@DragonParadox, @Azel, PM-Man to the rescuuuuuuuuuuuuuuuuuuuuu-!
That was before I knew about Planar Refuge. You can use that being a ready made spell instead of having to research
@DragonParadox, @Azel, PM-Man to the rescuuuuuuuuuuuuuuuuuuuuu-!
I was talking specifically 'bout the "we are being fucked with"-warning for the dipshit pilots who're likely to fail the Wis check thanks to low lvls.That was before I knew about Planar Refuge. You can use that being a ready made spell instead of having to research
I was talking specifically 'bout the "we are being fucked with"-warning for the dipshit pilots who're likely to fail the Wis check thanks to low lvls.
Much like Asel in teh given question above, I think.
What about a mercury filled diode or something which has an isolated gravity field. Any disruption to that field would be a sign that the Refuge was being overpowered, no check necessary. Or similar monitors for keeping track of time differentials. There's a spell or metamaterial out there that's relevant, probably? @Azel, @Goldfish?Yes there would be some sign, though not necessarily and obvious or consistent one. I would roll wisdom check for the pilots.
Hm... a gyroscope might be able to pick up such disturbances. If either space or time get distorted, it's spin should alter in response. However, that is predicated on the change affecting the vessel gradually. If you generate something akin to a warp bubble around the vessel, that is keeping the spacetime within normal but distorting the spacetime around it, then the onboard instrument would be entirely unable to catch it.What about a mercury filled diode or something which has an isolated gravity field. Any disruption to that field would be a sign that the Refuge was being overpowered, no check necessary. Or similar monitors for keeping track of time differentials. There's a spell or metamaterial out there that's relevant, probably? @Azel, @Goldfish?
Maybe something like a network of tiny mindless Constructs which all constantly engage in some sort of simple repetitive motion, like the swinging of a metronome's inverted pendulum, and enclose it in a transparent container to prevent easy outside tampering. Give the Constructs ability to observe themselves and their nearest fellows so that they can all see the pendulums are moving in perfect synchronicity. Then if the visible rate that one or more pendulums swings changes even slightly, all observing Constructs sound an alarm. If properly spaced out and used in sufficient numbers for good coverage, the detection grid would be able to alert a base to the area being affected, the magnitude of the effect, how quickly it is spreading, etc.What about a mercury filled diode or something which has an isolated gravity field. Any disruption to that field would be a sign that the Refuge was being overpowered, no check necessary. Or similar monitors for keeping track of time differentials. There's a spell or metamaterial out there that's relevant, probably? @Azel, @Goldfish?
For the Moonchasers and similar large craft, Viserys should be the one to cast the spell. He could use it in conjunction with Sudden Widen, learned from Ancestral Awakening, so that each casting covers a 100 foot radius. And with some judicious buffing, each spell could be set in place at 30th caster level for added resilience against various Dispelling and suppression effects. A 100 foot radius isn't quite enough for a Moonchaser, so that would take two castings, but it's better than four. Two castings would also cover the Dauntless.Luckily, upgrading our vessels with Planar Refuge does only require Permanency and no crafting time. At 1,600 IM per small craft, 6,400 IM per Moonchaser and 19,200 IM for the Dauntless, it doesn't exactly come cheap though.
@Crake, @Goldfish, it would be 97,600 IM to upgrade all Type-A and Type-B Wyverns, and the Manticores. Another 19,200 IM for the Moonchasers and another 19,200 IM for the Dauntless.
I'd add the ward on all these vessels to complement the already existing planar adaptation, since it doesn't drive up construction time and it makes them more durable in hostile planar environment, not only highly morphic ones.
Edit:
While the area of single casting of Planar Refuge is spherical, for most purposes we will need to overlap the effects to have a full coverage of a volume. The inner cube of the AoE is 17.6m / 57.735ft, so we assume that each casting covers roundabout a 55ft x 55ft x 55ft cube. A basic command item of the spell would be (Spell Level 7 * Cast Level 13 * (1/5 for 1/day) * 1,800 GP) / 2 = 16,380 GP = 1,638 IM to craft. Each such item could sustain 13 such cubes, as each casting lasts a day per CL. If we assume the base to be compact, we could cover a ground area of 50m x 67m / 165ft x 220ft, with a single cube left over to allow the construction of a watchtower / Flaktower. That should be plenty for a border outpost.
