I am just imagining this from a dnd game perspective. Imagine you are a party of two roleplaying as husband and wife and this shit happens. Some dragon- thing shows up, says he will protect your daughter, you and your wife and give you cool shit and all you have to do is carry some corpses and do what you have been doing? Just imagine that
My paranoia meter would spike so hard the top of my head might pop off. :o

But we just rescued Danar, offered to help Alyssa reestablish contact with her family, and we have mucho cred by way of Bloodraven, so everything should be cool.
 
*Duesal says 500 IM is too much*
*Goldfish agrees and offers 2000 IM*
Seems legit :V
500 IM per month would be too much, yeah. A take-what-you-need-as-you-need-it policy like all the Companions have is definitely better.

I'm definitely interested to see what they manage to do with a lump sum of 2000 IM, though. I'm getting the feeling they've been scraping by in terms of actual funding, given how little gear they have.

I'm still jealous about that Medusa, though. I would have loved one of those as a trophy.
 
[X] Goldfish

So I missed all the prison discussion? We're totally building Azkaban. Yay!

...

Do we give it different doors per type of prisoner too?
 
[X] Goldfish

So I missed all the prison discussion? We're totally building Azkaban. Yay!

...

Do we give it different doors per type of prisoner too?
If you're special and or dangerous enough to deserve your own special door, you can instead spend eternity occupying space on the bottle rack.

After your bottle has been warded, trapped, and dipped in lead.
 
In the spirit of trying to keep up with voting:

[X] Goldfish

I was a bit hesitant about going this far in with them but reading the discussion and the wider plan this looks like all upside.
 
OK vote closed
Adhoc vote count started by DragonParadox on Oct 31, 2018 at 2:39 AM, finished with 242276 posts and 16 votes.

  • [X] Let's Do Both
    -[X] Invite the three to join you in Sorcerer's Deep for a time
    --[X] Offer them a place in Sorcerer's Deep. We will grant them land and fund construction of a suitable dwelling, if they wish to have a place of their own to call home. It wouldn't be fair to their daughter to raise her on the road, after all, and Sorcerer's Deep is full of children with whom she could socialize. There are also plenty of potential caretakers if both of her parents need to leave for a short time. A home would not only give them a place to store their belongings, it would also be a safe place to rest and recover after long and trying adventures.
    --[X] If they spend some time in Sorcerer's Deep, they might also find some among the island's populace who would be helpful in their Westerosi adventures.
    --[X] As allies against the many beings who prey upon humanity, we would like to provide them with some essential gear to insure their continued survival and to increase their likelihood of succeeding on their adventures.
    ---[X] Gear for Both:
    ----[X] Lesser False Raven (x3)
    ----[X] Greater False Raven (x1)
    ----[X] Funding: 2,000 IM to spend as they see fit. Save it, invest it, or use it to cultivate Westerosi contacts and grease palms as necessary. Additional funding can be requested, subject to approval by our seneschal Alinor.
    ----[X] Alchemical Items: Alchemist's Fire (x12), Fungal Stun Vial (x12), Healing Salve (x12), Monstrous Spider Poison [DC 28 2d8 Strength Damage] (x6), Sleep-Smoke (x12), Smokesticks (x24), Sunrods (x24), Tanglefoot Bags (x12), Thunderstones (x24)
    ---[X] Gear for Alyssa: 2,374 IM
    ----[X] Anklet of Translocation[84 IM]
    ----[X] Corpse-Ferrying Bag[300 IM] - Ask that the bag, in addition to carrying their gear, also be used to preserve monster corpses so they can bring them to Sorcerer's Deep.
    ----[X] Earring of Arcane Acuity[340 IM]
    ----[X] Greater Ribbon of Disguise[800 IM]
    ----[X] Healing Belt (+2 Constitution)[400 IM]
    ----[X] Razorsharp Masterwork Adamantine Dagger
    ----[X] Ring of Sustenance[150 IM]
    ----[X] +1 Adamantine Long Spear[200 IM]
    ----[X] +1 Reinforced Mithral Chain Shirt[100 IM]
    ---[X] Gear for Danar: 3,331 IM
    ----[X] Amulet of Protection from Evil[400 IM]
    ----[X] Boots of the Wide Earth w/Anklet of Translocation effect[726 IM]
    ----[X] Page of Spell Knowledge (Rope Trick)[240 IM]
    ----[X] Ring of Sustenance (Slotless)[225 IM]
    ----[X] +1 Adamantine Hand Axe[200 IM]
    -[X] Return to Lord Grafton as Dywen and report what you have found
    --[X] Inform Grafton that his daughter would be willing to meet with him, not at home, unfortunately, but at a neutral location of her choosing. If he is willing, we can facilitate the meeting.
 
Not really we are talking about somewhere around 8000 IM in total, given that we have a few million liquid investing that money in Bloodraven's plans and Riverland-troubleshooting seems pretty harmless.

And it's still vastly below what their WBL should be, unless I'm missing something?

They aren't quite ours yet but TNE was actually responding to the 500IM per month post, which is a shitload of money per month.

We should probably have refreshers posted occasionally to remind ourselves the value of an IM, we are becoming quite out of sync with the world.
 
We should probably have refreshers posted occasionally to remind ourselves the value of an IM, we are becoming quite out of sync with the world.
That's unavoidable even for regular adventurers, nevermind those supported by an entire kingdom's income.

Just a reminder that single Mindblank item is worth a medium-sized fleet, with almost two dozen ships and enough sailors and provisions all together.
 
That's unavoidable even for regular adventurers, nevermind those supported by an entire kingdom's income.

Just a reminder that single Mindblank item is worth a medium-sized fleet, with almost two dozen ships and enough sailors and provisions all together.

I know it's to be expected but it's poor form to be that obtuse in front of people, I wonder how many have been terrified of the expectation we place on them through a monetary figure when we think we're giving them enough to do the standard job.
 
I know it's to be expected but it's poor form to be that obtuse in front of people, I wonder how many have been terrified of the expectation we place on them through a monetary figure when we think we're giving them enough to do the standard job.
Yeah.
Propably better to use just "Ask Alinor". That's de facto much more money, but far less in your face.
 
Armory and Alchemical Concoctions
Armory:
  • 1 Breastplate(Mithral), Nimble Reinforced Segmented Mithral (+1)
  • 1 Breastplate(Mithral), Reinforced Segmented (+1)
  • 4 Chain Shirt(Mithral), Twilight (+1)
  • 14 Chain Shirt(Mithral) (+1)
  • 1 Chain Shirt(Mithral), Reinforced (+1)
  • 1 Composite Armor
  • 0 Djezet Skin (equivalent to +1 Leather)
  • 1 Dragon Barding(Valyrian Steel) (+2; Immunity to Compulsions; Can cast Haste on self 3/day)
  • 1 Fullplate(Bronze), Reinforced Segmented, Masterwork
  • 1 Fullplate(Living Brass), Reinforced Segmented (+2)
  • 1 Fullplate(Silver Dragonhide), Reinforced Segmented Dread-Wing (+1)
  • 18 Fullplate(Steel), Reinforced Segmented (+1)
  • 6 Fullplate(Valyrian Steel), Reinforced Segmented (+2)
  • 7 Fullplate(Valyrian Steel), Reinforced Segmented (+2; Resist Fire 20 and SR 12)
  • 1 Gelugon Plate: Fullplate, Reinforced Segmented Fullplate (+3, Resist Cold 10, Wall of Ice 3/Day)
  • 1 Glamered Reinforced Segmented Blue Ice Fullplate (+3)
  • Special:
    • 1 Thrice-Blessed Scales (+3 Prismatic Reinforced Segmented Valyrian Steel Fullplate)
    • 1 Fullplate(Valyrian Steel), Reinforced Segmented, Dread Wing, Heavy Fortification (+5)
    • 1 Corpse Armor of Nefer (+2 Unbowed Reinforced Segmented Valryian Steel Fullplate; Special: Rather than exploding to prevent a killing blow, the armor's wearer is instead Staggered at 0 HP as often as 1/Day)
  • 1 Armor of the Wolf-Slayer (+2 Retaliation Bronze Breastplate, Reinforced Segmented)
    • Armor of the Wolf-Slayer

      Appearance: The runes upon this ancient bronze breastplate tell of its long dead bearer's battles against mighty wargs and shape-changers, their blood poured into the cooling metal to grant it strength against their claws and fangs, to ward against their curse and to strike back with greater fury.

      Ability: +2 Retaliation Armor (Does double damage against shapeshifters and wargs)
  • 1 Scale of the Black Heirophant (+5 Valyrian Steel Scale Mail)
Scale of The Black Hierophant

Description: Wrought of Dragonsteel bathed not just in the blood of fiends, but sorcerers also this, armor was crafted for a priest of Tiamat by a hidden cult that festered in the heart of Oros in the days before Valyria met its Doom. Scholars and smiths driven mad by the truth behind their powers, crafted this for a 'Thrice Pure Champion of Tiamat' that was to come. They raised child after child hoping the armor would proclaim them the vessel of the Dragon queen's will, only to see them consumed, their souls bound into the armor, never knowing that the champion would pick it from the ruins long after the whole city had been cast to dust.

