[X] To meet with the lady of these woods in peace and hopefully to part on cordial terms, both with renewed understanding of one another at the least. You make no secret that the more definitive the fruits of these discussions the better, both for your own ambitions and for your realm, but you know already that trust is an edifice built up brick by brick.
[X] To meet with the lady of these woods in peace and hopefully to part on cordial terms, both with renewed understanding of one another at the least. You make no secret that the more definitive the fruits of these discussions the better, both for your own ambitions and for your realm, but you know already that trust is an edifice built up brick by brick.
Here's Elaheh's finalized character sheet, @Azel. I made a few adjustments from the initial version I posted this morning.
Overall, I tried to keep her spell selection in line with what seemed thematic for her character; blatantly creepy, but with a heavy slant towards augmenting her prowess as a surgeon, fleshcrafter, and magical tattoo artist. Since a lot of those spells come from the Necromancy school, I kitted her out with the Robes of Necromantic Might we've had in the Armory for a little while. They're as good for protection as a Mage Armor spell and enhance all of her Necromancy spells quite nicely.
As a high value vassal, and one doing extremely sensitive work for the Imperium, she's been given a Mind Blank ring. She also got the Permanence'd Channel Vigor and Arcana Concordance spells which many of our people benefit from. Among other effects, this allows her to cast all spells without Verbal components. This should be helpful for those days where she doesn't feel like having a mouth.
There is now a +10 Competence bonus to her Profession (Surgeon/Fleshcrafter) skill and a +5 to her Craft (Tattooing) skill on her gear.
Also worth mentioning is the Sceptre of Visceral Fright I equipped her with from the Armory. Not only will that work well with her Fear spell, but it will also help her Unnerving Gaze ability, too.
Scepter ofVisceral Fright:
Up to 5/Day, when using a spell or power with the Fear descriptor, you can augment the effect so that it directly interacts with the brain chemistry of your targets. This bypasses protections against Mind-Affecting and Fear effects, and negates special bonuses which a target may enjoy against such effects. This does not allow Fear effects to function against non-living targets, such as Constructs or the Undead.
I hope you might be able to work some of this into her chapters.
Bleeding Touch (Su): Your touch can inflict 1 point of damage (+1d6 Bleed damage at 10 HD, 20 HD, etc). If you attack with a weapon, it also channels this effect.
Unnerving Gaze (Su): Your gaze causes those within 30 feet to become Fascinated (DC 22 Will save). Use of your Seductive Oration ability does not break the Fascination effect. All Kytons are Immune to the Unnerving Gaze of other Kytons. This is a Mind-Affecting Fear effect.
Agonizing Prayer (Su): As a Full-Round Action you can utter a profane prayer which causes non-Kyton listeners to erupt in bleeding wounds. They suffer 9d6 (1d6 per your HD) points of nonlethal damage, take Bleed damage as if struck by your Bleeding Touch, and become Staggered for 1 round (DC 22 Will save halves damage and negates the Staggered condition). A creature that has taken nonlethal damage greater than or equal to its current Hit Points is not rendered unconscious by this ability, but instead becomes Helpless, making it susceptible to your Seductive Oration ability. This is a Sonic Pain effect.
Seductive Oration (Su): As a Full-Round Action, you can speak to the pleasures and wonders you experienced during your transformation. Any creature that listens to this speech for 1 uninterrupted minute must succeed at a DC 22 Will save or take 1d6 points of Wisdom damage (+1d6 damage at 16 HD, 24 HD, etc). A creature that succeeds on its Will save cannot be affected by your Seductive Oration ability for 24 hours.
If a creature fails to resist your Seduction Oration, it begins to question the definitions of morality, physicality, and life. Once per week, as long as the affected creature remains in communication with you, it must attempt another saving throw against Seductive Oration or take 1d6 additional points of Wisdom damage. The save DC increases by 1 per consecutive week of contact with you. A successful save halves the Wisdom damage. A creature can't take Wisdom damage from Seductive Oration more than once per week, even if it encounters multiple Apostle Kytons.