It's 5 GP = 1 IM and Crafting Price = Market Price / 2, so I halved twice due to derp. True about forgetting the material component.For the Moonchasers and similar large craft, Viserys should be the one to cast the spell. He could use it in conjunction with Sudden Widen, learned from Ancestral Awakening, so that each casting covers a 100 foot radius. And with some judicious buffing, each spell could be set in place at 30th caster level for added resilience against various Dispelling and suppression effects. A 100 foot radius isn't quite enough for a Moonchaser, so that would take two castings, but it's better than four. Two castings would also cover the Dauntless.
Your math is a bit off for the Planar Refuge Generator (TM): It should go as follows:
7 x 13 = 91
91 x 1,800 = 163,800 gp
163,800 gp / 10 = 16,380 (IM conversion)
Plus: 100 x 50 = 5,000 IM (due to having an expensive Material Component)
21,380 / 5 = 4,276 (To reduce it to 1/Day)
You halved the cost for some reason and didn't include the cost of the material component. 4,276 IM is still quite reasonable for the effect, IMO.
It's a 7th level spell, so we'll have to use PC grade casting to apply it. If not Viserys doing it, then Malarys, Rina, or Dany could prepare and cast it, and Lya, Qyburn, or Anu could learn it in order to cast it as well. If one of them is doing it, they might as well take the time to buff their caster level to make the effect more resilient. Viserys, Dany, and Lya have the benefit of being able to cast it as a Standard Action using Mythic power rather needing an hour, and this keeps us from having to use Lya's time to learn the spell.Lastly, I'm still going to calculate the price based on the regular sieze of the effect for consistencies sake. We had the same debate with the Forbiddance wards already and I'm still against using special PC grade buff schemes in construction projects. That just leads to having to keep track of way too much detail in each vessel, as now you would have differences depending on who aided the construction and likewise we would have to allocate specific people to ward them. Let's just use the baseline like we do for every other spell effect.
I'll be honest with you. I'm not going to keep track of the individual CL of the Planar Refuge effects of our entire Air Force. That's just one of those things where even I no longer see the value in accounting this precisely. Not for a number that will likely never come up.It's a 7th level spell, so we'll have to use PC grade casting to apply it. If not Viserys doing it, then Malarys, Rina, or Dany could prepare and cast it, and Lya, Qyburn, or Anu could learn it in order to cast it as well. If one of them is doing it, they might as well take the time to buff their caster level to make the effect more resilient. Viserys, Dany, and Lya have the benefit of being able to cast it as a Standard Action using Mythic power rather needing an hour, and this keeps us from having to use Lya's time to learn the spell.
For crafting purposes, we would need Lya, Anu, and/or Qyburn to learn it in order to make the Planar Refuge Generator (TM).
That's understandable. Disregarding caster level, we would still need someone to apply it. For ease of backgrounding the entire matter, I would recommend Anu. He can learn it for purposes of crafting as well as applying it as warding.I'll be honest with you. I'm not going to keep track of the individual CL of the Planar Refuge effects of our entire Air Force. That's just one of those things where even I no longer see the value in accounting this precisely. Not for a number that will likely never come up.
Sounds fine.That's understandable. Disregarding caster level, we would still need someone to apply it. For ease of backgrounding the entire matter, I would recommend Anu. He can learn it for purposes of crafting as well as applying it as warding.
Can we plant Weirwoods there? Or would a planar breach be a bad place for their health?We might have a better shot at doing this by using the Imperial Pseudo-Deity, since it's already going to use Imperial Steel wires to give it influence over land areas.
Though planting a Weirwood on every Feywild portal should help a lot to get a solid border going.
The Old Gods are formerly fey, and the Feywild though mutable is nonetheless a reflection of Prime Material. Especially with the effects we're planning on putting on the weirwoods, there's no reason it shouldn't work out.Not gonna lie, having our plan be "you uneducated idiot, go learn how the world works!" to an Archmaester is... unexpected.
We've seen that his Diplomacy is terrible, and next update we'll see if his self-control and ability to take harsh criticism are good!
He's not even entirely wrong, you know. A singular overpowered spellcaster absolutely can rule the world alone. There are ways to create infinite loyal clones of yourself, or infinite powerful intelligent Constructs built to be forever loyal. And arguably the Red God's ultimate plan is in fact making him absolute ruler of every world at once, isn't it?
...
More seriously, the reason he's not entirely wrong is because the increase in power differential between "an immortal Dragon with armies of loyal constructs vs the people and lesser nobility" is immensely greater than the balance of power between a knight and his smallfolk. And of course the knight will eventually die, too!
We could stay in power by pandering to a tiny segment of the population (PCs over level 15 + whoever controls the Flesh Forges) while knights have to keep an entire class of men-at-arms and hedge knights happy and loyal. And the knights don't even have access to epic Diplo, mind control, constant surveillance, etc.
