[X] Azel

@Azel, for Maelor's extra identification time can you specify what he focuses on? If you don't then DP might miss it entirely.
 
Added Bronn to the trainer recruiting.

Edit: It also adds into the whole "Viserys is the bad guy if this were generic fantasy"

I mean, now the Sorcerer King has fake, mechanical spies with the form of ravens that he uses to spy his holdings with no one the wiser?

I'm starting to enjoy imagining the Negaverse where we play as one of the Seven's Champions, and are terrified of the big bad that is Viserys.
You are forgetting the Epic Speeches to get the peasentry clamouring for war.
The knight with a burning sword in black armor.
His sister, who stole her power from a dark goddess and flaunts the rules of reality as if they where mere suggestions.
The mage, who shapes her own soul like clay in the pursuit of power and makes soulless abominations who serve her king without question.
The monster in the shape of a man, whose pleasent voice hides the vileness of his true appereance.
The fiend-touched warlock.
The swamp witch, who calls beasts from beyond and has dealings with the forgotten god we brought back.
The blood sacrifice in the name of that selfsame god or to the bloodthirsty old gods who would dearly wish to bath Westeros in blood for their revenge.

The nega-verse is probably not enjoying the news they get out of the Stepstones.
 
Between this:
All aboard the @Azel train! Choo choo!
... And this:
You are forgetting the Epic Speeches to get the peasentry clamouring for war.
The knight with a burning sword in black armor.
His sister, who stole her power from a dark goddess and flaunts the rules of reality as if they where mere suggestions.
The mage, who shapes her own soul like clay in the pursuit of power and makes soulless abominations who serve her king without question.
The monster in the shape of a man, whose pleasent voice hides the vileness of his true appereance.
The fiend-touched warlock.
The swamp witch, who calls beasts from beyond and has dealings with the forgotten god we brought back.
The blood sacrifice in the name of that selfsame god or to the bloodthirsty old gods who would dearly wish to bath Westeros in blood for their revenge

I do not know wether to be worried, or congratulate Azel on his incoming raise :V
 
Added Bronn to the trainer recruiting.


You are forgetting the Epic Speeches to get the peasentry clamouring for war.
The knight with a burning sword in black armor.
His sister, who stole her power from a dark goddess and flaunts the rules of reality as if they where mere suggestions.
The mage, who shapes her own soul like clay in the pursuit of power and makes soulless abominations who serve her king without question.
The monster in the shape of a man, whose pleasent voice hides the vileness of his true appereance.
The fiend-touched warlock.
The swamp witch, who calls beasts from beyond and has dealings with the forgotten god we brought back.
The blood sacrifice in the name of that selfsame god or to the bloodthirsty old gods who would dearly wish to bath Westeros in blood for their revenge.

The nega-verse is probably not enjoying the news they get out of the Stepstones.
If they are smart, they'd go Ur-Priest.
 
@TotallyNotEvil, you've posted those nice construct creation rules a while ago. Could you link me to them again? Can't find the original post.

I want to finally stop procrastinating and design that mount for Richard I had in mind.
 
Sheet suggestions would be nice.

In that case, here's the Hedge Mage class for the thread's reference.

I made it

Here it is for anyone who missed it the last time:

Hege Mage class

Hedge mages are not part of a unified tradition, rather they are emerging mages building on the scraps of mystical lore surviving in the world. Their lack of sophistication allows them to forgo many of the typical props of a wizard in settings with more advanced magical traditions at the price of far slower advancement in the Art.

Hit die

d4

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency:
Hedge Mages are proficient with all simple weapons. Hedge mages are not proficient with any type of armour or with shields. Armor of any type interferes with a Hedge mage's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A Hedge mage casts arcane spells. He is limited to a certain number of spells of each spell level per day, according to his class level. Like a wizard, he prepares his spells ahead of time each day. Unlike wizards, Hedge mages do not keep spellbooks (see Spell Mastery, below) and cannot learn spells they find in spellbooks or on scrolls. The DC for a saving throw against a Hedge mage's spell is 10 + spell level + the Hedge mage's Int modifier. When a Hedge mage gets 0 spells of a given level (see the class table), he gains only the bonus spells for that spell level that he would be entitled to based on his Intelligence score.

