Instead of 108 doses of Alchemist's Kindness, there would be 1,620, and instead of 1,080 doses of Night Tea, it would be 166,320 doses (enough for 5,544 women for a month).
Ok, break that down, because that sounds way off.
Brazil's football team has the luck of the devil. I would not be surprised if they'd turn it around somehow.
Are we talking about the same team?

It's shit. Shit!
 
Are we talking about the same team?

It's shit. Shit!
And just made the goal, one more and their back.

Bloodraven is kept in line by a very, very clear picture of what we would do with a traitor and he is the last man who would sacrifice himself for any cause.
He is also propably the human with the best chance of winning against us if we have opposing goals.
Beside that, he has the ability to use Divine Salients. We have no chance to shut him out anyway.
Those take time, effort and allow winter's response.
Looking through the carved eyes is much cheaper.
 
I'm not really worried about Bloodraven working against us. In the end he's always been loyal to House Targaryen, and it's not really an exaggeration to say that he's the reason our line wasn't wiped out by the Blackfyres and Bittersteel. When the time comes I'm perfectly happy to help him find a replacement Greenseer from among our Children of the Forest from whatever breeding project we start up (or if all else fails, gods forbid, Bran), and helping him escape the weirwood throne. I would gladly bring him into the Imperium and make him spymaster, although he'd have to disguise himself. That or Cyclic Reincarnation so he'd just come back as a Targaryen and not be instantly recognized like, "Holy shit, is that Bloodraven?!"
 
He is also propably the human with the best chance of winning against us if we have opposing goals.
Those take time, effort and allow winter's response.
Looking through the carved eyes is much cheaper.
True, but defeating us before the Long Night is over would be definitely against his goals, unless he is secretly a servant of the Others and I sincerely doubt that the Old Gods are that incompetent. Once that has been dealt with, I intend to be strong enough to murder gods, so even his impressive power should be no longer beyond us.

Furthermore, I don't think that the Old Gods would back him against us, thus greatly diminishing the raw power he can bring to bear against us.

However, that all hinges on him even having an interest to go against Viserys. If he asked us to pry him out of the tree after the Long Night, we would do so in a heartbeat and he could get quite a comfy position anywhere in the Imperium if he asks. We would need a Governor-General for the Far North after all and he is the closest thing to a local who could actually fill such a role.
 
True, but defeating us before the Long Night is over would be definitely against his goals, unless he is secretly a servant of the Others and I sincerely doubt that the Old Gods are that incompetent. Once that has been dealt with, I intend to be strong enough to murder gods, so even his impressive power should be no longer beyond us.

Furthermore, I don't think that the Old Gods would back him against us, thus greatly diminishing the raw power he can bring to bear against us.

However, that all hinges on him even having an interest to go against Viserys. If he asked us to pry him out of the tree after the Long Night, we would do so in a heartbeat and he could get quite a comfy position anywhere in the Imperium if he asks. We would need a Governor-General for the Far North after all and he is the closest thing to a local who could actually fill such a role.
This. Bloodraven would have little to no incentive to go against us and every incentive to simply take our job offer and Valyrian Dragon that we'd no doubt hand to him.

He's manipulative, yes, but he's loyal to the royal family, and more than that we're simply the best possible person to ever work under, hands down. We're powerful enough not to fall over in a rebellion, we treat our subjects well, we reward loyal subordinates massively, we have goals admirable of a ruler, we are supernaturally competent, and most of all we're the ones constantly beating back apocalypses and otherworldly horrors.

Bloodraven's not going to escape only to work against us and ruin what we've built, he'd want a cosy spot at the top of the ladder close to us and enjoying the fruits of those labors. This is simply enlightened self interest. Just look at Malarys as an example.
 
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I'm not really worried about Bloodraven working against us. When the time comes I'm perfectly happy to help him find a replacement Greenseer from among our Children of the Forest from whatever breeding project we start up (or if all else fails, gods forbid, Bran), and helping him escape the weirwood throne. I would gladly bring him into the Imperium and make him spymaster, although he'd have to disguise himself. That or Cyclic Reincarnation so he'd just come back as a Targaryen and not be instantly recognized like, "Holy shit, is that Bloodraven?!"
Imperator Viserys Targaryen, Ruler of Westeros, Essos, Sothoryos, the Sea and Assorted Bits Of Various Planes, Lord of Sky and Flame, Bringer of Light, Vanquisher of the Great Enemy, who is also a Old Red Dragon: "Yeah, he is. Got a problem with that?"
 
