Well i really want to know if we can build a BFG 9000 gun for ser richard to go along with the doom memes using the soulstuff of greater outsiders like Balor, olethrodaemon ,
Marilith,etc. And using it in a artifact that can be used twice a day which can shoot a orb that targets all surrounding enemies with disintegration spell bolts?
Well i really want to know if we can build a BFG 9000 gun for ser richard to go along with the doom memes using the soulstuff of greater outsiders like Balor, olethrodaemon ,
Marilith,etc. And using it in a artifact that can be used twice a day which can shoot a orb that targets all surrounding enemies with disintegration spell bolts?
Richard is not really a ranged guy. his dexterity is 'only 20'. Still almost superhuman, but not the sort of 'break giants with my bare hands' that his strength is.
Richard is not really a ranged guy. his dexterity is 'only 20'. Still almost superhuman, but not the sort of 'break giants with my bare hands' that his strength is.
Even in doom eternal the BFG is not merely a ranged gun. It just shoots a orb in a direction it attacks all nearby enemies in its nearby range of the orb as it travels with high damage enough to kill lesser demons and wound bosses.
It could be a perfect fit for ser richard and if it is too OP we could tone it down by having it only be usable twice per day
(and the damage can be for example: 70 damage from a secondary bolt from the orb and 150 explosive damage on a direct hit with the orb as done by a disintegration spell. with the ability to attack numerous enemies in the direction it travels)
Even in doom eternal the BFG is not merely a ranged gun. It just shoots a orb in a direction it attacks all nearby enemies in its nearby range of the orb as it travels with high damage enough to kill lesser demons and wound bosses.
It could be a perfect fit for ser richard and if it is too OP we could tone it down by having it only be usable twice per day
(and the damage can be for example: 70 damage from a secondary bolt from the orb and 150 explosive damage on a direct hit with the orb as done by a disintegration spell. with the ability to attack numerous enemies in the direction it travels)
Doesn't really work within the magic system we are using. Richard's build also doesn't benefit much at all from ranged weaponry. He's a sword kind of guy, and changing that would just get in the way of him being his best murderblender.
Doesn't really work within the magic system we are using. Richard's build also doesn't benefit much at all from ranged weaponry. He's a sword kind of guy, and changing that would just get in the way of him being his best murderblender.
What about attaching the gun to a special construct armor that could be worn by ser richard?
Having a mounted gun on his shoulder shooting with the mind of a construct automatically by itself while he murderblenders could be great.
If it doesnt really suits richard then there goes the future doom richard i was imagining😟
What about attaching the gun to a special construct armor that could be worn by ser richard?
Having a mounted gun on his shoulder shooting with the mind of a construct automatically by itself while he murderblenders could be great.
If it doesnt really suits richard then there goes the future doom richard i was imagining😟
I mean he does carry a launcher, you could design him a more powerful version, the problem is it would so rarely be the ideal use of his action. His current build is designed around two things
Close distance to an enemy (Ideally a wizard or other sort of caster)
Kill them
He had maneuvers for a few other things, he can deal with gropes, he can block incoming attacks but at his core He is about killing single powerful mages, hence why the last powerful mage you guys faced did his best to keep him at a distance.
Doesn't really work within the magic system we are using. Richard's build also doesn't benefit much at all from ranged weaponry. He's a sword kind of guy, and changing that would just get in the way of him being his best murderblender.
That said, a +1 AdaptiveComposite Longbow is very cheap (3300 GP purchase price) and not at all bad to have around for dealing with chaff without expending any resources. 20 Dex, full BaB and the various buffs are sufficient accuracy. One does not actually need any feat investment either for shooting at foes not within 5ft and not engaged in melee (like say, flying ones or from behind fortifications).
Narrative wise, it's a pleasing symmetry with Mereth (she being the inverse - better at range than melee).
