Copper Dragon

Anaxian, the Knot of Souls's page

116 posts. Alias of Doomed Hero.


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125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Howdy, all. Since this thread is no longer active in my games tab I hadn't been paying attention to it.

I'd love a chance to reprise this group. It was a lot of fun. My concerns were mostly about how much the system breaks down at high levels. Normal characters struggle just to keep things straight after 15th level. These characters are a whole other order of magnitude worse. I enjoy playing powerful characters, but I enjoy it most when they still feel like the underdogs and have to really think to come out on top. That's a hard balance to maintain.

Planar adventures would be a good fit. That allows for the over the top nonsense we have come to expect without really needing to worry about upsetting the Golarion status quo too much.

The kingdom building aspect was interesting to me from a story perspective, but boring from a mechanical perspective. If we were to keep that, I'd prefer to cut the mechanics and just wing it. That system can't handle the kind of stuff we can do anyway.

I'd be ok with Mythic under some very tight constraints. Like, disregard mythic tiers entirely, and just have every single mythic power or feat be it's own individual story reward upgrade to something that is already thematically appropriate. (Also, no mythic power attack or vital strike, and no Amazing Initiative or any ability that lets you pick any spell you want on the fly. Those abilities in particular break the game wide open)


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Meredian Adriatnaic wrote:
The Dapper GM wrote:
Isn't lichdom only 120k?
Yes and that's included in the amount. However, if I'm going to be a Lich I'd want to trick out my phalactry.

Pimp My Soul Ride


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

GM, can we get the list of colors that are already in use?


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian was quiet as well. He had a... unique view of immortality. Ultimately, he had joined the Red Queen for the promise of treasure, a safe place to continue his work, and the opportunity to eventually find and subsume Hiesnar the Dracolich.

Hiesnar had been something of an inspiration to Anaxian so long ago, but there was nothing about Anaxian's nature that would lend him to respect Hiesnar. Years ago when he was alive and a lowly familiar, he coveted the great Dracolich's power. Now though, with a great deal more experience and a multitude of perspectives under his belt, Anaxian could see that Heisnar was a limited and short-sighted creature. A prototype at best. Something to be dismantled and incorporated into a newer, better design.

"I would have Hiesnar's former position." his multi-echoed telepathic voice said quietly.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I took it on my own at 7th level. I'm not sure if we got a bonus leadership feat or not. I remember the discussion, but not the outcome.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian perused Meredian's catalogue.

"I find Rune Guardians to be extremely useful for purposes of civic maintenance. There are a great many low-power spells that can be used for beautification and construction."

"Homunculi are likewise very useful for such things. Beyond those, I find constructs that are worth their associated costs to be rare."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I vote yes.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Yes, assuming we are near enough. My telepathic ability is a physiological remnant of my original Pseudodragon form. I may need to look into a version of of the HexStone for my own purposes.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian tilts his head in thought.

A useful idea. However, I am something of an anomaly regarding the way magic determines the notion of "person." I believe your HexStone would work for only one of me.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I figure that Necromancers must have an understanding of Hit Dice, or whatever in-game term might be used to describe that. The way the onyx rules for Animate Dead work, they have to.

Likewise, for things like Skeletal Champions, which keep class levels. They must have a way of assessing how high level someone is because they have to know that in order to successfully animate them.

I think one of the reasons Necromancers are so weird and creepy is because they can look at pretty much anyone and assess how many gold pieces worth of onyx they are worth.

"How powerful is that giant?"

"Oh, about ten weights of onyx."

"What?"

"250 gold pieces."

"What??"

"Nevermind."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Inubrix wrote:
I'd totally be a psychic vampire if i weren't a construct.

I can help you too. It will be more complex, but doable


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Drisquar wrote:
Are you totally denying us the Keep?

I did kind of drop a meteor on it twice. There's not a whole lot of "Keep" left. Not much reason for anyone to want it now.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Meredian Adriatnaic wrote:

Psychic vampires you say?

*Reconsideres her stance on being undead*

My door is always open.


1 person marked this as a favorite.
125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

...sorrynotsorry.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"Take them" Anaxian said to the crusader.

I'm taking the corpse of the Woundwyrm, and any other mostly intact bodies.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I'm not going to get posts in tonight.