When a target's alignment shifts to Lawful Evil (or if the target is Lawful Evil when first seduced), it must immediately succeed at a DC 22 Will save (+1 per week of consecutive week of Seductive Oration exposure) or gain a greater madness.
Creatures that are driven insane by an Apostle Kyton often become broken souls, but some rare individuals gain the Shadowbound Corruption or even transform into Apostle Kytons themselves.
Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
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 Belts: +2 Constitution
Healing (3 charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Circlet of Rapid Casting:
3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of theStarrySky: +2 Dexterity, +5 Competence bonus to Craft (Tattoo) checks
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding) 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.
Robes of the Necromantic Might (+4): The wearer of these robes casts Necromancy spells with a +2 caster level bonus, a +1 spell DC bonus, and benefits from a +4 Armor bonus to their AC.
Scepter ofVisceralFright:
Up to 5/Day, when using a spell or power with the Fear descriptor, you can augment the effect so that it directly interacts with the brain chemistry of your targets. This bypasses protections against Mind-Affecting and Fear effects, and negates special bonuses which a target may enjoy against such effects. This does not allow Fear effects to function against non-living targets, such as Constructs or the Undead.
Soulfire Mithral Bracers (+1):
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
Equipped Magic items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Circlet of Rapid Casting, Gloves of theStarrySky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Pendant of Warding (+2 INT, +2 WIS), Greater Ribbon of Disguise, Handy Haversack, Launcher, Mind Blank Ring, Ring of Sustenance (Slotless), Ring of Untarnished Glory (+4 Charisma),Robes of Necromantic Might (+4), Scepter ofVisceral Fright,Soulfire Mithral Bracelets(+1), Spectacles of Understanding, Traveler's Anytool, Valyrian Steel Dagger (+2), Vial of Efficacious Medicine, Wand of Cure Light Wounds (50/50 charges)
@Goldfish Next month Wyla should use her free action learning five new spells. She's a lot more versatile than she used to be but I'm not going to be satisfied until she's got enough for multiple loadouts fitting a variety of situations, like any good wizard.
@Goldfish Next month Wyla should use her free action learning five new spells. She's a lot more versatile than she used to be but I'm not going to be satisfied until she's got enough for multiple loadouts fitting a variety of situations, like any good wizard.
@Crake Maybe the metaphor should be something more nature-themed so that it appeals more? Like saying, "We wish our relationship to begin as we mean to continue. Like a seed carefully nurtured, we will grow together to mutual benefit".
Adhoc vote count started by DragonParadox on May 19, 2020 at 4:34 AM, finished with 30 posts and 13 votes.
[X] To meet with the lady of these woods in peace and hopefully to part on cordial terms, both with renewed understanding of one another at the least. You make no secret that the more definitive the fruits of these discussions the better, both for your own ambitions and for your realm, but you know already that trust is an edifice built up brick by brick. [X] Wyla Level-up -[X] Level: +1 Wizard (Necromancer) -[X] Skills: +1 Bluff, +1 Concentration, +1 Diplomacy, +1 Knowledge (Arcana), +1 Dungeoneering, +1 Sense Motive, +1 Spellcraft
"To meet the lady of these woods and hopefully part on cordial terms with renewed understanding of each other at the very least," You make no secret of the fact you claim these lands. The scope of your ambitions is writ clear upon the world from Sallosh to Gogossos, from Skane to Mantarys and further still for those who have eyes to see the Inquisition's veiled work and those lords who have renewed their oaths to your House. Be the lady of these woods the closest heir of Garth Greenhand left in the world after the heirs of the Gardeners fell at the Fields of Fire, though that part you do not say aloud.
The seneschal nods his horned head, though his gaze is still clouded with worry, and leads you on. As you walk the leaves turn golden, the forest brighter as though it were morning not evening. Some fey magic perhaps to catch the dying light and hold it close, or perhaps the sun of another world shines over this place.