It's great to know that France will get into the finals of the world cup!

@Duesal anyone who can recognise Bloodraven's current state deserves a job offer!
 
Ok, break that down, because that sounds way off.

Okay, but bear with me, I've got a lap full of rowdy puppy.
I'll use Alchemist's Kindness as an example.

It costs 1 D&D gold pieces. For crafting purposes, we convert that to 10 D&D silver pieces.

The Crafting DC for Alchemist's Kindness is 20, but we can increase the DC by +10. It's not always something we would want to do, but when you can squeeze it in, you get much better results.

Naria has a total Alchemy crafting bonus of +26. Add that to whatever the Alchemy check is to get our total result. I'll use 10 here because it's easy. That's a total of 36.

We multiply the total Alchemy result of 36 times the modified Crafting DC for Alchemist's Kindness (30), for a result of 1,080. That's for a full week of work, so we divide it by 7 to get a result of 154.29.

The 154.29 is the unmodified amount of silver pieces worth of Alchemist's Kindness we would produce in one day of work. So that would normally be just 15 doses.

However, if the total value of what you create that day exceeds the base cost of the item in silver pieces, you do so well that you create the item in a reduced amount of time. Twice the value and you create it in half the time, three times the value in a third of the time, and so on. Since we produced 154.29 silver pieces worth of Alchemist's Kindness means, we blew it out of the park and created the stuff in 1/15th the regular amount of time.

Valeria could call it quits for the day, and be happy with those 15+ doses she produced in 32 minutes, or have her Unseen Crafter keep plugging away and produce another 154.29 silver pieces worth of Alchemist's Kindness every 32 minutes until her 8 hour work day is complete, instead ending up with 231.43 doses.
This only works so well with very cheap items.
 
Dont forget to do the vacation thing too while on vacation. :p

@Duesal hopefully the minor PCs will pay us back in HDs soon enough. Need lots of sacrifice for the PoE and PoA enclaves' weirwoods!
Bravos is unlikely to pay us back in HD, but they have promised us all cursed into uselessness objects they get their hand on for free, so they are going to be a regular source of fodder for the Day of Change.
 
Other Institution with Mages
Other Institutions with Mages:

Asshai:
Shadowbinders ???


Braavos:
Mages:
Name: Alysande Redsail
Alias: Silverblood, Kelpie-Breaker
Age: 24
Alignment: True Neutral
Race: Human
Level: 8
Class:
Wizard 3/Agent of the Silver Eye 5
Feats: Scribe Scroll, Able Learner, Spell-Casting Prodigy, Live My Nightmare, Ineluctable Echo
Skill Tricks: Swift Concentration
Class Features: Argent Gaze (Level 4); Shadow of Faerie (Necromancy); Lore of the Secret City (1/day)

HP: 31
AC: 10 +2 (Dex) +4 (Mage Armor) = 16
Initiative: +2 (Dex)
Attack: 3 (BaB) -1 (STR) +2 (Enchantment) = +4 (1d6-1)
Spell Save: DC: 10 + 5 (INT) + 1 (SP) + spell level
Weapon Proficiency: Rapier
Immunities: Possession/Mental Control
SR 20 vs Necromancy


STATS:
9 (-1) Strength
13 +1 = 14 (+2) Dexterity
12 +2 = 14 (+2) Constitution
12 (+1) Charisma
17 +3 = 20 (+5) Intelligence
15 (+2) Wisdom


SAVES:
FORTITUDE: 2 +1 +2 = 3/5
REFLEX: 5 +2 +2 = 7/9
WILL: 7 + 2 +2 = 9/11

SKILLS
Concentration:
11+1 = 12
Knowledge (Arcana): 11 +5 = 16
Spellcraft: 11 +5 = 16
Decipher Script: 11 +5 = 16
Disable Device: 3+5 = 8
Diplomacy: 8 +1 = 9
Disguise: 9 +1 = 10
Gather Information: 11 +1 = 12
Bluff: 11 +1 = 12
Sense Motive: 11 +2 = 13
Spot: 11 +2 = 13

