I cast distraction from moral discussion.
It has a DC 20 willsave to resist!
Obviously an idea for Maelor here.
Student of Pacts and Powers


Neither Warlocks nor Sorcerers are known for their patience with theoretical study, but those who overcome this aversion can broaden their abilities in both fields of magic greatly. The wish to loosen the restriction pact and heritage impose on his abilities compared to most preparing casters often plays a role in gaining the necessary motivation for this difficult path.

Requirements

Skills: Knowledge (arcana) 10 ranks , Knowledge (the planes) 10 ranks
Spells: Ability to spontaneously cast 5th-level spells.
Special: Eldritch blast +4d6.
Special: Every level-up takes at least a month of work and research with an Arcane caster whose casterlevel for Arcane Spells is by 2 higher than the Student's Arcane casting level (not counting feats or items)

Hit die

d6
Skill points

4 + Int

Class Features

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Student, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a Student, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Solved Interference (Su): A spell that effects other spells the Warlock casts always affects his Spell-like abilities too. A True Casting or Mark of the Enlightened Soul for example affect the next Eldritch Blast as they would a regular spell.

Broadened Horizons: On the 1st, 3rd and 5th level the Student learns an additional Arcane spell from the Sorcere/Wizard list, on the 2nd and 4th an additional Least or Lesser Invocation. He can not cast these learned Invocations at will, but by expanding a spellslot equal to the Invocations equivalent spell-level+1.

Precise Knowledge(Sp): On the 2nd level the Student's ability to Detect Magic at will as a Spell-like ability from the Warlock-class is upgraded into Arcane Sight.

Bonus Feat: The student can take a Metamagic feat, or a feat replicating Metamagic for SLAs as bonus feat.

Interwoven Magic (Sp): At the 3rd level the Student can turn any single target or ray spell, of the 3rd or lower level, he knows into an Eldritch Essence of the same spell-level. He can now add the effect of that spell to his Eldritch Blast as often as he wants. The effect is only applied if the Eldritch Blast hits the target and overcomes SR. Only a single spell can be choosen for this conversion, the spell is removed from the list of known spells and can be replaced by another of it's level on that list. If the spell dealt instant damage, the amount of damage remains equal to that of the Eldritch Blast, only the type changes. Continuing damage is applied normally.

Return to the Roots (Su): At the 5th level the Student has enough of careful study and learning theory. By throwing his entire will into making his magic follow his command, he adds the spell Limited Wish to his spells known. He is allowed to try and cheat the magic by paying in lesser coin, loosing blood worth 1d6 damage and 1d2 Strenght damage. If he does, he makes a DC15 Charisma check, on success he doesn't have to pay the 300 XP cost, on failure the spell is cast normally.
This does not work if the Student is immune to ability damage.

Advancement
Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Solved Interference, Broadened Horizons +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Precise Knowledge +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Bonus Feat +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
4th +3 +1 +1 +4 Interwoven Magic +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
5th +3 +1 +1 +4 Return to the Roots +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
 
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I've kind of always liked Viserys as True Neutral. Being able to make evil or morally ambiguous decisions without actually being an enormous shitbag is preferable. Plus, IMHO, it's the ideal alignment for a king or ruler. It's the alignment with the most freedom.
 
Wow, Azel went off...

Anyways, I'd like to also throw my two cents into the ring. @VNodosaurus to be totally honest, I don't see what why "avoiding good points" is a problem.

In the end, this quest operates using a democratic system, each voter gets one vote and uses that vote to vote for what they want the MC to do in any given situation. Now each voter has their own reason for their vote, I personally don't see anything wrong if people choose to use their vote to avoid good points. It's a perfectly valid reason and makes sense IC (at least for me, imo we play a greedy and cynical little bastard who isn't afraid to get his hands dirty and I love that).

Sure it might not make sense for you, but we still have a right to vote for what we want in this quest (as do you). If you don't like the result then feel free to ty and persuade us why "avoiding good points" is bad. However, just repeating how you "really don't enjoy reading people complaining about Viserys's actions possibly helping people for dozens of pages" isn't a very convincing argument to me (and probably to a lot of other people). Because frankly, I don't really care if you enjoy reading it or not, I do. Constantly whining about how you don't like the results for the morality choices isn't going to convince anyone to change.
 
Part MCXLIV: Deluge
Deluge

Thirtieth Day of the Fifth Month 292 AC

Once more you race destruction, though of a kind that cannot be battled, only endured. As Dany and Vee race off with word for those upon the shore, and possibly to aid against the monstrosity that rose from the waves last you call out to all the smallfolk in a great voice, speaking with a twisted tongue, or words meant to befuddle the mind... but starkest truth. Their homes were forfeit, but their lives may yet be saved from the sea's wrath. Perhaps it is fear of the great carnage that calls them forth at your command from behind barred doors, perhaps tis deference bred into them blood and bone throughout the ages, you would rather think it was honesty offered twice though unasked for.