This election feels like the prologue to a dystopian future novel, and I have some angry drinking to do.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

The important thing about attacking with a Reach weapon is that you would not be within reach of his attacks.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

It just occurred to me that my Woundwyrm body was probably affected by those Symbols of Death.

Woundwyrms have a Spell Resist of 26, and Anaxian has a +14 will save.

Did I just loose my mega-body?


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

When Magic Circle is cast with a "special diagram" (which is what Anaxian's special ring is), then outsiders inside the circle should be pretty much powerless.

Magic Circle wrote:

...none of its abilities or attacks can cross the diagram.

This is what I'm banking on. If I have that wrong, please let me know. Anaxian is a whole lot smarter than I am.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Alright, as a wrap up, all the Anaxians are now gathered in the same general area defending the Invisible ring, which is anchored in the air by an Immovable Rod.

The circle has an inward facing Magic Circle trapping Sheorhaz. Assuming I beat his Spell Resistance, he is trapped, unable to attack or use abilities though the circle unless the ring is damaged.

There is a 50' sphere of smoke obscuring vision around it.

There is a 40' radius Unhallow spell from Little Anaxian's Darkskull. Within that area, those who do not serve the Crimson Stranger are affected by a Dimensional Anchor effect.

There is a 30' Cone of Acid Fog and Confusion Gas inside the Smoke. Because of the smoke, the Vrocks won't be able to see it until they are in it.

There is a 60' radius Fear aura around Little Anaxian. (DC 23 will or Shaken)


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Wolves do not fly either. We were not asking for your sake."

"I am perfectly willing to make the journey afoot simply for the sake of my own interest in observing the worldwound directly. However, if I am alone in that desire, scrying on some site above Old Sarkoris and teleporting in would suffice."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"Can you elaborate on 'sky demons?'"


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Know: Planes: 1d20 + 15 ⇒ (20) + 15 = 35

Know: Geography: 1d20 + 15 ⇒ (19) + 15 = 34

I got 'chu, boo.

"I researched the local histories and legends of this area as preparation for coming here." the dragon said allowed.

"A Vrolikai demon named Shaorhaz was said to have overthrown the Green Faith of Sarkoris. The location of where the Green Faith was destroyed is not on any map, but folklore speaks of the Forest Stones at the boarder of Old Sarkoris. I theorize these stones are the site of the Green Faith's seat of power, and a likely place where Shaorhaz destroyed them. In later lore, the Stones also seem to be associated somehow with Siabrae."

"All we require is a local guide who knows the location of the stones..." the dragon said with a meaningful look toward Grimnar.


1 person marked this as a favorite.
125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Illia is the best.

Anaxian padded along, taking in the worldwound's interesting scenery. This was the sort of place he could see himself retiring to. It would be nice to hollow out a den and rest on top of a horde of gold and bones and wait for the eventual onset of demilichdom.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Thanks.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian had been contemplative and quiet, taking in the complexities of the Worldwound. He had never been to this place, and information on it was scarce. His various minds were all observing different nuances and having a silent conversation as they compared notes.

When he reached the Werewolf with Inubrix, he raised a scaled eyebrow at Illia's antics.

Lycanthropy. Such an interesting affliction. I have never understood why it is considered a curse rather than a blessing. his mental voice said to his allies.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I have little patience for social niceties. If a contract needs written, I will be amiable. Until then, I will leave the diplomacy to those better suited to it.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Indeed.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I dislike this attention. Normally I would be amused at their adoration, but I cannot help but feel these fools may decide to try to capture me or demand me as tribute for your negotiations. It will be to their peril if they do.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

There is something to be said for the direct approach.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Knowledge History: 1d20 + 26 ⇒ (9) + 26 = 35

Perception: 1d20 + 23 ⇒ (13) + 23 = 36

Sense Motive: 1d20 + 23 ⇒ (18) + 23 = 41

Illia, we are being watched. Somewhere in this vicinity. Anaxian said telepathically, giving Illia a mental nudge to point her truesight in the right direction.

Detect Magic and Deathwatch are up, in case it matters.

Anaxian eyed the walls of the city and shared his thoughts with his allies.

