Here's the third in my series of Watchmen creatures, joining the Vigilant Briar (CR 4) and Hunter Bio-Construct (CR 10) in nosily guarding our realm, the Watchmole. They're CR 6 and will cost 1,320 IM with the Telepathy upgrade. That's twice the cost to grow a Vigilant Briar, but still quite reasonable for all they bring to the table.

These little guys have as many special sensory abilities as we can reasonably cram into a single creature, including Mindsight, Blindsight, Tremorsense, and Scent, to go along with their True Seeing SLA. Giving them the Track feat and maxing out their Survival skill ranks means they can use their Scent ability to be incredibly good trackers on top of everything else.

They're also highly mobile, being fast on the ground, fairly quick under the ground, and decent swimmers if they're ever called on to take to the water. @DragonParadox, I did make one change I wanted to clear with you before finalizing them. I swapped out the Greenbound's at will Entangle SLA for a self-only Rapid Burrowing SLA that would allow the Watchmole to double their Burrowing speed. It seemed to fit the Watchmole better than Entangle, though Entangle would be by far the better combat option. If it's an issue, I can swap it back in no problem.

I'm not sure how many we should add to the Forge order, @egoo. Thoughts?
Watchmole
Young Greenbound Watchman Dogmole (+3 RHD)
- CR 6
Size/Type:
Small Plant
Hit Dice: 6d8 (30) + 30 (CON) = 60 HP
Initiative: +5 (DEX)
Speed: 60 ft., Burrow 20 ft., Swim 20 ft.
Armor Class: 27 (+1 Size, +5 Dex, +11 Natural), Touch 16, Flat-Footed 22
Base Attack/Grapple: +4/+8
Full Attack: 1 slam +7 (1d4+2) or 1 bite +7 (1d4+2) and 2 claws +2 (1d3+2)
Space: 5 ft., Reach: 5 ft.
Special Attacks: Eye Rays, Revolting Gaze, Unavoidable Gaze
Special Qualities: Telethapy 100 ft., Scent, Blindsight 30 ft., Tremorsense 60 ft., Darkvision 60 ft., Low-light Vision, Fast Healing 3, Damage Reduction 10/Magic & Slashing, Plant Traits (Immune to Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits), Resistance 10 (Cold & Electricity), Spell-like Abilities, All-Around Vision, Eternal Sentry, Touch the Intangible, Vulnerable to Fire (+50% damage), Vulnerability to Gaze Attacks
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 14, Dex 20, Con 21, Int 10, Wis 18, Cha 20
Skills: Climb +2, Hide +5 (+21 in forests), Listen +10, Move Silently +5 (+21 in forests), Spot +19, Survival +13, Swim +2. Racial Modifiers: +4 Listen & Spot, +16 Hide & Move Silently while in a forest
Feats: Alertness, Mindsight, Track
Languages: Low Valyrian (Braavosi) [cannot speak]
Alignment: Lawful Neutral

Burrow (Ex): Watchmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 2-1/2 ft. in diameter.

Telepathy (Su): Watchmoles can communicate Telepathically with any creature which has a language within 100 feet.

Spell-Like Abilities (Sp): 6th Caster Level: At Will: Pass Without Trace, Rapid Burrowing (self only), Speak with Plants, 1/Day: Wall of Thorns

Watchman:
  • Eternal Sentry (Ex): A Watchmole does not age or breathe. It does not require food, drink, or sleep.
  • Touch the Intangible (Su): Watchmoles can touch, attack, and grapple Incorporeal, astral, and ethereal creatures normally.
  • All-Around Vision (Ex): A Watchmole's eyes allows it to see in all directions. It also benefits from a +4 Racial bonus to Listen and Spot checks and cannot be Flanked.
  • Vulnerability to Gaze Attacks (Ex): A Watchmole suffers a -4 penalty against all Gaze attacks and loses any resistance or immunity it has to the effects of a Gaze attack.
  • Spell-Like Abilities (Sp): 20th Caster Level; Constant: Detect Magic, True Seeing, At Will: Quickened Dimensional Anchor, Discern Location, Greater Teleport (self plus 50 pounds), Plane Shift (self plus 50 pounds).
  • Revolting Gaze (Su): The Watchmole can make a Gaze attack against any creature within 30 feet. If the creature fails a DC 18 Fortitude save, it is Staggered for one hour. If it succeeds, it is instead Sickened for one round
  • Eye Rays (Su): Once every four rounds as a Standard Action, a Watchmole can make a Ranged Touch Attack against all creatures within 100 ft. (make only one attack per creature). The subject takes a penalty to Constitution equal to 1d6+3 for six minutes. The subject's Constitution score cannot drop below 1. A successful DC 18 Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
  • Unavoidable Gaze (Ex): A Watchmole can actively Gaze as a Standard Action affecting all creatures within 30 feet. The opponents must attempt a saving throw but can try to avoid it via averting their eyes or wearing a blindfold (causing the Watchmole to have Total Concealment from the opponent). Thus, it is possible for an opponent to have to save against a Watchmole's Gaze attack twice during the same round, once before the opponent's action and once during the Watchmole's turn.
 
