Eh. Never saw a reason to set up an avatar for myself, unless expressly asked to (and yes, there are sites on the internet where that's necessary. Internet is strange)
So yeah, basically, I'm lazy.
:/
You know I hadn't thought about it till now but the Pegasus near the wall might be even better in their minds then the genie-horse. Give it to the bloodrider with a bow and tada the khalasar now has a sniper and aerial superiority over most foes they could find.
You know I hadn't thought about it till now but the Pegasus near the wall might be even better in their minds then the genie-horse. Give it to the bloodrider with a bow and tada the khalasar now has a sniper and aerial superiority over most foes they could find.
[X] Azel
I mean, I'd love to have some kind of immediate way to help him put, but, well...
His people are dorthraki and won't take our help where we can give it :/
You know I hadn't thought about it till now but the Pegasus near the wall might be even better in their minds then the genie-horse. Give it to the bloodrider with a bow and tada the khalasar now has a sniper and aerial superiority over most foes they could find.
Adhoc vote count started by Azel on Mar 31, 2018 at 3:36 PM, finished with 171994 posts and 11 votes.
[X] Plan The Great Conqueror
-[X] "So it is glory in war that you seek." *chuckle* "I think I can arrange something. Essos, nay, the world will see war like none before in the coming time. There will be plenty of glory for you to claim by bow and arrakh."
-[X] "Nothing definite I can promise you, but I will adjust my plans to give you the opportunities you seek. Before the year is out, a great victory shall be yours."
-[X] "In the meantime, there are some others matters. I see myself in need of good cavalry, but lack the horses and expertise to make it happen. If you agree, I would send you men to train and bolster your numbers. Likewise supplies, arms and armor forged by magic. Their presence could even help to win over the more stubborn among your host to the notion of wearing armor."
-[X] "And in regards to horses, there is something else. On a market beyond this world, I acquired one of the finest war-horses ever seen by mortal eyes. Smart as a man, strong and swift. Take this horse and stud it. May your warriors ride on steeds greater then any other Dothraki ever had. All I ask in return is some of the get for the riders you train for me and I will not begrudge you if you keep the best of them for your own."
-[X] Also offer him to Bloodwish fertility into some mares, but warn him that the process is untested and might have side-effects. Maybe don't use the best mares immediately and you will pop over and repeat the process once he got some experience with the results.
Pegasus are choosy about their riders, but yeah, over time we're going to turn the Dothraki into sedentary horse trainers, yet. It'll take a generation or two though.
And our khal taking a chain of lesser cities is pretty much what we want him to do next month anyway. I was going to propose we divert some legionnaires for it (and we still might), but he's a lot faster. The dawnfruit would be excellent for his horses as well.
Keep d8 HD then? Any less and it's warrior again. I mean, the only thing they would get from converting from Warrior 3 to Legionnaire 3 is one feat from fighter's list, selected by whoever will write this class, probably oriented at teamwork.
Edit:
There isn't a class for professional soldiers, hence this suggestion. Warriors are too simplistic, which is understandable for class oriented at militia and guards.
Keep d8 HD then? Any less and it's warrior again. I mean, the only thing they would get from converting from Warrior 3 to Legionnaire 3 is one feat from fighter's list, selected by whoever will write this class, probably oriented at teamwork.
While trying to find a Plant type horse (besides the kelpie because dont think anyone wants to associate with that, unless give a benevolent template.) Did I find this instead:
1 HD is cheap too, could add interesting templates and Blood Wish them with fertility and age...
3rd Edition
The myconids made their 3rd Edition debut in the article Bad Seeds in Dragon #292. There's a preface to the article soliciting feedback and noting that some of the material is intended for an upcoming product, foreshadowing the Monster Manual IIlater the same year.
Most of the 1st/2nd Edition lore remans the same, but these myconids have more physical variation. Their hands have a random number of digits, and occasional individuals have extra arms or legs. A myconid's eyes are perfectly concealed when closed. The location of the eyes isn't specified in the text, but the illustration places them on the edge of the cap. These myconids no longer have the poisonous skin of the previous two editions, but they do gain the standard immunities of 3rd Edition plants (poison, sleep, paralysis, stunning, and mind-influencing magic).
Dragon #292 (2002)
Mechanically, these myconids share the same 1-6 HD variation as before, with each HD still equating to four years of age and two feet of height. Each of the six myconids has its own stats block and title. The junior workers (1 HD) are adolescents of 4-8 years. Although feeble, they are the circle's first line of defence when needed. Average workers (2 HD) are 8-12 years old, and form the backbone of the community. Elder workers (3 HD) serve as supervisors and shock troops. Guards (4 HD) are 16-20 years old, and are charged with overall defence of the circle; they tend to be more aggressive. Circle leaders (5 HD) are older than 20 years, and lead and administer the circle.
As previously, each tribe has a single 6 HD king, whose spores animate guardians, and who is also able to make a number of potions for the community. The other five types of spores are also unchanged, with some rules clarifications to the pacificationeffect making it similar to the dazed condition. Spores can be released in a 120-foot spread or a 40-foot ray, depending on the type.
Monster Manual II (2002)
The text in the Monster Manual II is an edited version of the Dragon #292 article, with a new illustration and a new gender-neutral title for the myconid leader, who is now their "sovereign". The lore confirms that myconids are immobile until the age of four, and gives them an alternative name of "fungus ones". Such is their distrust of outsiders that they actively seek homes away from busy areas. Their extensive knowledge of fungus farming is emphasised, including optimum growing conditions, crop sizes, and how to use the different parts of each type. The organisation of circles within a tribe is said to favour distances between circles no greater than the range of the distress spores (120 feet).
The D&D v.3.5 Accessory Update booklet has some minor changes to all six sizes of myconid. These are limited to skills points and a few additional feats, but the chosen feats give the elder worker more hit points, and the guard slightly better attacks.