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When you say uncapper, which perk are you talking about?Pretty good build with the limited cp, that jump is a cp vampire for sure.
Personally I would have gone for the uncapped over the kingdom stuff, after all with power you can easily get all that kingdom stuff but you cant exactly get a uncapper anywhere else.
I meantWhen you say uncapper, which perk are you talking about?
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I was considering dropping Enchanting WIlderness and Fey Realm until later (CP being gained from digesting each of those pieces of the orb in this previous segment), the next round will be on the creation of the monarchy / kingdom / as a symbolic event
Ok that was what I thought you meant. I was just making sure I hadn't missed something.I meant
Unformed (600CP)
The creatures of the First World come in many shapes, sizes and overall levels of power - first
among them the so-called 'Eldest', including Shyka The Many, the Lost Prince, and the Lantern
King. Beings of nearly godlike power, these Fey lords are nigh omnipotent in their own realms of
the First World… but like any other creature originating from the gods' first 'test' of Creation,
their powers are still mutable. Some may grow stronger or weaker through their own actions,
outside circumstances sometimes result in strange differences in their apparent might, and in
some, exceedingly rare cases… one may become an Elder without already possessing such
power.
Nyrissa once thought herself on this level, but her hubris saw her broken instead. You, on the
other hand, share a certain spark, a dim flicker of power within that - should it be fed and fanned
by experience and growth - will eventually see you rise to such lofty heights.
Much like Magdh is a seer and prophet of surpassing skill, Shyka The Many's powers relate
around the flow and manipulation of time, and the Lantern King is the Eldest of mischief,
transformation and doom, so too must you choose a particular focus for your slowly awakening
nature. With this power, you will learn any Pathfinder talents falling under your chosen focus at a
vastly greater speed, simultaneously removing any limitations on how far these abilities might
grow.
You start only barely stronger than you otherwise would, but in time, you will be mighty enough
to become one of Golarion's most powerful beings. You will need patience, however… the First
World is old, and so are those who would rule it. Without continually pushing yourself to excel, to
surpass old achievements and grasp even greater power, it could take centuries or even
millennia before you are a peer to the other Eldest. Make sure you know when your claim is
worthy - or you too might be forced to know Nyrissa's sorrow.
Pretty much everything else in the doc you can get with effort time and a lot of magic the most valuable thing is the uncapped and maybe the ageless perk. Because this is the only thing perhaps in the entire local multiverse which makes sure that if you live and train long enough you will surpass even the eldest gods and fey.
Even a lot of the kingdom perks are irrelevant as with a lot of effort and time you can just get that stuff yourself.
Most valuable things from the jumpdoc is the immortality and uncapper and maybe the paper bound fate perk. Though it is a cp vampire jump so you have to pick and choose.
You are missing quite a few free perks in this and the last build is that by design?Ok that was what I thought you meant. I was just making sure I hadn't missed something.
Right:
Alternate:
1000CP
Freebies:
Lawful Good:
- Knightly (100CP, free for Lawful Good)
You hold yourself to a higher standard, and it would not do for your dedication to waver in the face of opposition. You gain a high degree of physical and mental discipline, and you'll find that you not only inspire others around you to act with courage, but that you yourself will never be overwhelmed by fear. This does not mean you do not experience fear - rather, such emotions will never cloud your judgement, cause your hands to shake, or otherwise leave you with such deleterious effects.
- First World Flora (100CP, first free with 'Esoteric Gardener')
The wilds of the Stolen Lands contain more than mundane or even magical plants and wildlife. Thanks to the unusually thin barrier between the physical world and the so-called 'First World' where fey make their home, the Stolen Lands see an unusually high variety of otherworldly plants and unusual, plant-like creatures. With each purchase, you gain a number of seeds,
saplings or other such materials suited for growing one of these strange plant types, including instructions on how to plant and nurture them. You also gain the means to control the more dangerous variants and ensure you don't find yourself (or your friends) on the wrong side of a hungry mass of vegetation. Though this control remains fairly basic and instinctive, given these plants aren't exactly smart, it is usually enough to train even the most primitive of these plants such that they only harm those they're supposed to harm - or those being suicidally careless. You may choose from the following options:
Second, the large, lush petals of Mana Plants are used to collect vast amounts of magical power. Though these plants take time to grow and they are useless on their own, their supernatural nature allows even a single such flower to generate vast amounts of arcane energies. Once grown large enough to fill a small room, this type of plant could power a multitude of arcane enchantments, equipment, and wards across an entire castle without difficulty.
