@TalonofAnathrax
Is it really necessary to have Alliser Thorn in that table?

It's not suited for a single character, he's been floundering around the same power for maybe a year now.

@DragonParadox
Please just let him be a proper level 6 or so Duskblade and return to his Brothers.
 
All those Sorcerer variants are cool, but what I really care about are the 14 ones who can cast 10d6 Searing Fireballs at the drop of a hat.
There's something amazing about being able to torch whole squads in a fit of anger !
Sure, it's mechanically suboptimal, annoying for the law, and tends to cause collateral damage... But nothing says "high-magic city" like that sort of civil disturbance!
 
Also, not counting outliers like Alistair the Endlessly Retraining Duskblade or students who have not yet learned enough to be 1st level, the Scholarium now has 2,400 mages who are still learning or who have graduated and taken on other duties, including 1,471 at 1st level, 516 at 2nd level, 225 at 3rd level, 76 at 4th level, 82 at 5th level, and 30 at 6th level.
 
How exactly does the table work mechanically?
I've tried to make the Google Sheet document as self-explanatory as possible. Do you want a link? Do you have a specific question about something?


But the basic idea is :
  • Each month we get a bunch of new level 1 magelings.
    • The number of new magelings mostly depends on the number of teachers, but high-level teachers are a lot better than low-level ones. Teachers with amazing social skills or strong teaching skills are even better (it's another numerical bonus). The class of these new magelings depends on the classes of their teachers (so a Scholarum branch with more Sorcerer teachers will create more arcane casters than divine casters, and more spontaneous casters than arcane casters).
  • Each month, every mageling has a chance to level. This chance is inversely proportional to their level (so it's easier/faster to go from level 1 to level 2 than from level 4 to level 5).
 
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I doubt any other magical institution on this plane has trained that many, due to demographics if nothing else.
 
All those Sorcerer variants are cool, but what I really care about are the 14 ones who can cast 10d6 Searing Fireballs at the drop of a hat.
There's something amazing about being able to torch whole squads in a fit of anger !
Sure, it's mechanically suboptimal, annoying for the law, and tends to cause collateral damage... But nothing says "high-magic city" like that sort of civil disturbance!
Highly specialized builds aren't always ideal, but in the right circumstances and with proper support, they can definitely make themselves known.

Our Combat Sorcerers are great for burning shit down, but the Enchanters shouldn't be overlooked. In addition to being able to subdue dangerous targets with zero chance of collateral damage, each of them reaches 6th level makes a good diplomancer. Maxed Bluff and Diplomacy skills combined with Cultural Adaptation, Tongues, and Air of Nobility spells means there are few social situations where they wouldn't do quite well.
 
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Yep, and I've got 13 more crafters I can include on the 12th month crafting sheet, too. That'll help get some additional stuff made that I had to drop to squeeze in the Gem Table and anchors.
It's actually more than this by the way. In the 12th month you factored in 21 Scholarum mages, subtracting various mages who were dispatched elsewhere. Since we're taking back the expedition through magic...

x18 Wizards 5th Level Wizards, x1 6th Level, x16 3rd Level Archivists, x8 4th, x3 5th makes for 46, or 25 new crafters.

Then subtract one 5th level mage for Saan's minion, since I don't think we've assigned anyone else out. And probably however many other ones who got work doing something else. Though all those Archivists under 5th level should be acting as crafters for sure since they're still in school.
 
Highly specialized builds aren't always ideal, but in the right circumstances and with proper support, they can definitely make themselves known.

Our Combat Sorcerers are great for burning shit down, but the Enchanters shouldn't be overlooked. In addition to being able to subdue dangerous shit with zero chance of collateral damage, each of them reaches 6th level makes a good diplomancer. Maxed Bluff and Diplomacy skills combined with Cultural Adaptation, Tongues, and Air of Nobility spells means there are few social situations where they wouldn't do quite well.
I think you missed the point of my post.
I agree that blasting is suboptimal. I just think that it's very cool, and perfectly appropriate for Dragonseeds and their ilk.

But yeah, training social-spec enchanters also fits (Viserys and Teana are Diplomancers, after all). It just fails the rule of cool test, preferring to focus on stupid things like "competence" and "versatility".
Well look, in the weird edge case when raw firepower is necessary and it can't be brought to bear by another well-leveled and equipped minion, those Enchanter Sorcerers will be sorry! They'll wish they could punch above their weight like my precious burny-babies!
:p
 
It's actually more than this by the way. In the 12th month you factored in 21 Scholarum mages, subtracting various mages who were dispatched elsewhere. Since we're taking back the expedition through magic...

x18 Wizards 5th Level Wizards, x1 6th Level, x16 3rd Level Archivists, x8 4th, x3 5th makes for 46, or 25 new crafters.

Then subtract one 5th level mage for Saan's minion, since I don't think we've assigned anyone else out. And probably however many other ones who got work doing something else. Though all those Archivists under 5th level should be acting as crafters for sure since they're still in school.
The expedition only had four potential crafters, a 4th level and 5th level Wizard, and 4th level and 5th level Archivist. We have others assigned to garrisons in a couple places, some assigned to the Lads in the Riverlands, several working in the shop in the City of Brass, etc.

All together, we'll have 13 crafters I can calculate in for the 12th month, since the Scholarium numbers are technically effective as of the beginning of the 12th month rather than the end. The four from the expedition will be available starting in the 1st month.
 