Powers:
  1. +5 Profane Bonus to all saves.
  2. Increases the Casting Level of all Divine spells by +2.
  3. Can cast Wings of Cover 3/Day as a Sorcerer of Caster level equivalent to the bearer's Hit Dice.
  4. Can cast Greater Blink as a Swift Action 3/Day as a Sorcerer of Caster level equivalent to the bearer's Hit Dice.
  5. Reinforced Segmented Valyrian Steel Scale Mail (+5 AC, Max Dexterity: +4, ACP: -4, ASF: 25%, Weight: 33 lbs), +5 Enhancement bonus, +3 Insight bonus to AC, +2 Profane bonus to AC.
Curse: Unless one makes peace with the souls of the sacrificed children, by some yet undiscovered means the armor imposes a -10 penalty to Spot, Search, Bluff and Diplomacy checks as the spirits wail constantly in one's mind.
  • 1 Axiomatic Breaking Dispelling Burst War Mace (+1)
  • 1 Axe (Valyrian Steel) (+2)
  • 25 Crossbow, Hellfire
  • 8 Dagger(Adamantine), Razor Sharp
  • 1 Dagger(Steel) (+2)
  • 6 Dagger(Steel) (+2), Heartseeker
  • 0 Dagger(Valyrian Steel) (+2)
  • 9 Double Crossbow [Medium], Masterwork
  • 11 Double Crossbow [Large], Masterwork
  • 7 Great Axe(Adamantine), Razor Sharp (+1) [Large]
  • 1 Greatsword(Silvered)
  • 10 Greatsword(Steel) (+1)
  • 1 Greatsword(Valyrian Steel) (+4)
  • 1 Longbow, Dragonbone (+1)
  • 1 Longbow, Flaming, Composite [+8 Strength bonus] (+1)
  • 10 Longbow(Duskwood), Composite [+4 Strength bonus], Masterwork
  • 2 Longbow(Mithral), Mighty [Large]
  • 5 Longbow (+2), Glamered Dispelling
  • 1 Longsword(Cold Iron), Masterwork
  • 2 Longsword(Silvered)
  • 1 Longsword(Valyrian Steel) (+2)
  • 50 Oathbow
  • 1 Scimitar(Living Brass) (+2)
  • 1 Shortbow (+1), Mighty Composite [+1 Strength bonus]
  • 3 Shortsword(Cold Iron)
  • 1 Thinblade(Adamantine), Razor Sharp
  • 2 Thinblade(Adamantine), Razor Sharp (+1)
  • 46 Minor Efreeti-Forged magic items (Caster Level 5)
  • 4 Whips of the Endless Ocean
  • Special:
    • 0 The Shadowblade - Assigned to Shara Rogare
    • 1 Mirror's Edge (+3 Dragon Bane Brilliant Energy Valyrian Steel Longsword)
    • 0 Blade of the Forsaken Champion (Unholy Avenger Valyrian Steel Longsword; 18th caster level) - Assigned to Sarell of the Black Scales
    • 1 Heartwounder (+3 Profane Burst Bastard Sword; 15th caster level), Special: When used against a creature with less than half of its maximum Hit Points, Heartwounder's Enhancement bonus increases by +2 and its Critical Threat Range increases to from 19-20 to 17-20. This effect does not stack with similar bonuses granted by the Keen property or Improved Critical feat.
    • 1 Skyforger (Returning +5 Starmetal Warhammer; Special: Can be used as a thrown weapon without penalty and has a Range Increment of 50 feet. 1/Day when thrown, it can cause a blast of thunder and lightning which inflicts 6d6 Electricity and 6d6 Sonic damage to everything in a 30 foot radius, which must also make a DC 25 Fortitude save to avoid being deafened for 1d4 minutes. 25th caster level)
  • 37 Launcher
    • Launcher

      Description: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
  • 1 Rising Sun (+3 Human Bane Speed Bronze Greataxe)
    • Rising Sun

      Description: This Bronze Greataxe shines almost golden, the signs along its blade all depicting the sun and fires. Despite this, millennia of the grave's corruption seems to have turned it into a tool of Winter. Now , it's splendor is mostly hidden under a layer of ice.

      Ability: +3 Human Bane Speed Bronze Greataxe
  • 4 Sword of the Ruin Lord (+2 Obedient Longsword)
    • Sword of the Ruin Lord

      Description: Once the whirling weapons of an Asurendra, these Valyrian Steel blades seem now invested of a will and spirit that moves and slays at the command of whoever bears them with as much skill as they themselves possess. Seals of primordial law warped and twisted endlessly swallow each other over the face of the blade.

      Ability: +2 Obedient Longsword, counts as Evil and Lawful for overcoming damage reduction.

      Caster Level: 15
  • 1 Blackfyre (+3 Vorpal Longsword)
Blackfyre
Description: Although it has a luster like a starless night, a careful eye can divine within this blade uncommon marks for a weapon of dragonsteel. Thin cracks run along its edges seem only the signs of common wear and tear when the blade is quiescent, but when it is drawn in anger they fill with liquid flame that drips like blood upon it

Powers:
  • +3 Vorpal Bastard Sword (1d10+3; 19-20/x2)
  • Bearer grants immunity to fear effects to all allies within 20 ft. per Hit Dice.
  • 1/Day Bearer may add his or her Base Attack Bonus to their Spell Resistance as an Immediate Action when targeted by a spell.
  • 1 Defiler of Eternities (+3 Vorpal Greatsword)
Defiler of Eternities
Description: Dark fire sputters angrily in the hand, almost seeming to coil upon itself, the better to burn the hand that wields it. It is only an illusion, at least so long as one's will does not waver in bearing it. The hilt is old, older than the Shadow and its twisted ruler, the marks upon it of sanctity and protection, gleaming black as though a willful mockery in the oily light of the blade.

Abilities:
  1. +3 Vorpal Sword
  2. Can negate an ability that would force the bearer to re-roll and attack that originates from magic less than Wish and Miracle as a free action When this ability is used the sword's bearer must make a DC 25 Will Save Against suffering 3d4 Wisdom drain as the sword's baleful history forces itself upon their mind.
  3. Immunity from Morale- based or Luck-based penalties.
  • 1 Lawful Stave
  • 3 Rod of Greater Make Whole for Imperial Navy Drydock Repair Chamber
  • 3 Rod of Make Whole; 3 each for Moonchaser #4
  • 1 Fate-Breaker's Runestaff (Wielder gains access to the Augury and Bestow Greater Curse spells)
  • 44 Wand of Cure Light Wounds (50/50 charges)
  • 1 Wand of Dispelling Touch (21/50 charges)
  • 1 Wand of Gust of Wind (14/50 charges)
  • 1 Wand of Summon Minor Monster (36/50 charges)
  • 2 Wand of Reached Shivering Touch (50 charges)
  • 1 Wand of Thoughts of Shadow (25 charges)
  • Metamagic Rod Commission:
  • 1 Staff of Ages
    • Staff of Ages

      Description: Once charred beyond all hope of recognition, perhaps in the vain hope of slaying its last bearer, the black staff is now glossy and covered in a thin oily film that somehow does not impede one's grip at all. Silver bells once tarnished now shine with burnished light, adorning the staff as before.

      Ability: This staff allows use of the following spells:
      Ill Omen (1 charge)
      Bestow Curse (3 charges)
      Greater Bestow Curse (5 charges)

      Special: By using up to twice the number of charges at once during an hour long ritual, the bearer can curse a target either present in person or through a token anointed with the subject's blood without allowing a save.

      Special: If the staff is broken by the bearer while it has at least 15 Charges all creatures within 10 ft. other than the bearer permanently advance 1d4 age categories (Will save DC 28 halves). If this would cause the victims to achieve an age category older than venerable they immediately fall to dust and are counted as having died of natural causes.

      Charges: 30/30

      Caster level: 15
  • 1 Amulet of Natural Armor (+2)
  • 13 Amulet of the Planes
  • 5 Amulet of Protection from Evil
  • 1 Amulet of Protection from Good
  • 41 Amulet of Protection from Good (Shadowforged)
  • 2 Amulet of Resistance, Greater (+3 to all saves)
  • 103 Amulet of Tears
  • 10 Amulets of Tongues (1/Day)
  • 4 Amulets of Tongues (3/Day)
  • 1 Amulet of Untarnished Glory (+3 Charisma)
  • 1 Anklets of Quick Reaction (Slotless)
  • 4 Anklets of Translocation
  • 1 of 3 Bags of Greed (Handy Haversack w/Portable Hole capacity)
    • One currently assigned to Tyene Sandviper and Teana Strycos
  • 15 Banner of Restful Nights
    • One currently assigned to Jorar, Journeyman Scholarium Combat Sorcerer
  • 98 Beads of Newt Prevention (Single-use)
  • 0 Belt of Battle, Harmful (Negative Energy Healing Belt)
  • 0 Belt of Repair
  • 1 Boots of Rapid Translocation (+30ft Enhancement bonus to ground speed w/Anklets of Translocation effect)
  • 100 Boots of Speed (+30ft Enhancement bonus to ground speed)
  • 0 Boots of the Wide Earth
  • 4 Bracers of Arcane Freedom
  • 1 Bracers of Devastating Quickstrike
  • 2 Bracelets of Second Chances
  • 10 Caller's Feather
  • 1 Circlet of Clarity (+2 Intelligence)
  • 1 Circlets of Perceive Betrayal
  • 1 Cloak of Charisma (+2 Charisma)
  • 5 Cloak of Secrets Cloaks
  • 1 Crown of Swords
  • 1 Crystal ball (Only functions in areas of dim illumination)
  • 4 Dragonbone Divination Sticks
  • 1 Dust of Tracelessness
  • 214 Earring of Arcane Acuity
  • 5 Earring of Constant Comprehend Languages
  • 2 Eldritch Egress
  • 1 Evacuation Rune Charm (1/Day)
  • 10 Foxfire Lantern
  • 1 Gauntlets of Hero's Strength (+3 Strength)
  • 1 Gem of Night (13th Caster Level)
  • 5 Gloves of Zephyr's Grace (+2 Dexterity)
  • 2 Gravewatch Pendants
  • 1 Greatreach Bracers
  • 2 Greatreach Bracers of Quickstrike
  • 222 Handy Haversack
  • 3 Headband of Counterspelling
  • 396 Healing Belt
  • 5 Healing Belt (+2 Constitution)
  • 1 Healing Belt (+2 Strength, +2 Constitution)
  • 5 Healing Belt, Negative Energy (Heals Undead, harms the living)
  • 6 Healing Belt, Greater (Heals the living and the Undead)
  • 24 Heirloom Seal
  • 0 Inquisitor's Monocles
  • 4 Inquisitor's Redoubt
  • 10 Lord's Banner of Swiftness
    • Assigned to Imperial Legions
  • 10 Lord's Banner of Victory
    • Assigned to Imperial Legions
  • 24 Mind Blank Ring
  • 5 Mind Blank Ring (Shadowforged)
  • 108 Muleback Cords
  • 3 Necklaces of Adaptation
  • 1 Necklaces of Fireballs Type III (Two 5d6 and four 3d6 beads remaining)
  • 1 Numerology Cylinder
  • 1 Orb of Law
  • 12 Pendants of Warding (Protection from Good/Evil, +5 Resistance bonus to saving throws)
  • 1 Pipes of Pain
  • 2 Portable Hole
  • 3 Portable Hole (Triple Capacity)
    • 2 Currently being used to contain Necro-Krakens
  • 2 Possession Trap Charm (1/Day)
  • 0 Prophet's Pectoral (reskinned Prophet's Rod, no item slot)
  • 800 Pyre Salt
  • 106 Restorative Ointment
  • 5 Ribbon of Disguise
  • 15 Ribbon of Disguise, Greater
  • 2 Ring of Animalistic Power (+1 STR, +1 DEX, +1 CON)
  • 1 Ring of Charming (as Runestaff of Charming)
  • 1 Ring of Clarity (+1 Intelligence)
  • 2 Ring of Counterspells (Slotless)
  • 1 Ring of Delayed Doom
  • 6 Rings of Elemental Speech
  • 1 Ring of Nullification (page 157, Tome of Magic; 10th Caster Level)
  • 0 Ring of Prestidigitation
  • 30 Ring of Protection from Evil
  • 9 Ring of Protection from Good
  • 1 Ring of Protection from Good (+1 Wisdom)
  • 1 Ring of Protection from Law
  • 1 Ring of Protection (+2 Deflection to AC)
  • 20 Ring of Spell Knowledge I
  • 94 Ring of Sustenance
  • 2 Ring of Soul Vault, Constant (Slotless)
  • 1 Ring of the Whispers Within (+1 Wisdom)
  • 1 Ring of Untarnished Glory (+1 Charisma)
  • 246 Saccadic Prism Spectacles
  • 19 Silver Nocking Points
  • 59 Soulfire Mithral Bracers (+1)
  • 3 Spectacles of Understanding
  • 4 Spectacles of Constant Detect Charm
  • 7 Spectacles of Constant Detect Fiendish Presence
  • 8 Spectacles of Constant Detect Magic
  • 0 Spectacles of Constant Discern Shapechanger
  • 0 Spectacles of Constant Detect Thoughts
  • 4 Spectacles of Constant Detect Undead
  • 5 Spectacles of Lip Reading
  • 20 Spellguard Bracers
  • 3 Spirit Jars (Empty)
  • 408 Sultan's Tribute
  • 1 Summon-Slave crystal (Functions 3/Day but only for creatures associated with Shadow)
  • 79 Traveler's Anytool
  • 1 Treasurer's seal
  • 6 Vial of Efficacious Medicine
  • 9 Whisper Safe
  • 1 Wink Brooch
  • 1 Cloak of Order (+6 Resistance bonus on all saving throws; Special: When worn, the cloak prevents all manipulations of time within a 50 foot radius, including Celerity, Time Stop, and similar spells and effects, such as certain Martial Initiator maneuvers. 25th caster level)
  • 1 Glass Kirin
    • The statue is born of the myth of the Kirin, reflected on the Astral Plane from the stories told of these benevolent creatures in Yi-Ti.

