Goblin

dartnet's page

Organized Play Member. 189 posts (191 including aliases). 2 reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.


RSS

1 to 50 of 189 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Shadow Lodge

Patrick Renie wrote:
dartnet wrote:

A big book of random table for character generation. I loved the tables from Koblods of Golarion.

Quests & Campaigns has exactly this, and would be worth checking out if you're into random character generation. :]

Own it. Love it. Would like to see some random alt race traits tables like in KoG for the other races.

Shadow Lodge

I would love to see a Players Guide to Numeria: Nuff said.

Time Travelers Handbook : A guide to time traveling in Pathfinder. Rules for traveling to the past and future of the Inner Sea. Include some alternate timelines, and stampunk tech rules.

Templates of Golarion: Because who doesn't love Dire, Man Eating, Advanced, Half-Dragon, Chickens.

A big book of random table for character generation. I loved the tables from Koblods of Golarion.

Shadow Lodge

Pan wrote:

I probably need to turn my nerd card in.

Best settings:
Golarion
Eberron (DDO warmed me up to this setting)

Worst:
Forgettable Realms (Tired of all the canon arguments and Drizzzzzit)

Setting I want oh so badly to try:
Darksun.

You sir it would appear have not seen my you tube channel yet. You are not alone. ;)

Shadow Lodge

MarkusTay wrote:


As for not-liking FR but loving Golarion... that seems a bit odd to me, since Golarion is (to me) 'FR done right' (in other words, someone looked at FR, took all the good stuff out, got rid of the rest, and built an entirely new setting with it).
.

;)

That is EXACTLY why I rated those 2 setting the way I did!

Shadow Lodge

Zardnaar wrote:

If Spelljammer is on your top 10 worst list I'm going to break out my +5 mace of Gygax's wrath.

Hey now don't be bring an artifact to a +1 Dagger fight. ;)

And I agree Darksun is a great setting.

Shadow Lodge

Can I have a look too?

Spoiler:
dartnet@frii.com

Shadow Lodge

1 person marked this as a favorite.

I have started to do a video blog series on RPGs. Just put up my top 10 D&D settings. Enjoy my countdown.

Top 10 Best D&D Settings.

Shadow Lodge

Haladir wrote:

World War: Golarion

This would be a military AP whose focus is a war between two neighboring kingdoms whose founding principles are diametrically opposed: Cheliax and Andoran.

+1

What I wou;d like to see. Taldor and Cheliax Vs. Andoran and Qadira.

Shadow Lodge

1 person marked this as a favorite.

Will there be information on what the diplomatic modifiers are for the various countries in the Inner Sea?

Because I may be running a Kingmaker game and if my players want to make a treaty with Taldor having that info will be helpful.

Shadow Lodge

Will we be seeing some Golarion specific character history tables?

Shadow Lodge

Link not working. :(

Shadow Lodge

1 person marked this as a favorite.
The 8th Dwarf wrote:


Cossacks were crazy people with swords, at very common in Russia.

Yes they were, they also carried rifles in to battle. They were some of the few folks that the Czars let own personal firearms and many carried black power muskets. The swords were mostly for parade and terrorizing the local population. They operated as skirmishers, Dragoons (Mounted Infantry), border guards, shock troops, and terror weapons.

By the way allot of my family fought in WWI for Russia, Austria, and Germany. Including my great Grandfather who according to family legend brought his elephant gun, and hunting dogs in to battle. I find the era fascinating.

Shadow Lodge

The 8th Dwarf wrote:


Not many portable radios at this time. A field telephone if you are lucky, a runner is the most likely form of communication, especially in the case of the Russians who were under equipped.

Sorry to but in BUT! Radios were the one thing the Imperial Russian Army had in overabundance and use of telephones and runners were frowned on as a waste of time. However the Russians used illiterate peasants as radio operators (it was a job most officers saw as below there station) and the messages were sent unencoded or "in the clear". This meant that the Germans could hear orders in real time and react. The best example of this was the Battle of Tannenberg in 1914.

