At this point we can ditch that toll entirely, tbh. Even if we had the toll I don't think it was ever tracked, and the boost in trade would more than make up for any lost revenue.
We literally own every land that would use that toll anyway. Except for Ib. Ib is just kind of hanging out in the Shivering Sea.
I wouldn't be surprised at all if Alinor deemed the revenue so inconsequential she just stopped reporting it to Viserys and folded it into the overall taxes of the Stepstones.
I wouldn't be surprised at all if Alinor deemed the revenue so inconsequential she just stopped reporting it to Viserys and folded it into the overall taxes of the Stepstones.
Ah Alinor... What would we do without her. I'm of the opinion she ought to be able to retrain her levels into a economics focused Majordomo (Majordomo – d20PFSRD)
Sure the extracts are kind spellcasting, but I'd say the expericne of us leaving her with literally no money before heading off to Mantarys was more than traumatic enough for leveling
Our biggest thing is we offer them protection from Deep Ones and the Others, both of which they should have been having significant problems with.
Another avenue is that way waaaaay back at the beginning of the quest, when we were conquering the Stepstones, we freed a woman who claimed to be a Princess of Ib. No idea if she was telling the truth, but if she was we've got a foothold already.
Our biggest thing is we offer them protection from Deep Ones and the Others, both of which they should have been having significant problems with.
Another avenue is that way waaaaay back at the beginning of the quest, when we were conquering the Stepstones, we freed a woman who claimed to be a Princess of Ib. No idea if she was telling the truth, but if she was we've got a foothold already.
One thing I wonder about is their relationship with Lorath now that it is part of the Imperium, seeing as they seemed to have had a rivalry of sorts with them fighting over the control of the waters between them.
One thing I wonder about is their relationship with Lorath now that it is part of the Imperium, seeing as they seemed to have had a rivalry of sorts with them fighting over the control of the waters between them.
I know the integration of Lorath was quite hands off, but did we end up investigating the Mazes and the Mazemakers, I think I remember us doing so, but I don't remember what we found if we did.
I know the integration of Lorath was quite hands off, but did we end up investigating the Mazes and the Mazemakers, I think I remember us doing so, but I don't remember what we found if we did.
Special Cumulative Modifiers: +2 AC (Deflection) vs Good or Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Speed: 30 ft. + 30 ft. (Boots) = 60 ft Initiative: +3 Attack: +12/+7/+2 (BAB) + 9 (STR) +1 (Channel Vigor); Imperial Steel Praetorian Blade: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR) Imperial Steel Praetorian Blade (+4): +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) = 3d8 + 17; +1d6 damage against Undead & acts as a Ghost Touch weapon w/Challenge: +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) + 4 (Strat) = 3d8 + 21; +1d6 damage against Undead & acts as a Ghost Touch weapon
Weapon Proficiency: Simple and Martial Weapons Special: Hardened Body, Arcane Resilience, More than Human, Enhanced Senses, Heart of Flame Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects Resistances: Acid 15, Cold 15, Fire 15 Spell Resistance: 19 DR: 2/-- (Praetorian) + 5/-- (via Armor) = DR 7/-- DR: 10/Chaotic
Hardened Body (Ex): You benefit from Light Fortification (25%) and whenever the check for this ability fails, you gain Fast Healing 3 for 7 rounds (CON modifier rounds). The duration of the Fast Healing can be extended if the Light Fortification fails before the effect ends. Additionally, all Unarmed Attacks you make can deal Lethal damage.
Smite Chaos (Su): 1/Day as a Swift Action, you can choose one target within sight to Smite. If this target is Chaotic, you add your Charisma bonus to your attack rolls and your character level to all damage rolls made against the target of your smite. Regardless of the target, Smite Chaos attacks automatically bypass any Damage Reduction the creature might possess. In addition, while Smite Chaos is in effect, you gain a Deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the Smite. If you target a creature that is not Chaotic, the Smite is wasted with no effect. The Smite Chaos effect remains until the target of the Smite is dead or the next time you rest and regain your use of this ability.
Heart of Flame (Su): As a Swift Action, for up to 13 rounds (1 round per 2 Hit Dice + 1 round per CON bonus), you can channel the Draconic flame burning within your heart. This causes your eyes to glow like white hot coals and your body to be wreathed in supernatural flames. Any Unarmed Attacks you make during this time inflict +1d6 Fire damage and your Resistance to Fire damage increases by 10 points. Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used.
Special: When you wield a melee weapon of Valyrian or Imperial Steel, you may channel the fire generated by your Heart of Flame through the weapon to temporarily imbue it with the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian or Imperial Steel shield behaves similarly, allowing you to make Flaming shield bash attacks. Valyrian or Imperial Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple or successfully strikes you with a Natural or Unarmed Attack.