Spells Known (Caster Level 8):
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Resistance, Touch of Fatigue
Level 1: Charm Person, Erase, Grease, Obscuring Mist, True Strike, Alarm, Cheat, Detect Undead, Hail of Stone, Shield, Mage Armor
Level 2: Detect Thoughts, Invisibility, Knock, Mirror Image, Fox's Cunning, Scorching Ray, Web, Rebuke, Sun Bolt, False Life
Level 3: Hold Person, Magic Circle Against Evil, Slow, Tongues, Blink, Dispel Magic, Great Thunderclap, Alter Fortune, Fireball
Level 4: Black Tentacles, Fear, Resilient Sphere, Heart of Earth, Dimension Door

Spells Prepared (Caster Level 8):
Level 0(4/day): Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation
Level 1(5/day): True Strike, Mage Armor, Hail of Stone x2, Charm Person
Level 2(4/day): Detect Thoughts, Invisibility, Mirror Image, Stun Bolt
Level 3(4/day): Blink, Dispel Magic, Great Thunderclap, Alter Fortune
Level 4(3/day): Black Tentacles, Heart of Earth, Resilient Sphere

Magic Item Descriptions:

Silph's Blade
Description: This delicate-seeming sword seems forged of mist and moonlight, appearing to vanish like a mirage when looked at from the from the right angle, or perhaps better to say the wrong one. Many have spilled their life's blood upon it after its bearer danced out of the way of seemingly inevitable attacks.

Ability: +2 weapon, Grants the wielder Evasion and one more attack when full attacking (not cumulative with Haste)

Trickster's Gambit
Description: One can only faintly see leering jester's faces upon the band of this tarnished brass ring, and even the canniest mage might miss the glitter of sorcery upon it, for it was forged long ago to confound the arrogance of mages

Ability: As Runestaff. Can cast Spell Immunity and Greater Spell Immunity (Self Only)

Boneward 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.

Quill of Scribing:
Ability: A Quill of Scribing is activated by a command word in Draconic, translating roughly as "inscribe." This requires a standard action. It deactivates when it is through scribing the scroll in question, but it can be deactivated early simply by taking it in hand and pulling it away from the scroll (though this wastes any resources required to scribe the scroll). The quill can be activated only once per day, even if it is deactivated early.

Supernatural Servant: Liminal Sprite (Bolt)

Equipped Magic Items: Lens of Magecraft (Bound), Greater Ribbon of Disguise, Gloves of Zephyr's Grace +1, Circlet of Clarity +3, Amulet of Protection from Evil, Silph's Blade, Trickster's Gambit, Boneward Belt (+2), Quill of Scribing
4 Elite Mages: Wizard 3/Agent of the Silver Eye 3
7 Minor Sorcerers: Hedge Mage 3/Agent of the Silver Eye 1
2 Fey-trained Enchanters: Wizard 4

Silver Eye
Alysande: Wizard 3/Agent of the Silver Eye 6
3x Elite Mages: Wizard 3/Agent of the Silver Eye 3
10x Minor Sorcerers: Hedge Mage 3/Agent of the Silver Eye 1
4x Fey-trained Enchanters: Wizard 4
Stealth Specialists:
1 Spymaster: Expert 1/Rogue 4/Wizard 1
5 Elite Field Agents: Rogue 4
12 Minor Field Agents: Expert 2/Rogue 1
Warriors:
1 Exemplary Bravo: Fighter 6/Duelist 1
2 Spell-Scarred Dothraki Hunters: Rangers 6
8 Bravos: Fighter 2/ Rogue 2
17 Veteran Sellswords: Warrior 3/ Fighter 2 (only 6 present)

Note: Does not contain trainees not yet in active service (lvl 1-2)
Moonsingers
1 Mirror Mephit
1x First Voice: Cleric 3/Bard 3
4x Wardens of Healing: Cleric 5
11x Acolytes of Grace: Adept 3
9x Initiates of Grace: Adept 2
16x Neophytes: Adept 1

Previously Unaffiliated Mages
1x Wizard 2
2x Sorcerers 4
3x Mystics 3
6x Hedge Mages 5
2x Hedge Mages 4
4x Hedge Mages 3
6x Hedge Mages 2
9x Hedge Mages 1

Court of Stars:
King -- slumbering since he lost his crown to Garth the Green

Queen -- ???