The Shades of the Uskwood are an ancient druidic order that has flourished for millennia in the nation of Nidal. Like the nation's rulers and citizens, they serve Zon-Kuthon. Nidal is perhaps the most secretive nation in all of Avistan, if not Golarion. The Shades are more secretive still. Their numbers and locations are almost entirely unknown.

There is evidence that the druids of the Shades have, on various occasions, coordinated with the Umbral Court. I suspect that they may have some a habit of employing covert ambassadors or agents this city.

I suspect we are being watched. Probably from the walls, possibly from the forest as well. Letting them beleive we do not know this is wise. Drisquar, take a look around, but if you see anyone, do not acknowledge their presence.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"I find euphemisms and colloquialisms to be universally... charming."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"I find them insufferable and unimaginative."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian smiled.

"That will do." he agreed, eager to get to work.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

While Meridian was playing pirate, Anaxian was finishing his phylactery. Years of work, a kingdom's ransom in treasure, all to enchant a single coin that looked little different than any other coin circulating around the city.

It was now gold plated and had Meridian's face on it, of all absurd things. The disguise was almost irrelevant though. It was what was inside the coin that mattered.

Perhaps inside was the wrong way to look at it. Attached was a better descriptor.

The coin housed a dragon's soul. It was the template from which all the others came. It was the alpha and omega of the fractal being called Anaxian.

And now it sat on a work table between Jiator and Anaxian. All of him. The room was carefully, perhaps paranoidly warded against scrying and divinations, as well as more mundane methods of spying. Anaxian took no chances with his phylactery. The fact that he let Jiator see it at all was a gamble, and a sign of trust that was nearly alien to the dragon.

"It has always had a flaw. The ritual was meant for a drow, not a dragon. I stole it from my former master. I was foolish and too impulsive when I used the ritual. I am lucky it did not kill me and obliterate my soul. I have been so far unable to reverse engineer where the change needed to be made. I admit I am at a loss." he said to Jiator.

"Do you know?"


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

If Illia wants her old body as a Cohort, that's fine with me as a player and I'll try to help make it happen.

However, Anaxian really won't stand for a draconic undead around that isn't him. He's kinda touchy on that particular subject. Convincing him will be difficult.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

So here's some options-

1) I retire Necromancer-Anaxian as a PC. He takes over Illia's old corpse and becomes an NPC, being on the Council of Colors full time and concentrating on developing the city. He'd be a powerful ally for the party, like Jiator and Adrexa. In his place, I'd create a new Axaxian to use the Pseudodragon body and run around with the group.

2) I keep necromancer-anaxian as a PC, but create another soul-copy out of the big dragon, which becomes an NPC. This is pretty muh the same as option 1, but would maintain the continuity of which Anaxian stays with the group.

3) I ressurect the dragon. It comes back to life locked in some serious chains and bindings to keep it helpless, and put the Graveknight's Armor on it. Over the course of a few months, the dragon slowly becomes the new Graveknight. It becomes an NPC. Anaxian makes a new Cohort out of the Underworld Dragon body.

4) This one's the same as 3, but in this version, Necromancer Anaxian takes over the Underworld dragon's body and makes a new cohort out of the pseudodragon body.

Anyone have any thoughts or preferences. Personally I'm partial to 3 or 4.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Tiny Coffee Golem wrote:
If you're looking for feats there are fears specifically useful when using magic jar if you're interested in such a thing. I'll try to find the names or you can look up Hama in the crazy character emporium.

Looked up Hama. The link is dead. I'd love to see those feats though.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

it's really just 1/2 off wonderous items. Anything else you have to pay full price for.

Also, Anaxian doesn't know Tenro's new character, so he wouldn't have been making him stuff when he shows up. You're probably going to have to pay standard costs, and get the discount from the time you join the party forward.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Oh goodie. Made him blink.

"Very well." Anaxian said, going back to his revisions, adding in contract language relatedto thier discussions. "It should be ready in short order."

Drow Hellknights as a police force would be good.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"Those things are appreciated, and fully enumerated within the contract itself." Anaxian said, clearly enjoying himself.

"The issue of taxes is, likewise, enumerated. The possible help of theoretical compatriots who may or may not be in the region at any given point is more... nebulous. If you would like to fully document what those benefits would be and what they are worth, in lieu of taxation, we could certainly negotiate that."