      Once per day for one hour, the statue may be used to summon this echo of a true Kirin. The Kirin has a continuity of memories from its summons and can refuse further summons if it has been abused or forced to commit evil deeds in its last summoning. It can always recognize if it summoned by one who already called it before. If the Kirin dies while summoned, the statue becomes inert for one week, after which the Kirin can be summoned normally again.
  • 1 Satchel of the Crimson Wyrm
    • Satchel of the Crimson Wyrm:

      Description: Wrought from the stuff of living shadow, studded with blood-red rubies set in the pattern of a coiling dragon, its mouth opened wide towards the top, this bag can hold things out of all reasonable proportion to itself, or indeed to its bearer. It weighs 35 pounds and can carry up to 1,000 pounds or 150 cubic feet of material.
  • 1 Desert Veil: Assigned to Jorar on 2/27/294 AC
    • Desert Veil

      Appearance: Small round mirrors which reflect scenes of peace and plenty adorn the edges of this yellow, silk veil, which covers the wearer's mouth and nose.

      Ability: The veil protects the wearer against extreme temperatures, as per Endure Elements. In addition, once per day while in a warm or temperate desert, the wearer can speak a command word to create a 20-foot-radius oasis that functions like a casting of Grove of Respite. The oasis appears in a spot the wearer designates within 40 feet and disappears after 8 hours. Any creature outside the oasis that sees it must succeed at a DC 16 Will saving throw or dismiss it as a mirage to be ignored. A creature that steps inside the oasis, however, recognizes its substance.
  • 1 Pouch of the Weeping Lady
    • Pouch of the Weeping Lady

      Description: This simple leather pouch is akin to those carried by many of her priests. Even those who know its power can sometimes feel their eyes slip from its unremarkable form.

      Abilities: It contains a small fraction of the divine power of the Weeping Lady of Lys and can supposedly only be used with the Lady's will. However, tales of it being misused by necromancers and other black-hearted mages make you think this is not the whole story. To use the powers of the pouch the appropriate gem must be placed within: Hematite, Garnet, or Ruby. Changing from one gem to another is a standard action that provokes attacks of opportunity.

      Item Slot: belt or throat
      Caster Level: 15
      Save DC for directly cast spells: 14 + Spell level
      Charges: 30/30 (Renewed every three months)

      Aspect of Rebirth
      Gem: Hematite
      Empower any Conjuration (healing) spell: Uses one Charge/spell level
      Give any Conjuration (healing) spell the Reach quality: Uses two Charges/spell level
      Maximize any Conjuration (healing) spell: Uses three Charges/spell level

      Note: These spells may not be used to cause harm to anything even evil outsiders or undead, only to heal.

      Aspect of Mercy
      Gem: Garnet
      Cast Aid: Uses two Charges
      Cast Awaken Sin: Uses five Charges
      Cast Magic Circle against Evil: Uses six Charges

      Aspect of Mystery
      Gem: Ruby
      Cast Misinterpret Alignment: Uses three Charges
      Cast Dimension Step: Uses ten Charges
      Cast Magic Jar: Uses fifteen Charges

      Special: If it is severely misused the user will incur 1d6 holy damage for every unspent charge after which the pouch will crumble to dust.

      Caster Level: 15
  • 1 Black Thorn Ring
    • Black Thorn Ring

      Description: Cast from the thorns of Heavenly roses rotted and defiled in the Breaking, this ring plagues the very air the bearer breathes with darkness and makes the earth groan under his feet, a boon to the dead and the damned, and a bane to any who would stand against them.

      Ability: Constant Unholy Aura

      Caster level: 15
  • 1 Robes of the Warding Flame[Robes of Arcane Might (+4)]
    • Robes of the Warding Flame

      Description: Wrought of silk studded with blood-red gems and lined in impossibly thin pieces of lead somehow made pliable as thread these robes are the garb of a master abjurer.

      Ability: The wearer of these robes casts Abjuration spells with a +2 caster level bonus and benefits from a +4 Armor bonus to their AC.
  • 1 Advanced Bracers of Arcane Freedom
    • Advanced Bracers of Arcane Freedom

      Description: Wrought of Living Brass worked onto the shape of angelic faces caught in eternal silent screams these bracers harness the tortured soul-shards within to aid in the craft of battle... and deception.

      Ability: Use Still Spell 3/day without increasing the level of the altered spell. 9th caster level.
  • 1 Ring of Dispelling
    • Ring of Dispelling

      Description: A circle of raw heatless flame without flaw or ornament, this ring shifts in hue and brightness according to the unseen flow of magic allowing the bearer greater skill in untangling his foes' magic.

      Ability: +1 bonus on all attempts to Counterspell and Dispel Magic, 3/Day as a Swift Action gain +2 Competence bonus on Dispel attempts for one round. 11th caster level
  • 1 Skull of the Silent Scream
    • Skull of the Silent Scream

      Description: At first sight this skull shows itself to be nothing more than yellowed bone, but if one were to set it in sunlight or besides the light of a roaring flame, still the empty sockets would be filled with blackest shadow.

      Ability: Allows the bard who carries it to use the counter-song ability to counter any spell with a verbal competent of level 1-3 as dispel magic. May not be used to dispel ongoing effects. 7th caster level
  • 1 Ring of Strength Sapping
    • Ring of Strength Sapping: This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute.
  • 1 Ring of Twisted Wishes
    • Ring of Twisted Wishes


      Description: A thing of gleaming brass and flowing arcane letters of the finest genie script that tells the tale of a man who in his folly sought to bind one of the Lords of Flame for their wishes, and all the horrors that were wrought by fire's twisting tongue perverting those desires.

      Abilities: 1/Day can automatically counterspell a limited wish, wish or miracle spell as an immediate action.
      When counterspelling with the above ability the bearer can instead attempt to twist the spell, changing some parameter to make it harmful to the caster. Each time this ability is used roll 1d20 on the following:
      1: Caster is Subject to Implosion (No save; SR applies); Ring is destroyed
      2-4: Caster Gains 1d4 Negative levels (DC 23 Fortitude to recover)
      5-7: Caster vomits up a swarm of Flame-Spawned Vipers, becoming nauseated for 1 turn. Roll 1d2 to determine if the vipers are friend or foe
      8-10: Caster loses his ability to speak an ineligible tongue, though not spellcasting, for 1d6 hours (Curse Effect)
      11-13: Target is illuminated by heatless flames, per Faerie Fire for 18 Rounds
      14-16: Target is subject to a targeted version of Greater Dispel Magic
      17-19: Target loses a spell slot or prepared spell of its highest level (DC 23 Will save negates)
      20+: The Ring's daily charge is not used
  • 0 of 8 Rings of Mind Blank borrowed from the Shaitan (Unassigned)
    • 1 Ring of Mind Blank (Assigned to Stannis)
    • 1 Ring of Mind Blank (Assigned to Teana)
    • 1 Ring of Mind Blank (Assigned to Rhaella)
    • 1 Ring of Mind Blank (Assigned to Siduri)
    • 1 Ring of Mind Blank (Assigned to Bronn)
    • 1 Ring of Mind Blank (Assigned to Sarell)
    • 2 Ring of Mind Blank (Assigned to x2 Erinyes on City of Brass Mission)
  • 3 Amulets of Protection from Good [Communal/Cursed] (Total Caster Level 15): Powered by proximity to a Champion of Hell, protects against Good as a Protection from Good spell, but inflicts equal penalties against Evil.
  • 5 Greater Unholy Symbol of Tiamat (+4 Wisdom & Charisma while worn by a faithful servant of Tiamat)
  • 1 Cloak of Bone
  • 14 Infernal Third Eye of Clarity (7th caster level)
  • 14 Infernal +3 Amulet of Resistance (9th caster level)
  • 7 Infernal +3 Fullplate Armor (9th caster level)
  • 7 Infernal +3 Flaming Composite Longbow (9th caster level)
  • 1 Infernal Cloak of Displacement (7th caster level)
Cloak of Bone

Description: A pale white cloak that seems to fade to faintest sickly yellow at the edges, the color of old bone. There is no mark or seal upon it, only the heavy chill in the air that seemed to make one's fingers clammy, clinging to its folds. A clasp of tarnished bronze shines green like an evil eye in the candlelight, ever watchful.