Crimson LotusCandlestone Courtier Fey Prince who had dealings with known diabolists — currently our prisoner and being interrogated

Lady of the Duskspymistress of the Court of Stars

Dusk Dancer — Envoy of the Court of Stars
Leanan Sidhe with PC levels (confirmed Arcane casting of the sixth circle)

Knights of the Rainbow Guard:
Azure Knight — ???
Crimson Knight — weaves fire

Aryssa the Pixie — One of many guards of the Court of Stars
Level 11-12 Scout
Armor: ???
Weapon: Enchanted Bow
Court of Stars Destroyed
Star Crowned Queen Dead
Crimson Blade Dead, court all-but wiped out in holy fire
Orange Haze Dead, court consumed by Deep One attack
Golden Seer Dead, court shattered by the surprise of the event
Green Warden Survived, alongside most of court

  1. Currently negotiating to join the Imperium if the Slumbering King's remnants are allowed to join the Green Dream, contingent on Bloodraven's approval
  2. Ser Garth the Green and his Pixie friend Aryssa the Scout also survived
Azure Key Survived, alongside most of court
  1. Currently engaged in a lore exchange with the Imperium with hopes of further mutual cooperation.
Indigo Mask Gravely Wounded, fled into the Deep Feywild
  1. Driven to join the Winter Court out of spite and hatred, being hunted by the Wild Hunt.
Violet Veil Dead, mantle passed on to surviving noble
  1. Dusk Dancer — Former envoy of the Court of Stars, later empowered raised to the position of the Lady of the Violet Court following Operation Starfall and the death of Violet Veil (Rogue Creature Glasting +2 Trickster path abilities (CR 23; 25HD), captured and turned into a magical tome filled with every bit of her knowledge.
  2. Nairos of the Shrouded Light -- Lurker in Light Prismatic Creature Sorcerer Creature (CL 23; CR 24) -- Revealed to have been an architect of a plan to ensnare all of Westeros after a coup to slay the Slumbering King of the Court of Stars via replacing him with Renly Baratheon

Dorne:
Order of the Flame:
"Those mages powerful and skilled enough to teach others, named in honor of Velen, the first of Dorne's teachers."
1 Mystic 6
2 Mystic 4 1 Mystic 4 (the other in Sorcerer's Deep)
4 Mystics 2 2 Mystics 2 (the other two in Sorcerer's Deep)
4 Hedge Mages 3

Order of the Spear:
"Those powerful and trusted enough to protect House Martell from its enemies."
3 Fighter 3/Hedge Mage 2
3 Duskblades 5
3 Bards 3
2 Sorcerers 3

Order of the Cauldron:
"Those whose magic can see immediate and public use, such as healers, minstrels with a touch of enchantment in their song, or those who can forge petty talismans of warding and protection."
2 Hedge Mage 5
2 Mystic 2
5 Hedge Mage 3
1 Druid 1

Supernatural Mentors:

Lesser Phoenixes x 6

These phoenixes were called by Velen to aid in teaching the mages of Dorne. They mainly teach on general planar and arcana topics, but their insight is nonetheless invaluable in an age of blossoming magic. Prince Doran has arranged to pay them in acts of altruism, such as opening soup kitchens, other acts of charity, or moderating laws that seem overly cruel.

Lesser Phoenixes


Small Outsider (Good, Extraplanar, Fire)
Hit Dice
|3d8+3 (16 hp)
Initiative|+2
Speed|10ft. (2 squares), fly 80ft. (good)
Armor Class|16 (+1 size, +2 dex, +3 Natural), touch 12, flat-footed 14
Base attack/Grapple| +3/-1
Attack|Talons +6 melee (1d4 +1d4 fire)
Full attack|2 talons +6 melee (1d4+1d4 fire) and bite +1 melee (1d4+1d4 fire)
Space/reach|5ft./5ft.
Special attacks|Burn, spell-like abilities
Special qualities|60ft darkvision, immunity to fire, vulnerability to cold
Saves|Fort +4, Ref +5, Will +5
Abilities|Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 12
Skills|Diplomacy +7, Heal +8, Knowledge (Religion) +8 Knowledge (The Planes) +6, Listen +8, Sense Motive +8, Spot +8, Knowledge (Arcana) +6
Feats|Flyby attack, Weapon finesse
Alignment: Neutral Good

Telepathy (Su)
A phoenix may communicate telepathically with any creature within 100 feet that has a language.

