Expecting a good being directly hooked up to the plane of positive energy not to consider itself a healer? Also who is named mercy?

@DragonParadox down the line a bit... Would a stannis interlude be doable?

I am... Curious as to what he thinks after all... This.
 
[X] Mercy's Birth

Finally!



Mercy isn't a dedicated healer. If she was, her spell selection would be much different. She is primarily intended as combat support, who can conveniently heal some on the side. Notice she only has a single actual healing spell.

She can heal wounds due to positive lore and all that a basic magical healer needs is a wound healing ability, a cure disease ability and a cultural understanding of the various limits mages operate under. Basically missing cure disease for that role, but hopefully alachemy skill and heal skill will cover it.
 
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She can heal wounds due to positive lore and all that a basic magical healer needs is a wound healing ability, a cure disease ability and a cultural understanding of the various limits mages operate under. Basically missing cure disease for that role, but hopefully alachemy skill and heal skill will cover it.

The next level is pancaea spell.
Eventually regeneration.
Wait. @Azel @Goldfish can the Arcanums grow and gain levels? o_O
 
I want to know how Robert voiced his displeasure. Rumor just wouldn't cut it, we really need someone who would have heard about it directly from the horse's mouth.
 
I want to know how Robert voiced his displeasure. Rumor just wouldn't cut it, we really need someone who would have heard about it directly from the horse's mouth.

Probably something that hurts us a bit, but hurts innocents* a whole lot more.

*ah, this is Planetos, by innocent, I mean "limits oneself to weekly cruelties, and expousing horrific morals over any reasonable set of ethics"
 
[X] Mercy's Birth

Did we get any blood, fur or anything from the stag? Even if we can't scry sending some baby adventurers with free time and some good hunting dogs might be worth it
 
@Goldfish, did you add Good to her? I thought Mercy was only Air Positive to avoid pacifism.

No Good, just Air and Positive.


Name: Mercy
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Animalistic Power, Divine Protection, Glitterdust, Ice Slick, Mass Aid, Mass Conviction), Flyby Attack, Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Elemental Air-Positive Energy Arcanum
Senses: Darkvision (60 ft)

Hit Dice: 6d8(27 HP) + 12(Constitution) = 39
--Buffed: 39 + 1d8+6 Temp HP (Mass Aid) = 45 + 1d8

Armor Class:
10 + 3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19 (Flat-Footed: 14/17, Touch: 17/19)
--Buffed: 10 + 4 (DEX; Animalistic Power) + 4 (Armor; Mage Armor) + 4 (Shield; Shield) + 3 (Natural Armor; Barkskin) + 3 (Deflection; Shield of Faith) + 1 (Morale; Divine Protection) = 29 (Flat-Footed: 25, Touch: 26)

Movement:
Ground (30ft), Flight (100ft; Perfect Maneuverability)

Initiative: +3 (DEX) + 1 (Eye of Truth) = +4
--Buffed: +4 (DEX; Animalistic Power) + 1 (Eye of Truth) = +5

Base Attack Bonus: +6/+1; Melee (+5 Masterwork Razor-Edged Dagger[1d4, 19-20/x2, 10ft Increment]), Ranged (+10/+5 Masterwork Double Light Repeating Crossbow[2d8, 19-20/x2, 80ft Increment])
--Buffed Melee (Animalistic Power & Mass Aid): +7/+2 Masterwork Razor-Edged Dagger[1d4+1, 19-20/x2, 10ft Increment]
--Buffed Range (Animalistic Power & Blessed Aim): +13/+8 Masterwork Light Double Repeating Crossbow[2d8, 19-20/x2, 80ft Increment]

Spell Save: DC: 10 + 4 (INT) + Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
--Buffed: +2 (Animalistic Power) = 10 (+0)
16 (+3) Dexterity
--Buffed: +2 (Animalistic Power) = 18 (+4)
12 + 2 = 14 (+2) Constitution
14 (+2) Charisma
18 (+4) Intelligence
14 (+2) Wisdom

SAVES:

FORTITUDE: 5 + 2(Con) + 2(Resistance) = +7 or +9(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +10 or +12(vs Evil)
--- OR +1 (Morale; Divine Protection) = +8 or +10(vs Evil)

REFLEX: 5 + 3(Ref) + 2(Resistance) = +8 or +10(vs Evil)
--Buffed: +1 (Dex; Animalistic Power) + 3 (Morale; Mass Conviction) = +12 or +14(vs Evil)
--- OR +1 (Dex; Animalistic Power) +1 (Morale; Divine Protection) = +10 or +12(vs Evil)

WILL: 5 + 2(Wis) + 2(Resistance) = +7 or +9(vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +10 or +12(vs Evil)
--- OR +1 (Morale; Divine Protection) = +8 or +10(vs Evil)

SKILLS

Concentration: 9 + 2(CON) = 11
Craft (Alchemy): 9 + 4(INT) = 13
Heal: 9 + 2(WIS) = 11
Knowledge (Arcana): 9 + 4(INT) = 13
Knowledge (Dungeoneering): 5 + 4(INT) = 9
Knowledge (Geography): 5 + 4(INT) = 9
Knowledge (Nature): 5 + 4(INT) = 9
Knowledge (Religion): 7 + 4(INT) = 11
Knowledge (The Planes): 9 + 4(INT) = 13
Knowledge (War): 5 + 4(INT) = 9
Listen: 9 + 2(WIS) = 11
Sense Motive: 9 + 2(WIS) = 11
Spellcraft: 9 + 4(INT) + 2(SYN) = 15
Spot: 9 + 2(WIS) = 11

Spells Known (Caster level 6):
--Level 0
: Create Water, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Purify Food & Drink (8/day)
--Level 1: Blessed Aim, Ice Slick, Mage Armor, Shield, Shield of Faith(7/day)
--Level 2: Animalistic Power, Barkskin, Close Wounds, Divine Protection, Glitterdust (6/day)
--Level 3: Manyjaws, Mass Aid, Mass Conviction (4/day)

SPECIAL ABILITIES:
--Gaseous Form (Sp)
: Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.

Healing Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Eye of Truth: This silver medallion in the shape on an open eye in the center of a sunburst is somehow associated with the worship of the Blind God of Lorath. Its powers were triggered by evoking this all-but-forgotten god.
Abilities: Gives +1 enchantment bonus to initiative. The following active powers may be invoked a total of three times per day:
--1) See Invisibility (CL 4)
--2) Find Temple* (CL4)
--3) Ancient knowledge** (CL4)
*For the purposes of this spell the Blind God is considered to be your God.
**Only applicable to lore once known by a worshiper of the Blind God.
After the effect is discharged the user must succeed on a DC 16 Fortitude check or be blinded for 2d12 minutes.

Equipped Items: Enduring Ring of Protection from Evil (600 IM), Eye of Truth, Healing Belt (56.25 IM), Masterwork Razor-Edged Dagger, Masterwork Double Light Repeating Crossbow (w/2 quivers of 20 bolts each), Necklace of Fireballs Type III (Remaining Beads: x2[5d6], x4[3d6]), Scrolls (Bless x6, Cure Light Wounds x10, Moment of Greatness x6) [41.25 IM], Standard Sorcerer's Deep Adventurer's Kit(™)

XP to Create: 300
Cost to Create: 480 IM
Cost to Equip: 697.5 IM
Total Cost: 1,177.5 IM
 
SHIZ we really gotta get that stag guys.

Else Robert will probably down the motherfucker in the Kingswood on one of his regular hunts.
 
Then Robert decides that we're his first hunt.

We're sending Theon.
I doubt Robert will down it before our level is a fair bit higher, and at that point we can take a Wild hunt.

So even if he downs it and get to choose his first hunt, I think we would come out ahead, I mean if Robert disappears, reclaiming Westeros becomes a lot easier.
 
@Goldfish I'm not sold on Divine Protction and Mass Aid. The former has too small an effect, if in a great, área, and I'm not sure a third level spell known is worth it over Bless, for 10 bonus HP that disappear in minutes.
 
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