@TotallyNotEvil Actually, that might not be true. @DragonParadox Could Rina assist with the Hardening Chamber, so that she and Lya are both devoting crafting time to the project?
1) plucky band of adventurers kill fiend cult leaders, try to take their shit
2) lots of it is tied up in non-liquid assets, leave it alone, too much hassle and heat
3) got their vault full of gold and their warchest though!
4) hey do you think anyone will come looking for this after that battle?
@Everyone The Hardening Chamber will be completed at the end of the new turn, so we'll be able to start using it next month to make pretty much every non-consumable product, piece of equipment, weapon, suit of armor, etc., produced in Sorcerer's Deep much more resistant to damage, so much so that our stuff should become world renowned.
Paper that won't burn, rope that's almost impossible to cut, glass that will bounce off the ground rather than shatter...
At Lya's suggestion you had taken a break from swimming against the tide of ink and parchment to spend some time with your wards, to see how they are doing and listen to any concerns they may have which are not urgent enough to come to you with, but still important to their minds. At least that had been the plan to begin with. Alas that you had not accounted for one crucial factor: babies. Your three youngest wards are now eight months of age and beginning to take their first toddling steps, engaging in the age-old pastime of lap-jumping, thus rendering any chance at discussion moot in all the babbling and baby-talk.
Perhaps the rest of you might have lasted longer before succumbing had these particular babies not had a unfair advantage over most of their kind, the ability to change their form to just what any given playmate would find the most adorable, a skill they had been practicing on their nursemaids for months now.
A pudgy little fist pokes at your chest, reminding you of the giggling bundle you were currently playing host to. The child, who seems to somewhat prefer being a girl over a boy unlike her two siblings, is currently sporting milk-pale skin and almost impossibly vivid crimson hair. She stares as you imperiously then points to where Dany is currently entertaining one of her brothers by flying about in hatchling form.
"Do dat!" She echoes the words with a much clearer mental sending, obviously still dubious about this talking business, though she seems to be picking it up with uncommon speed.
"I can't. I wouldn't fit," you explain. You concentrate on an image of looking back at your full draconic bulk with other people nearby to give her a sense of scale.
That gives her a rather different idea: "Wanna go up! Big Up!"
Eight months is a little young to go on dragonback, so you fulfill her wish a different way. With a thought you grant her the power to fly like a feather on the wind.
Peels of joyous laughter echo around the room as she bounces up and around the room, her features twisting and changing until her hair is silver and her eyes violet: "Me Dwagon!" she shouts, waving her arms dramatically.
"I don't think Dawnfyre will ever forgive me," Valaena confesses, laughing. "I'll never be able to look at a dragon the same way again."
Moments thereafter her brothers ask to fly too and then the three 'dragons' chase each other around the room occasionally making huffing sounds to 'breathe fire'.
***
As the children are put to bed the gathering splits, and Valaena surprisingly asks if she can follow and watch as you go about the concerns of lordship. The way she emphasizes the final word makes you suspect Monford Velaryon will not thank you for the sort of notions flying through his daughter's head. Like many others he too will have to deal with a changing world.
Before aught else you go over the raiders' tallies. Two ships had almost been lost, one to storms and another to pirates still flying the old Tyroshi banner and looking for revenge, though thankfully the keen eyes and wisdom of the tritons served the captains well. Both ships were forced into port for repairs, but losses among the crews were mercifully light and profits were otherwise quite respectable... enough so that you begin to wonder if you should start reigning your captains back lest it drive the Lyseni and Myrmen to foolish action.
Gained 113900 Gold from Raiding
Going over the lists of confiscations and executions from Tyroshi rebels who had chosen to stay ashore, you are torn between disappointment at the amount of wealth flowing into the treasury and relief that you would not have to put out the fires that would inevitably spring out from any of the great families collapsing so soon after the conquest.
Gained 38720 Gold from confiscations (part liquid wealth part confiscated properties in Tyrosh and its hinterlands)
Valaena is quite shocked when you explain to her that the sum was comparable to the profits your trading company had shown over the past month alone, shocked and intrigued. You suspect the girl is already considering how House Velaryon may once more grow wealthy from trade as the Sea Snake first built their fortune. She certainly listens very carefully to your lesson about the worth of information to any trader, segueing into the example of Astral Currents and how it can help traders turn a profit almost as well as the use of divination.