Piercing Gaze (Sp)
A Phoenix can always see the darkness in the hearts of mortals however they try to hide it (Detect Evil as a level 4 Cleric; At Will)

Echo of the Flame (Sp)
A Lesser Phoenix can imbue a echo of the eternal flames of Elemental Fire onto an item or its choice (Continual Flame as a level 4 sorcerer; 1/day)

Fan of Flames (Sp)
A Lesser Phoenix can unleash a torrent of arcane fire from its wings searing multiple foes (Burning hands as a level 4 Sorcerer; 1/day)

Healing Light (Sp)
As a guardian of life and harbinger of renewal a Lesser Phoenix can restore its vitality or that of its allies (Cure Light Wounds as a Level 4 Cleric; 1/day)

Selyn the Forlorn

Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an advantage over creatures who look upon them.

Just as nymphs guard nature's purest places and dryads protect their sacred trees, lampads watch over the dark places of the world. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.

Though sorrow is the natural lot of these fey of the deep earth, it does not mean they cannot be driven to despair beyond what marks their ordinary lives. Such an unfortunate among her ever-weeping kin is Selyn who transgressed against her lady and her court unknowingly and was sent into exile, into the harsh light of the upper world yet.

Selyn was taken to the court of Sunspear in Dorne to become a teacher of mages. There she made a deal with Prince Doran to teach for a hundred years and a day in exchange for ownership of the natural caverns under the city which she could one day become the ruler of.

Selyn the Forlorn


Medium Fey
Hit Dice
|7d6+28 (52 hp)
Initiative|+5
Speed|30 ft.
Armor Class|20, touch 20, flat-footed 15 (+5 deflection, +5 Dex
Base attack/Grapple| +3/+3
Attack|Melee Dagger +9 (1d4) or Ranged Slingc +9 (1d4)
Full attack|Melee Dagger +9 (1d4) or Ranged Slingc +9 (1d4)
Space/reach|5ft./5ft.
Special attacks|Weep, spell-like abilities
Special qualities|Low-light Vision, DR 5/Cold Iron
Saves|Fort +6, Ref +10, Will +8
Abilities|Str 10, Dex 21, Con 18, Int 14 Wis 17, Cha 21
Skills| Diplomacy +13, Knowledge (dungeoneering) +9, Knowledge (nature) +12, Spot +9, Listen +10, Perform (sing) +9, Sense Motive +15, Spellcraft +9, Move Silently +10, Hide +10, Use Magic Device +15
Feats| Alertness, Combat Casting, Point-Blank Shot, Weapon Finesse
Alignment: Chaotically Neutral

Insane Beauty (Su):
This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim light. Those who look directly upon the lampad must succeed at a DC 18 Will save or gain the confused condition for 1d6 rounds. A creature that succeeds at the save is immune to the same lampad's insane beauty for 24 hours. A lampad can suppress or resume this ability as a free action. The save DC is Charisma-based.

Weep (Su): As a standard action, a lampad can unsettle those near her when she cries. Any creature within 30 feet who can hear a lampad weeping becomes shaken unless it succeeds at a DC 18 Will saving throw. This ability can't cause a creature to become frightened or panicked. This is a mind-affecting fear effect that relies on audible components. The save DC is Charisma-based.