Special Abilities:
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
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.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
Greater Pendant of Warding: +5 Resistance bonus to all saving throws
Constant Protection from Good and Protection from Evil effects
Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Imperial Steel Praetorian Blade (+4): Damage: 3d8+4 (18-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
A weapon drawn from the Scabbard can be affected by the Align Weapon or Keen Edge spells 3/Day each.
Equipment: Animated Extreme Shield (+3), Bead of Newt Prevention, Belt of the Battle Master, Boots of the Battle Charger, Earring of Arcane Acuity, Greater Pendant of Warding, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Imperial Steel Praetorian Blade (+4), Mind Blank Ring, Muleback Cords (Slotless), Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Warden Pattern Construct Armor (+3)
Special Cumulative Modifiers: +2 AC (Deflection) vs Good or Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Speed: 30 ft. + 30 ft. (Boots) = 60 ft Initiative: +3 Attack: +12/+7/+2 (BAB) + 9 (STR) +1 (Channel Vigor); Imperial Steel Praetorian Blade: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR) Imperial Steel Praetorian Blade (+4): +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) = 3d8 + 17; +1d6 damage against Undead & acts as a Ghost Touch weapon w/Challenge: +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) + 4 (Strat) = 3d8 + 21; +1d6 damage against Undead & acts as a Ghost Touch weapon
Weapon Proficiency: Simple and Martial Weapons Special: Hardened Body, Arcane Resilience, More than Human, Enhanced Senses, Heart of Flame Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects Resistances: Acid 15, Cold 15, Fire 15 Spell Resistance: 19 DR: 2/-- (Praetorian) + 5/-- (via Armor) = DR 7/-- DR: 10/Chaotic
Hardened Body (Ex): You benefit from Light Fortification (25%) and whenever the check for this ability fails, you gain Fast Healing 3 for 7 rounds (CON modifier rounds). The duration of the Fast Healing can be extended if the Light Fortification fails before the effect ends. Additionally, all Unarmed Attacks you make can deal Lethal damage.
Smite Chaos (Su): 1/Day as a Swift Action, you can choose one target within sight to Smite. If this target is Chaotic, you add your Charisma bonus to your attack rolls and your character level to all damage rolls made against the target of your smite. Regardless of the target, Smite Chaos attacks automatically bypass any Damage Reduction the creature might possess. In addition, while Smite Chaos is in effect, you gain a Deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the Smite. If you target a creature that is not Chaotic, the Smite is wasted with no effect. The Smite Chaos effect remains until the target of the Smite is dead or the next time you rest and regain your use of this ability.
Heart of Flame (Su): As a Swift Action, for up to 13 rounds (1 round per 2 Hit Dice + 1 round per CON bonus), you can channel the Draconic flame burning within your heart. This causes your eyes to glow like white hot coals and your body to be wreathed in supernatural flames. Any Unarmed Attacks you make during this time inflict +1d6 Fire damage and your Resistance to Fire damage increases by 10 points. Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used.
Special: When you wield a melee weapon of Valyrian or Imperial Steel, you may channel the fire generated by your Heart of Flame through the weapon to temporarily imbue it with the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian or Imperial Steel shield behaves similarly, allowing you to make Flaming shield bash attacks. Valyrian or Imperial Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple or successfully strikes you with a Natural or Unarmed Attack.
Special Abilities:
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
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.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
Greater Pendant of Warding: +5 Resistance bonus to all saving throws
Constant Protection from Good and Protection from Evil effects
Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Imperial Steel Praetorian Blade (+4): Damage: 3d8+4 (18-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
A weapon drawn from the Scabbard can be affected by the Align Weapon or Keen Edge spells 3/Day each.
Equipment: Animated Extreme Shield (+3), Bead of Newt Prevention, Belt of the Battle Master, Boots of the Battle Charger, Earring of Arcane Acuity, Greater Pendant of Warding, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Imperial Steel Praetorian Blade (+4), Mind Blank Ring, Muleback Cords (Slotless), Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Warden Pattern Construct Armor (+3)
Can you PM this to me so I don't forget? I'll get it updated and the necessary crafting time allocated this weekend.
And the proper color-coding, too. 🧐
EDIT: I think he might need a bitchin' ride, too. I wonder what kind of mount he would want? Something large enough to accommodate his increased size, of course, and it should definitely be flight capable.
Sandor works as a dirty and brutal fighter, the boosts from his template simply makes it so that he can brutalize anything in his path for the most part, and when that doesn't work he can blind them in both eyes and kick them in the crotch.
Benjicott could probably honestly do with some retraining, but that ain't happening fast with how disparate and niche his role has been.