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Inserted tally
Adhoc vote count started by DragonParadox on Jun 27, 2020 at 3:45 PM, finished with 53 posts and 14 votes.
 
Part MMMDLII: Voices Loud and Silent
Voices Loud and Silent

Twenty Eight Day of the First Month 294 AC

One final message flew into the darkening sky, not angry but resolute. The Voice would meet in a neutral location or wave the proscription for the palace or else their answer would be taken to be one of contempt, not just to you but to the lives of imperial citizens lost in the grievance you have come here to address.

"Think he'll dance?" Tyene asked as her gaze followed Varys out the balcony window.

"If he is not willing to do so under these terms he would not have done so regardless, just swept the responsibility aside like so much dust in the wind," you reply, certain now that it had been a power play. Even if the proscription was true he was the one that suggested a place that would have stripped you of two members of your delegation, three counting Sandor staying behind with Dany.

Thankfully the letter you receive is not full of angry rhetoric, frustration yes, that much bleeds through the polite address, but the Voice of the Lawgiver, Lord of Norvos in all but name, agrees to meet at the Lotus when Narrah tolls on the morrow. Good enough, you send your confirmation of the place and the hour.

***​

Twenty Ninth Day of the First Month 294 AC

The morning finds the city of Norvos waking to what you imagine is a strange sight, a procession of senior priests flanked by a hundred of the Hearthguard marching down the Sinner's Steps to stop at the threshold of a famous, not to say infamous, inn. To say the other patrons are wary at this sudden show of interest by the priesthood is an understatement. At least two parties of foreign traders decide to be about their way early rather than meet the high priest. The proprietor on the other hand is practically rubbing his hands together glee, the rumors this will spring will doubtless be good for business, but you do not have long to ponder the matter.

It is now you meet the man you have so far known only by hearsay and penmanship.

Mikaelos Erdent, Voice of the Lawgiver and formal head of the Priesthood of the Lord of Iron, strides into the room with the assurance of a lord walking into his own keep, which given the power of the priesthood in Norvos he in effect is. It would be trivial for him to confiscate the inn, or indeed any other of its sort in the Lower City for not following any of a myriad of religious rules and norms, but you very much doubt he will. For centuries the priesthood has shown a certain practicality in administering the city's riverside affairs. Hopefully that same practicality will be in evidence today.

As greetings are exchanged and pleasantries seen to you look around the group of priests with the eyes of magic, all of them are sorcerers and bearing enchantments of some worth, though for the most senior of them you can only guess at for they are warded against divination. Not that you need either divination or an introduction to spot the First Axe. He is the priest with the dark bristling beard glaring at you from across the room as though you were if not Asmodeus himself than at lest his favored servant, which given his perspective on the Red Faith is not far off the mark.

You do not grant him the satisfaction of more than a passing look, instead laying out your complaint on the matter of the mages in the Eastern Flatlands as well as a demand for restitution for the harm done to your realm and your people.

"A dire situation for all concerned, especially when those who bear the mark of the God stray so far from true justice..." the Voice begins in a sonorousness expressive voice, the sort that seems practically made for delivering sermons.

Alas, before you can hear what he has to say about said dire happening Tyene whispers in your thoughts: "The serving girl just poisoned his drink."

You confess you were not watching the wine of all things. Glancing at the young woman who is just now stepping away from the table you see the meek pose and lowered gaze that most domestic slaves learn to put on, though it does not quite hid the rage and despair in her gaze.

Was this a political ploy from the First Axe, some other party? Weaving spells without word or gesture you look into her mind, only the edges but it is enough: Let him choke on his own blood the way my brother did when they hanged him, here in the gaze of Azor Ahai. Let him see justice be done for all those who were lost.