Spell-Like Abilities (CL 7):

At Will: Meld into Stone, Stone Tell

Druid spells prepared (CL 5):

Level 0: Detect Magic, Detect Poison, Light, Mending
Level 1: Cure Light Woundsx2, Faerie Fire, Magic Stonex2
Level 2: Spider Climbx2, Stone Call
Level 3: Stone Shape, Cure Critical Wounds

Golden Company:
Clerics:
1 Aegon 'Young Griff', Chosen of Tiamat, Mage of the Eighth Circle -- Probably Mind Blanked
1 Tiamat Cleric of the Seventh Circle ('Lemore', Ashara Dayne) -- Mind Blanked
2 Tiamat Clerics of the Sixth Circle -- Mind Blanked
2 Tiamat Clerics of the Fourth Circle
4 Tiamat Clerics of the Second Circle
13 Tiamat Clerics of the First Circle

Dragons/Drakes:
Lizzirth (Very Young Red Dragon)/possibly one or two Wizard levels -- Mind Blanked
Older Than Adult Female Shadow Dragon
Souped Up Nightmare Dragon
23 Prismatic Drakes

Wizards:
Wizards:
2 Wizards of the Seventh Circle (Volantine Evokers) -- Mind Blanked
1 Wizard of the Sixth Circle (Necromancer/Flesh-smith) -- Mind Blanked
3 Wizard of the Fifth Circle (2 Diviners; 1 Enchanter) -- Mind Blanked
2 Wizards of the Fourth Circle
4 Wizard of the Third Circle
10 Wizards of the Second Circle
6 Wizards of the First Circle

Mundane Forces:
Cavalry:
3 Elephants (Mage Riders)
1,900 Heavy cavalry
2,100 Light cavalry

Infantry:
6,500 Heavy infantry
7,000 Light infantry
Golden Company Destroyed

King's Landing:
Alchemists' Guild Destroyed

Mantarys:
2x Disciples: 1x Cleric 7 (Good, Protection, and Healing domains), 1x Cleric 9 (Good, Protection, and Healing domains)
6x Torchbearers: 5x Fighter 3/Adept 3 [May become Paladins], 1x Paladin 7
4x Truth-Seekers: Sorcerer 3 (2 are Tieflings)
7x Senior Acolytes: Adept 3
2x Fighter 11

Note: does not include junior acolytes level 1-2 who are considered too inexperienced to go out on any long-range mission

Note 2: The Cleric 9, Paladin 7, and 2x Fighter 11s are all equipped with Reinforced Segmented Adamantine Fullplate, Healing Belts, PfE Items, and the Cleric and Paladin have Razorsharp Adamantine Thinblades (+1) while the Fighters have Valyrian Steel Greatswords. This, along with a 1000 IM bonus each, was a reward granted to them for coming on a Valyria expedition.

Oldtown:
There are about 80 full Lantern Bearers, not including apprentices. Tobyn is among their number.
They are led by the current Lord Hightower.

Use Blood Hexes, Alchemy, and Ritual Magic

Roughly 30 Full-Fledged Members and 20 Apprentices

5 mages currently in the order:
  • 2 Hexblades (lvl 8)
  • 2 Witches (lvl 9)
  • 1 Hunter (lvl 11)
Citadel ???

Qarth:
Warlocks ???

Stormlands:
Survivors of the Guild and their Apprentices
  • 1 Alchemist lvl 8
  • 2 Alchemists lvl 5
  • 5 Alchemists lvl 3
  • 7 Alchemists lvl 1
Minor Mages
  • 4 Hedge Mages lvl 5
  • 7 Hedge mages lvl 4
  • 12 Hedge mages lvl 2
  • 15 Hedge mages lvl 1

Tolos:
Relath the Young Adult Brine Dragon
Cleric of the Merling King 1
Brine Halfdragon Sorcerer babies ???
???

Volantis (The Mysterium):
High Speaker Zherys of the Mysterium
Class: ??? (Most likely Sorcerer)
Known Items: ???

The Fire Caller (Fire Dwarf in Volantis)
Class: Wizard (Conjurer) Minimum of Level 7
Known Items: ???