Silver Serpent Enterprises company income increased to 28000
Astral Currents Stock Exchange Company income increased by 6060, currently at 12060
A surprise awaits you when you crack open the Verdant Vistas books, as is only proper you suppose when dealing with the fey even once removed. Rather than curiosities or strange magics this month's offering is a shipment of timber, though not of any sort the harbormaster nor anyone else in his employ know of: dark but lustrous, and uncommonly light without losing its strength. Being a former clerk with the Iron Bank hired for skill with numbers not words, the man called the shadow-touched wood simply darkwood. Still, uninspired naming aside, you agree with the notes he passed to you. It would be of great use in making wooded weapons and particularly shields
You gain 1600 lb of Darkwood from Verdant Vistas trade (May freely trade for Darkwood in Braavos)
Last but certainly not least you come to the Scholarum report, by far the most substantial you have ever received. Ninety-one new mages of various stripes. The number almost boggles the mind used to seeking out mages as though they are the proverbial pearl in the barrel of oysters. You are almost giddy thinking of all the uses you can put them to. Not only battle mages but healers craftsmen, investigators... The list grows longer the more you think of it.
New Admissions (Level 1):
21 Hedge Mages1
17 Adepts
6 Wizards2
9 Archivists
16 Mystics
11 Sorcerers3
8 Bards4
3 Duskblades5
Notes:
1) Four are Little Valyrians
2) Two are Tieflings
3) One of them is Vesill the Shadow Drake
4) One of them is a member of the Night's Watch delegation
5) One is Ser Alliser Thorne
Advancements:
Tier 1
1 Wizard Advances to level 5 (Mia)
1 Archivist Advances to level 5 (Leila)
2 Wizard Advance to level 4
1 Wizard Advances to level 3
1 Archivist Advances to level 4
1 Archivist Advances to level 3
Tier 2
8 Hedge Mages advance to level 4
4 Hedge Mages advance to level 3
4 Adepts advance to level 3
Going down the list of names you make a mental note to speak to the shadow drake to ensure that the flighty dragon-kin does not take it into her head to fly off from the sheer exaltation of newly awakened magic. Perhaps a promise of employment and treasure might be in order. For certain you could find some use for one with as deep sorcerous potential as she.
Thus as the golden afternoon sunlight spills out into your study you step out to confer with your friends about the plans for the days ahead:
Companion Work Days:
Companion
Workdays
Comment
Viserys
25(+5)
You have the most control of Viserys, so if you want to make him a workaholic you can
Dany
18(+3)
Mandatory fun time says Viserys
Richard
25(+5)
It is his duty and that is that
Lya
25 (+3)
Work is her play
Vee
18 (+3)
Less time spent on healing now that there are other options for the simple things
Tyene
15 (+3)
Healing Duty and her other interests
Waymar
14(+3)
He managed t ofind his footing surprisingly quickly
Xor
20
Always happy to help.
Maelor
17(+3)
Better than Waymar though not super-dedicated.
Glyra
5-20
She would prefer somewhere on the low end of that scale but in the end she has to obey.
Garin
18(+3)
He handles some SSE business along with Hermetia
Malarys
21
Dedicated but not to the point of sacrificing all his free time
Crafters and Teachers Work Days:
Subordinate
Workdays
Comment
Rina the Reborn
[Player Choice]
She does not value anything she might want to do above what Viserys might tell her
Teana Strycos
5
Anything more will eat into her performance as a teacher
Velen the Lesser Phoenix
5
Same as above though as long as either he or Teana do not exceed 5 days the Scholarum will not be impacted too badly
Sarah
18
She enjoys the freedom of having a life as opposed to Tor's Apprenticeship
Leila Goldhammer
20
She takes her cues from Lya but does not enjoy magic to the same degree
Valeria (Arcanum)
[Player Choice] Prefers 20
Crafter, Opportunistic Teacher
Naria (Arcanum)
[Player Choice]
Prefers 23
Researcher, Opportunistic Teacher
Druid Creature Treant #1
10
Take note that they do not like moving around much
Druid Creature Treant #2
10
See Above
Advanced Lotus Leshy #1
16
Would like to see the world
B Team Work Days:
Subordinate
Workdays
Comment
Valaena Velaryon
15
Would probably be fine running around the whole month, but she would feel guilty once the letters from home showed up
Bronn
20
He has his eyes on the prize
Argo the Minotaur
18
He is dedicated but enjoys his freedom
Soft Strider
11
She has responsibilities to her people
Mercy (Arcanum)
[Player Choice]
Prefers 18
Likes to help out with healing and resetlement
Aradia (Arcanum)
[Player Choice]
Prefers 20
Enjoys solo flights away from the crowding and noise of civilization
Kira (Arcanum)
[Player Choice]
Prefers 16
Likes to learn new stories and songs as well as play/tel her own when the mood strikes her
Azema
[Player Choice]
As long as it's not boring
Tasks, for the turn:
Diplomacy:
[] A Forge of Flesh: It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Time needed: 7-10 Days
Characters needed: Vee
[] Songs and Glories: The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sign true songs of your deeds.