"However, none of this addresses the indisputable fact that Hell is gaining far more out of this arrangement so far than Escarra is. Governments willing to give Hell an overt embassy in their capital and willing to conduct trade in good faith are rare. Even rarer are population centers where other divine forces do not already have a foothold."

"This contract would allow Hell to gain a solid presence in Escarra well before any other churches attempt to move in and vie for the souls of the populous."

"Such a headstart is valuable. Certainly worth more than the mildly backhanded threat of "we will not view you as enemies."

"While I appreciate backhanded threats as much as anyone else, I believe negotiations should be mutually and equally beneficial. So I have not mentioned, for example, that I could summon and bind a dozen or so of your brethren and compel them to negotiate against you on Escarra's behalf. I do not believe such things are necessary between two like-minded people who's goals are transparent and aligned."

"So, what I propose, is that we each look at the contract from the other's viewpoint, a thought exercise, if you will, which allows us to attempt to gain the most mutually beneficial contract possible."

"For instance, were I in your position, I would attempt to include an exclusivity clause which would prevent other divine institutions apart from Asmodeus and the Red Lady from entering into similar contracts with Escarra for a period of, say, five years."

"If you were to initiate a proposal like that, what do you think I should ask for as fair recompense?"


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

I'm fine with those changes. In addition Anaxian amends the commerce clause to specifically exclude soul-traffic from the contract's definition of 'commerce', and adds a separate sub-category of the contract dealing specifically with that form of trade. To both standard commerce and soul-commerce he adds a reasonable tariff ensuring Escarra will receive dispensation for trade done within it's borders.

"It appears we have a mutually agreeable contract here." Anaxian said later.

"The only step left is to discuss what hell is offering in return for the signing of this contract."

Bet he thought he would roll in and get a trade post in the middle of our city for free, just based on name-recognition. ;P


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Mostly I want to ensure that we aren't getting into anything we aren't fully aware of. No hidden clauses of any kind, and nothing "in perpetuity."

Anaxian adds contract language allowing for re-negotiations of terms every ten years.

In addition, he adds language requiring the charter-holders and proprietors of the embassy to conduct themselves with the best interests of Escarra being given equal weight to the interests of Asmodeus and Hell.

Lastly, should the ruling council of Escarra reach a majority consensus that the charter-holders, the Embassy, or it's proprietors are not acting in good faith or in the best interests of Escarra, the charter may be revoked in it's entirety.

Whatchoo know 'bout the Nash Equilibrium, devil-man?


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125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Illia is directing the initial construction? Well, the place will be impregnable. It will also be covered in spikes and glitter, and might not actually have any doors.

Anaxian took the long way back. He had a shark boat, a skeletal kraken and a captured aboleth lich to escort, as well as all the plunder that was too large for Illia to easily carry. He let his larger counterpart do the steering, following Hungry Doom. The smaller Anaxian disappeared into his portable hole workshop and didn't come out for the entire trip.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian shifts, becoming instead a massive crab-like humanoid, it's massive shell and single pincer arm were carved in dark runes and reinforced with steel plating.

Little anaxian casts Monstrous Physique 2 from a scroll to become a Karkinoi (crab ogre), then releases the Magic Jar.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Anaxian's minds blended again. Magic jar the big dragon. That's my action this round. Gotta pull some shapeshifting shenanigans.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

"These arrogant fish creatures have a rather different definition of 'prize possession' than we do. I suspect that we have just freed one of them, and are on our way to free another."

Anaxian sorted himself out, the water around him no longer hissing like a thermal vent as the Graveknight's fires were suppressed by his other soul. Then he crawled into the portable hole again, ready to travel.

"Illia, if you wouldn't mind."


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
The Dapper GM wrote:
Right... but Illia- had teleported you *inside* the wall of force.

She did?

I thought that the reason it wasn't attacking us was because there was a wall of force in the way. My mistake.

We'll still go with the buff spells explanation. Now it's really a force to be reckoned with, for a few minutes at least. Should be enough time for us to bust the architect out.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

This is going to get fun.

I rarely lie. I would also make an unsatisfying meal.

Casting Magic Jar (as a spell, not from my phylactery).


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

Magic Jar. It is a kind of possession, so that I can teleport out of the prison while in your body.

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