Shadow Lodge

5 people marked this as a favorite.
DeciusNero wrote:


I am already imagining the hilarious 'updates' the Russians are yelling into thier radios, notifying thier superiours about "crazy people with swords." XD

"Call reinforcements and artillery they are killing every one!..."

"Who? Who is killing every one the Germans?"

"No there are only four of them and they have powers, there not human we can't stop them tell my wife I love h......."

"General Tolski! Are you there? Are you there? Ivan come in! come in!"

"Err..Hi..."

"Who are you?"

"My name is Lem and sorry about your men there was a big misunderstanding.."

Shadow Lodge

So yea I am thinking of running a Kaiser's Gate Pathfinder game now.

Shadow Lodge

I Just sent Kevin the MSRD update for the Modern Path and am working on Imperial Age (my favorite Modern setting).

Dabbler I will start on Darwin's World some time after I get the first batch of Imperial Age data done.

Shadow Lodge

Dabbler wrote:
Is there any stuff for HeroLab and the setting Darwin's World?

As it is OGL it's on my radar for the MSRD integration project.

Shadow Lodge

1 person marked this as a favorite.

The monster creator is one of the most best parts of a great product.

It also checks your math so your monster's CR is where it should be,

Now I can use ANY d20 Monster in HL you folks rock!

Looks at Monster Manuel III...Cackles....

Now if we cold get a Template creator......

Shadow Lodge

Kyras Ausks wrote:

flat pawns? skip the bases lay it flay on the table rather a massive bases when ever my pc fight fight a kraken i end up drawing it on my map

Now that is a good idea.

+1

Shadow Lodge

With the skill issue I for one do not think the the current Pathfinder skill list works to well for any thing above mid to late 19th century tech.

Still very cool and I am looking forward to seeing it.

Shadow Lodge

Dear Owen K. C. Stephens,

I have a few questions. Please forgive me if they have been asked before.

1. Will you be using archetypes?

2. Will we be seeing new and more modern skills?

3. Will the PSI system be a new one or one like the 3.5 one?

4. Will the gun rules look more like the ones in UC or Anachronistic Adventures?

5. Will I be able to play a mutant turtle?

Thanks in advance I look forward to this.

Shadow Lodge

1 person marked this as a favorite.

So yea I have a tad bit of experience in this matter.

May I point you at the Aberrant and Adventure! D20 both of which are a 3.5/D20 Modern mix. They have a good list of Skills and Feats that are a great base to pull over from Modern to Pathfinder.

Shadow Lodge 3/5

OMG! That rocks good sir!

Of course with the running joke here in Denver about the VC reminding most of the lodge like the NPC in question.....

Seriously this is something I can really get behind as is makes it feel like a very large home game and not just a bunch of somewhat related modules that don't mean any thing.

Shadow Lodge 3/5

Don Walker wrote:


14) Flumphs - I got a fever. And the only prescription...

+5 sir well played...Flumphs for the win!!!!!

There needs to be adventure with Flumphs.

A module with Flumphs and Dinosaurs. One with orcs riding dinosaurs....

It should be done!

Honestly this is why I scare my VC among others. ;p

Shadow Lodge 3/5

My quick vote.

1.) Dragons - More

2) Goblins - Less (Unless there gunslingers)

3) Orcs - More

4) Drow - Lame

5) Dinosaurs - We need a lost world adventure with LOTS of dinos, and/or a dinos loose in big city mod.

6) Undead - Less

7) Swarms - Unless it's an swarm based mod NO MORE SWARMS!

8) Outsiders - About the same.

9) Humanoid NPCs - Have us face some new organizations like the Church of Razamir or the Grey Gardeners.

Suggestion - Themed mods using the monsters from the Classic Monster Series.

Shadow Lodge

1 person marked this as a favorite.