Time needed: Player Choice
Characters needed: Viserys, Tyene, Garin, Glyra, or Dany
[] Journey to the East: With the waves you have been making in the Stepstones, it would not go amiss to send envoys to the Free Cities to solidify alliances or seed the ground for conquest.
-[] Write in City
Time needed: 2-5 Days
Characters needed: Any (Some companions make better envoys than others)
[] Beyond the Wall: Bloodraven has gifted you a map of what's Beyond the Wall and the treasures you can find from it. Many are the rewards for those brave enough to dare the dangers. Or perhaps you could sway the Giants to your side as you did with the Children? Ware that any move you make against the Winterborn, they would act in turn.
Time needed: 3-7
Characters needed: Any
[] The War of Stone and Flame (Preparation): Having allied yourself with the cause of the Shaitan Genies in their battle against the City of Brass, it might be time to see if you can slip back into the Plane of Molten Skies.
Time needed: 2-3 Days
Characters needed: Viserys, Garin, or Tyene
[] Children of the Serpent: The priesthood of Yss requests that the "lost ones" be sought and located in Sothorys. As Yss himsef said, his children are "nearly so" gone. Perhaps you might bring back another legend into the world, as you did with the Children of the Forest.
Time needed: ???
Characters needed: Vee
Flames of the East: Zherys is getting worryingly close to consolidating his power in Volantis. Perhaps you should sow some discord behind the Black Walls, or else aid him if you can come to an understanding
Time needed: Player choice
Characters needed: Viserys, Garin, Malarys, Maelor or Glyra
[] Heirs of the Tall Men: The ghosts of lost Sallosh holds riches denied to you. Uniting them with their kin through the ages will fulfill your promise to them. Thus shall they rest in peace, and their treasures, yours.
Time needed: 5-7 Days
Characters needed: Any
Magic:
[] What Evening Holds: You've not the time to travel to Qarth and see the House of the Undying with your own eyes that you may know what those ancient mages plot, but by fortunate chance you do possess some of their famed brew, said to grant visions and portents to any who would dare to drink it
Time needed: 5-7 Days
Characters needed: Waymar or Tyene
[] Lore of Fire: Study of the text gifted you by the priest of R'hllor could be of great use, particularly if you were to venture once more onto the burning plains beneath the walls of the City of Brass.
-[] Write in who is to learn it
Time needed: 5-10 Days (First level)
Character needed: Any (See above)
[] Study Qarthi Lore: Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fell magics. Where others faltered, they endured. What secrets might be gleamed from their artifacts and writings? Lya is more than happy to try and seek the answers.
Time needed: ???
Characters needed: Lya
[] A call into the Ether: Have to call otherworldly beings as servants, allies, or sources of information. With a better understanding of the tower's wards, the process will not be near as time-consuming. With the Scholarum likely to expand enormously you will likely need new teachers to keep up with the flow of students even with Velen pledging himself and some of his fellows to the task.
-[] Write in
Time needed: 1 Day/Summoning
Character needed: Daenerys or Malarys
[] A Binding and a Breaking: You might also call creatures of a darker sort aiming to spill their accursed blood onto the roots of the weirwood trees.
-[] Write in
Time needed: 1 Day/Summoning
Character needed: Daenerys or Malarys
[] Study spells: Lya wishes to spend some of her time simply learning spells from the various troves of arcane knowledge.