Abilities:
  1. This artifact requires the bearer to make a DC 25 Will save the moment he dons it, as well as one time each year he continues to wear it. By the First King's spite the second and any further Will saves do not happen after exactly one year, but anywhere within the moth the second year begins, when the bearer is least protected.
  2. If the bearer succeeds at the Will save, he gains an appearance similar to a Fext[url], with lifeless eyes and pallid skin, +4 Charisma, DR 10/Glass or Obsidian, and the ability to use [URL='https://www.d20pfsrd.com/magic/all-spells/s/suggestion']Mass Suggestion 3/day.
  3. If he succeeds on the Will save by more than 5 points, he further gains the ability to use Greater Shadow Enchantment and Mass Castigate 1/day and Immunity to Cold.
  4. If he succeeds on the Will save by more than 10 points, he may also use Overwhelming Presence once per week (effectively a 6th level spell, as if cast by a Bard) and Undead Immunities.
  5. Failing the save truly turns the bearer into a Fext, though without the additional spell-like abilities.
Caster Level: 20
  • 1 Bent Key of the First Barrow
Bent Key of the First Barrow

Description: Carved with runes of opening and sealing, this is one of the most recent works of runecraft that has survived to the present age. Forged at the command of the Thirteenth Lord Dustin when he wished to take the great boon and bane of his House down into the darkness of the Great Barrow, it grants the bearer the ability to travel anywhere within that tomb at will, but forever curses him to remain within its warded halls. That the cursed key still holds power despite the death of he who had it forged and bore it through the ages, hints that the barrow might still contain enduring rune-craft.

Ability: Within the Great Barrow it allows the wielder to use Dimension Door at will and to open and close any door within the barrow by touch.

Curse: It forever keeps the wielder within the barrow, preventing him from leaving the barrow or opening the way outside. To remove the key from a person requires a Remove Curse of CL 13 or higher.

Caster Level: 12
  • 1 Ring of the Devouring Dragons
Ring of the Devouring Dragons

Description: Forged in the shape of twin dragons entwined and devouring their own tales, this ring hums with barely constrained magic. Even the plainest glitter of sunlight upon it shatters to impossible prismatic colors. Alhough there is no script to read upon its working, any dragon who looks upon it knows it to be the work of Tiamat's own hand, meant only for those most loyal to her.

Powers:
  1. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a re-targeted spell, she experiences the effect of the spell as normal.
  2. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  3. +10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
  4. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  5. As a Standard Action can Gain Protection from Fire, Acid, Cold or Electricity for five rounds 3/Day
Curse: The hand of Tiamat is upon this object and it will not be lightly lifted. For those who seek its gifts in defiance of the Mother of Dragons only ruin awaits, their minds made sluggish, their magic weak. Upon wearing this ring, any bearer who is not favored by She of Many Colors and None suffers five Negative Levels. The effect only disappears when the ring is removed, which can only be done after the use of Wish or Miracle.
  • 1 Armor of the Grotesque
Armor of the Grotesque

Description: This suit of black armor is more akin to an iron maiden than any sort of sane garb. Despite that it guards the bearer well, its auras are spite and malice, not safety and protection. A mantle of five blades pierces the back and shoulders, each bearing a curse and a boon.

Abilities:
  1. +5 Reinforced Segmented Full Plate
  2. +10 bonus to Intimidate / DC 25 Will save when failing an opposed social test, or attack the subject of interaction for CL/round. Classes with the Rage ability or equivalent immediately enter it.
  3. Fire Resistance 30 / Bearer gains Cold Vulnerability, or negates immunity if possessed. Bearer incurs no Arcane Spell Failure as the Feature: Armor Proficiency / Bearer cannot benefit from Dexterity Bonus to AC
  4. You benefit from Constant Haste / Bearer takes on the appearance and smell of being undead, counts as such for Aura detection purposes, but nothing other than that.
  5. For the purposes of Combat Maneuvers, bearer counts as one size larger. / DC 25 Will Save to remove armor, if failed, a DC 25 Fortitude Save is made each day to avoid dying and immediately gaining the Undead type.
Curse: Due to its horrific arrangement of blades meant to pierce the flesh of the bearer in places this armor cannot be worn by any being not innately immune to precision damage (Included but not limited to undead, plants, and oozes)
Id Portrait (Minor Artifact): Framed in silver, this portrait lacks a subject, featuring instead an empty divan. A fruit bowl beside the divan is marked with the flowing script of the Tongue of Air and reads: Rest in Peace and move with Purpose.
Further Notes:
  1. The portrait's magic strains when attempting to replicate beings with mythic ranks. Thus it may not create any more than two duplicates of such a being no matter their charisma bonus. The mythic ranks of the original being are not replicated, but instead divided among the two duplicates in whatever proportion the user prefers.
  2. Because they are secondary creations, however masterful, the duplicates lack the spark of creativity that makes a great researcher. Duplicates may not be assigned to research tasks of any sort.
  3. Bodies left behind by duplicates are magically inert.
Shadow Grasper the Ledge Runner:
  • Bracers of Armor (+6), Handy Haversack, Healing Belt, Launcher, Ring of Protection from Evil
Vrath the Serpentfolk Hexblade:
  • Handy Haversack, Healing Belt, Launcher, Ring of Protection from Evil
Rodrik the Reader:
  • 10 Healing Belts, 10 Rings of Protection from Evil, 10 Launchers, 2 Crystal Masks of Detect Psionics
Ser Dregaire the Fey Knight: Assigned 12/25/293 AC
  • Sword of the Ruin Lord (+2 Obedient Longsword)
  • Amulet of Protection from Evil, Greater (Amulet of Tears effect, +2 Wisdom)
  • Belt of the Battle Master
  • Boots of the Battle Charger
  • Cloak of Charisma (+2 Charisma)
  • Gloves of Heroes Strength (+2 Strength)
  • Handy Haversack
  • Mind Blank Ring (Shadowforged)
  • Ribbon of Disguise, Greater
  • Ring of Protection from Good (+3 Constitution)
  • Scabbard of Keen Edges
  • Soulfire Bracers (+1)
The Night's Watch: Donated 1/13/294 AC
  • 3 Banners of Restful Nights
  • 50 Healing Belts
  • 50 Rings of Protection from Evil
  • 50 Muleback Cords
  • 20 Handy Haversacks
  • 20 pairs of Soulfire Bracers
  • 20 Earrings of Arcane Acuity
  • 5 Gravewatch Pendants
  • 20 Sending Stones
  • 50 Traveler's Any-Tools
  • 20 Launchers
  • 200 Alchemist's Fire Launcher Munitions (equivalent to 2,000 vials)
  • 200 Heatstones
  • 500 doses of Antiplague
  • 1,000 doses of Healing Salve
Monford Velaryon: Assigned 1/17/294 AC
  • Bead of Newt Prevention (Single-use)
  • Earring of Arcane Acuity
  • Handy Haversack
  • Pendant of Warding (Protection from Good, +5 Resistance bonus to saving throws)
  • Restorative Ointment
  • Greater Ribbon of Disguise
  • Ring of Untarnished Glory (+2 Charisma, +2 Wisdom)
  • Ring of Detect Poison (At Will) (Slotless)
  • Soulfire Bracers (+1)
  • Teleport Charm
  • Plane Shift Charm
  • Sending Stone
  • Alchemical Items: Antitoxin x3, Antiplague x3, Auran Mask x3, Healing Salve x10
  • Previously Assigned: Ring of Protection from Evil, Healing Belt, Mind Blank Ring
Elinor Rowan: Assigned on 1/17/294 AC
  • Alchemical Items: Antiplague (x30), Antitoxin (x30), Fungal Stun Vial (x10), Healing Salve (x100), Healy Myrrh (x20), Sleep-Smoke (x10)
  • Amulet of Tears (w/Protection from Evil)
  • Anklets of Translocation
  • Cloak of Hedge Wizard (Conjuration)
  • Earrings of Arcane Acuity (w/+2 Charisma & +5 Competence bonus to Use Magic Device checks)
  • Gloves of Object Reading
  • Greater Ribbon of Disguise
  • Handy Haversack
  • Inquisitor's Monocle
  • Mind Blank Ring (Shadowforged)
  • Muleback Cords
  • Ribbon of Disguise
  • Ring of Sandform (The wearer can remain in Sandform for up to 10 minutes per day, and the duration need not be consecutive rounds or minutes. 10th Caster Level)
  • Ring of Sustenance (Slotless)
  • Single-Use Charms (Plane Shift charm, Teleport Charm, x2 Sending Stones)
  • Spell Scrolls: Cure Light Wounds (x20), Divine Insight (x10), Healer's Vision (x5), Invisibility (x5), Mirror Image (x2), Panacea (x5), Rope Trick (x3)
  • Vial of Efficacious Medicine
  • Wand of Cure Light Wounds (x2)
  • Weapons (Adamantine Dagger, Double Crossbow)
  • Constructs:
    • Greater Three-Eyed Raven (x1)
    • Lesser Three-Eyed Ravens (x3)
  • Plant Servitors:
Armond Costayne: Assigned on 1/21/294 AC
  • 10 Rings of Protection from Evil
  • 10 Healing Belts
  • 10 Earrings of Arcane Acuity
  • 10 Launchers
  • 10 Valyrian Steel Weapons
  • Alchemical Items: Alchemist's Fire x200, Sleep-Smoke x100, Fungal Stun Vials x50, Auran Masks x30, Healing Salve x200, Antiplague x30, Antitoxin x30
Melisandre of Asshai: Gifted on 1/30/294 AC to complement her preexisting gear.
  • Boots of the Wide Earth w/Anklets of Translocation & +30ft Enhancement bonus to speed
  • Cloak of Minor Displacement w/Periapt of the Sullen Sea effect
  • Earring of Arcane Acuity w/Third Eye of Clarity and Goggles of the Golden Sun effects
  • Gloves of the Starry Sky w/+6 Dexterity
  • Ring of Spell-Battle (Slotless)
  • Ring of Sustenance (Slotless)
  • Robes of Mysterious Conjuration
  • Greater Ribbon of Disguise
  • Handy Haversack
  • Soulfire Mithral Bracers
Vargo Alexi of Sallosh: Gifted on 2/20/294 AC
  • Boots of Rapid Translocation (+30ft Enhancement bonus to ground speed w/Anklets of Translocation effect)
  • Earring of Arcane Acuity
  • Healing Belt (+2 Strength, +2 Constitution)
  • Reinforced Segmented Adamantine Fullplate
  • Ring of Protection from Evil
Yrael:
  • Bead of Newt Prevention
  • Boots of the Wide Earth
  • Crystal Mask of Constant Detect Psionics
  • Gloves of Dexterity (+4)
  • Handy Haversack
  • Launcher
  • Mind Blank Ring (+6 Wisdom)
  • Muleback Cords
  • Pendant of Warding
  • Soulfire Mithral Bracers
  • Single-Use Talismans:
    • 1x Amber Sarcophagus Charm
    • 2x Brilliant Barrier Charm
    • 1x Plane Shift Charm
    • 2x Sending Stone
Jorar, Journeyman Scholarium Combat Sorcerer and accompanying Imperial Herald: Assigned on 2/27/294 AC.
  • Jorar:
  • Imperial Herald:
    • Belt of Repair
    • Single-Use Talismans:
      • 1x Plane Shift Charm
      • 1x Teleport Charm
      • 2x Sending Stone
Imperial Diviners employed at the House of Mirrors and Enchanters: Assigned on 3/21/294 AC.
  • 250 Rings of Protection from Evil
NOTE: Inquisition quartermasters can, of course, requisition additional equipment and materials not explicitly contained within this summary, including weapons and armor of Valyrian or Imperial Steel, or more mundane materials if the situation calls for it, as well as esoteric combat assets, such as Glass Golems or Forge Servitors.
  • 5 Chain Shirt(Mithral), Twilight (+1)
  • 75 Chain Shirt(Mithral) (+1)
  • 5 Dagger(Steel) (+2), Heartseeker
  • 40 Double Crossbow [Medium], Masterwork
  • 10 Longbow (+2), Glamered Dispelling
  • 4 Longsword(Valyrian Steel) (+2), Silencing
  • 50 Launcher
    • Launcher

