I kindof want to see if Lya could teach some Xorn magic. Perhaps if we make a longer excursion Lya can stay and write down Xorn lore while the party hunts for precious mithral and gold.
 
Also I'm assuming you guys want to have Dany chain protection from acid before the fight, right?
Yeah. Should just about eat her remaining ideas, if she used 12 to Dreamcast Commune. She has Divination in her usual loadout. Plenty of turnings left, however.

Is she using a template right now? Also, math error on the persistimancy, Superior Resistance should cost 7 instead of 4:

Persistent Spells (Party-Wide):
Total turnings: 22/day.
Even Days: Planeshift -> Extended Persisted Righteous Wrath of the Faithful (8 turnings) - +3 Morale to Atk and Dmg, Haste-like extra attack ; Boneshatter -> Chained Reached Extended Persisted Spell Resistance (13 turnings)
Odd Days: Blindness -> Extended Persisted Mass Conviction (8 turnings) - +4 Morale to all Saves; Cometfall -> Chained Reached Extended Superior Resistance/ (7 turnings) - +6 Resistance to all saves;
Total: +10 to all Saves, +3 to Attack, +3 to melee damage, Haste-like extra attack, SR 24, +1d8 temp Hit Points
Preferred Day: Odd.

Should be +10 instead of +9 to saves due to Conviction upping to +4 from +3 at CL12.
 
Gah, that's very hard.

Maybe I'm too traumatized, I tend to roll like shit.

Once while playing 5E, my paladin (I know) had to roll something trivial to avoid ghoul paralysis, something like 3+ or so. He had the Lucky feat that allows for three rerolls a day. Getting paralysed while being double-teamed by ghouls on a dungeon intersection didn't sound like a great time. Fortunately, you can just declare a reroll after seeing the result, but before the DM declares failure or success. Usually pretty easy to tell.

So of course, I rolled four Nat 1s. Fucking. Four. Nat. 1s. A 1/160000 chance.

Of course, the die then worked fine for everyone else. Never touched it again.
 
Gah, that's very hard.

Maybe I'm too traumatized, I tend to roll like shit.

Once while playing 5E, my paladin (I know) had to roll something trivial to avoid ghoul paralysis, something like 3+ or so. He had the Lucky feat that allows for three rerolls a day. Getting paralysed while being double-teamed by ghouls on a dungeon intersection didn't sound like a great time. Fortunately, you can just declare a reroll after seeing the result, but before the DM declares failure or success. Usually pretty easy to tell.

So of course, I rolled four Nat 1s. Fucking. Four. Nat. 1s. A 1/160000 chance.

Of course, the die then worked fine for everyone else. Never touched it again.
Here is what you need to do:

Buy a lottery ticket.
Pick the numbers you would never expect to win.
???
Profit!
 
If it was poked out, probably need a regenerate.

I just thought up a house-rule for d20 systems with crit-fails: if you'd have saved even on a Nat 1, you get to roll another d20. On a 6+, you save. Otherwise, you fail.

There, now crit fail is down from 5% to 1%.

Reminds me of the Unisystem rules, IIRC.

I, too, would greatly prefer this change. I've been in more than one game that totally removed the auto fail on a Nat 1.
 
@Diomedon, here's the final language-learning thing approved by DP:

Viserys -- Learns Old Tongue
Daenerys -- Learns Old Tongue
Lya -- Learns Old Tongue
Waymar -- Learns High Valyrian
Ser Richard -- Learns High Valyrian
Tyene -- Finishes Learning High Valyrian
Maelor -- Learns Westerosi Common
Soft Strider -- Learns Westerosi Common
Xor -- Learns Westerosi Common
Vee -- Learns Draconic
Malarys -- Learns Draconic
Garin -- Learns Draconic

Switched Garin to Draconic since Viserys, Dany, and Lya are the only ones who really need to learn the Old Tongue (diplomancing giants & wildings & to help with First Men runes and wards) and because Garin already knows Braavosi, High Valyrian, and Westerosi Common.

With Malarys it was apparently a bad idea to ask him to learn a "barbarian language" any time soon, but maybe in the future after he's far more used to us. But he would be interested in learning Draconic.

As for Vee, she flat-out didn't see the point in learning more languages. Draconic was literally the only one I was able to successfully argue for since it's the closest thing to a truly universal D&D language there is.
 
Crit fails + more iteratives with higher BAB == experienced fighters have more failures per battle than newbies. And, admittedly, more impressive successes.
 
Vee...how are you going to take the Westerosi down a peg if they don't understand you?

*sighs*

I'll add that in a minute or two to the turn plan.
 
Tongues.

You can always argument the Barabaroi to pieces without even lowering yourself to use their language.
That was her argument, but the argument against that is that we semi-regularly send her out on missions without a cleric on hand to cast Tongues on her, and a permanent Tongues item is just not in the cards any time soon. So Draconic at the very least should be learned given how absurdly widespread it is, and how helpful it is in intimidating anything that might want to attack her.
 
That was her argument, but the argument against that is that we semi-regularly send her out on missions without a cleric on hand to cast Tongues on her, and a permanent Tongues item is just not in the cards any time soon. So Draconic at the very least should be learned given how absurdly widespread it is, and how helpful it is in intimidating anything that might want to attack her.
I was talking about Malarys.

Vee is the type to make clever arguments to tear down other people'ss rethoric no matter which language they speak.
And Malarys has Tongues.
 
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