You spy nymphs crowned with berries bright as drops of blood and satyrs of a more common sort peering at your odd procession alongside their gentler cousins who flinch at the sight of Leto and her fellows. Hopefully none of the rowdier horned fey take their presence as a challenge to seduce the fallen who had stepped into their woods.
At last, amid the sounds of pipes and faint bells like the sound of rain upon the leaves on warm autumn eves, you stand before the throne of Elswyth shaded by her ancient tree. Strange to see a willow so far from water... and stranger still the sight of the enormous tree stump a dozen paces to the left that none of the fey drifting around the clearing ever approach. But you do not have time to ponder what it might mean for your gaze is drawn to the lady as she speaks:
"Be welcome in peace, holy under my branches, King from Across the Water," her voice is soft such that you would think it would be lost amid the music and chatter of her court, yet you can hear her as clearly as if she had spoken in your ear and you suspect the same is true for any who step within the heart of her power, no matter how poor or sharp their hearing. Of golden leaves is spun her dress and of golden vines the crown threaded though her hair, yet the belt she wears is true gold drawn from the earth and not grown upon any tree, and upon it is a dagger wrought of bronze in a gilded sheath, a memory of other times.
She speaks words of welcome to each of you in turn. To Kira she promises new songs, to Danar a feast worthy of a son of Skagos and to Alyssa a chance to test herself against her own archers if she wishes. Even to the furies the lady offers a brief respite from battle, but when she turns to look at Rhaella her sun-touched brow creases in worry. "You are far from the sea, sister."
"I am nine words away, elder," she replies with a shrug that has to be deliberately almost defiantly human.
"How easily the young trust," she sighs, and you could not say if there is a warning in her words or envy... or perhaps both. She looks over the chest of seeds and saplings with a smile. "A gracious offering indeed, and one I shall return in kind." Eyes as old as the deep woods stare into yours as she speaks, or rather sings, a passage in the True Tongue, each word seeming to hang in the air a moment longer than you might expect.
"She said she has no interest in ruling over men, nor in binding them with a spindle of starlight, what the Court of Stars seeks to do," Soft Strider explains. Then silently by the spell you wove before you entered the woods she adds: "A pledge unasked for from the fey means she is about to make a request of her own."
"If you would be king of this land I ask not for lordship, but justice," she motions towards the tree stump and all sound seems to stop abruptly. "Justice for my mother slain by an Andal butcher bearing steel when she attempted to keep her mortal kin from his wretched grasp. She failed. That butcher raped the eldest daughter of House Rowan then with the blessing of the so called 'Sage Kings' in Highgarden. Though I woke enough to drown him before mortal age could claim him, and through by his blood I gained the strength to move my heart and home to watch over my mother's grave, still his seed reigns in my mother's home. Half I wish to guard and half to strangle as I did him.
A deep sigh passes her lips before continuing: "So tell me, Dragon King, so skilled in arts of melding and dividing what should never be," she nods towards the Seeker, silent and unmoving. "How should I have my vengeance in full and the joy of my still living kin?"
What do you reply?
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OOC: Some good rolls on the introduction. If a mythic dragon shows up in your court you might as well ask him the impossible question that has been gnawing you for millennia.
Well, it is refreshing to see Fey that aren't assholes in one manner or the other.
The list was depressingly short so far - Orphne court and a few unaligned randoms.
Against the Ymeri, the Bright One, the Anti!Fey we caught in Lys, seemingly the entirety of CoS, the Other-Fey, the unaligned asshole Fey (see Redcaps), Evil!Glyra...
We just had the worst luck with Fey throughout the quest :/
As for the question... @Crake, do we care about that person she wants dead?
Morality aside, I think so long as we could stop her vengeance at one person only, she won't go too deep down the "legend of bloody vengeance"-route herself.
We need to keep the sane(ish) Fey sane(ish), after all.