The stars are bright over Sorcerer's Deep and soft summer rain falls quietly beyond the palace windows. You doubt anyone had noticed the flashes of golden light that marked the three of you healing and you take special care to mop up all the blood. In part that is out of an abundance of caution over someone who means you ill, but mostly it is to keep it out of sight of those who mean you well. Lya and Dany would likely feel guilty over their limited role in the heist and as for your mother... well, better not to find out what she would say if you had to explain how close you had all come to death and by what fragile arcane threads your life had hung.
Now that you can spare a breath the shadow of more abstract flights than those of life and soul fell upon you. What might have become of your legacy if you had fallen there by the gate to the City of Brass where your soul could so easily be carried to the throne room of the Sultan... or to the Brassworks?
You trust Dany with all that you have wrought and more besides, but for the first time in a long time you wonder if it would be fair to expect her to bear that burden while so young? She is still younger than you had been than day at Dragonstone. With a shake of the head you banish the comparison, she would have been a true ruler, Imperatrix by law and blood, not just a boy wearing a borrowed crown fleeing into exile.
No sense gnawing at the other side of the coin, you are suddenly reminded of a saying Maelor often brings up, usually to justify some risky but successful ploy. You have the stones at last and now you can see what the fruits of your labors actually look like.
***
"It feels almost stuffy in here, doesn't it? Like there is almost too much magic... I did not know that could even happen," Lya notes while looking at the stones you were carefully taking out one by one from their lead-lined boxes.
"Quite the prize, aren't they?" you say with what you would count pardonable pride. Somehow you had expected something with the mark of the City of Brass, things of basalt and blazing metal, at worst even bearing the hallmarks of the Shapers particular arts, but no. Ward-crafting is an old art which has been refined and polished far beyond any idiosyncrasies of form.
Dispersal Wardstones have the many-hued sheen of prismatic light spilled over pristine black marble. Uncertainty Wardstones by contrast do not seem to have a color, you would call it solid fog save that fog is translucent, this is clearly both solid and utterly colorless in ways that make the eyes itch. Perhaps the most mundane looking are the linchpins of Phase Wards which look like nothing so much as great spikes of cold iron with a flattened top bearing sharp angular symbols in the tongue of Earth. Finally there are the Boundary Wards, both the most far ranging and the most subtle... well, subtle in function at least. The Ward Stones themselves are gold and true silver worked in fractal patterns that pull the unwary eye inwards into their depths. To simply have one of each for the Imperium so that you might in the fullness of time make more of them would be a great boon. You have done a good bit better than one of each.
"Blood well spilled that," you say in satisfaction as you take the last one out.
"We are going to have to ward the palace, of course," Lya notes. "But what else? Military bases? Cities? Which ones? This is almost ninety stones, but they are really meant to work in sets or three and four if you include the Boundary Wards, and we are going to have to deploy mages to use them, that is a lot of responsibility... "
5x Dispersal Ward Stone - 10km reach
11x Dispersal Ward Stone - 5km reach
8x Dispersal Ward Stone - 2km reach
5x Uncertainty Ward Stone - 10km reach
11x Uncertainty Ward Stone - 5km reach
8x Uncertainty Ward Stone - 2km reach
5x Phase Ward Stone - 10km reach
11x Phase Ward Stone - 5km reach
8x Phase Ward Stone - 2km reach
3x Boundary Ward Stone - 100km reach
9x Boundary Ward Stone - 50km reach
5x Boundary Ward Stone - 20km reach
Where do you deploy the stones?
[] Write in
OOC: Surprise update. I was not sure if I would be able to get this out in time so I did not want to get anyone's hopes up.
Damn! Well obviously gonna set some of those aside for palace and study, but any other important location that can use them?
I think the Flesh Forges are defended well enough with own security measures and Shadow Tower on its own demi-plane, but any other important locations we want overly defended?
Damn! Well obviously gonna set some of those aside for palace and study, but any other important location that can use them?
I think the Flesh Forges are defended well enough with own security measures and Shadow Tower on its own demi-plane, but any other important locations we want overly defended?