Families huddle together in the center of the market as the blackest part of the night envelops the land, children looking wide-eyed and uncomprehending at the carnage of this otherworldly war as their parents and grandparents looked desperately through the piles of dead foremen for those among the village youth who in the eleventh hour chose to stand rather than flee, boldly, rashly... though in their own way honorably.

And for their losses the surviving villagers now reap their own vengeance, falling upon the slumbering shark men, with clubs and sickles, axes and long knifes. Not the sacrifice you had hoped to give the Old Gods, but the roots of the weirwood will drink deep of their bloody work nonetheless.

Amid the chaos Ser Richard and Lya come flying over the ridge, both seeming specters of some ancient slaughter, from the gore that covered them almost from head to toe. Your heart is in your throat for a moment before the knight rumbles: "Bloody thing puked blood... because apparently it wasn't disgusting enough to look at."

"Is is gone?" you ask urgently pausing only a moment in conjuring shells of protection for the beleaguered smallfolk.

"Gone and in half a dozen pieces for good measure," comes the confirmation. "Killed the poor suffering thing down in the water too," he adds grimly, taking another worry off your shoulders

The villagers pile one atop the other to make the most of the protection you can offer them. Praised be whatever gods look kindly upon this hour... there is enough room, if only just.

Then as you watch on helplessly as the wave comes crowned in white foam and twice as tall as the bluffs protecting this tiny village of earth and wood. As it approaches you can hear its voice upon the still night air, roaring like an enraged beast... it washes over the walls of salt and sand held together with hardy thorns and sweeps into the village... four of the houses closest to the shore see their walls crumble into the rushing water, running red from the piles of dead...

The hemispheres of shimmering power hold as you knew they would... the water rushes on, spending its fury against the land, doors are ripped from hinges and the foundation of another two houses give way...a third of the small hamlet by the sea in all, but thanks to your quick thinking not near as much as it could have been.

You take heart in blunting the Deep Ones' final act of spite though for those who lost homes and kin it will be no comfort. A sorcerer, a lord, perhaps even a king you are... but it pays to remember you are no god.

What do you do next?

[] Head to Dyre Den with proof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

[] Try to draw knowledge of the Deep One's plans from your grizzly trophy

[] Write in


OOC: First off as of right now the alignment system is frozen until further notice as I try to fix it so it will not generate so much arguing. Secondly and about the current vote the reason you have the option to go to Dyre Den before using Speak with Dead is that the spell has a cool-down and making the head talk for lord Brune would be very impressive, given the legend of Clarence Crabb.
 
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Doesn't matter where we do the Speak with Dead and we should get some warnings out to the Lords. The Illithids are going to be quiet livid about that dead Ulitharid.

[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can
 
Think there is stuff we can do before we head off and do the important stuff.

[X] Take the time to inspect the remains of the battlefield for anything of possible importance/danger that hasn't washed away such as items, bodies, etc.
-[X] Organize the smallfolk to help recover their dead and belongings that was washed away during the wave.
-[X] Offer to use magic to help repair minor damage and even build new homes of stone using outside help in the form of the Pech.
--[X] Inform them ahead of time that the Pech are inhuman but friendly beings that serve us.
-[X] Take the time to heal up and rest after this experience.
-[X] Take the dead bodies of enemies (and possibly even living ones) to the weirwood and ask a local woodcarver to crave it a face so to give at least minor offerings to Old Gods.
-[X] Drop off everyone at SD with teleport except Viserys, Dany, Richard and Tyene
--[X] Bring back Pech to make replacement houses out of stone should the smallfolk agree to offer.
[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

Feels like this will make sure we didn't miss anything, we rest up, maybe get some minor favor with Old Gods, and hopefully dismiss any ill will on smallfolk before we meet with the local lord.
 
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[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

Moving on, nothing important in the village left.
 
[X] Take the time to inspect the remains of the battlefield for anything of possible importance/danger that hasn't washed away such as items, bodies, etc.
-[X] Organize the smallfolk to help recover their dead and belongings that was washed away during the wave.
-[X] Offer to use magic to help repair minor damage and even build new homes of stone using outside help in the form of the Pech.
--[X] Inform them ahead of time that the Pech are inhuman but friendly beings that serve us.
-[X] Take the time to heal up and rest after this experience.
-[X] Take the dead bodies of enemies (and possibly even living ones) to the weirwood and ask a local woodcarver to crave it a face so to give at least minor offerings to Old Gods.
-[X] Drop off companions at SD with teleport (who do we want to keep with us and who do we want to have at SD?)
--[X] Bring back Pech to make replacement houses out of stone should the smallfolk agree to offer.
[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

Dont really lose anything doing this, we have gentle repose conch.
 
@Artemis1992 @Azel unless there's a good reason not to I'd rather take the time to do the right thing and make sure the tales they spread when they get there are of Benevolent King Viserys, we want people to think of a better time under our rule to build up the unrest of life under Bobert.