Unless anyone else feels like doing it, I'm not in the mood to make new character sheets for the twins right now. I tend to get a bit OCD about making everything just right, and my headache doesn't want to cooperate with that.

We could just do a vote to decide on their builds, like feat and skill selection and worry about putting the sheets together later, if ya'll want? We'll need their stats for that, though, @DragonParadox.

We've also still got some loose ends to wrap up, which @egoo included in his final Minor Action compilation a couple days ago. For now, I'm stealing one of those which I'm personally interested in seeing more of on screen.

[X] You have received Inquisition reports on the humanoid rat creatures you once encountered beneath King's Landing. While your Empire is fairly progressive towards non-humans, the same most assuredly cannot be said of Westeros as it is now. Sooner or later something will happen, either they'll be discovered and rooted out, or some corruption may get to them, those forced to hide away from the rest of the world in fear.
-[X] Have our people visit the Rat-folk beneath the King's Landing, try to convince them to move cities - Sorcerer's Deep will freely offer them a safe haven if they agree to become your subjects. Have the offer include sending some emissaries into our cities so that they could see the places for themselves.
 
[X] Reports on the remaining MAs and RAs, preferably as short as possible

Sorry goldie, I'm not interested in seeing this stuff on-screen much. What with talks of us clamping down on the narrative bloat and all...
And this thing falls squarely under a "pet project" cathegory.
Same for RAs really.
 
The Ratfolk should probably just join Sorcerer's Deep rather than going to another city. They do best in urban settings, and Sorcerer's Deep is as urban as it gets. They could have their own sector given to them if necessary. Like how the Minotaurs have a place, the Little Valyrians have a place, the Serpentfolk have a place, the Tritons have a place, etc etc.
 
The Ratfolk should probably just join Sorcerer's Deep rather than going to another city. They do best in urban settings, and Sorcerer's Deep is as urban as it gets. They could have their own sector given to them if necessary. Like how the Minotaurs have a place, the Little Valyrians have a place, the Serpentfolk have a place, the Tritons have a place, etc etc.
We are making subterranean areas in our cities specifically for Kobolds. Maybe they could semi-integrate.
 
Unless anyone else feels like doing it, I'm not in the mood to make new character sheets for the twins right now. I tend to get a bit OCD about making everything just right, and my headache doesn't want to cooperate with that.

We could just do a vote to decide on their builds, like feat and skill selection and worry about putting the sheets together later, if ya'll want? We'll need their stats for that, though, @DragonParadox.

Elite array, highest stat in wisdom, second highest in int, the rest if up to you guys.
 
@Goldfish With the twins, the fact that they have to take Int as their 14 stat hurts a bit what with Wildshape focused druids being a bit MAD.

OTOH, grab a level of Wizard next level and then Alternative Source Spell and they can start picking up Arcane Hierophant Levels and finish with Mystic Theurge (with a few levels of Druid retrained for Theurge for that sweet sweet 9th Level Divine and Arcane loadout).
 
I'm not doing the sheets this evening, but this should make it a bit easier for those who want to try.
Name
: Reva or Liset
Alias:
Age:
Alignment:
Race:
Human
Level: 5
Class: Druid 5
Flaws:
Feats:
Class features:
Spontaneous Casting (Nature's Ally), Animal Companion, Nature Sense, Wild Empathy, Woodland Strike, Trackless Step, Resist Nature's Lure, Wild Shape
Senses:


HP:
5d8 +5
AC: 10
Movement: 30ft
Initiative:
Attack:
Immunities:
Resistances:

STATS:

8 (-1) Strength
10 (0) Dexterity
13 (+1) Constitution
12 (+1) Charisma
14 (+2) Intelligence
16 (+3) Wisdom

SAVES:
Fortitude: 4 +1 (Con) = 5
Reflex: 1
Will: 4 +3 (Wis) = 7

+4 Against all Fey SLAs

SKILLS:


Druid Spells Prepared (CL5)
0th: 5
1st : 4
2nd: 3
3rd: 2


Supernatural Abilities:

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Shape (Su)

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)


Equipped Magic Items:
 
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@Goldfish With the twins, the fact that they have to take Int as their 14 stat hurts a bit what with Wildshape focused druids being a bit MAD.

OTOH, grab a level of Wizard next level and then Alternative Source Spell and they can start picking up Arcane Hierophant Levels and finish with Mystic Theurge (with a few levels of Druid retrained for Theurge for that sweet sweet 9th Level Divine and Arcane loadout).
This is cheesy efficient.
I'm torn between liking it, and wanting to keep the Druids as Druids for fluff alone.
Halp.
Adhoc vote count started by egoo on Apr 18, 2020 at 1:57 PM, finished with 35 posts and 8 votes.

  • [X] Reports on the remaining MAs and RAs, preferably as short as possible
    [X] You have received Inquisition reports on the humanoid rat creatures you once encountered beneath King's Landing. While your Empire is fairly progressive towards non-humans, the same most assuredly cannot be said of Westeros as it is now. Sooner or later something will happen, either they'll be discovered and rooted out, or some corruption may get to them, those forced to hide away from the rest of the world in fear.
    -[X] Have our people visit the Rat-folk beneath the King's Landing, try to convince them to move cities - Sorcerer's Deep will freely offer them a safe haven if they agree to become your subjects. Have the offer include sending some emissaries into our cities so that they could see the places for themselves.
 
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