The Voice might have some enchantment to either detect or nullify poison under the mind ward, in fact he likely does, but if he detects poison from a hidden R'hllorite assassin he is not going to see a coincidence fueled by misguided belief, he will see a conspiracy. On the other hand can you reveal someone so desperate, someone willing to die to avenge kith and kin and only acting now because she believes you are an agent of her god here to witness it?

What do you do?

[] Call attention to the poisoned wine and the slave

[] Let things unfold as they will

[] Try to stealthily nullify the poison in the wine cup

[] Write in


OOC: The city is a powder-keg of resentment and oppression over the treatment of the Red Faith. I have been rolling form complications ever since Viserys stepped through the gate. That time turns out to be now.
 
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Here's the third in my series of Watchmen creatures, joining the Vigilant Briar (CR 4) and Hunter Bio-Construct (CR 10) in nosily guarding our realm, the Watchmole. They're CR 6 and will cost 1,320 IM with the Telepathy upgrade. That's twice the cost to grow a Vigilant Briar, but still quite reasonable for all they bring to the table.

These little guys have as many special sensory abilities as we can reasonably cram into a single creature, including Mindsight, Blindsight, Tremorsense, and Scent, to go along with their True Seeing SLA. Giving them the Track feat and maxing out their Survival skill ranks means they can use their Scent ability to be incredibly good trackers on top of everything else.

They're also highly mobile, being fast on the ground, fairly quick under the ground, and decent swimmers if they're ever called on to take to the water. @DragonParadox, I did make one change I wanted to clear with you before finalizing them. I swapped out the Greenbound's at will Entangle SLA for a self-only Rapid Burrowing SLA that would allow the Watchmole to double their Burrowing speed. It seemed to fit the Watchmole better than Entangle, though Entangle would be by far the better combat option. If it's an issue, I can swap it back in no problem.

I'm not sure how many we should add to the Forge order, @egoo. Thoughts?
Watchmole
Young Greenbound Watchman Dogmole (+3 RHD)
- CR 6
Size/Type:
Small Plant
Hit Dice: 6d8 (30) + 30 (CON) = 60 HP
Initiative: +5 (DEX)
Speed: 60 ft., Burrow 20 ft., Swim 20 ft.
Armor Class: 27 (+1 Size, +5 Dex, +11 Natural), Touch 16, Flat-Footed 22
Base Attack/Grapple: +4/+8
Full Attack: 1 slam +7 (1d4+2) or 1 bite +7 (1d4+2) and 2 claws +2 (1d3+2)
Space: 5 ft., Reach: 5 ft.
Special Attacks: Eye Rays, Revolting Gaze, Unavoidable Gaze
Special Qualities: Telethapy 100 ft., Scent, Blindsight 30 ft., Tremorsense 60 ft., Darkvision 60 ft., Low-light Vision, Fast Healing 3, Damage Reduction 10/Magic & Slashing, Plant Traits (Immune to Mind-Affecting, Poison, Sleep, Paralysis, Polymorph, Stunning, Critical Hits), Resistance 10 (Cold & Electricity), Spell-like Abilities, All-Around Vision, Eternal Sentry, Touch the Intangible, Vulnerable to Fire (+50% damage), Vulnerability to Gaze Attacks
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 14, Dex 20, Con 21, Int 10, Wis 18, Cha 20
Skills: Climb +2, Hide +5 (+21 in forests), Listen +10, Move Silently +5 (+21 in forests), Spot +19, Survival +13, Swim +2. Racial Modifiers: +4 Listen & Spot, +16 Hide & Move Silently while in a forest
Feats: Alertness, Mindsight, Track
Languages: Low Valyrian (Braavosi) [cannot speak]
Alignment: Lawful Neutral

Burrow (Ex): Watchmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 2-1/2 ft. in diameter.

Telepathy (Su): Watchmoles can communicate Telepathically with any creature which has a language within 100 feet.

Spell-Like Abilities (Sp): 6th Caster Level: At will - Pass Without Trace, Rapid Burrowing (self only), Speak with Plants, 1/Day: Wall of Thorns