-[] Write in spells
Time needed 1 day per spell
Character needed: Lya
[] Magic bound to Matter: Lya could use her more advanced knowledge of enchanting to create more potent enchanted objects
-[] Write in
Time needed: 1 Day for every 200 Gold of the object's price
Character needed: Lya
[] Seed of Life: for more than a year you have held the seed of a Dryad's tree the life within it still slumbering
-[] Path of the Waves: Dany's proposal to use the seed to awaken the Queen Rhaella, empowering it. To give birth to a new being, a fey of the Sky and Sea.
-[] Path of the Gods: Alternatively you could plant the Dryad's seed to stand sentinel over the Ancient Tree once it has been restored to life
-[] Path of the Singers: Lastly you could simply plant it near the village the Children of the Forest have raised to be an ally and protector for them
Time needed: 8-10 days or FREE if the third path is chosen
Character needed Viserys, Waymar, Xor, or Vee
[] Echo of a Dead God: The gods of Valyria are dead, but an echo of one of the Fourteen lingers on the temple of Meraxes, the Watcher in the Night. Now that a ceasefire with Zherys is secured, shall this be your first venture together? Do you prefer to claim it for yourself? Or would you rather dare bring a god back to life? You've done it once before.
Time needed: 4-6 days
Characters needed: Daenerys, and Xor, Lya, or Maelor
[] Study of the Arcane: Between you and your friends you possess an enormous breadth and depths of sorcerous lore, one that the fledgling mages of the Scholarum could well benefit from.
Time needed: Player Choice
Characters needed: Any
[] The Dark Glass' Secret: Beyond the Mirror you found in Wind House long ago you glimpsed mighty horrors as well as strange treasures. Perhaps now you have the strength to make an end of them.
Time needed: ???
Characters needed: Any
[] Tools of the Trade: Though the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Asshai'i Shadow Silk (Arcana or Planes)
-[] Black Tablets made of Dragonscale (Planes or Religion)
-[] Blood Chest (Dungeoneering)
-[] Minotaur Chains (Arcana)
-[] Lich's Potion (Alchemy or Poison Making)
-[] Cursed Athame (Arcana Religion or Planes)
-[] Star Seeker's Anchor (Arcana)
Time needed: Player Choice
Characters needed: Special (Must have appropriate knowledge skill)
[] The False Man of Sallosh: You have slain a being in human guise, but not. Made of iron, wood, and stone instead of flesh, it served the Cheesemonger, but what other secrets does it have? It did express a desire to cooperate should you return it back to life.
Time needed: 2-3 Days
Characters needed: Daenerys, Malarys, or Vee
[] Son of Fair Winds: Turning back the hands of death did you do often these past moons. Yet your first foray upon raising the dead still lives bound not in flesh but porcelain and silken thread. Can you bring Jorel Fairwind back to true life or grant him a new body, now that both paths are at hand?
Time needed: 3 Days
Characters needed: Lya
[] Setting the Snare: You have a devil in a bottle, a fact that would be less troublesome were it not for the fact that she chose defection over the sacrificial blade. To break hell's hold upon her essence would be a mighty deed, one you very much doubt will go unanswered. Thus you resolved to set a trap unlike any other for whatever may come.
Time needed: 5 Days
Characters needed: Viserys, Dany, Malarys, Naria
Martial:
[] Pirate Prince: With the strength of your magic and your friends beside you, you can sweep these seas of slavers or else claim prizes much far too well-guarded for any common raider.
-[] Hunt slavers
-[] Raid for gold
-[] Raid for ships
Time needed: 10 Days minimum (Can be taken multiple times)
Character needed: Any
[] Riders on the Storm: Rhango and his yet small Khalasar have tied their fortune firmly to yours, yet there is a request to unite the Dothraki people before they yet loose themselves on unsavaged lands to drown them in blood... or to drown themselves. Together, you can seek and subdue them in turn, if you make the time.
Time needed: Player Choice
Characters needed: Any
Stewardship:
[] Diving for Treasure: Many ships have been sunk into a watery grave in these troubled seas, some carrying great treasures which you might better put to use.
Time: 8 Days Minimum
Character needed: Daenerys
[] The Music of Creation: With song and sorcery having remade what has been broken by foul arcane flame the Deep Ones' spite, turned the Lyre's power to the betterment of your subjects and build great works for your kingdom.
