The man tries to open his mouth to protest, though he is wise enough to close it as Varys peaks out from among the folds of your cloak, hissing just on the edge of human hearing, a sound that you imagine would have set many to flight already.
Also, fun fact, Varys shares all your skills, including intimidation, so she could technically scare off a company of charging knights or something with a perfectly pitched draconic hiss.
Varys: "Don't think I won't shank you bitches where you stand. Viserys isn't the only one who takes trophies from his defeated foes."
 
OOC: I thought about doing the meetings with Hua Fen and Pol Ning too, but this was already getting really long so that is going in the background so we can move on with the main story thread. Also, fun fact, Varys shares all your skills, including intimidation, so she could technically scare off a company of charging knights or something with a perfectly pitched draconic hiss.

Considering that Viserys has an intimidate skill rank of 21, I don't doubt it. Varys would take a -4 from her size penalty, but she'd also keep Viserys's synergy bonus from his bluff skill, meaning she rolls intimidate at a +19. Unless those diplomats have some incredible rolls or will saves, they'd all be shaken.

I don't really think Viserys needed the help, but it's always great to see a familiar helping out.
 
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Also, fun fact, Varys shares all your skills, including intimidation, so she could technically scare off a company of charging knights or something with a perfectly pitched draconic hiss.
Considering she is one of the beings in our realm who could tear apart a company of charging knights by herself, that would be the correct response.
 
Considering she is one of the beings in our realm who could tear apart a company of charging knights by herself, that would be the correct response.
She really is a deadly little lady.
Varys the Pseudodragon


Size/Type: Tiny Dragon
Hit Dice: 18 (165 HP) +2d8 Temp HP
Initiative: +4
Speed: 15 ft. (3 squares), fly 60 ft + 30 ft (Tailring) + 30ft (Anklets) = 120 ft (good)
Armor Class: 37 (+2 size, +4 Dex, +13 Natural, +2 Dodge, +2 Natural, +4 Mage Armor), touch 22, flat-footed 31; +2 Vs Evil
Base Attack/Grapple: +18/+10
Attack: Sting +24(+26) (1d3-1+2+2 plus poison)
Full Attack: Sting +24(+26) (1d3-1+2+2+10d6[Acid], plus poison) and Bite +19(+21) (1+2+2)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 23, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar, Light Fortification (25%)
Saves: Fort +15(+17), Ref +16(+18), Will +14(+16) (+2 Vs Evil)
Abilities: Str 8*, Dex 18, Con 16, Int 15, Wis 14, Cha 10; *+8 Strength for the purposes of determining carrying capacity
Skills: Diplomacy +2, Hide +26*(+30 in forests & overgrown areas), Listen +10, Search +7, Sense Motive +8, Spot +10, Survival +2 (+4 following tracks)
Feats: Alertness, Mindsight

Poison (Ex): Injury, Fortitude DC 24, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A Pseudodragon can locate creatures within 60 feet by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the Pseudodragon can't actually see still have total concealment against the Pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Contingency Spells: Renewal Pact; Stalwart Pact

Aerial Anklets of Translocation:
  1. 3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
  2. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  3. 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 Belt of Mighty Fortification: +3 Constitution, +2 Strength
  1. Strength score is 8 higher than normal when determining you carrying capacity.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
  3. 1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Crown of the Royal Familiar: +2 Wisdom
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Greater Amulet of Protection from Evil:
  1. Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of the Chameleon: +5 Competence bonus to Hide skill checks.

Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level to add 10d6 Acid damage to your tail stinger attacks for ten hours.

Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt of Mighty Fortification (+3 CON, +2 STR), Crown of the Royal Familiar (+2 WIS), Enhanced Tail-Ring of Zephyr's Grace (+3 DEX), Greater Amulet of Protection from Evil, Ring of Venomfire
 
Yi-Ti is dwarfed by our realm and the distance is irrelevant in the face of Gates and our Airforce. We can absolutely conquer it by froce.
most of our troops can't be sent on a military expiation on the other side of the planet for an extended period of time seeing as we need them to garrison and defend our own realm doubly since our realm is less than a decade old which will reflect on its stability the second the legions are redeployed while Yi-Ti is nearly 8000 years old , there is also the fact that magic never completely went away in Ti-Yi and the likely had at least a few dozen magic users before magic made its proper return who have likely became full on arch mages by now so it won't be an easy conquest by any means
 
[X] Get the report from Bloodraven about what he extracted from the minds of Tywin, Lanna, Gerion and Tygett Lannister.
 
most of our troops can't be sent on a military expiation on the other side of the planet for an extended period of time seeing as we need them to garrison and defend our own realm doubly since our realm is less than a decade old which will reflect on its stability the second the legions are redeployed while Yi-Ti is nearly 8000 years old , there is also the fact that magic never completely went away in Ti-Yi and the likely had at least a few dozen magic users before magic made its proper return who have likely became full on arch mages by now so it won't be an easy conquest by any means
Compared to literally every other enemy we might conceivably face, Yi-Ti is small fry. Small fry that has been weakened by years of civil war.

Let's, for once, not hype up the China expy as inherently better, more mystical and more capable than all the Dung Ages states west of it.
 
Yi Ti is probably potent enough to be a military drain - exarcebated if the threat of a foreigner's conquest is sufficient for internal rifts to be set aside. A case of being able to pull it off, but having no particular reason for it when such can be slowly annexed by financial means and also when there are a thousand more pressing situations for the Legions to deal with.
 
Yi Ti is probably potent enough to be a military drain - exarcebated if the threat of a foreigner's conquest is sufficient for internal rifts to be set aside. A case of being able to pull it off, but having no particular reason for it when such can be slowly annexed by financial means and also when there are a thousand more pressing situations for the Legions to deal with.
Pretty much. The whole events around the Golden Company have shown quiet clearly that we could walk over Yi-Ti's military at any time, so the main question is if it's worth it do so right.

Right now? Not really. I'd rather pick up the pieces after the Long Night. I'm pretty sure Yi-Ti will mostly cease to exist as a coherent state at that point.
 
I mean I doubt our conquest of Yi ti will go well. They thousands of kami and at least least a few hundred of them can control the weather to attack our airforce and legions. It's would like invading westros but their gods weren't shit and the fey courts were allied with them. A massively difficult conquest.


You know, on second thought, it sounds fun. I would like Viserys to be challenged.
 
As long as Yi-Ti stays in their own lane and can avoid becoming an existential threat for at least a few years, I'm perfectly content to largely leave them to their own devices for now.
 
..... I REALLY would love to see Varys basically scaring the crap out of all the westerosi nobles after one of them called them "Nothing more than a brainless lizard with wings"
Even without our spells she can attack with 10d6 acid damage at +24 attack bonus and an AC of No and she's an absolute HP sponge. We could potentially send just her to quash a rebellion and it would be enough.
 
Even without our spells she can attack with 10d6 acid damage at +24 attack bonus and an AC of No and she's an absolute HP sponge. We could potentially send just her to quash a rebellion and it would be enough.
Imagine Varys exploding out from a knight's breastplate like a Draconic chestburster, then spearing their mount's head with her stinger, the acid melting it off in but a moment...

That is the kind of visual that might convince onlookers to retrain their Fighter levels to pick up some Expert so they can go into farming.
 
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