Watchman:
  • Eternal Sentry (Ex): A Watchmole does not age or breathe. It does not require food, drink, or sleep.
  • Touch the Intangible (Su): Watchmoles can touch, attack, and grapple Incorporeal, astral, and ethereal creatures normally.
  • All-Around Vision (Ex): A Watchmole's eyes allows it to see in all directions. It also benefits from a +4 Racial bonus to Listen and Spot checks and cannot be Flanked.
  • Vulnerability to Gaze Attacks (Ex): A Watchmole suffers a -4 penalty against all Gaze attacks and loses any resistance or immunity it has to the effects of a Gaze attack.
  • Revolting Gaze (Su): The Watchmole can make a Gaze attack against any creature within 30 feet. If the creature fails a DC 18 Fortitude save, it is Sickened for one hour.
  • Spell-Like Abilities (Sp): 20th Caster Level; Constant: Detect Magic, True Seeing, At Will: Quickened Dimensional Anchor, Discern Location, Greater Teleport (self plus 50 pounds), Plane Shift (self plus 50 pounds).
  • Eye Rays (Su): Once every four rounds as a Standard Action, a Watchmole can make a Ranged Touch Attack against all creatures within 100 ft. (make only one attack per creature). The subject takes a penalty to Constitution equal to 1d6+3 for six minutes. The subject's Constitution score cannot drop below 1. A successful DC 18 Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
  • Unavoidable Gaze (Ex): A Watchmole can actively Gaze as a Standard Action affecting all creatures within 30 feet. The opponents must attempt a saving throw but can try to avoid it via averting their eyes or wearing a blindfold (causing the Watchmole to have Total Concealment from the opponent). Thus, it is possible for an opponent to have to save against a Watchmole 's Gaze attack twice during the same round, once before the opponent's action and once during the Watchmole 's turn.
I have some things to do right now, will throw out the numbers tomorrow.
Overall though?
They are best for stationary targets of the highest importance, and Inquisition service.
Regular (i.e. the sort that isn't going to hurt us if it is destroyed, real 90% of the places we have things assigned to) infrastructure doesn't warrant the sort of attention these guys can bring, nor the expense.
I'd assign some to Fleshforges, some to Gogossos and Snake Port in general (because the continent is a shitshow) and Inquisition service, maybe a few to locations we should really protect against burrowing - like SD's strategic structures, or Arsenal of Braavos.

Gotta need Water-specialized variant before the preliminary order is complete, even without @BronzeTongue's stuff.
 
[X] Call attention to the poisoned wine and the slave

She is still trying to murder someone, and we honestly have no time for these games. She could very likely make us enter war with Norvos, and that will cost far too many lives.
 
So what I've been looking for are cheap creatures that don't require much modification to be useful in groups, particularly those with abilities that play well together. We can layer templates as needed, but easy to make is easy to make.

For coastal cities things like Mindstab Fungus and Giant Clams would be cheap to make and easy to hide living land mines. Schools of hidden Dragon Fish could also cheaply patrol and delay landing forces, since we can produce a stupid amount of CR 1 creatures if we want to.

Another fun option is the Blindheim, which has a constant blinding effect beaming 30 ft from its eyes at just the right level to hit the skum pretty regularly.

For cheap low risk field necromancy, have the forge of creation look into Clockwork Parasites.

What'd I'd really like to do is use theAquatic Template to abuse creatures with light issues when attacking the deep ones in the ocean.

Lesser Boneneedlers are only CR 2 and come out of the box with a fun dex poison effect. They can also triple team targets by stacking up on the same square, so they can ruin the day of anything with a weak fort save. There's also a greater version at CR 4 if it needs some more juice, but the extra damage effect from the poison is nice all on its own.

A slightly more expensive addition (at CR 4) is the Eye killer. These guys can concentrate light into 50 ft death beams - but are vulnerable to natural sunlight. Note that any other sort of light works fine, so partnering them with disposable aquatic giant fire beetles would make them a viable escort for larger creatures. It's only 1/day, but that's still a DC 15 save or die with 3d6 damage on a successful save - and grouping them up would let them serve as an excellent alpha strike force and ambush breaker.
Anything we grow for our own use needs to be sentient, IMO. It means we can put cooperative spirits in them from the Greendream and that makes them much more useful overall. If not sentient, they need to have a dedicated controller, like the Verdant Kingfishers and Verdant Ravens. For that reason, I kinda want to avoid completely mindless creatures, like Vermin. Otherwise, the investment to get them to a useful level might not be worth the final product.

Dragon Fish would be a good candidate for the Fungoid (+1 CR) template, I think. Raising them up to CR 2 only increases their price from 225 IM to 300, but it gives them the benefit of Plant traits and Telepathy with other Fungoid creatures. A small school of Fungoid Dragon Fish could be controlled by another sentient Fungoid creature of some sort, maybe just a CR 4 Fungoid Dragon Fish with the Advanced template a few more RHD.