1. Imperial Palace
2. Scholarum
3. Anti-Efreeti Fortress
4. The Wall
5. Legion training grounds on Westhaven
6. Various important infrastructure in Sorcerer's Deep
And then after that I'm not sure, but the above is the most critical infrastructure. Ideally we could ward everything, but alas, the Efreeti weren't quite so accommodating.
The stars are bright over Sorcerer's Deep and soft summer rain falls quietly beyond the palace windows. You doubt anyone had noticed the flashes of golden light that marked the three of you healing, and you take special care to mop up all the blood. In part that is out of an abundance of caution over someone who means you ill, but mostly it is to keep it out of sight of those who mean you well. Lya and Dany would likely feel guilty over their limited role in the heist, and as for your mother... well, better not to find out what she would say if you had to explain how close you had all come to death and by what fragile arcane threads your life had hung.
Now that you can spare a breath, the shadow of more abstract flights than those of life and soul fell upon you. What might have become of your legacy if you had fallen there by the gate to the City of Brass where your soul could so easily be carried to the throne room of the Sultan... or to the Brassworks?
You trust Dany with all that you have wrought and more besides, but for the first time in years you wonder if it would be fair to expect her to bear that burden while so young? She is still younger than you had been than day at Dragonstone. With a shake of the head you banish the comparison. She would have been a true ruler, Imperatrix by law and blood, not just a boy wearing a borrowed crown fleeing into exile.
No sense gnawing at the other side of the coin, you are suddenly reminded of a saying Maelor often brings up, usually to justify some risky but successful ploy. You have the stones at last, and now you can see what the fruits of your labors actually look like.
***
"It feels almost stuffy in here, doesn't it? Like there is almost too much magic... I did not know that could even happen," Lya notes while looking at the stones you were carefully taking out one by one from their lead-lined boxes.
"Quite the prize, aren't they?" you say with what you would count pardonable pride. Somehow you had expected something with the mark of the City of Brass, things of basalt and blazing metal, at worst even bearing the hallmarks of the Shapers particular arts, but no. Ward-crafting is an old art which has been refined and polished far beyond any idiosyncrasies of form.
Dispersal Wardstones have the many-hued sheen of prismatic light spilled over pristine black marble. Uncertainty Wardstones by contrast do not seem to have a color, you would call it solid fog save that fog is translucent, this is clearly both solid and utterly colorless in ways that make the eyes itch. Perhaps the most mundane looking are the linchpins of Phase Wards, which look like nothing so much as great spikes of cold iron with a flattened top bearing sharp angular symbols in the tongue of Earth. Finally, there are the Boundary Wards, both the most far ranging and the most subtle... well, subtle in function at least. The Ward Stones themselves are gold and true silver worked in fractal patterns that pull the unwary eye inwards into their depths. To simply have one of each for the Imperium so that you might in the fullness of time make more of them would be a great boon. You have done a good bit better than one of each.
"Blood well spilled that," you say in satisfaction as you take the last one out.
"We are going to have to ward the palace, of course," Lya notes. "But what else? Military bases? Cities? Which ones? This is almost ninety stones, but they are really meant to work in sets of three and four if you include the Boundary Wards, and we are going to have to deploy mages to use them, that is a lot of responsibility... "
5x Dispersal Ward Stone - 10km reach
11x Dispersal Ward Stone - 5km reach
8x Dispersal Ward Stone - 2km reach
5x Uncertainty Ward Stone - 10km reach
11x Uncertainty Ward Stone - 5km reach
8x Uncertainty Ward Stone - 2km reach
5x Phase Ward Stone - 10km reach
11x Phase Ward Stone - 5km reach
8x Phase Ward Stone - 2km reach
3x Boundary Ward Stone - 100km reach
9x Boundary Ward Stone - 50km reach
5x Boundary Ward Stone - 20km reach
Where do you deploy the stones?
[] Write in
OOC: Surprise update. I was not sure if I would be able to get this out in time so I did not want to get anyone's hopes up.
Made some additional edits to the chapter, @DragonParadox.
Phase Ward
This type of ward-stone inhibits Teleportation, planar travel and some special movement types within it's area of affect.