Time: 12 Days
Character needed: Xor, Lya, or Dany
[] Into the Endless Sky: With the Plane of Molten Skies likely too dangerous to enter for at least some of your company, perhaps it is time to use the Deva Feather to seek kinder realms in the domain of air. For certain Lady Embra will welcome you to the Skyhold of the Djinn.
Time needed: ???
Characters needed: Viserys, Daenerys, Tyene, or Vee (Must have Plane Shift and Teleport Available)
[] Striking Coin: A king you are though yet uncrowned, that not even your foes can deny. Time then to leave the mark of your kingdom upon the world, and what better mark than the iniquitous coin? Not dragon, stag, and groat, but something to mark the birth of a new realm.
Time needed: 7-10 Days
Characters needed: Viserys, Garin, Tyene
[] Righting what was set Askew Part II: Having gained an understanding and control of the leavers of powers within Tyrosh itself, it is time to move beyond the walls of the city where the great plantations lie, many of their masters no doubt deluded that life will continue little differently under your rule, their newly freed slaves having little choice but to work as they always have least they starve. You aim to dissuade them of the notion... forcefully, if necessary.
Time needed: 12 Days
Characters needed: Viserys, Malarys, Garin
[] A Lannister Always Pays his Debts: He shall pay for his meddling indeed... dearly. The spores of Tywin Lannister's ruin has been sown. Now must the rot go deeper. the dead themselves shall raise against his misrule.
Time needed: 4-7 Days
Characters needed: Malarys
Piety:
[] Hail to Glory Most Ancient: Dany tells you she can try to teach others who bear the Dragon-blood to call on the glory and might of those Most Ancient... save one. It would be perilous for mind and spirit both, but great too would be the rewards.
Time: 30-40 Days
Character needed: Daenerys
[] The Gods of Earth, Stone, and Tree: The Old Gods have been fair and more than fair to you. Tis only fitting then that you wet the roots of the Godswood further with the blood of those who would imperil your coasts.
Time 3 Days
Character needed: Viserys
[] Commune with the Last Greenseer: Over his long and storied life, Brynden Rivers, last of the Great Bastards, has been many things: counselor of kings and leader of armies as much as worker of fel magics. In many things might his counsel be of use.
Time: 5-7 Days or 1 Day (Travel by staff, requires sacrifice)
Character needed: Any
[] Echo of Elder Days: In your wanderings about the isle you have found a most remarkable remnant of a bygone era, an ancient Weirwood Heart Tree turned to stone by the passage of the ages. Perhaps from stone life may yet be coaxed with care and study.
Time: 7-10 Days
Characters needed: Vee, Lya, or Viserys
OOC: There are no doubt a bunch of other options you guys would like to see. Suggestions are of course welcome.
Now that death has become a revolving door (as someone pointed on in a picture above) do we have anybody we want to resurrect this turn or soonish? What about Ser Willam Darry? Or that smith that used his last lifeblood for us? (What am I doing, I shouldn't be asking about things that compete with plant creatures in the budget...)
Now that death has become a revolving door (as someone pointed on in a picture above) do we have anybody we want to resurrect this turn or soonish? What about Ser Willam Darry? Or that smith that used his last lifeblood for us? (What am I doing, I shouldn't be asking about things that compete with plant creatures in the budget...)
Bringing back the smith that sacrificed himself for us destroys Oathkeeper -- his soul was intentionally forged into the blade. Oathkeeper is the smith. DP even told us there was a chance that if we poked at Oathkeeper enough he might tell us how to reforge Valyrian Steel.
Yes.
Yeeeeesssss.
Mages!
Finally, we are not an outcast group with but a few low-level schmucks in a world where even Silver Eye has more trained personnel than us.
Now, we have a lot of low-level schmucks.
Also
-[] Path of the Singers: Lastly you could simply plant it near the village the Children of the Forest have raised to be an ally and protector for them
Time needed: 8-10 days or FREE if the third path is chosen
Character needed Viserys, Waymar, Xor, or Vee
I got to go to work in a few minutes but I'll just say I want to do Sothorys since it's important and we are on a visible timer, constantly putting it on the back burner when we don't know how long it will take to get done seems like a poor idea.
Letting the children of the forest grow the seed seems appealing to me. As it costs no time.
Edit: we get one more level 3 archivist and I'm wondering if a bit of teaching soon from the appropriate party member we might get another level 3 very soon.