I am kicking around an idea of having my Shattered Star game happen AT THE SAME TIME as the first 3 APs and tying them in together.

For Example:

Spoiler:
The group of Gray Maidens In the Curse of the lady's light are not in exile they are the advanced vanguard of an invading army.

Ideas comments suggestions?

Shadow Lodge

Will we see some loving for the Eagle Knights?

Shadow Lodge

Dark_Mistress wrote:
A AP where all the PC's are chocolate bunnies and have to fend of kids trying to eat them.

You know there was a GURPS supplement where you played bunnies? (Non-chocolate ones)

Shadow Lodge

Vic Wertz wrote:


That will probably depend on how well the Bestiary Box does.

That sounds strangely familiar. Like you told me that before. Oh yea..it was with the first set of the plastic mins. And we all have seen how that worked out.

I still say it must be done along with a NPC/PC pack.

Shadow Lodge

Sooo When are we getting Bestiary 2 and 3?

It must be done.

Shadow Lodge

Mike Silva wrote:

What does everyone else think?

Kuchrima is my bet for the last slot.

Shadow Lodge

Sgmendez wrote:

C - Changeling

D - Duegar
G - Gillmen
G - Grippli
K - Kitsune
M - Merfolk
N - Nagaji
S - Samsarans
S - Strix
S - Suli
S - Svirfneblin
V - Vanara
V - Vishkanya
W - Wayang

Edit: By the way. I posted this last week. These are all the other playable races we have so far that are not getting the good treatment.

You beat me to it.

Well played sir, well played.

Shadow Lodge

Kthulhu wrote:
SwnyNerdgasm wrote:
I dunno if it's me, but does it seem Valeros is holding Kyra?
Could explain the overly-large smile on his face. ;)

Or he just had too much egg nog again. :)

Have a great holiday.

Shadow Lodge

Hell Knights, Hell Knights! and more Hell Knights.....

And some Tengu would be cool to. ;)

Shadow Lodge

Lisa Stevens wrote:


The minis are all manufactured and have been on the boat from China for weeks now.

-Lisa

So there on a slow boat from China? ;)

Shadow Lodge

2 people marked this as a favorite.

Dose this have anything to do with some one getting bit by a radioactive Goblin?

Shadow Lodge

Mr Mona may we see the GIANTS?

Shadow Lodge

It's good to see the BB become "Hero Lab Legal". :)

Shadow Lodge

I will see of we can get some picts from my RotRL game where we use your paper mins.

Shadow Lodge

Woot it's the weekend BEFORE Denver Comic Con.

Shadow Lodge

James Jacobs wrote:
Ashanderai wrote:


Sword Saint: samurai archetype

Will Samurai's be getting more orders?

Shadow Lodge

thunderspirit wrote:
The golem is MOCKING ME.

Welcome to my hell. :)

Shadow Lodge 3/5

FallofCamelot wrote:


Perhaps you and a team of fellow V-L's escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, you survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire... The V-L-Team.

Made of Win sir made of Win.

I call BA. I pity the fools. Now to get a Mohawk. :)

Shadow Lodge

Yes Patrick there is a time and a place for everything and that palace it the off topic forums and collage. ;)

Shadow Lodge

Asterclement Swarthington wrote:

Gunslinger (Mysterious Stranger/Pistolero)5/Ninja X

Sneak sneak sneak... Bang! Bang! Bang!... *smoke bomb* Sneak Sneak Sneak...

Dude that is made of win sir. Made of win.

Shadow Lodge 3/5

Alex Greenshields wrote:
Sara Marie wrote:

Cosmo tried to sing it out loud.

I made him stop.

Awww, let the poor lad sing!

You scare me. :)

Shadow Lodge 3/5

Michael Brock wrote:
Being 36000 feet in the air does wonky things with a person's head

I resemble that remark.

Thanks folks I hope to live up to your expatiations.