When either the start or endpoint of a Teleportation effect is within a Phase Ward, there is a 5% chance for every 5 ft. traveled that the spell fails and deposits the subject in a random location anywhere within the travel distance. Attempting to move 200 ft. or more by Teleportation instead has the spell fail automatically.
Casting effects such as Planeshift, Calling spells, most Summoning spells, Gate or similar automatically fails. However, when a ward-stone is activated in an area with an existing, permanent effect such as an open Gate, or an active ward-stone is moved so that it's area of effect covers such, then the existing effect is not dispelled. Some Summoning spells such as Summon Monster can still be cast within a Phase Ward, as they don't transfer a physical being, but create a temporary body from raw magic. Which Summoning spells still work is determined by the DM.
Ethereal, astral and earthglide travel in the area are similarly inhibited, with a 5% chance for the effect to fail for every 5 ft. a creature moves, even if the effect could normally not be negated, such as a Xorns or an Ethereal creatures movement. Such creatures suffer the same effects that a corporal creature without their special abilities would under these circumstances, such as being ejected from solid matter, but their innate abilities can be used again the next turn.
A creature or magical item can be attuned to a Phase Ward-Stone in a ritual that takes 5 minutes. Once completed, it is no longer inhibited by the specific Phase Ward. Take note that other Phase Wards affecting the same area might still prevent that creature or item from using it's abilities.
Phase Ward-Stones usually have a range of 1km to 10km.
Uncertainty Ward
This type of ward-stone enhances the innate unpredictability of sentient life to foil attempts to use Divination to predict events in its area of effect. Any Divination spell that has a failure chance and is used while within an Uncertainty Wards area of effect or to predict something happening within that area of effect has a 1% higher chance of failure for every creature with an Intelligence score of at least 3 within the are of effect. These ward-stones are often used to protect armies or hidden bases that are too large to be hidden by other means from being found by divination.
Uncertainty Ward-Stones usually have a range of 1km to 10km.
Dispersal Ward
Designed to inhibit the powers of archmages, greater fiends and the abilities of artifacts, these ward-stones allow a mage to perceive the disturbances in the ambient mana of a large area and to use the stones might to disrupt any magical effects. While technically capable of suppressing even the meanest cantrip in that fashion, even the greatest of archmages would be hard pressed to perceive the minuscule echo of such a casting, let alone fast enough to prevent it. In practice, these ward-stones are usually tended to by a small coven of minor to middling mages, who monitor the area for massive spell effects such as time manipulation, large combat spells, ritual spellcasting or the activation of divine artifacts, as these effects are easy to perceive and to cancel.
When directly under attack though, the mages attuned to a Dispersal Ward can leverage it's power much more precise. When having line of sight to the ward-stone, a mage attuned to it can spend a Full Round Action to prepare himself for counter-spelling. At any time until his next turn, the mage can cancel any one active magical effect to which he has line of sight without needing a check, or use the spells Greater Dispel Magic or Chain Dispel at a Caster Level of 20.
To attune himself to a Dispersal Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.
Dispersal Ward-Stones usually have a range of 500m to 5km.
Boundary Ward
Developed long ago from the mechanics of a Dispersal Ward and as an answer to Uncertainty Wards, a Boundary Ward allows an attuned mage to perceive the boundaries between the planes and to detect disturbances in them caused by the opening of Gates, mass Teleportation, the presence of larges groups of Outsiders or similar events. While unable to directly perceive the areas warded against Divination in this fashion, the Boundary Ward can instead pick up the ripples of these events when they leave the warded areas, allowing it to predict with some precision in which general area and in which general timeframe an event will happen.
To attune himself to a Boundary Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.
Boundary Ward-Stones usually have a range of 10km to 100km when operated by a mage of average skill, but in theory their range is infinite and only limited by the skill of the operator and the magnitude of the event. For example, an uncontrolled planar breach could be easily predicted by a Boundary Ward at any place on one of the affected planes.
