluffing Clerics of Viserys as Clerics of the Imperium, right?
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.
 
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