Scott Crosson
Venture Lt. Denver

Shadow Lodge

the Haunted Jester wrote:

Gelfling

Standard Race: 10 Points

The small woodland race from the Motion Picture the Dark Crystal. The are small, fey-like creature with pale to tan complextions, nimble frames, and long brown to blonde color hair. The features are narrow, though what they lack in stature they more than make up in heart. Having been hunted to the brink of extinction by the Skeksis’, Gelflings reside within the woodlands and desert regions in hopes to live out their days in peace, and harmony.

Type: Fey (1)
Size: Small
Speed: Normal
Abilities: +2 Dex, +2 Wis, -2 Str
Languages: Standard (1)
Racial Abilities:
Eternal Hope (2)
Magical Linguist (2)
Skill Bonus (+1 Stealth, +1 Handle Animal) (2)

Total RP: 8

Remember Female Gelflings have wings. :)

Shadow Lodge

One of my favorites from 2ed that never got a fair shake in 3rd (other than Dragon Magazine)

The Tortle are Turtle folk they appear in the Red Steel Champaign setting.

Tortle
Type:
Humanoid (Tortle) 0 RP
Size:
Medium 0 RP
Base Speed:
Normal 0 RP
Ability Score Modifiers:
Standard (-2 DEX, +2 CON, +2 WIS) 0 RP
Languages:
Xenophobic Array 0 RP
(Tortle) Common, Aquan, Elvan, Sylvan
Racial Abilities:
Swim 1 RP
Low-Light Vision 1 RP
Natural Armor 2 RP
Improved Natural Armor +2 2 RP
Endurance as Bonus Feat 2 RP
Total RP: 8

Shadow Lodge

From the description "This definitive sourcebook for the Pathfinder Roleplaying Game provides tons of new character options for all seven “core” player character races, from archetypes that allow elf characters to explore their connection to nature and magic to feats and spells that let a dwarf character carry on the legacy of his multi-generational clan or a gnome explore her connection to the First World or delve deep into her weird obsessions."

Sounds like there is going to be plenty for PFS here. The race building part is about 28 pages long in the play-test form. If the ARG is as long as Ultimate Combat then we are looking at a 256 page book. So there is allot of space for some good stuff the PFS. Also no one is saying the book is required.

BTW the book is $39.95 not $60. :)

Full Name

Yaos Hellbringer, The Red Widow

Race

Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep

Classes/Levels

Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Gender

Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18)

Size

Medium

Age

31

Alignment

Lawful Evil

Deity

Asmodeus

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 26

About Yaos

Female half-elf (Chelaxian) summoner (master summoner) 9 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 19 (+4 Dex)
hp 90 (9d8+18) current 90
Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks maker's call 1/day, transposition
Summoner Spell-Like Abilities (CL 9th; concentration +15)
13/day—summoning mastery
Summoner (Master Summoner) Spells Known (CL 9th; concentration +15)
3rd (5/day)—black tentacles, dimension door, Dispel Magic, Seek Thoughts
2nd (6/day)—lesser evolution surge[APG] (DC 19), glitterdust (DC 19), haste, invisibility
1st (5/day)—enlarge person (DC 16), identify, lesser rejuvenate eidolon[APG], feather fall, grease (DC 16)
0 (at will)—detect magic, guidance, light, mage hand, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 26
Base Atk +6; CMB +7; CMD 21
Feats
Augment Summoning, Improved Initiative, Skill Focus (Knowledge [planes]), Superior Summoning, Versatile Summon Monster [Aerial and Dark templates], Familiar Bond, Improved Familiar +1 Feat lvl 9
Traits
Focused Mind Benefit: You gain a +2 trait bonus on concentration checks.
Irrepressible Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
House of Green Mothers Pupil (Magic)
You studied at a center for druidic magic long enough to begin bonding with a familiar.
Benefit You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat.
Skills