      Description: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
9 Jade Dog
3 Blessed Silver Warhorse
The Statue turns into a Silver-Clad Heavy Warhorse, (Charisma boosted to 14 instead of 8) with the following special abilities:
  • All its natural attacks count as Magic, Good, and Silver
  • Lay on Hands as a Level 5 Paladin
  • Divine Grace: Grants itself and its rider a bonus on all saving throws equal to its Charisma-bonus
  • Smite the Shadow: It can grant itself and its rider a Smite Evil effect of a Level 5 Paladin once per day, but only against Rakshasa or other slaves of the Bloodstone Emperor
The Statue can either be used for up to one hour per day, or for one entire day, after which it remains unusable for the next 6 days.
1st Level: x800
2nd Level: x600
3rd Level: x400
4th Level: x200
5th Level: x100
  • 300 Antiplague
  • 300 Antitoxin
  • 500 Auran Mask [Activated as a Move Action, provides breathable air for 1 hour (or 10 minutes if used underwater) and a +5 circumstance bonus on Fortitude saves against inhaled toxins.]
  • 2,000 Healing Salve doses [Cures 1d8 points of damage to a living creature as a full-round action.]
  • 100 Healy Myrrh
  • 100 Heatstone
  • 200 Smokestick
  • 300 Sunrod
  • 3,000 Vermin Repellent doses
  • 600 Alchemist's Fire
  • 300 Fungal Stun Vial
  • 600 Liquid Ice
  • 1,000 Sleep-Smoke doses [One dose affects a globe 10 feet in diameter on the first round, expanding outward to a globe 20 feet in diameter on the second round, and being harmless thereafter. A strong wind can move the globe of sleep-smoke. Type: Inhaled DC 15; Initial damage unconsciousness for 1 minute; Secondary damage unconsciousness for 1d3 minutes]
  • 300 Tanglefoot Bag
  • 300 Thunderstone

Strategic Assets:
  • 2 Portable Nekro-Kraken: Contained within this specialized triple capacity Portable Hole is a CR 15 Nekro-Krakenwhich is under the command of the hole's owner.
    • One assigned to Glyra
  • 1 Arch of Attunement: As many as two individuals can touch this Mithral and Dragonglass archway every six seconds, or walk under it if they are Medium-sized or smaller, in order to gain the effects of an Attune Form spell for 24 hours at 6th caster level.
  • 31 Sets of Titan's Tools (Command Activated Items: Greater Stone Shape, Greater Stone Metamorphosis, Move Earth, & Wall of Stone) - ASSIGNED
  • 5 Sets of Titan's Tools (Command Activated Items: Greater Stone Shape, Greater Stone Metamorphosis, Move Earth, & Wall of Stone) - UNASSIGNED
  • 2 Deep Song Horns (Coral Growth Titan Tools equivalents)
  • 20 Lyre of Building
  • 63 Spontaneous Search Inspection Stations with linked Control Rod (provides +5 Competence bonus to Search skill checks)
  • 1 Shrink Item Chamber (command-activated) - WRITE-UP PENDING
  • 1 Shrink Item Chamber, Advanced [Metamagically Extended duration, 10th caster level] (command-activated) - WRITE-UP PENDING
  • 1 Magic Aura Obsfuscation Chamber (uses command-activated Magic Aura spell at 8th caster level) - WRITE-UP PENDING
  • 5 Arcane Printing Press (Combines Amanuensis & Instant Portrait to duplicate a document, copying up to 250 words per minute)
  • 8 Astralabe - 4 ASSIGNED (1 assigned to each Moonchaser, 1 assigned to the Dauntless)
  • 9 Arcane Clocks
  • 2 Wayfinder
  • 15 MirrorVision Set
  • 3 MirrorVision Set, Interplanar
  • 23 Whispering Brazier
  • 4 Interplanar Whispering Brazier
  • Aberration Detection Equipment:
    • 5 Spectacles of Detect Aberration
    • 3,000 Pearls of the Clear Sea: Detect Aberration and other Far Realm influence within 5 ft of bearer.
  • 12 Gemcarver's Tools(2 each attuned to Air, Earth, Fire, and Water)
    • 12 Jeweler's Loupe (+10 Competence bonus to Craft [Jewelry])
  • Permanency Scrolls:
    • 0 Permanency scrolls suitable for 2nd level spells
    • 3 Permanency scrolls suitable for 3rd level spells
    • 0 Permanency scrolls suitable for 4th level spells
  • Elemental Gems: When crushed, smashed, or broken as a Standard Action, a Large Elemental of a type matching the gem appears as if Summoned by a Summon Nature's Ally V spell at 11th caster level. The Elemental is under the control of whoever broke the gem for the next 11 rounds.
  • Single-Use Talismans & Scrolls:
  • Metamagic Gems:
    • 73 Enlarging Amethyst
    • 74 Extending Garnet
    • 93 Silent Spinel
    • 76 Still Amber
    • 18 Maximizing Sapphire
    • 22 Widening Emerald
    • 20 Quickening Diamond
  • Weapons
    • 6 Acid Casters (Cast Acid Spit, uses Acid Splash, Bound Earth Elemental)
    • 5 Slumber Bows (Ballistas that empower bolts with Arcane Slumber, Bound ???)
    • 1 Swarm Spitters (Spits out a swarm of beetles designed to coup de grace helpless targets)
    • 6 Lightning Throwers (Casts Lightning Lance (CL 10) for as many charges as are found in the guiding Jolt wand. One may insert a wand of Targeting Ray in an auxiliary port above the main focus wand, allowing the spell to be cast as a swift action as part of operating the weapon.)
    • 20 Ethereal Lances (10d6 Force and 10d6 Sonic DC 22 Fort for half, Bound ???)
    • Specialty Ammunition:
      • +1 Grave Marker Arrows: 1,550
      • +1 Ghost Touch Steam Cannon Rounds (810 unassigned of 1,210)
        • 100 stocked in each Moonchaser-class Vessel, 20 stocked in each Manticore-class Heavy Bomber (Total: 400 rounds)
  • Valyrian Steel Banners:
    • Current Number: 9
    • Banners In Production: TBD
    • Assigned to Legions: 1st-8th Legion
Valyrian Steel Banners

Description: Wrought not of wood but spellsteel adorned not with simple cloth but the scales of Sothoryi painted-lizards who it was said knew no fear of man or beast, painted black with the same humble oils that darkened a legionaries' armor and also inked in red with the blood willingly given from a thousand palms that had drawn steel in service of the Dragon.