Phase Ward
This type of ward-stone inhibits Teleportation, planar travel and some special movement types within it's area of affect.
When either the start or endpoint of a Teleportation effect is within a Phase Ward, there is a 5% chance for every 5 ft. traveled that the spell fails and deposits the subject in a random location anywhere within the travel distance. Attempting to move 200 ft. or more by Teleportation instead has the spell fail automatically.
Casting effects such as Planeshift, Calling spells, most Summoning spells, Gate or similar automatically fails. However, when a ward-stone is activated in an area with an existing, permanent effect such as an open Gate, or an active ward-stone is moved so that it's area of effect covers such, then the existing effect is not dispelled. Some Summoning spells such as Summon Monster can still be cast within a Phase Ward, as they don't transfer a physical being, but create a temporary body from raw magic. Which Summoning spells still work is determined by the DM.
Ethereal, astral and earthglide travel in the area are similarly inhibited, with a 5% chance for the effect to fail for every 5 ft. a creature moves, even if the effect could normally not be negated, such as a Xorns or an Ethereal creatures movement. Such creatures suffer the same effects that a corporal creature without their special abilities would under these circumstances, such as being ejected from solid matter, but their innate abilities can be used again the next turn.
A creature or magical item can be attuned to a Phase Ward-Stone in a ritual that takes 5 minutes. Once completed, it is no longer inhibited by the specific Phase Ward. Take note that other Phase Wards affecting the same area might still prevent that creature or item from using it's abilities.
Phase Ward-Stones usually have a range of 1km to 10km.
Uncertainty Ward
This type of ward-stone enhances the innate unpredictability of sentient life to foil attempts to use Divination to predict events in its area of effect. Any Divination spell that has a failure chance and is used while within an Uncertainty Wards area of effect or to predict something happening within that area of effect has a 1% higher chance of failure for every creature with an Intelligence score of at least 3 within the are of effect. These ward-stones are often used to protect armies or hidden bases that are too large to be hidden by other means from being found by divination.
Uncertainty Ward-Stones usually have a range of 1km to 10km.
Dispersal Ward
Designed to inhibit the powers of archmages, greater fiends and the abilities of artifacts, these ward-stones allow a mage to perceive the disturbances in the ambient mana of a large area and to use the stones might to disrupt any magical effects. While technically capable of suppressing even the meanest cantrip in that fashion, even the greatest of archmages would be hard pressed to perceive the minuscule echo of such a casting, let alone fast enough to prevent it. In practice, these ward-stones are usually tended to by a small coven of minor to middling mages, who monitor the area for massive spell effects such as time manipulation, large combat spells, ritual spellcasting or the activation of divine artifacts, as these effects are easy to perceive and to cancel.
When directly under attack though, the mages attuned to a Dispersal Ward can leverage it's power much more precise. When having line of sight to the ward-stone, a mage attuned to it can spend a Full Round Action to prepare himself for counter-spelling. At any time until his next turn, the mage can cancel any one active magical effect to which he has line of sight without needing a check, or use the spells Greater Dispel Magic or Chain Dispel at a Caster Level of 20.
To attune himself to a Dispersal Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.
Dispersal Ward-Stones usually have a range of 500m to 5km.
Boundary Ward
Developed long ago from the mechanics of a Dispersal Ward and as an answer to Uncertainty Wards, a Boundary Ward allows an attuned mage to perceive the boundaries between the planes and to detect disturbances in them caused by the opening of Gates, mass Teleportation, the presence of larges groups of Outsiders or similar events. While unable to directly perceive the areas warded against Divination in this fashion, the Boundary Ward can instead pick up the ripples of these events when they leave the warded areas, allowing it to predict with some precision in which general area and in which general timeframe an event will happen.
To attune himself to a Boundary Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.
Boundary Ward-Stones usually have a range of 10km to 100km when operated by a mage of average skill, but in theory their range is infinite and only limited by the skill of the operator and the magnitude of the event. For example, an uncontrolled planar breach could be easily predicted by a Boundary Ward at any place on one of the affected planes.