The Fomorians are in a lot deeper with Tywin than I thought they were. I'm pretty sure we heard something about them having a mutual defense pact, but getting actively involved in propping up Tywin's rule is a different kettle of fish.
Do you guys think actually honor their agreements and loan him an army or something?
He could have bargained away a whole swathe of land to them. Who can really say? It's easy to bargain with something you don't even own.
What that comes out to is the Formians helping him either aiming for something else from their deal, or they just count him a useful idiot and a reasonable excuse if a war turns against their favor. They can just beg off continued conflict by stating they were upholding agreements with Tywin, which were null and void when he lost his head / lost control over his territory.
We'll probably end up letting them get away with it, since we don't need too open another front. But we should probably aim for expelling them from our lands at a minimum.
Special Cumulative Modifiers: +2 AC (Deflection) vs Good or Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Speed: 30 ft. + 30 ft. (Boots) = 60 ft Initiative: +3 Attack: +12/+7/+2 (BAB) + 9 (STR) +1 (Channel Vigor); Imperial Steel Praetorian Blade: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR) Imperial Steel Praetorian Blade (+4): +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) = 3d8 + 17; +1d6 damage against Undead & acts as a Ghost Touch weapon w/Challenge: +26/+26/+21/+16; 3d8 + 4 (Enhancement) + 13 (STR x 1.5) + 4 (Strat) = 3d8 + 21; +1d6 damage against Undead & acts as a Ghost Touch weapon
Weapon Proficiency: Simple and Martial Weapons Special: Hardened Body, Arcane Resilience, More than Human, Enhanced Senses, Heart of Flame Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects Resistances: Acid 15, Cold 15, Fire 15 Spell Resistance: 19 DR: 2/-- (Praetorian) + 5/-- (via Armor) = DR 7/-- DR: 10/Chaotic
Hardened Body (Ex): You benefit from Light Fortification (25%) and whenever the check for this ability fails, you gain Fast Healing 3 for 7 rounds (CON modifier rounds). The duration of the Fast Healing can be extended if the Light Fortification fails before the effect ends. Additionally, all Unarmed Attacks you make can deal Lethal damage.
Smite Chaos (Su): 1/Day as a Swift Action, you can choose one target within sight to Smite. If this target is Chaotic, you add your Charisma bonus to your attack rolls and your character level to all damage rolls made against the target of your smite. Regardless of the target, Smite Chaos attacks automatically bypass any Damage Reduction the creature might possess. In addition, while Smite Chaos is in effect, you gain a Deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the Smite. If you target a creature that is not Chaotic, the Smite is wasted with no effect. The Smite Chaos effect remains until the target of the Smite is dead or the next time you rest and regain your use of this ability.
Heart of Flame (Su): As a Swift Action, for up to 13 rounds (1 round per 2 Hit Dice + 1 round per CON bonus), you can channel the Draconic flame burning within your heart. This causes your eyes to glow like white hot coals and your body to be wreathed in supernatural flames. Any Unarmed Attacks you make during this time inflict +1d6 Fire damage and your Resistance to Fire damage increases by 10 points. Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used.
Special: When you wield a melee weapon of Valyrian or Imperial Steel, you may channel the fire generated by your Heart of Flame through the weapon to temporarily imbue it with the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian or Imperial Steel shield behaves similarly, allowing you to make Flaming shield bash attacks. Valyrian or Imperial Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple or successfully strikes you with a Natural or Unarmed Attack.
Special Abilities:
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
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.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Earring of Arcane Acuity:
Immunity to Blindness and Dazzling effects.
1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
Greater Pendant of Warding: +5 Resistance bonus to all saving throws
Constant Protection from Good and Protection from Evil effects
Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Imperial Steel Praetorian Blade (+4): Damage: 3d8+4 (18-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
A weapon drawn from the Scabbard can be affected by the Align Weapon or Keen Edge spells 3/Day each.
Equipment: Animated Extreme Shield (+3), Bead of Newt Prevention, Belt of the Battle Master, Boots of the Battle Charger, Earring of Arcane Acuity, Greater Pendant of Warding, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Imperial Steel Praetorian Blade (+4), Mind Blank Ring, Muleback Cords (Slotless), Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Warden Pattern Construct Armor (+3)
I know that you're meant to say Formians... but the mental image of Dresden-verse Fomorians helping Tywin Lannister is making some weird rounds inside my head .
[X] Go to the western tower first and seize, disable or destroy whatever the Formians are doing there.
-[X] Osryx takes point as meatshield and distraction. --[X] He will use Ancestral Awakening to learn the Greater Stunning Barrier and Slow spells prior to entering the tower. He will cast Greater Stunning Barrier when combat seems imminent and use Scintillating Scales and Shield spells when appropriate. Osryx casts Mage Armor on himself and Siduri, Siduri casts Heroism on Osryx and Greater Heroism, Mirror Image, False Life, and Mirror Image on herself. They each use Greater Invisibility where appropriate.