??? Need more intel on other agents
Benerro Flame Keeper Cleric 7/Divine Disciple 5

Flamseers:
Moqorro High Flameseer Cleric 5/Divine Oracle 6
4x Master Flameseers Cleric 5/Divine Oracle 3
7x Adept Flameseers Cleric 5/Divine Aracle 2
18x Neophyte Flamesseers Cleric 5/Divine Aracle 2

Lightweavers:
Aerela High Lightweaver: Cleric 9 (Crafting Focus)
5x Master Lightweaver Cleric 8 (Crafting Focus)
4x Adept Lightweaver Cleric 7 (Crafting Focus)
17x Neophyte Lightweaver Cleric 5 (Crafting Focus)

Purifiers
4x Master Purifiers: Cleric 5/ Sacred Purifier 3
5x Adept Purifiers: Cleric 5/ Sacred Purifier 2
15x Neophyte Purifiers: Cleric 5/ Sacred Purifier 1

Lower Order Priests and Acolytes:
3x Cleric 5
7x Cleric 4
8x Cleric 3
16x Cleric 2
9x Cleric 1


Westerlands (The Order of the Golden Shield):
Gerion Lannister
Unknown Alignment
Class: ???
Known Items: Valyrian Steel Sword???

Lanna Lannister
Unknown Alignment
Class: Sha'ir Minimum of 8 (Possibly level 10-12)
Feats: Craft Wand
Known Items: Various Wands???
Familiar: Earth Gen

??? No solid information on the magelings

EDIT: I've finally finished sprucing up this sheet. We have complete information on Dorne and Braavos, and we can probably get information on Mantarys in the near future as well.
 
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This only works so well with very cheap items.
I think there's something wrong in the way you are reading the "if you craft more, you craft faster" bit.

The way I see it, she'd complete it in 1/15th of the time if only made one dose of it.

Then you'd technically have to roll again for the second one, and the third, and the fourth, and so on.

Because, AFAIK, you can technically only make one item at a time.

It gets very silly very fast otherwise. So, if you say you made 15 doses because of 154 silver of progress, you can't say you also made each of them fifteen times faster, as your target number is 150, no 10.

Or at least I think so, otherwise it'd be very wonky.
 
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I think there's something wrong in the way you are reading the "if you craft more, you craft faster" bit.

The way I see it, she'd complete it in 1/15th of the time if only made one dose of it.

Then you'd technically have to roll again for the second one, and the third, and the fourth, and so on.

Because, AFAIK, you can technically only make one item at a time.

It gets very silly very fast otherwise. So, if you say you made 15 doses because of 154 silver of progress, you can't say you also made each of them fifteen times faster, as your target number is 150, no 10.

Or at least I think so, otherwise it'd be very wonky.

Yeah, DP could rule it that way, but I hope not. The crafting system is not user friendly at all, but I've tried to simplify it as much as possible for DP's sake and sanity, to keep him from having to do too much manual input on the rolls.

I can see justifying those kinds of production numbers because the item is fairly simple and low cost, so you can have very large batches of it cooking all at once.

EDIT: It's also supposed to be abstracted across an entire week, but you can accomplish the same results going with the daily option. In that case, making multiple rolls per day would be a huge hassle.

EDIT #2: It doesn't affect the production of Alchemist's Fire at all, because of the item's expense, and even the Vermin Repellent isn't affected that much, despite being four times cheaper at 5 D&D gold.
 
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I've actually been planning on that. A quill for Wyla in exchange for the full knowledge of what spells she has and the right to commission scrolls of any of those spells indefinitely.

The quills aren't that valuable. If we're going to ask for that kind of payment from her, we should stipulate that we'll cover the reagent cost to produce the scrolls.
 
The quills aren't that valuable. If we're going to ask for that kind of payment from her, we should stipulate that we'll cover the reagent cost to produce the scrolls.
That's kind of implied by the fact that we'll be commissioning it, of course we'll pay fairly. What I'm aiming to bargain for is that she needs to give a fair accounting of what spells she has, and she needs to always give us the option of buying scrolls of any of those spells if we want.

EDIT: I also want to offer the same deal to the Wax Golem in Tyrosh. Wyla and the Wax Golem are excellent sources of spells without needing to go off the plane.
 
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You know what's the worst part?

They will probably remove the best coach we've had in nearly twenty years. Tite worked a damn miracle, and if he were allowed to keep training the same team, consistently, until the next Cup...

Well, the Hexa would be a certainty.
Yeah, DP could rule it that way, but I hope not. The crafting system is not user friendly at all, but I've tried to simplify it as much as possible for DP's sake and sanity, to keep him from having to do too much manual input on the rolls.