Ranks/ Modifier Diplomacy 1/+12, Handle Animal 1/+12, Knowledge (arcana)1/ +5, Knowledge (geography/history/ nobility)1/ +5, Knowledge (local) 1/+5, Knowledge (nature/dungeoneering)1/ +5, Knowledge (planes/religion)1/skill focus/ +8, Linguistics 3/+5, Perception 1/Racial Modifiers +2/+6, Ride 1/+7, Spellcraft 8/+12, Use Magic Device 4/+15;
Racial Modifiers +2 Perception

Languages
Cheliaxian, Elven, Infernal, Abyssal Auran, Varisian, Osiriani Shadowtongue Taldoran
SQ elf blood, lesser eidolon, life link

--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (1/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Summoning Mastery IV (13/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Superior Summoning When summoning more than one creature, summon an extra one

Eidolon- Red Wing

Avian Base form

Statistics

Size: Small
Saves Fort +2
Ref +6,
Will +3

AC 15 Touch 13 Flat footed 12

Attacks

2 claws (1d3+1);+6 to hit

BaB +3

Ability Scores Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11.

HPs 33 Current 30

Darkvision (Ex)

The eidolon has darkvision out to a range of 60 feet.

Link (Ex)

A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex)

The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex)

If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Bluff (Cha +0) 1 rank =+4
Craft (Int),
Disable Device (Dex +3) 4 ranks /+8 Skilled Evolution/ +3 Skill focus/ +2 Masterwork Tools = +25
Escape Artist (Dex +3)1 Rank = +8
Fly (Dex +3) 1 rank / +2 size]= +9
Knowledge (cosmology) (Int -2), 1 rank /+8 Skilled Evolution= +10
Knowledge (Geography)(Int -2)1 rank /+8 Skilled Evolution= +10
Perception (Wis +0), 1 rank /+8 Skilled Evolution= +12
Sense Motive (Wis+0), 1 rank= +4
Stealth (Dex+3). 1 rank / +4 size= +11
Use Magic Device (Cha +0) 1 rank /+8 Skilled Evolution = +12

Feats [2] Weapon Finesse, Skill Focus (Disable Device)

In addition, at 1st level, the summoner can choose 4 additional skills [Noted *] to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex)
These skills are Disable Device, KS Geography, Escape Artist and Use Magic Device

Evolutions- 7 evolution points

Free Evolutions

Claws, flight, limbs (legs).

Limbs Arms 2 pt evolution

An eidolon grows an additional pair of limbs. Here, arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient.

5 Selections of the Skilled Evolution [1 point each] giving +8 to the skills Disable Device, Perception, Use Magic Device and KS Cosmology and Geography

Equipment

Mithral Shirt +3 10,100

AC bonus +7, Max dex +6, armour check- nil

Cloak of Resistance: +3 9,000 gp

handy haversack 2k

headband of alluring charisma +4 16,000

Ring of Protection +1

Hat of Disguise

Wands both 1st level spell, lvl 1
Shield 50 charges 750
Comprehend Languages 49 charges 750

Potion of Lesser Restoration (x2
Scroll of Teleport CL 9
Potion of Protection from Energy CL 6
Bag of Holding type 1
Belt of Physical Might STR/DEX +2
Amulet of Nat AC +1
Potion of See Invisibility CL 9

Masterwork Survival Kit 50

Elven trail Rations 10 days 20

Heavy Mace 12

Dagger 2

Sling + 20 bullets 2 SP

Masterwork Thieves Tools, small size, carried by Red Wing 100GP

Heavy Warhorse [Hell] Military Saddle, Hide Armour Barding [+4 AC] 420 GP

Gold retained 795 GP 8 SP

Total 40,000

Familiar Air Wysp CR 2

Pale Wing

XP 600
N Tiny outsider (air, elemental)
Init +4; Senses darkvision 60 ft.; Perception +7
Aura resonance (30 ft.)