Blindheims look great. I would slap the Advanced and Fungoid templates on them and call it a day. That would let make them sentient, give them Plant traits, and the ability to Telepathically communicate with other Fungoid creatures. It would also increase the effectiveness of their Blinding Gaze power by +2. Change one of their feats out to Ability Focus (Blinding Gaze) and the Fortitude save would increase to 17. A very nice CR 4 servitor, IMO.

Eyekillers would be another good candidate for uplifting with the Advanced and Fungoid templates, plus Aquatic of course. Between the Constitution boost from Advanced and changing one of their feats to Ability Focus (Death Gaze), the Fortitude saving throw could be increased to 19. That's pretty damned good for a CR 6 creature, even if it can only be used once per day.

I think the upgraded Blindheims and Eyekillers would be the best options to go with.

EDIT: The only issue with them is that they're Magical Beasts. It might be difficult to acquire a sample we can feed the Forges to use as a base template.
 
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I'd be real tempted if
1) Viserys was not right there to be blamed
2) Had any hopes a poison would actually kill such. So many ways to grab immunity, so many priests around if it somehow bypasses.
 
Yeah...in hindsight I can see this shit boiling over. The oppression of the Red Faith and the many sympathetic states who surround Norvos has led to a rebel group that is extremely effective probably leading to a further clamping down and even more resentment. I am surprised that the rebels haven't decided to take the city in force assuming full well that "Azor Ahai" will step in and save them...they could still do that.
 
Could we mentally ask Tyene or Garin to slight of hand purify the drink?

How about avoid it all together by offering Dawn Mead?
 
We could cast a powerful illusion, in the direction of Screen or similar level, to disguise the poison from Detect Poison effects.
Maybe even add miracle'd variant on Venomfire to make it deadlies.

Basically let the attempted murder succede.
 
[X] At a high point in your own rebuttal, likely angrily pointing out that true justice would not place indoctrinated slaves in the position where they could not refuse fighting an unjust war in foreign lands where they might die far from home, with their leaders never knowing the cause for their actions, take the drink laid out for the High Priest and quaff it, trusting your crown's enchantments to neutralize it (or just general draconic resilience).
-[X] Sure, from anyone else this might be quite cheesy over-acting, but for Viserys it is bog standard improvisation.
--[X] If that works, have Varys tell the girl to leave with directions to meet you elsewhere. She might have information on the suppressed R'hllorists underground that you might need to hear.
 
Voices Loud and Silent

Twenty Eighth Day of the First Month 294 AC

One final message flew into the darkening sky, not angry but resolute. The Voice would meet in a neutral location or wave the proscription for the palace, else their answer would be taken to be one of contempt, not just to you but to the lives of imperial citizens lost in the grievance you have come here to address.

"Think he'll dance?" Tyene asked as she followed Varys out the balcony window.

"If he is not willing to do so under these terms he would not have done so regardless, just swept the responsibility aside like so much dust in the wind," you reply, certain now that it had been a power play. Even if the proscription was true, he was the one that suggested a place that would have stripped you of two members of your delegation, three counting Sandor staying behind with Dany.

Thankfully, the letter you receive is not full of angry rhetoric. Frustration, yes, that much bleeds through the polite address, but the Voice of the Lawgiver, Lord of Norvos in all but name, agrees to meet at the Lotus when Narrah tolls on the morrow. Good enough, you send your confirmation of the place and the hour.

***​

Twenty Ninth Day of the First Month 294 AC

The morning finds the city of Norvos waking to what you imagine is a strange sight, a procession of senior priests flanked by a hundred of the Hearthguard, marching down the Sinner's Steps to stop at the threshold of a famous, not to say infamous inn. To say the other patrons are wary at this sudden show of interest by the priesthood is an understatement. At least two parties of foreign traders decide to be about their way early rather than meet the high priest. The proprietor, on the other hand, is practically rubbing his hands together with glee. The rumors this will spring will doubtless be good for business, but you do not have long to ponder the matter.

It is now that you meet the man you have so far known only by hearsay and penmanship.

Mikaelos Erdent, Voice of the Lawgiver and formal head of the Priesthood of the Lord of Iron, strides into the room with the assurance of a lord walking into his own keep, which given the power of the priesthood in Norvos he in effect is. It would be trivial for him to confiscate the inn, or indeed any other of its sort in the Lower City for not following any of a myriad or religious rules and norms, but you very much doubt he will. For centuries the priesthood has shown a certain practicality in administering the city's riverside affairs. Hopefully that same practicality will be in evidence today.