They are not really an enchanter so not directly no.
So here's what I've got for preliminary placement. I cannot recall all of our military bases, though I know where don't have enough stones for all of those planned.
I've also added a lot of cities that we might not want to worry about quite yet. Do we want to leave less strategically important cities uncovered for now? Or should we provide as much cover as possible, then have our enchanters work on producing more of them for bases and even field use with the Legions?
[X] A Purloined Shield
-[X] Unwarded military bases will be left under the supervision of minimal staff and guards, with numbers supplemented by Soul-Forged Undead. The personnel and equipment that would normally be stationed at these bases will be temporarily relocated to warded bases or garrisoned in or around nearby warded cities until we can begin producing ward stones of our own.
Sets by Coverage:
Large (x5): 10 kilometer radius (Dispersal, Uncertainty, & Phase Wards)
Sorcerer's Deep (+50 kilometer Boundary Ward)
Volantis (+50 kilometer Boundary Ward)
Braavos (+50 kilometer Boundary Ward)
King's Landing (+50 kilometer Boundary Ward)
Qarth (+20 kilometer Boundary Ward)
Medium (x11): 5 kilometer radius (Dispersal, Uncertainty, & Phase Wards)
Gogossos (+50 kilometer Boundary Ward)
Mantarys (+50 kilometer Boundary Ward)
Lys (+50 kilometer Boundary Ward)
Tyrosh
Myr
Greyport (+50 kilometer Boundary Ward)
Old Town (+50 kilometer Boundary Ward)
Westhaven - Military Base/Legion Use (+20 kilometer Boundary Ward)
Harrenhall - Military Base/Legion Use (+20 kilometer Boundary Ward)
Castle Black - Military Base/Legion Use (+100 kilometer Boundary Ward)
Small (x8): 2 kilometer radius (Dispersal, Uncertainty, & Phase Wards)
Set Used For Study/Training of Enchanters (+20 kilometer Boundary Ward), earmarked for Morosh - Military Base/Legion Use afterward
Everfire Dale
The Eyrie Military Base/Legion Use (+20 kilometer Boundary Ward)
The Wall - Military Base/Legion Use (+100 kilometer Boundary Ward)
The Wall - Military Base/Legion Use (+100 kilometer Boundary Ward)
Seeing all those ward stones almost makes me feel bad for the efreeti commander. I wouldn't be surprised if a good portion of the command staff vanished shortly after we did to avoid getting minted for "letting" a dragon walk off with so much stuff.
Especially since for us specifically this wasn't just a theft of material, it was the key to start modernizing our military to planar standards.
So here's what I've got for preliminary placement. I cannot recall all of our military bases, though I know where don't have enough stones for all of those planned.
I've also added a lot of cities that we might not want to worry about quite yet. Do we want to leave less strategically important cities uncovered for now? Or should we provide as much cover as possible, then have our enchanters work on producing more of them for bases and even field use with the Legions?
Sets by Coverage:
Large (x5): 10 kilometer diameter (Dispersal, Uncertainty, & Phase Wards)
Sorcerer's Deep (+100 kilometer Boundary Ward)
Volantis (+100 kilometer Boundary Ward)
Braavos (+50 kilometer Boundary Ward)
King's Landing (+100 kilometer Boundary Ward)
Medium (x11): 5 kilometer diameter (Dispersal, Uncertainty, & Phase Wards)
Gogossos (+20 kilometer Boundary Ward)
Mantarys (+50 kilometer Boundary Ward)
Lys (+50 kilometer Boundary Ward)
Tyrosh (+50 kilometer Boundary Ward)
Pentos (+50 kilometer Boundary Ward)
Myr (+50 kilometer Boundary Ward)
Greyport (+50 kilometer Boundary Ward)
White Harbor (+50 kilometer Boundary Ward)
Old Town (+50 kilometer Boundary Ward)
Small (x8): 2 kilometer diameter (Dispersal, Uncertainty, & Phase Wards)
Set Used For Study/Training of Enchanters (+20 kilometer Boundary Ward)