DEFENSE

AC 20, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 40
Fort +4, Ref +7, Will +6 (+8 vs charm and compulsion)
Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 tendrils +11 (1d3+2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 10, Dex 19, Con 12, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 15 (can't be tripped)
Feats Flyby Attack, Weapon Finesse
Skills Bluff +7, Fly +20, Knowledge (arcana) +4, Knowledge (planes) +6, Knowledge (religion) +4, Perception +7, Sense Motive +7, Stealth +18
Languages Auran
SQ living battery, servitor

SPECIAL ABILITIES

Living Battery (Ex)

As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature's HD. If the wysp uses this ability, its death can't be prevented, and its life can't be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.

Resonance (Ex)

A wysp's natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp's, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form).

Kineticists within 30 feet who share the wysp's element gain a +1 competence bonus on attack rolls and damage rolls. The wysp's statistics already include these bonuses.

Servitor (Ex)

A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.

History

Yaos

Called Yaos Hellbringer or The Red Widow.

Yoas was born as the younger daughter of a lesser noble house, the product of a mixed marriage between a human and elf.

She attracted the notice of Norin Battori, the younger son of the far more powerful house of Battori. She assisted Norin when he was attacked as a result of one of the many feuds to which he was prone, probably saving his life. Seeing her chance to rise in the world, Yaos set about charming Norin, who soon found himself hopelessly smitten. His parents opposed the match initially, Yaos's family was insufficiently powerful and influential and she is half-elven. Norin was insistent and his parents eventually relented. Erratic, eccentric and prone to feuds, and possibly mentally ill, the plans to find a wife for Norin that would lead to an alliance with a more powerful house were going nowhere. His parents hoped that marriage would lead to Norin behaving more responsibly, or perhaps Yaos would be able to perform some of his responsibilities for him and keep him out of trouble.

Initially, all indications were this was succeeding. In the early months of the marriage Norin was too preoccupied to get himself into much trouble and his more stable and capable spouse assisted him with, or performed, many of his duties. Inevitably, the marriage soon became very troubled and Norin's genius for making enemies re-emerged. Yaos, well aware she was supposed to keep her "beloved" out of trouble, tried to deal with her husbands enemies by placating some, warning off others and even murdering a couple.

Finally, three of Norin's most venomous enemies combined to attack Norin and Yaos's home. The assault killed most of the couple's armed retainers, some of their servants and Norin. The house was damaged and set afire. Then, seeing their raid as successful, they fled before a horde of conjured creatures. This proved to be a mistake as Yoas was badly injured but not dead and managed to capture two of the attacking foot soldiers alive. These were ... persuaded to talk.

Pavel, Norin's father and the patriach of House Battori, was white with rage at hearing of his son's death, possibly as much to do with the assault on and offence to House Battori as fatherly love.

Yaos entered a period of mourning, though it seems she was not the only one to shed tears. The bodies of a man and a woman, both showing signs of torture and having been executed in the manner known as the blood-eagle, were found on her husband's tombstone. Then the three behind the death of Norin disappeared. Few know this, but the head of one and the chained, living bodies of the other two were delivered to Pavel by Yaos. What was done to them she does not know.

Yaos has returned to favor with Pavel and his wife. While they had initially blamed her for Norin's death, they have realised that Yaos had done all she could. Yoas was even Pavel's mistress for a time, after Norin's death for those prone to gossip. The liason was short lived and ended on good terms. Yaos's beauty and the thrill of bedding his daugther in law made Yaos irresistible. But ultimately he prefers less spirited, more controllable and less lethal women.

Yaos acts on the House Battori's behalf in various ways, her beauty and social skills serving in some capacities, her magical ability and total ruthlessness in others.

Yaos's involvement in the planned Cheliax expansion was initiated by Pavel. He wanted House Battori to be involved of course and successfully. The enterprise is also obviously very dangerous. Of his children, only two or three have the experience and capabilities for such an enterprise. None of these are free of commitments and more importantly Pavel is unwilling to place them in such a risky situation.