Spell Mastery: A Hedge mage prepares spells as a wizard does, but does not need a spellbook to do so. Rather, a Hedge mage's training emphasizes a small number of spells to such a great extent that he learns to prepare them without referring to a spellbook. A Hedge mage begins play familiar with a number of spells (of any level he can cast) equal to his Intelligence modifier, exactly as though he had taken the Spell Mastery feat. Every time he gains access to a new spell level, and again at 20th level, he learns a number of new spells equal to his current Intelligence modifier, plus one 0-level spell. For example, a 1st-level Hedge mage with an Intelligence of 15 knows two spells, and might choose mending and magecraft. When he reaches 4th level, he increases his Intelligence to 16 and learns three more spells: detect magic, unseen servant, and make whole. At 8th level, he increases his Intelligence to 17 (which does not improve his Intelligence modifier) and learns three more spells: arcane lock, explosive runes, and glyph of warding.

Eschew Materials: A hedge mage can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Eye of the Gods: With the resurgence of magic the gods too are becoming more active. While a great deal of their attention is going towards creating great champions of their causes (Clerics, Paladins and Rangers) they do turn their eyes also towards those other who would dabble in the arcane. Every time a Hedge Mage gains access to a new level of spells he may select a divine spell from the domain spells of his deity of choice in addition to any arcane spells he selects. For instance a Hedge Mage among the Mountain Clans of the Vale may select Magic Stone as a bonus spell at 1st level due to the Old Gods having the Earth Domain.

Hedge Mage's Lore: A hedge mage gains the ability to perform many unusual magical tricks. At 4th, 8th, and 12th level the Hedge Mage may select an ability from the following list.

Hand of Power (Su): The touch of a hedge mage can harm or heal, but not both. A good-aligned hedge mage gains the ability to heal, while an evil-aligned hedge mage can harm. Those hedge mages who are neutral can choose to either heal or harm with their touch; once this choice is made, it cannot be changed. Activating this ability and touching a creature within reach (or the hedge mage herself) is a standard action that does not provoke attacks of opportunity. The healing hand can heal, divided between any number of uses, the hedge mage's class level times her Charisma modifier in hit points each day. This healing can be used to harm negative-energy-based undead with a successful melee touch attack. Intelligent undead creatures receive a Will save (DC 10 + one-half the hedge mage's class level + the hedge mage's Charisma modifier) for half damage. The harming hand can deal, divided between any number of uses, the hedge mage's class level times her Charisma modifier in hit points each day. This requires a successful melee touch attack, and the victim receives a Will save (DC 10 + one-half the hedge mage's class level + the hedge mage's Charisma modifier) for half damage. This attack, as a negative energy attack, can be used to heal negative-energy-powered undead creatures.

Presence (Su): The spiritual presence of the hedge mage is enhanced, making it difficult for foes to bring themselves to harm her. Three times per day, as a standard action, the hedge mage may surround herself with an aura of power. This aura behaves as a sanctuary spell, cast at her hedge mage class level, with a Will save DC of 10 + half her hedge mage class level + her Charisma modifier. Even if a particular foe successfully saves and is therefore able to attack her, that foe suffers a –2 morale penalty on attack and damage rolls made against the hedge mage. Creatures that are unaffected by sanctuary are likewise unaffected by this ability.

Second Sight (Su): Some hedge mages can see spirits and sense the presence of supernatural creatures. This ability allows the hedge mage to see invisible and ethereal creatures within 30 feet (obviously, she must have line of sight in order to see a particular creature). Activating this ability is a standard action, and thereafter requires concentration (to a maximum duration of one minute per Hedge Mage level per day). Dismissing this ability is a free action, and the Sight lasts for the remainder of the hedge mage's turn." This ability otherwise functions exactly as the see invisibility spell.

Spell Knowledge (Ex): The hedge mage may add two additional spells to her list of spells known. These two spells must be of different spell levels, and may be chosen from any spells on the cleric or wizard class list that she is currently a high enough level to cast

Wyrd Working (Su): A hedge mage can reach out and alter the wyrd, or fate, of a chosen person. This ability is usable a number of times per day equal to the hedge mage's Charisma modifier (minimum 1). It applies an insight modifier to the next attack roll, saving throw, skill check, or ability check of a chosen creature (it may not be used on the hedge mage herself, although two hedge mages could affect each other). Using this ability is a standard action, and there is no saving throw. The hedge mage must make an obvious somatic gesture (pointing, spitting, etc.) in the target's direction and must speak an audible phrase that indicates in general terms what the effect will be (such as "your sword strikes true!" or "you shall stumble and fall!"). The hedge mage declares both the type of roll to be affected and whether she is giving the subject a bonus or a penalty. The subject knows that its luck has been altered, and whether the luck is good or bad, but not the specific details except for what he can surmise from the hedge mage's spoken phrase. If the subject creature does not make the appropriate type of roll within one minute, then the effect has failed and the use of the ability is still expended. The modifier is equal to one-sixth the hedge mage's class level, rounded down (+1 from 7th to 11th level, +2 from 12th to 17th level, and +3 from 18th level onwards). The ability may be dispelled before it is triggered; an active wyrd radiates moderate Transmutation magic and is considered to be the equivalent of a 4th-level spell cast at the hedge mage's caster level.