Ability: Immunity from possession and compulsion as Protection from Evil (no Save or AC bonuses) for a full company that marches under the banner (1024 Legionaries)

Cost: 15 lbs. of Valyrian Steel and 20,480 IM

Commissioned Items:
  • 12 Glass Golems [Commissioned on 7th day of 10th month, 293 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 11th month, 293 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 12th month, 293 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 1st month, 294 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 2nd month, 294 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 3rd month, 294 AC] - FULFILLED
  • 12 Glass Golems (9,867 IM each) [Commissioned on 7th day of 4th month, 294 AC]
  • 4 Soulfire Mithral Bracers (+1) [Commissioned on the 3rd day of 10th month, 293 AC] - FULFILLED
  • Enchanted Items [Commissioned in Vialesk on the 8th day of the 12th month, 293 AC] - FULFILLED
    • 8 Mind Blank Rings
    • 43 +1 Soulfire Mithral Bucklers
    • 50 Teleport Charms
    • 50 Plane Shift Charms
    • 50 Sending Stones
    • Permanency Scrolls:
      • 2nd Level: x2
      • 3rd Level: x8
      • 4th Level: x3
  • Enchanted Items [Commissioned in the Opaline Vault on the 19th day of the 1st month, 294 AC] - FULFILLED
    • x10 Titan's Tool
    • x4 Gemcarver's Tools
    • x4 Jeweler's Loupe (+10 Competence bonus to Craft [Jewelry])
    • x100 Healing Belts
    • x50 Handy Haversack
    • x100 Earrings of Arcane Acuity
    • x100 Rings of Protection from Evil
    • x1 Greater Delayed Spell Metamagic Rod
    • Single-Use Charms
      • x50 Brilliant Barrier Charms
      • x50 Sending Stones
      • x50 Teleport Charms
      • x50 Plane Shift Charms
      • x20 Blinding Glory Charms
    • Metamagic Gems:
      • x40 Enlarging Amethyst
      • x40 Extending Garnet
      • x40 Silent Spinel
      • x40 Still Amber
      • x15 Maximizing Sapphire
      • x15 Widening Emerald
      • x15 Quickening Diamond
  • Enchanted Items [Commissioned from the Opaline Vault & Armun Kelisk on the 19th day of the 2nd month, 294 AC] - FULFILLED
  • x5 Titan's Tool
  • x20 Lyre of Building
  • x20 Banner of Restful Nights
  • x4 Gemcarver's Tools
  • x4 Jeweler's Loupe (+10 Competence bonus to Craft [Jewelry])
  • x400 Pyre Salt
  • x8 Astralabe
  • x25 Heirloom Seal
  • x100 Handy Haversack
  • x100 Amulet of Tears
  • x100 Healing Belts
  • x100 Earrings of Arcane Acuity
  • x100 Rings of Protection from Evil
  • x100 Rings of Sustenance
  • x100 Boots of Speed
  • Single-Use Charms
    • x50 Brilliant Barrier Charms
    • x50 Sending Stones
    • x50 Teleport Charms
    • x50 Plane Shift Charms
  • Metamagic Gems:
    • x40 Enlarging Amethyst
    • x40 Extending Garnet
    • x40 Silent Spinel
    • x40 Still Amber
    • x15 Maximizing Sapphire
    • x15 Widening Emerald
    • x15 Quickening Diamond
  • Enchanted Items [Commissioned from the Opaline Vault & Armun Kelisk on the 19th day of the 3rd month, 294 AC]
  • x5 Titan's Tool
  • x4 Gemcarver's Tools
  • x4 Jeweler's Loupe (+10 Competence bonus to Craft [Jewelry])
  • x400 Pyre Salt
  • x100 Handy Haversack
  • x100 Amulet of Tears
  • x100 Healing Belts
  • x100 Earrings of Arcane Acuity
  • x100 Rings of Protection from Evil
  • x100 Rings of Sustenance
  • x100 Boots of Speed
  • Metamagic Gems:
    • x40 Enlarging Amethyst
    • x40 Extending Garnet
    • x40 Silent Spinel
    • x40 Still Amber
    • x15 Maximizing Sapphire
    • x15 Widening Emerald
    • x15 Quickening Diamond
Note On Psionic Commission Pricing: +25% standard market price for items with manifester levels 1-5; +40% standard market price for items with manifester levels 6-10; +70% standard market price for items with manifester levels 11-15. Manifester level cannot exceed 15.
  • Psionic Items [Commissioned in the Githzerai Monastery on the 19th day of the 12th month, 293 AC] - FULFILLED

Scroll Collection (Unassigned):
  1. Oath of Anonymity
  1. Assorted: 2,357 [NOTE: Abstracted stock to avoid bookkeeping nightmare; if it's a standard spell and not obscure, assume we have a scroll for it.]
  2. Alarm
  3. Blood Wind
  4. Buzzing Bee
  5. Carrion Compass
  6. Comprehend Languages x4
  7. Crafter's Fortune x2
  8. Cure Light Wounds x4
  9. Delusional Pride
  10. Ears of the City
  11. Floating Disk
  12. Friendly Face
  13. Grease
  14. Healer's Vision
  15. Horn of Pursuit
  16. Linked Legacy
  17. Locate City
  18. Mirror Polish
  19. Reduce Person
  20. Scholar's Touch
  21. Secluded Grimoire
  22. Strong Wings
  23. True Casting
  24. Vanish
  25. Womb of the Earth
  1. Assorted: 1,860 [NOTE: Abstracted stock to avoid bookkeeping nightmare; if it's a standard spell and not obscure, assume we have a scroll for it.]
  2. Ancestral Communion
  3. Blur
  4. Bone Talisman
  5. Calm Emotions
  6. Climbing Beanstalk
  7. Command Undead
  8. Dragoneye Rune
  9. Eagle Eye
  10. Feast of Ashes
  11. Ghoul Glyph
  12. Honeyed Tongue
  13. Insidious Insight
  14. Launching Perch
  15. Lesser Animate Dead
  16. Riversight
  17. Rope Trick
  18. Rumormongerer
  19. Spectral Hand
  20. Track Ship
  21. Web
  1. Assorted: 1,676 [NOTE: Abstracted stock to avoid bookkeeping nightmare; if it's a standard spell and not obscure, assume we have a scroll for it.]
  2. Call the Void
  3. Create Soul Gem
  4. Cup of Dust
  5. Diamondsteel
  6. Elemental Familiar
  7. Enter Image
  8. Favorable Sacrifice
  9. Greater Mage Armor
  10. Illusory Script
  11. Junglerazer
  12. Lightning Bolt
  13. Mindlocked Messenger
  14. Mirror Sight
  15. Open Book
  16. Riversight
  17. Skinsend
  18. Spellsword
  19. Suspended Silence
  20. Touch of History
  21. Twine Double
  1. Assorted: 1,867 [NOTE: Abstracted stock to avoid bookkeeping nightmare; if it's a standard spell and not obscure, assume we have a scroll for it, but no more than ten copies unless listed below).
  2. Arcane Eye
  3. Assay Spell Resistance (x4)
  4. Cloud Shape
  5. Dimensional Anchor (x4)
  6. Etheric Shards
  7. Freedom of Movement (x10)
  8. Greater Invisibility (x7)
  9. Illusory Wall
  10. Life Bubble (x4)
  11. Majestic Image
  12. Mass Shield of Faith (x10)
  13. Mirror Transport
  14. Orb of Fire
  15. Panacea (x20)
  16. Raise from the Deep (x40)
  17. Recitation (x13)
  18. Restoration (x8)
  19. Ruin Delver's Fortune
  20. Secure Shelter
  21. Sending (x19)
  22. Spell Enhancer
  23. Tail Current (x20)
  24. Tough Crowd
  1. Assorted: 1,145 [NOTE: Abstracted stock to avoid bookkeeping nightmare; if it's a standard spell and not obscure, assume we have a scroll for it, but no more than five copies unless listed below).
  2. Anticold Sphere (x9)
  3. Big Sky
  4. Boreal Wind (x3)
  5. Commune with Texts
  6. Fickle Winds (x2)
  7. Ice to Flesh
  8. Imprison Possessor
  9. Legion's Greater Magic Weapon (x12)
  10. Lesser Planar Binding
  11. Owl's Insight (x19)
  12. Passwall
  13. Pillar of Life (x8)
  14. Plane Shift (x4)
  15. Raise Hummock
  16. Revivify (x19)
  17. Sanctify Weapons (x8)
  18. Teleport (x2)
  19. True Seeing (x2)
  20. Unseen Crew (x20) [NOTE: DP buffed the spell to generate x10 Unseen Crewmen]
  21. Undead Anatomy II
  22. Wall of Force (x2)
  1. Energy Immunity x2
  2. Greater Black Tentacles x4
  3. Heal x11
  4. Mage's Decree x4
  5. Move Snow and Ice
  6. Psychic Asylum
  7. Smoky Confinement x2
  8. Snare Astral Traveler
  9. Ooze Puppet
  10. Superior Resistance
  11. Undead Anatomy III
  12. Wind Walk x3
  1. Amber Sarcophagus x9
  2. Aura of Vitality x4
  3. Gemjump
  4. Legendary Proportions
  5. Lya's Magnificent Mansion x2
  6. Magic Army x8
  7. Perceive Betrayal
  8. Prismatic Spray
  9. Simulacrum
  10. Teleport Trap
  1. Clone x3
  2. Dimensional Lock
  3. Greater Planar Binding x5
  4. Greater Spell Immunity
  5. Maze x13
  6. Mind Blank x20
  7. Moment of Prescience x5
  8. Power Word Petrify x2
  9. Superior Invisibility x16
  10. Trap the Soul

Mystical Materials:
Metals:
  • 145 lbs of Blue Ice
  • 40 lbs of Elysian Bronze
  • 37 lbs of Horacalum
  • 96 lbs of Noqual
  • 40 lbs of Thinaum: If a Thinaun melee weapon is touching a creature when it dies, that creature's soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the Thinaun weapon until the weapon is destroyed or another creature dies while touching the Thinaun weapon (the new soul displaces the old one). Raise dead, Resurrection, and similar spells won't bring back a creature whose soul is trapped by a Thinaun weapon unless the caster has the weapon in his possession. Because the soul is nearby, fewer material components are required for such spells: Reincarnation, Raise Dead, Resurrection, and True Resurrection require half as much of the relevant material component (unguents or diamonds) to cast if the soul is within a Thinaun weapon.
  • Seeds:
  • Substances:

Alchemy:
  • 2,376 Wildfire
  • 5,200 Alchemist's Fire
  • 13,310 Explosive Packs [1d6 Slashing & Bludgeoning damage (DC 15 Reflex save for half damage) per pack (up to 10 packs can be stacked to create larger explosions), with every three packs increasing the blast radius by 5' and save DC by +1. 2 pounds per pack.]
  • 14 Flash Powder [Blinds all unprepared creatures within 5 feet of its use for one round (DC 15 Fortitude check negates).]
  • 5,386 Fungal Stun Vial
  • 13 Fury Drops
  • 3,721 Incendiary Catalyst
  • 22,813 Liquid Ice
  • 22 Rust Powder
  • 7,340 Sleep-Smoke doses [One dose affects a globe 10 feet in diameter on the first round, expanding outward to a globe 20 feet in diameter on the second round, and being harmless thereafter. A strong wind can move the globe of sleep-smoke. Type: Inhaled DC 15; Initial damage unconsciousness for 1 minute; Secondary damage unconsciousness for 1d3 minutes]
  • 381 Tanglefoot Bag
  • 450 Thunderstone
  • 10 Water of Unlife [A direct hit deals 1d6 points of negative energy damage. Every creature within 5 feet of the point where the flask hits takes 1 point of negative energy damage from the splash.]
Fairy Cap: A cap with orange spots causes a Large-sized or smaller creature to grow one Size Category, while one with brown spots causes the eater to shrink one Size Category. These effects function as per Enlarge Person or Reduce Person, except they can affect any Large-sized or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a Fairy Cap is quite chewy, and eating it is a full-round action.
Cost: 20 IM/10 Doses
Inventory: x1,904 (Enlarge) doses, x2,000 (Reduce) doses

Pixie Table: One dose of Pixie Table increases a spellcaster's mental prowess, allowing him to prepare an additional 1st-level spell on the morning he drinks the liquid. Pixie Table disrupts the natural flow of magic, however, reducing the DC of all spells the user casts during that day by 2.
Cost: 24 IM/Materials for 10 Dose of Pixie Table
Inventory: 0 doses

Gremlin's Jest: Drinking Gremlin's Jest causes the subject to become much more susceptible to the power of suggestion and Mind-Affecting effects, taking a -2 penalty on Sense Motive checks and a -1 penalty on saving throws against mind-affecting effects for the next 2d4 hours. This is a poison effect.
Cost: 8 IM/Materials for 10 Doses
Inventory: 100 doses

Eye-Wort Brew: Eye-Wort Brew immediately grants creatures under the effects of Enchantment spells or effects another saving throw to resist those effects. If the Enchantment effect did not allow an initial saving throw, Eye-Wort Brew has no effect.
Cost: 24 IM/Materials for 10 Doses
Inventory: 2,000 doses
Emerald Soothing: For 1 hour after drinking the wine, you gain a +8 Alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
Cost: 1000 IM/Cask (100 Doses)
Inventory: 1,000 doses

Hearth's Kiss: For 12 hours after drinking one or more doses of Hearth's Kiss, the drinker the benefits from a Resist Energy(Fire) spell. One dose grants Resistance to Fire 5, three doses grant Resistance to Fire 10, and nine doses grant Resistance to Fire 20, though in the latter case the drinker had best have some means to sober up.
Cost: 4000 IM/Cask (100 Doses)
Inventory: 600 doses

Soul's Respite: One dose of Soul's Respite will allow the drinker to roll their next save for removing a Negative Level with a +6 Alchemical Bonus, while three consecutive doses will outright remove a negative level.
Cost: 8000 IM/Cask (100 Doses)
Inventory: 100 doses

Wyld Wine: One dose of Wyld Wine grants the drinker the Fey Creature template for 12 hours. Those affected, however, must pass a DC 15 Will save every three hours to avoid becoming Confused.
Cost: N/A
Inventory: 20 Casks (10 doses per cask)
  • 3 doses Spellscorch
  • 3 doses of Aspect of Mammon poison: Injury, Fortitude DC 35, 1d6 Constitution drain/1d6 Constitution drain.
  • 194 Doses of DC 28 2d8 strength monstrous spider poison (weapon oil)
  • 500 Doses of DC 20 2d6 strength monstrous spider poison (weapon oil)
  • 1400 Doses of DC 16 1d8 strength damage monstrous spider poison (weapon oil)

Imperial Extraplanar Navy:
Moonchaser
Current Moonchaser Class Vessels: 3
Moonchaser Class Vessels In Production: 0
Assigned to Moonchaser Engineers:
  • 75 Traveler's Any-Tool
  • 25 Ring of Mending (command-activated)
  • 7 Ring of Prestidigitation (command-activated)
  • 3 Rod of Make Whole (command-activated)
  • 6 Belt of Repair:
    • Repair Constructs or Objects (3 Charges/Day): 1 Charge (Repair 2d8 points of damage), 2 Charges (Repair 3d8 points of damage), or 3 Charges(Repair 4d8 points of damage)
Assigned to Moonchaser Mess Hall Attendants and Kitchen Staff:
Dauntless
Current Dauntless Class Vessels: 1
Dauntless Class Vessels In Production: 1
Assigned to Dauntless Engineers:
  • 225 Traveler's Any-Tool
  • 75 Ring of Mending (command-activated)
  • 30 Ring of Prestidigitation (command-activated)
  • 9 Rod of Make Whole (command-activated)
  • 20 Belt of Repair:
    • Repair Constructs or Objects (3 Charges/Day): 1 Charge (Repair 2d8 points of damage), 2 Charges (Repair 3d8 points of damage), or 3 Charges(Repair 4d8 points of damage)
Assigned to Dauntless Mess Hall Attendants and Kitchen Staff:
Illustrious
Current Illustrious Class Vessels: 0
Illustrious Class Vessels In Production: 1

Gladius
Current Gladius Class Vessels: 2
Gladius Class Vessels In Production: 2

Griffon
Current Griffon Class Vessels: 0
Gladius Class Vessels In Production: 2

Pegasus
Current Griffon Class Vessels: 0
Gladius Class Vessels In Production: 9

Wyvern Anti-Gravity Fighter
Current Wyverns: 28 (Type-A), 23 (Type-B), 22 (Type-C)
Wyverns In Production: 13 Type-B, 40 Type-C

Manticore Anti-Gravity Fighter-Bomber
Current Manitcores: 16
Manticores In Production: 12
Beetle Bomb
Each of these dog-sized beetle-like Constructs has a specialized abdominal cargo compartment able to hold up to two cubic feet of material weighing up to 100 pounds. This cargo usually consists of an explosive device which the Beetle Bomb delivers to its target via a single-use Teleport effect. They typically cling tightly to recessed slots located under the wings of Wyvern Anti-Gravity Fighters, but can also be deployed from their bomb bays or stationary facilities with the proper fire control mechanisms needed to arm the Beetle Bombs and activate their Teleportation ability.
Neutral Small Construct
AC:
20, touch 11, flat-footed 20 (+1 Size, +9 Natural)
HP: 31 (2d10+20)
Speed: 5ft., Fly: 20(Poor)
Initiative: +0
Saves: Fort -, Ref 0, Will 0
Immune: Construct Traits
Defensive Abilities: DR 10/Adamantine
Offensive Capabilities: None
Senses: Low-light vision, Darkvision 60ft
Statistics: Str 10, Dex 10, Con -, Int -, Wis 1, Cha 1

Special Abilities:
  • Hardy(Ex): The Construct uses magically Hardened steel in all aspects of its construction and is deliberately crafted to be simple, with few moving parts and thicker than normal armor. It benefits from an additional 10 Hit Points, +5 Natural Armor, and Damage Reduction 10/Adamantine.
  • Teleportation(Su): This is a single-use Teleport effect at 9th caster level tied directly to the animating force of the Construct. After being triggered, the Construct remains functional for up to one minute before becoming non-magical. If recovered, it can be enchanted once more to return it to service with a 25% discount on the enchanting cost.
  • Visual Link(Su): The Construct has no will of its own, and thus cannot pick out a target to deliver its deadly payload. In order to acquire a target, the Construct must be keyed to the enchanted fire control mechanisms of a Wyvern-class Anti-Gravity Fighter or similar system. When a Wyvern pilot desires to send a Beetle Bomb Construct to attack a target they can see, they must spend a Standard Action to mentally designate the target and provide the prompt necessary to activate its Teleportation ability. During this process, the pilot can designate exactly how close the Construct appears to its target.
  • Payload Delivery(Ex): Upon being Teleported to its destination, if the distance between its target and the Construct is within the envelope chosen by the pilot, it detonates its payload immediately. If for some reason the Construct appears outside of this range, but within 200 feet (61 m), it will attempt to reach the target via flight, otherwise it will use the time remaining before it deactivates to reach solid ground so that it can be retrieved for later use.
  • Construction
    • Material Cost: 100 (45 kg) pounds of steel, 200 IM in reagents, and a gem worth at least 50 IM.
    • Enchanting Requirements: Craft Construct, Detect Magic, Circle Dance, Lesser Geas, Teleport; Enchanting Cost: 250 IM.
Current Beetle Bombs: 2,124
Beetle Bombs In Production: TBD
  • Explosive: Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts tremendous damage.
    • Damage: 20d6 points of Piercing and Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 feet (24.25 m) from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
    • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
  • Alchemist's Fire: This bomb contains several gallons of Alchemist's Fire within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the flaming concoction evenly upon detonation.
    • Damage: 8d6 Fire damage to everything in a 60 foot (18.25 m) radius. A DC 20 Reflex save halves the damage and prevents targets from catching fire. If ignited, targets suffer 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Material Requirements: 80 pounds (36 kg) of Alchemist's Fire, one 2-pound (0.9 kg) Explosive Pack
  • Liquid Ice: This bomb contains several gallons of Liquid Ice within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the syrupy liquid evenly.
    • Damage: 6d6 Cold damage to everything in a 35 foot (10.5 m) radius and Entangles every creature within the area for two rounds. A DC 20 Fortitude save halves the damage and prevents Entanglement.
    • Material Requirements: 80 pounds (36 kg) of Liquid Ice, one 2-pound (0.9 kg) Explosive Pack
  • Inferno Munition / Bomb #1 (10 pounds / 4.5 kg): 12d6 Fire damage (+50% damage if not already Vulnerable to Fire) to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire (2d6 Fire damage per round for at least 6 rounds unless extinguished). Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or suffer 3d6 Fire damage, but they do not catch on fire.
  • Alchemist's Fire:Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
  • Liquid Ice:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 2d6 Cold damage to everything within 5 feet (1.5 m) of the target space and the target itself is Entangled for one round unless it succeeds on a DC 20 Fortitude save. Everything within the area between 5 (1.5 m) and 20 (6 m) feet of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #2 (20 pounds / 9 kg): 4d6 Cold damage to everything within 5 feet (3 m) of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for one round. Everything within the area between 10 (3 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #3 (40 pounds / 18 kg): 6d6 Cold damage to everything within 15 (4.5 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for two rounds. Everything within the area between 15 (4.5 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for one round.
    • Bomb #4 (80 pounds / 36 kg): 8d6 Cold damage to everything within 20 (6 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for three rounds. Everything within the area between 20 (6 m) and 35 feet (10.5 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for two rounds.
  • Explosive:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
      • Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
    • Bomb #2 (25 pounds / 11.25 kg):20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
      • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
  • Sultan's Tribute - Launcher Munition / Bomblet (5 pounds / 2.25 kg): A sphere of glazed deep red clay interspersed with burnt-brown particles of Brown Mold, surrounding an enchanted metal core and embossed with a thumb-sized portrait of a Dragon. When pressed, the Dragon grins and the core is activated.
    • Effect: When activated the core produces a Heat Metaleffect causing the Brown Mold to grow until the duration has run it's course with a one round grace period for the user, doubling round by round thereafter from 5ft (1.5 m) to an 80ft (24.25 m) spread.
      • When used by a Wyvern Anti-Gravity Fighter, whether fired from its Launchers or dropped from the bomb bay, the vessel's enchanted fire control system is able to activate the Sultan's Tribute remotely as they are deployed.
    • Brown Mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet (1.5 m) in diameter, and the temperature is always cold in a 30-foot (9 m) radius around it. Living creatures within 5 (1.5 m) feet of it take 3d6 points of Nonlethal Cold damage. Fire brought within 5 feet (1.5 m) of Brown Mold causes the mold to instantly double in size. Cold damage, such as from a Cone of Cold, instantly destroys it.
    • Enchanting Cost: 30 IM each
    • Current Sultan's Tribute: 376