[X] Massgamer
 
Moving on, nothing important in the village left.
Think it might be smart to at least check battlefield to confirm that or at least make sure nothing dangerous is left behind cause we made assumptions.

Not to mention smallfolk still will have trouble recovering with homes destroyed and since we lead enemy here I think we owe it to them to at least replace their homes which shouldn't take too long if they accept Pech help making them stone homes.

Also after this experience going to the lord after we rested sounds like it would be the best idea. Don't lose anything being secure since this was the only major time limited action.
(who do we want to keep with us and who do we want to have at SD?)
Any thoughts about who we want to come with us to Dyre Den while we have the gang here?
 
First off as of right now the alignment system is frozen until further notice as I try to fix it so it will not generate so much arguing.
Easy solution: Only offer choices for which we didn't fail the will save; that way we don't see the alignment-incompatible ones. And keep the will save behind the scenes.
 
I really don't see the point for fetching the Pech. Checking the battlefield sounds prudent, but I would rather badger the Lord to take care of the rebuilding. It's his demesne after all.
 
That depends on whether our contract with the Pech includes working in a Mindflayer battle zone. And how many teleports are left.
Pretty sure it's danger has passed they wouldn't mind and that is why I suggest resting.
I really don't see the point for fetching the Pech.
Only ones that can shape stone that I'm aware of and do it well.
but I would rather badger the Lord to take care of the rebuilding. It's his demesne after all.
It's not like it would hold us up, we can leave Pech there to do work while we visit lord, and it is our fault that the Deep Ones came to this village and their people died so least we can do is help repair the damage.

It's not about being good just being fair and I'm sure lots of friends would agree with that. Not to mention this will make the smallfolk like us even more and likely be even more loyal.

People love a king that not only protects them but is there to help rebuild afterward.
 
[X] Plan like Massgamer without the Pech
-[X] Take the time to inspect the remains of the battlefield for anything of possible importance/danger that hasn't washed away such as items, bodies, etc.
-[X] Organize the smallfolk to help recover their dead and belongings that was washed away during the wave.
-[X] Take the time to heal up and rest after this experience.
-[X] Take the dead bodies of enemies (and possibly even living ones) to the weirwood and ask a local woodcarver to crave it a face so to give at least minor offerings to Old Gods.
-[X] Drop off companions at SD with teleport
--[X] Send everyone but Viserys, Dany, Richard and Tyene home
[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

Leaving out the Pech. This seems like a pointless waste if time.
We would need to find them first and drag them out of the building projects Alinor has them do.
 
[X] Plan like Massgamer without the Pech
-[X] Take the time to inspect the remains of the battlefield for anything of possible importance/danger that hasn't washed away such as items, bodies, etc.
-[X] Organize the smallfolk to help recover their dead and belongings that was washed away during the wave.
-[X] Take the time to heal up and rest after this experience.
-[X] Take the dead bodies of enemies (and possibly even living ones) to the weirwood and ask a local woodcarver to crave it a face so to give at least minor offerings to Old Gods.
-[X] Drop off companions at SD with teleport
--[X] Send everyone but Viserys, Dany, Richard and Tyene home
[X] Head to Dyre Den with prof and witnesses of your triumph to begin rallying the Houses of Crackclaw Point to your cause and warn them of the dangers from the waves that they may take what precautions they can

Leaving out the Pech. This seems like a pointless waste if time.
We would need to find them first and drag them out of the building projects Alinor has them do.

I'd rather the good reputation than saving an hour at most.
 
[X] Azel
If we have some party members around, they'll heal the villagers prbly (it's IC by now). Don't wanna bother getting the pech involved tbh. We could send a ship, divine if they will be safe or not?

Ohh, Azel has a nice vote. Deep Pech Time> Random village Pech time.

These people are poor, a tiny bit of cash might be a good amount for them. Wonder what Viserys would consider a good amount
 
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Leaving out the Pech. This seems like a pointless waste if time.
We would need to find them first and drag them out of the building projects Alinor has them do.
I really don't see how this would be a waste of time since we are undoing damage we helped cause and it's not like taking a day or two of the Pech time on other projects will negatively impact much at all.

Also pretty sure they would be easy to track down just by asking Alinor what they are currently working on.
@Massgamer perhaps set a maximum number of days spent on this?
Shouldn't take more than one assuming we rest up.
 
I really don't see how this would be a waste of time since we are undoing damage we helped cause and it's not like taking a day or two of the Pech time on other projects will negatively impact much at all.

Also pretty sure they would be easy to track down just by asking Alinor what they are currently working on.
It would be, since Dany can prepare Shape Stone herself. All we need to do is fix the foundations and that's well within Danys capabilities.
No point in dragging the Pech over.
 
It would be, since Dany can prepare Shape Stone herself. All we need to do is fix the foundations and that's well within Danys capabilities.
No point in dragging the Pech over.
Asked DP about it over PM and it would take a couple days of work for us to do it ourselves. Having Pech do it means it gets done a bit sooner and we can leave them here and pick them up later while we are talking with lord.
 
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