If there is no way to selectively include someone into the wards from the get-go (and I kinda hope there isnt, the simller - the more robust - the safer), we may want to just not cover SD, while having the wards placed everywhere else.We need to figure out how to shield our baby illithid tadpoles in the harbor from this, because we're definitely putting it in Sorcerer's Deep and all around the Stepstones.
Huh, Hemodynamic Constructs and Eruphytes are new to me. Both of those have a lot of potential, one for the Flesh Forge and the other for the Fungal Forge.Hemodynamic Construct (CR +3; 3pp) – d20PFSRD
www.d20pfsrd.com
Something that crosses over Valyrian blood magic and construct lore. Creates half-alive constructs with Constitution 10 + half CR, bleeding attacks, senses, AC, SR, fast healing, 50% crit immunity, senses, and Strength, Dexterity & Charisma, at the cost of vulnerability to blood manipulation effects and negative energy.
Poisonous Creature (CR +1)[3pp] – d20PFSRD
www.d20pfsrd.com
Create the most toxic creature imaginable. Your skin is poisonous, your attacks are a different poison, you have a 10-foot cloud aura of a third poison, a breath weapon of a fourth poison, detect poisons and anti-poison items, +4 CON, and all that poison is harder to treat, and anti-poison spells have to be double cast to work, so Delay Poison can eat shit. Imagining this on some sort of giant snake or treant.
Eruphyte Creature (CR +1) – d20PFSRD
www.d20pfsrd.com
Astrally infused plants. Mind detection, a psychic blast, telepathy, bardic knowledge, +6 Intelligence. This would make a great basis for teacher plants, or Wizards.
Agreed.If there is no way to selectively include someone into the wards from the get-go (and I kinda hope there isnt, the simller - the more robust - the safer), we may want to just not cover SD, while having the wards placed everywhere else.
Objectively, SD is best prepared for whatever invasion form will take place, from infiltration, sabotage, (extra)planar incursion, to straight waves of Saghuin.
Some may work better than the others, but any place in the rest of the Empire doesn't come close on any of the fronts.
...Or, you know.
Just bottle the Many, and unbottling them once we have a better way of warding researched and installed.
That way we won't be putting SD into more unneeded danger.
There's no reason to literally shelve The Many. Create a niche for them in our undersea community, a place not covered by the wards. We can trivially provide access to their services to those in need of them on the surface, and to keep up integration we can have the Scholarum conduct long-term studies on the practice, since it is important data.Agreed.
If we're doing city-wide anti-Aberration wards, it would be better to just shelve The Many for now rather than trying to make an exception for them. Xor might need a ward key or exclusion of some sort, but he's a singular being of great power and utility, not to mention being our loyal friend. The Many have potential, but they can't be easily protected by an item to render them unaffected by the wards (being a swarm of lots of quasi-Illithid tadpoles forming a gestalt hive mind) and trying to raise wards that deliberately exclude them would take additional time and risk introducing an exploitable vulnerability in our protections.
Huh, Hemodynamic Constructs and Eruphytes are new to me. Both of those have a lot of potential, one for the Flesh Forge and the other for the Fungal Forge.
@DragonParadox, what would be involved in acquiring these templates?
The most important ingredient is clearly style, though.Proper Dragoning is quite complicated.
Any Dragon can have a lair and dine on the occasional princess, but to successfully found your own empire without being slain by random do-gooders brought together to avenge some wrong you don't even remember committing, that takes style, effort, and proper planning.
almighty Draconic power wins wars, but horny mortals with lutes are what make Empires possible
It's less intended to be used against the Mind Flayers themselves and more against the endless waves of chaff they bring to battle.I question the wisdom of a ward against mind flayers that targets their strongest save with an easily passable DC. . .
It's less intended to be used against the Mind Flayers themselves and more against the endless waves of chaff they bring to battle.
Welp, I guess we got mostly useless wards then. Hopefully the Deep Ones do in fact have aberration chaff so we didn't end up wasting a research action.It's specifically geared towards aberrations, Sahaguin are not aberrations, and that's the largest class of slave soldier we've seen them use. . .
Welp, I guess we got mostly useless wards then. Hopefully the Deep Ones do in fact have aberration chaff so we didn't end up wasting a research action.