Alright, the one thing that we need to do is jump on that serpent option. I don't like the idea of leaving those guys alone for much longer if Lloth is getting her spiderweb panties in a twist and planning shit.
Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant
Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).
Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10
Scholarum Sorcerer:
Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Vulnerable (-1 AC)
Non-human: No ranks in Bluff or Intimidate, no Draconic Power (so -1 CL and -1 DC with fire spells).
Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (the planes), Spellcraft, half ranks in Bluff and Intimidate
Spells Known
0th - Prestigiditation, Detect Magic, Message, Launch Item (5/day)
1st - Kelgore's Firebolt, Nerveskitter (4/day)
Fire spells are at CL 6 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast). Fire spells are at +1 DC.
Advancement:
2nd: learn Light,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Expanded Arcana (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Read Magic,
5th: learn Grease and [Glitterdust or Invisibility],
6th: Extra Spell (Dispel Magic), learn Fireball and Detect Poison,
Scrolls: Shield 5, Color Spray 5,
Alchemical Items: 1 Thunderstone, 2 Tanglefoot Bags, 1 Alchemist's Fire
A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: 4+Int mod skill points per level.
Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.
Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.
Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.
And this is what it should be now with the current infusion of students all the various levelups:
Adept 1 - HP 5
STR 8 - DEX 12 - CON 13 - INT 10 - WIS 14 - CHA 8. Feats: Sudden Extend, Sudden Chain, Ability Enhancer,
Flaw: Noncombatant
Non-human: No Survival and Knowledge (Nature). Gain Flaw: Inattentive.
Skills: Max Concentration, Heal, half ranks in Survival and half in Knowledge (Nature).
Advancement:
3rd: Touch of Healing
4th: +1 CON
Combat gear: Reinforced Segmented Fullplate, Extreme Shield, Razor-Sharp Thinblade, two javelins, razorsharp dagger. Misc gear.
Scrolls: CLW 10, Bless 10
Scholarum Sorcerer:
Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Vulnerable (-1 AC)
Non-human: No ranks in Bluff or Intimidate, no Draconic Power (so -1 CL and -1 DC with fire spells).
Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (the planes), Spellcraft, half ranks in Bluff and Intimidate
Spells Known
0th - Prestigiditation, Detect Magic, Message, Launch Item (5/day)
1st - Kelgore's Firebolt, Nerveskitter (4/day)
Fire spells are at CL 6 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast). Fire spells are at +1 DC.
Advancement:
2nd: learn Light,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Expanded Arcana (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Read Magic,
5th: learn Grease and [Glitterdust or Invisibility],
6th: Extra Spell (Dispel Magic), learn Fireball and Detect Poison,
Scrolls: Shield 5, Color Spray 5,
Alchemical Items: 1 Thunderstone, 2 Tanglefoot Bags, 1 Alchemist's Fire
A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: 4+Int mod skill points per level.
Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.
Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.
Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.
I'm thinking Mia, who has craft magic item, and a "first inquisitor" role to spend all of her time on.
Edit: and ffs, @all can we please change light on the legion hedge wizard to mending or predigestion. With a bunch of phoenixs, we will get all the eternal flames, so, can assume all the Scholarium have one or two soon.
@DragonParadox, what level is Ser Alliser Thorne? I imagine he did what the dornish did before him and simply retrained existing classes to become a proper duskblade, so I'm assuming he's a lot stronger than level 1?
ACSEC rolled low for normal growth (9%). It got a 50% increase from booming and a further 20% from opening a new branch so it came out at a 79% increase. 6000*1.79 is 10740 witch comes out at an increase of 4740.
I got to go to work in a few minutes but I'll just say I want to do Sothorys since it's important and we are on a visible timer, constantly putting it on the back burner when we don't know how long it will take to get done seems like a poor idea.
Also, DP, loved seeing the Changeling babies. They are adorable. So yeah, I would like interacting with them to be a monthly minor action, or maybe just sprinkled in casually during any update that happens to be at home. (actually those are surprisingly few..)
Looking at available crafter work days, I see that I'm going to have to do a lot of adjustment to the crafting schedule when I get home. That's cool, though.
@DragonParadox The new level 3 Archivist has Craft Wondrous Items as a feat, right? What about the other mages that advanced? I don't know where we keep their progression plans.