I can see justifying those kinds of production numbers because the item is fairly simple and low cost, so you can have very large batches of it cooking all at once.
Well, I suppose contraceptives are one thing that won't unbalance the setting, and great for us.
 
I think he feels personally uncomfortable with the idea, not legally.

We could force the issue by having whoever is closest to him buy a computer with pooled monies, then the personal discomfort of rejecting a gift already paid for should outweigh it :p

Edit:
That's not the computer, it's the electrical and/or internet infrastructure, or in one memorable instance,, the neighbors poking holes in walls without much thought behind it.

This might be a little harder to manage.
 
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also want to offer the same deal to the Wax Golem in Tyrosh. Wyla and the Wax Golem are excellent sources of spells without needing to go off the plane.

I forgot to bring it up with the turn actions, but can it be a minor one? We need to deal with the issue of the diefication of the Three-Fold Path as Trios to the one being who absolutely hates False Gods.

Idea, Glyra is getting us Hydra eggs. Have Yss talk with Messanger and have a Three-Headed Hydra be an Avatar of Yss, Sect of the Three-Fold Path.

[X] Goldfish
 
I forgot to bring it up with the turn actions, but can it be a minor one? We need to deal with the issue of the diefication of the Three-Fold Path as Trios to the one being who absolutely hates False Gods.

Idea, Glyra is getting us Hydra eggs. Have Yss talk with Messanger and have a Three-Headed Hydra be an Avatar of Yss, Sect of the Three-Fold Path.

[X] Goldfish
Making that philosophy connected to a god outright ruins it, though. I'd prefer to simply convince Yss to stay his fangs and leave them in peace.
 
Making that philosophy connected to a god outright ruins it, though. I'd prefer to simply convince Yss to stay his fangs and leave them in peace.

In the Pathfinder setting, there is a god, Irori, who started out life as a mortal, but who ascended to godhood through basically mastering all aspects of himself, physical, mental, and spiritual.

I think he maxed out in Monk, Wizard, and Psion.

His followers seek to emulate his achievements and follow in his footsteps.

Maybe we can try something similar with Trios? Don't worship the god, but instead seek to become like him, through achieving perfection.
 
In the Pathfinder setting, there is a god, Irori, who started out life as a mortal, but who ascended to godhood through basically mastering all aspects of himself, physical, mental, and spiritual.

I think he maxed out in Monk, Wizard, and Psion.

His followers seek to emulate his achievements and follow in his footsteps.

Maybe we can try something similar with Trios? Don't worship the god, but instead seek to become like him, through achieving perfection.
I would say just Monk.

Physical, Mental and Spiritual? Yes, that's a monk alright.

So, essentially achieved Nirvana?
 
In the Pathfinder setting, there is a god, Irori, who started out life as a mortal, but who ascended to godhood through basically mastering all aspects of himself, physical, mental, and spiritual.

I think he maxed out in Monk, Wizard, and Psion.

His followers seek to emulate his achievements and follow in his footsteps.

Maybe we can try something similar with Trios? Don't worship the god, but instead seek to become like him, through achieving perfection.

Perfection.
 
I would say just Monk.

Physical, Mental and Spiritual? Yes, that's a monk alright.

So, essentially achieved Nirvana?

Possible, but I'm fairly certain I read in the fluff somewhere that he mastered the power of magic and the power of the mind before becoming a god. His homeland is one of the few places on Golarion where psionics are openly practiced, so mastering the power of his mind would imply he was also an accomplished psychic of some sort.

EDIT: But a quick bit of research cannot confirm my account. I think you might be right, and he was the Monk to end all Monks. Once more, my memory fails me.
 
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Possible, but I'm fairly certain I read in the fluff somewhere that he mastered the power of magic and the power of the mind before becoming a god. His homeland is one of the few places on Golarion where psionics are openly practiced, so mastering the power of his mind would imply he was also an accomplished psychic of some sort.

EDIT: But a quick bit of research cannot confirm my account. I think you might be right, and he was the Monk to end all Monks. Once more, my memory fails me.
Is being a Monk on pathfinder actually good, or is it still the shit from D&D 3.X?
 
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