-[X] Afterwards, they try to kill or capture the Formian leader.
The Myrkdreki hummed under his breath as he warded himself for real battle. This had turned out to be quite the exciting evening, more so than he had honestly hoped for going into it. The Conquest sounded grand enough, but judging from what he had seen in Oldtown and again among the lords of Westeros come to give their due respects to Imperator Viserys, he had the rather unpleasant suspicion that the parade would be more interesting than the battles it prefaced. He was quite glad to have been proven wrong, though.
Formians... formians... formians... The shadows of lives past spoke little of them and what they did speak of was not entirely useful. Osyrix was, after all, quite certain that even if they did kill one of their leaders they were to bring the corpse back intact for interrogation and the Forge, not serve up a dish of formian on the half-shell with fire cloves and crushed amber. Not to mention how impolite it would be to serve up something like that without being able to offer some to his companion, and that would be another greater formian corpse, and from their admittedly sketchy intelligence there was only one of them about.
Such thoughts carried the Myrkdreki through the halls of the keep and to the very base of the west tower of Seaguard which had been barred from the inside and more to the point had been marked with a trap rune to impede passage. Clever, as far a cleverness would take one with such paltry magics at least.
"I fear we must pass through shadow again, my lady," the dragon said, courteously offering an arm. "I would bend mine breath to dispelling the trap, but that would rather defy the point of secrecy of any sort. Wood and steel is no more enduring to the shadows within than paltry magic."
For some reason she hesitated again. Really, what was so terrible about the Shadow Realm? There were shadows everywhere in this realm as well, you just got to see them from another angle on the other side.
Lights flickered and the shadow of insubstantial wings was fell upon the earth. Stone passed like dream and memory under their tread. They were elsewhere.
The highest room of the keep was a round hall obviously meant for mortal archers to take aim at the foes below, though it was now inhabited by rather more interesting folk. Half-a-dozen Formian Warriors armored in naught but their own red and black chitin were standing besides an odd device of Mithril and Adamantine, likely a weapon of some sort, though Osyrx was no engineer to judge how lethal it was to anything in front of it. It can't be too well designed if it needed a crew of six to fire at the very least...
Not that it truly mattered since both he and Siduri were yet veiled, unseen and very much not in front of the weapon. Towards the center of the room stood the lord in the 'winged' armor they had been told of, his posture stiff, his eyes twitching, definitely enchantment, though not one that originated in the room for all that the only other inhabitant of the chamber could certainly have cast it. The contours of her armor more rounded, the colors more bold and a gleam of worthy intelligence in her eye, the Formian Myrmarch silently urged her servants about their tasks, seemingly content to ignore the nominal lord of the keep just as she would the crates and jars set about the chamber perhaps in preparation for a siege.
Definitively more interesting to converse with than to eat. Osyrx sometimes wondered what his kin out of deep time did with their days when they were not eating, sleeping, and admiring their own reflection in some pretty bauble.
Acting on a plan settled beforehand, the two enchanters wove their spells from cover. Beguiling miasma raising to the call of infernal words and then the shadows closed in, whispering softly a dreadful jest: "What sort of lion needs ants to protect him? The kind that is dead and drawing grubs to feast."
The buzzing laughter of the Myrmarch filled the air, leaving the warriors confused as Osyrx advanced on them silvered sword in hand. Alas they had not paid much attention to the enchanted lord, who much to the surprise of all involved lunged for one of the jars and tossed it on the stone... and then the air was alive with the buzzing of quite another sort of insect... hornets with adamantine stingers, their wings clicking like the wheels of some demented clock. Worst of all in their mechanical whirring it seemed to Osyrx he could hear the cries of murdered dragons. These things had been wrought to slay such as him.
Battlefield Conditions: Round Chamber 65 ft across, ceiling too low for Osyrx to take dragon form without squeezing; filled with boxes and jars
Enemies
Formian Myrmarch Under Mind Fog (-10 to will saves) and unable to act due to Hideous Laughter
6 Formian warriors currently confused and surprised (will not act on the first round)
1 Enchanted Patrek Mallister who seemingly just took a readied action to smash the jar
1 Swarm of Dragon Bane Adamantine Hornets just let loose
What do Osyrx and Siduri do?
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OOC: I'm experimenting with that spoiler at the end to keep track of the mechanics of fights. Tell me if it is too distracting guys.
Ah, we finally found the "weapon". It seems that the Lannisters are incapable of delivering a competent decisive blow and instead had to resort to a death by a thousand cuts.