Hedge Mage's Lore, Greater: At the 16th and 20th level, the hedge mage gains Greater Lore, enabling her to select an ability from the following list. She must meet the prerequisite listed, if any, for an ability before she may select that ability.

Greater Potion (Ex): With this ability, the hedge mage becomes a master of potion crafting. Unlike most casters, who are limited to producing potions of spells of 3rd level or lower, a hedge mage who selects this ability may craft potions of up to 5th-level spells. The potions otherwise follow all the normal rules for the use of the Brew Potion feat.

Hand of Might (Sp): (Prerequisite: Hand of Power.) If the hedge mage has a healing touch, then she may produce a restoration effect once per day with but a touch. Alternatively, if she has a harming touch, she may produce an enervation effect once per day (but as a melee touch attack instead of as a ray). Both of these effects still require a standard action to use, and have a caster level equal to the hedge mage's class level.

Harmony (Su): (Prerequisite: Second Sight.) The hedge mage's attunement and sensitivity to the invisible world becomes enhanced, allowing her to occaisonally touch incorporeal beings as if she were one herself. For 10 rounds each day, divided into as many or few uses as she desires, all of the hedge mage's attacks act as if she were under the effect of the ghost touch weapon enhancement. This affects attacks she makes with both natural and manufactured weapons as well as offensive spells that she casts. The hedge mage may instead apply the ghost touch property to include her armor and other defensive items, as well as any spells she casts that give her an armor or natural armor bonus, allowing their AC bonus to count against incorporeal touch attacks. The hedge mage can have both the offensive and defensive properties active at the same time, but doing so drains the ability twice as fast. Thus a hedge mage could cover both her armor and weapons with the effect of ghost touch, but she may only do so for 5 rounds each day. Each part of this ability drains one round of use for each round it is active. The hedge mage may decide, at the start of her turn, which combination of the abilities to have active. Activating or deactivating this power (regardless of the combination) is a swift action. For the purposes of dispelling this effect, the caster level is the hedge mage's class level. The ability may be resumed on the hedge mage's following turn if it is dispelled, however. While it is active, this ability radiates moderate Transmutation and is treated as a 5th-level spell.

Seer (Su): (Prerequisite: Second Sight.) The hedge mage gains the ability to see into the future and to discern the fate of those around her. Once per day per four character levels, the hedge mage may use the divination spell without the required material components. She may only pose questions about others in the vicinity, never about herself.

Splendor (Sp): (Prerequisite: Presence.) The spiritual presence of the hedge mage can be used to fog the minds of creatures who see her and to exert control over them. Once per day, the hedge mage may produce a dominate monster effect. This effect is cast at her hedge mage class level. The target of this effect must be within 30 feet, and is granted a Will save (DC 19 + the hedge mage's Charisma modifier) to resist the effect. The subject also recieves a new save against the effect on each subsequent day. The hedge mage may only have one creature under her control at a time, and may release a creature from her control as a free action. The target of this effect and the hedge mage both radiate strong Enchantment as long as the effect is active.

Wyrd Mastery (Su): (Prerequisite: Wyrd Working.) The hedge mage has learned to see and manipulate the fine strands of fate that encircle each person. Once per day, the hedge mage can force any other intelligent creature (Intelligence score of 3 or greater) within 30 feet to reroll any one die roll. She must choose to force this reroll before the results (success or failure, if any) of the original roll are known, and the subject of this effect must accept the results of the new roll, even if it is worse than the previous roll. There is no saving throw against this ability. As with Wyrd Working, the hedge mage must make a visible somatic gesture towards the subject and must speak an audible phrase that encompasses the reason for the reroll (for example, "you shall not die this day!" to allow an ally a second saving throw, or "you shall not escape my wrath so easily!" to force a foe to reroll a saving throw.) As with her other abilities that involve fate, the hedge mage may not use this ability on herself.

Spellcasting progression as Magewright
 
Hedge Mages get bonus domain spells if they worship a god. This means that if they worship the Old Gods, they should be able to pick up Entangle (The Old Gods have a lot of domain bloat though. They seem to have lost Plant and Earth (which the Hedge Mage class assumes they have). I'd give them Earth, Plant, Strength, Protection, and Time, dropping magic and travel, but that's just my interpretation.), which means they can be embedded in our legion. I think Obscuring Mist for Merling King Worshipers is the best pick out of there.