As greetings are exchanged and pleasantries seen to, you look around the group of priests with the eyes of magic. All of them are sorcerers and bear enchantments of some worth, though for the most senior of them you can only guess at, for they are warded against divination. Not that you need either divination or an introduction to spot the First Axe. He is the priest with the dark bristling beard glaring at you from across the room as though you were, if not Asmodeous himself, then at least his favored servant, which given his perspective on the Red Faith is not far off the mark.

You do not grant him the satisfaction of more than a passing look, instead laying out your complaint on the matter of the mages in the Eastern Flatlands as well as a demand for restitution for the harm done to your realm and your people.

"A dire situation for all concerned, especially when those who bear the mark of the God stray so far from true justice..." the Voice begins in a sonorous expressive voice, the sort that seems practically made for delivering sermons.

Alas, before you can hear what he has to say about said dire happening, Tyene whispers in your thoughts, "The serving girl just poisoned his drink."

You confess you were not watching the wine of all things. Glancing at the young woman who is just now stepping away from the table, you see the meek pose and lowered gaze that most domestic slaves learn to put on, though it does not quite hide the rage and despair in her gaze.

Was this a political ploy from the First Axe, or perhaps some other party? Weaving spells without word or gesture you look into her mind, only the edges, but it is enough: Let him choke on his own blood the way my brother did when they hanged him, here in the gaze of Azor Ahai. Let him see justice be done for all those who were lost.

The Voice might have some enchantment to either detect or nullify poison under the mind ward. In fact he likely does, but if he detects poison from a hidden R'hllorite assassin, he is not going to see a coincidence fueled by misguided belief. Instead he will see conspiracy. On the other hand, can you reveal someone so desperate, someone willing to die to avenge kith and kin and only acting now because she belives you are an agent of her god here to witness it?

What do you do?

[] Call attention to the poisoned wine and the slave

[] Let things unfold as they will

[] Try to stealthily nullify the poison in the wine cup

[] Write in


OOC: The city is a powder-keg of resentment and oppression over the treatment of the Red Faith. I have been rolling form complications ever since Viserys stepped through the gate. That time turns out to be now. Not yet edited.
Here's an edited version of the chapter, DP.
 
Let's just grab his cup and drink it. Not like we'll be poisoned being a dragon and also with the crown. :V

Edit: Craked
 
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@DragonParadox Is my plan workable? Telekinesis paired with no somatic components required due to Mythic abilities makes any awkward "reaching across a table in the middle of an angry retort" more natural.

What with Viserys having 360 degree senses due to being a dragon, the look of pure panic and despair on her face as her messiah drinks her poisoned wine, followed by the mute/awed incomprehension as he doesn't fall over and die, would be quite amusing to read about.
 
@DragonParadox Is my plan workable? Telekinesis paired with no somatic components required due to Mythic abilities makes any awkward "reaching across a table in the middle of an angry retort" more natural.

What with Viserys having 360 degree senses due to being a dragon, the look of pure panic and despair on her face as her messiah drinks her poisoned wine, followed by the mute/awed incomprehension as he doesn't fall over and die, would be quite amusing to read about.

It's workable in the technical sense, but the Voice might try to take a drink of his wine before the climax of Viserys' speech.
 
[X] Crake
A note, peeps; This girl managed to pull off the beginnings of a potentially decent assassination under the gaze of however many priests, Viserys and most of his party as well as the owner of said establishment. More, she planned and executed such in 12 hours or less. Even if already scheming for something similar it's.. very impressive. Certainly not dealing with a Commoner 2 here.
@Crake Can we offer relocation or support for those revolutionaries? Entire thing implies a talented, but desperate network.

EDIT: Something more sinister comes to mind; A vigilante 11 can perfectly imitate serving girls, right down to what they are thinking. She's a provocateur on their employ, allowed to so far succeed.
Everyman (Ex) (Ultimate Intrigue pg. 11): The vigilante can take on the appearance of a specific individual whenever he assumes a mundane guise using his many guises social talent. The individual must be a farmer, laborer, or peasant. While disguised as this individual, the vigilante receives a +20 circumstance bonus on Disguise checks to appear as that individual. Any spell or ability designed to locate the individual has a 50% chance of finding the vigilante instead of the actual individual, and divination spells and abilities used on the vigilante give results as if he were the actual individual. Although this doesn't grant the vigilante any special knowledge of the individual, the vigilante's training grants him a +10 circumstance bonus on Bluff checks to properly play the part of the individual. A vigilante must be at least 11th level and have the many guises social talent to select this talent.
 
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