Constructs:
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Sense Motive +17, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.
Current Heralds: 39 remaining (9 lost in action against Ymeri)
Heralds In Production: TBD
The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Currently Assignment: Sorcerer's Deep

Warstriders:
Current:
  • Light Warstrider: 30
  • Warstrider: 15
  • Heavy Warstrider: 4
  • Super-Heavy Warstrider:
In Production:
  • Light Warstrider:
  • Warstrider:
  • Heavy Warstrider:
  • Super-Heavy Warstrider:
Advanced Tattoo Guardian:
Current Advanced Tattoo Guardian: 1 (Bonded to Lya the Sage)
Advanced Tattoo Guardians in Production: 0

Bahro, the Awakened Adamantine Golem training to be an Unchained Monk: Mental Attributes (14 Intelligence, 17 Wisdom, 13 Charisma)
Current Awakened Adamantine Golem: 1
Current Assignment: Sorcerer's Deep

Advanced Commando Bio-Construct, aka "The Seeker":
Current Advanced Commando Bio-Construct: 1
Current Assignment: Sorcerer's Deep

Umbral Spies:
Current Umbral Spies: 56
Umbral Spies In Production: TBD
Shapeshifter Corpses Remaining: 189

Umbral Stalker:
Current Umbral Stalkers: 5
Umbral Stalkers in Production: TBD

Glass Golems:
Current Glass Golems: 67
Glass Golems in Production: 12
Current Assignment: Sorcerer's Deep

Iron Golem: Enhanced with Constant See Invisibility and equipped with a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Golems: 1
Current Assignment: Sorcerer's Deep

Iron Archer Golems: Each is equipped with a Visor of See Invisibility and a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Archer Golems: 2
Current Assignment: Sorcerer's Deep

Flesh Hounds: Variant Flesh Golem
Current Flesh Hounds: 5
Current Assignment: Goggossosi Flesh Forge

Flesh Golem:
Current Flesh Golem: 1
Current Assignment: Goggossosi Flesh Forge

Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 0 Seekers (6 HD, Anti-Magic Bio-Construct)
  2. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  3. 15 Hunter Seekers [Advanced to 9 HD; Large-sized]
  4. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and +2d6 bonus damage when Pouncing or Charging]
  5. 5 Wardens(9 HD, Information Gathering Variant Seeker)
  6. 5 Caretakers (6 HD, Child Guardian Variant Seeker)
  7. 1 Slayers(12 HD, Assassin Variant Seeker)
Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven
CR 1/2
N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP
Current Lesser Three-Eyed Ravens: 546
Current Lesser Three-Eyed Ravens in Production: TBD
Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven
CR 2
N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP
Current Greater Three-Eyed Ravens: 93
Current Greater Three-Eyed Ravens in Production: TBD
Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to chosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Dart (as chosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of chosen element)

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made plate mail worth 500 GP, 2000 GP
Current Elemental Wyrmlings: 69 (Acid[x8], Cold[x8], Electrcity[x8], Fire[x45])
Elemental Wyrmlings in Production: TBD
Dedicated Wright
Dedicated Wright x2 (Bound to Lya)

Wrought of fine clay, rare glazes and Lya's own blood, Spark and Ember, as they have taken to calling themselves unprompted, look to be copies of your lover writ small in enchanted porcelain, save for the fiery red hair they are quite vain about.

They are in many ways the embodiment of Lya's desire to bring new magic into the world, of her unfailing desire to create for the joy of it. They never tire nor grow discontent with their labors. However, this is not all they are. Not wishing to bring forth slaves of the mind and spirit, Lya unconsciously bequeathed upon the two servitors a puckish a willfulness and almost child-like good humor that often manifests as good-natured trickery to the unwary.
Tiny Construct
Hit dice:
1d10 (5 hp)
Initiative: +0
Speed: 10 ft.
Armor class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/−7
Attack: Hammer +3 melee (1d3+1)
Full Attack: Hammer +3 melee (1d3+1)
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7
Skills: Craft (smithing) +7, Craft (potery) +4
Feats: Skill Focus (Craft)
Environment: Any
Challenge Rating: 1
Alignment: Neutrally Good

Item Creation (Su):
A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright. He may then leave, allowing the wright to carry the process through to completion.

Construction:
A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator's blood, and fired in a kiln. The materials cost 25 Gold. Creating the body requires a DC 14 Craft (pottery) check.
A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 400 Gold to the cost to create.
Current Dedicated Wrights: Lya (x2), Valeria (x1), Maester Qyburn (x1), Anu (x1), Raptoran Oracle Weapon & Armorsmith (x1)
Dedicated Wrights in Production: 0
Calligraphy Wyrm
First created in the days of Old Valyria as scribes and sorcerous assistants, these servitors of enspelled gold are among the most self-willed creatures to be born of Flesh Forges for the Freehold. Physically and magically weak, these creatures proved to be invaluable in their tasks, forging lasting bonds with the sorcerers of old. While many became proper familiars, soul-bonded to their masters, others were more lightly connected to specific lineages or even institutions of learning.

If these servitors can be said to have a higher purpose than serving those they deem their masters, it is the preservation and spreading of knowledge. Though not naturally aggressive, a Calligraphy Wyrm can be driven to violence by the willful destruction of a particularly rare or precious manuscript.

While they obviously find enjoyment in each other's company, such companionship is purely intellectual in nature as these creatures wrought of magic and gold do not multiply as living things do. Rather, a Calligraphy Wyrm granted access to a sufficient quantity of pure gold (equivalent to 100 IM) can gorge upon it before its form seemingly turns molten and a new construct emerges, ready to serve.
Diminutive Construct
Hit Dice:
3d10 (15 hp)
Initiative: +7
Speed: 10 ft., fly 80 ft. (Average)
Armor Class: 17 (+2 size +3 Dex), Touch 17, Flat-Footed 14
Base Attack/Grapple: +3/−7
Attack: Gore +10 Melee (1d2-3)
Full Attack: Gore +10 Melee (1d2-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Ink Spray, Sneak Attack +2d6
Special Qualities: Construct Traits, Darkvision 60 ft., Change Shape, Low-Light Vision, Spell-Like Abilities
Saves: Fort +3 Ref +6 Will +4
Abilities: Str 4, Dex 17, Con —, Int 13, Wis 12, Cha 13
Skills: Bluff +7, Craft (Calligraphy) +7, Knowledge (History) +7, Knowledge (Arcana) +7, Listen +7, Spot +7, Spellcraft +7
Feats: Improved Initiative, Weapon Finesse
Environment: Any
Challenge Rating: 2
Alignment: Lawfully Neural

Change Shape (Su): As a full-round action, a calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of sovereign dragons. The wyrm gains hardness 5, but loses all its senses except hearing and cannot take any actions other than to return to its dragon form as a full-round action. The golden pen counts as a masterwork tool for the purpose of Craft (calligraphy) checks.

Ink Spray (Ex): As a standard action every 2d4 rounds, a calligraphy wyrm can sneeze a 10-foot cone of ink. Creatures must succeed at a DC 12 Reflex save or be covered in ink.

Affected creatures are treated as though they had failed a saving throw against glitterdust, except that they don't take a penalty on Stealth checks, and can remove the blinded condition automatically as a standard action. The save DC is Charisma-based.

Spell-Like Abilities (CL 3):

At Will: Arcane Mark, Read Magic
3/day: Erase
1/day: Secret Page

Construction: A Calligraphy Wyrm can create more of its kind by devouring 200 Gold and dividing over the span of a day.
Current Calligraphy Wyrms: 23
Calligraphy Wyrms in Production: 0
 
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