@DragonParadox will we get Yss's domains formally revealed at some point?
 
Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Hand Mirror, Rope (50ft), Spellbook, Spell Component Pouch, Tent, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Each graduate of the Academy should get a small monetary reward. Nothing outrageous, but enough to get them well established in SD so they don't start thinking about leaving to earn their own way working for a potential enemy power. 10 or 15 IM should be plenty.

We should also give them all a set of basic magic user's adventuring gear; a backpack, bedroll, belt pouch, blanket, camping gear (a pot & mess kit), clothing (a couple explorer's outfits), dagger, flint & steel, light crossbow (with 10 to 20 bolts), staff or other weapon they are proficient with, 2 waterskins, writing implements (paper, ink, a pen or quills, & scrollcase), a spellbook or holy symbol (if necessary for their type of casting), and a tool kit if they possess a skill that would require or benefit from it (disguise kit, healer's kit, etc).

All of this costs us very little, but it serves to further ingratiate the new mages to us, makes them more comfortable, and increases their likelihood of surviving. The clothing we give them could all be based off a similar pattern and color scheme, to differentiate them from the common folk. Besides engendering a sense of prestige and rank among the new mages, they would also be somewhat easier for spies to target, which isn't necessarily a bad thing. After all, we are setting up an intelligence network, which includes a flock of construct birds and a couple quasi-quasit invisible spy birds. The mages might make good bait to draw out our enemies.
 
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We should also give them all a set of basic magic user's adventuring gear; a backpack, bedroll, belt pouch, blanket, camping gear (a pot & mess kit), clothing (a couple explorer's outfits), dagger, flint & steel, light crossbow (with 10 to 20 bolts), staff or other weapon they are proficient with, 2 waterskins, writing implements (paper, ink, a pen or quills, & scrollcase), a spellbook or holy symbol (if necessary for their type of casting), and a tool kit if they possess a skill that would require or benefit from it (disguise kit, healer's kit, etc).
This. I refuse to lose baby adventurers because we were too stingy.
 
Wonder what our new new mages plan to do. A few likely want to return home and use their newly learned knowledge and power to help their people, others might want to stay at Shadow Tower to continue their research/advancement, set up jobs within the Deep itself, maybe go exploring to advance their craft, etc.
 
The ones from that village next to Mantaris will probably return as agreed to. The rest will likely stay at SD since they're likely locals already or dragonseeds who followed the rumors of Targaryens.
 
The ones from that village next to Mantaris will probably return as agreed to. The rest will likely stay at SD since they're likely locals already or dragonseeds who followed the rumors of Targaryens.
I think the ones from Mantarys might stick around and study a bit more. They're mages now, but they're far from good. As they are they're only capable of the first circle of magic, and even then just barely. I'd expect them to go back home in another two or three years when they breach the second and third circles.
 
Wonder what our new new mages plan to do. A few likely want to return home and use their newly learned knowledge and power to help their people, others might want to stay at Shadow Tower to continue their research/advancement, set up jobs within the Deep itself, maybe go exploring to advance their craft, etc.

We can easily find work for all of those who don't want to stay at the Academy for further study.

Even a low level mage can help a great deal on an oceangoing ship if they have a few relevant spells, but that would also make it easiest for them to simply slip away once the ship reaches another port.

Crafting magic items will always be a nice money maker. With independent mages available, the civilian populace might even be able to start commissioning minor enchanted items.

Potion brewing isn't available yet, but some of them might have learned Alchemy while at the Academy, which allows for the creation of all sorts of useful products.

And there is the old standby of selling spell services. A craftsman might pay a nice bit of silver for a Crafter's Fortune spell (+5 Luck bonus to a Crafting check) to be cast on them in order to help perfect a masterpiece, and an Endure Elements spell would probably be worth a bit to a blacksmith. There are quite a few 1st level spells that could be monetized in a decent-sized city like SD.
 
On one hand I love the idea, but I already have so many characters to deal with...

Maybe it would be easier to just give us a list of relevant skills, helpful spells (healing, buffing, etc), and feats available to the new mages?

For example, <insert number> know Scribe Scroll, <insert number> have ranks in Alchemy, etc.

At their current level, they're basically only useful to us a background resource to exploit.

BTW, how are we going to go about getting them XP? Are they going to be like everyone else in the world, except for the party of course, who just absorb XP from the ether?
 
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