Can we plant Weirwoods there? Or would a planar breach be a bad place for their health?
Putting them very near the breach to detect/kill anything that comes through makes a lot of sense. But putting them right on top of it to "stabilize it" and mess with the planar fabric seems... Unwise. Even the OG have limits, after all.
What you are describing is a basically a run of the mill banana republic. A single strongman in the lead, with only a few key supporters to help him maintain control. The problem is, if a few of those high-level PCs or Fleshcrafters get it into their head that they could instead find a different arrangement that is more beneficial to them, you are toast, since what little enforcement apparatus you have goes poof. The fewer people who have any power in the state, the more powerful those people become.Not gonna lie, having our plan be "you uneducated idiot, go learn how the world works!" to an Archmaester is... unexpected.
We've seen that his Diplomacy is terrible, and next update we'll see if his self-control and ability to take harsh criticism are good!
He's not even entirely wrong, you know. A singular overpowered spellcaster absolutely can rule the world alone. There are ways to create infinite loyal clones of yourself, or infinite powerful intelligent Constructs built to be forever loyal. And arguably the Red God's ultimate plan is in fact making him absolute ruler of every world at once, isn't it?
...
More seriously, the reason he's not entirely wrong is because the increase in power differential between "an immortal Dragon with armies of loyal constructs vs the people and lesser nobility" is immensely greater than the balance of power between a knight and his smallfolk. And of course the knight will eventually die, too!
We could stay in power by pandering to a tiny segment of the population (PCs over level 15 + whoever controls the Flesh Forges) while knights have to keep an entire class of men-at-arms and hedge knights happy and loyal. And the knights don't even have access to epic Diplo, mind control, constant surveillance, etc.
Again, this is D&D 3.5. We can make it last eons if we want, because of two things :What you are describing is a basically a run of the mill banana republic. A single strongman in the lead, with only a few key supporters to help him maintain control. The problem is, if a few of those high-level PCs or Fleshcrafters get it into their head that they could instead find a different arrangement that is more beneficial to them, you are toast, since what little enforcement apparatus you have goes poof. The fewer people who have any power in the state, the more powerful those people become.
This is a highly unstable rule. One that will not see you last even a human lifetime, let alone a dragons.
I don't understand what you mean here. Please explain. "Ruling because of Dragons"?Also, this whole "ruling because of dragons, yada, yada"-thing crops up regularly and it's basically just a lazy rehash of the Great Person theory of history. Which triggers me something fierce. It is way beyond my bullshit tolerance levels.
I'd dispute the first one under any sensible DM (since the default D&D diplomacy rules are garbage and I have never seen anyone play them straight) and consider the second one unlikely, since there's always some obscure spell or combination of Feats that can wreck your build in particular. And at worst, the Heroic Revolution will straight up call for divine assistance to kick your only demi-god level ass. Infinite power scale driven by plot convenience swings both ways.Again, this is D&D 3.5. We can make it last eons if we want, because of two things :
Your points are all 100% valid in the real world, but this isn't the real world. It's closer to the whackier parts of ancient mythology, in which heroes (and Gods) are all that really matters, in the end.
- A high-level Diplomancer absolutely can endlessly maintain the loyalty of a small number of people
- A high-level Mythic Sorcerer with blinged-out gear absolutely can keep a dozen Fleshforgers in line under threat of annihilation, because "killing a single target" is always possible once you get to a high enough level in this game.
It's a running theme that dragons are, for one reason or another, highlighted as an important aspect of Viserys ability to rule. Likewise, they keep being brought up as the reason Valyria ruled everything.I don't understand what you mean here. Please explain. "Ruling because of Dragons"?
Oh, and I'm not into Great Man history either. Search "institutionalism" in this thread and you'll find me rambling years ago about about what's more important : a society's number of high-level PCs, or its institutions and general structure?
Offensive piece highlighted."There are checks on a lord's power, his vassals, his people, his neighbors. There are no checks upon a sorcerer lord's, or so she believes after having seen the wreck of Valyira. A system that hinges upon a single lever shall break upon that lever, after having learned of the Empire That Was before all Empires."
Oh."Sacrifice and blood forging, crafting a weapon, an engine of sorcery bathed in the blood of dragons, invested with the purpose, the will to slay them, for all the good it will do them now," the Archmaester replied, drawing a parchment from your desk and a stylus from his robes. "Here let me show you how to get to the dragons and their forge. It would be a pity to let all that go to waste..."