- Safe Travels (200CP, free for Lawful Good)
A nation does not end at its cities' walls, and you'll find that the roads and farmlands that crisscross the wilderness of the Stolen Lands are at least as important as the grand institutions of the capital. With this upgrade, you gain the advantages of a much better protected travel system to support your people. Where before you might have had mere dirt tracks and muddy paths leading to your villages, now you'll have roads made with cobblestone or even granite setts - allowing for far faster and easier travel all year round. You'll likewise gain high-quality stone bridges over any rivers that might otherwise form obstacles, including a small garrison for protection against hostiles, toll collection, and other such economic and safety concerns. As your kingdom grows and prospers, you might even find yourself with easy access to watchtowers and other small outposts to keep the roads safe, further reducing the risk of banditry, goblin infestations and wild animal attacks alike.
--
- Esoteric Gardener (200CP)
Having a 'green thumb' is not so unusual - there are countless farmers, herbalists, and other such men and women reliant on their ability to cultivate plants, to speak nothing of what experienced Druids can accomplish. But your gifts take on a rather more… varied approach, and your gift doesn't end with mere mundane or common magical plants. Rather, yours is a gift eminently applicable to the nourishing and cultivating of supernatural flora, in particular those with a strong tie to the First World - with all that implies. Plants and other flora will flourish under your hands, and you could grow massive, otherworldly flowers literally luminescent with gathered magical energies as easily as others might plant wheat or potatoes. You know just how to make plants thrive even in hostile environments, and breeding new, often supernaturally augmented, plants is a trivial matter provided you have some time and a bit of fertile soil. And for those who feel that flowerpots and soil are a poor way to power… think again. A single First World flower, in the hands of a true master, can become a threat more insidious and terrifying than an entire army of invaders.
- Unformed (600CP) The creatures of the First World come in many shapes, sizes and overall levels of power - first among them the so-called 'Eldest', including Shyka The Many, the Lost Prince, and the Lantern King. Beings of nearly godlike power, these Fey lords are nigh omnipotent in their own realms of the First World... but like any other creature originating from the gods' first 'test' of Creation, their powers are still mutable. Some may grow stronger or weaker through their own actions, outside circumstances sometimes result in strange differences in their apparent might, and in some, exceedingly rare cases... one may become an Elder without already possessing such power. Nyrissa once thought herself on this level, but her hubris saw her broken instead. You, on the other hand, share a certain spark, a dim flicker of power within that - should it be fed and fanned by experience and growth - will eventually see you rise to such lofty heights. Much like Magdh is a seer and prophet of surpassing skill, Shyka The Many's powers relate around the flow and manipulation of time, and the Lantern King is the Eldest of mischief, transformation and doom, so too must you choose a particular focus for your slowly awakening nature. With this power, you will learn any Pathfinder talents falling under your chosen focus at a vastly greater speed, simultaneously removing any limitations on how far these abilities might grow. You start only barely stronger than you otherwise would, but in time, you will be mighty enough to become one of Golarion's most powerful beings. You will need patience, however... the First World is old, and so are those who would rule it. Without continually pushing yourself to excel, to surpass old achievements and grasp even greater power, it could take centuries or even millennia before you are a peer to the other Eldest. Make sure you know when your claim is worthy - or you too might be forced to know Nyrissa's sorrow.
- Bountiful (100CP)
The Stolen Lands are a wild, untamed land, with few sites of civilization and barely any infrastructure. But while the region is little more than unmarked canvas on the map, behind its wild appearance lies a remarkable wealth of resources, ripe for the taking. This purchase ensures your entire kingdom is criss-crossed with a wide variety of advantageous quarries and mines, fertile soil or unique spices and crops, old fortifications that can easily be restored to working order, glades and vistas of unusual beauty to inspire bards and attract travelers, and other such locales of interest to a young but ambitious kingdom. The wide variety found in these improvements means improvements to any single aspect of your kingdom will be rather minor, but harnessing these resources provides one of the most reliable and effective ways to improve your kingdom's overall power, prosperity and influence with only minimal effort required.
- Waterways (100CP)
Rivers are the lifeblood of a region, with many towns and cities specifically built along riverbanks for the advantages they provide. Fresh water is quite valuable, fishing is a comparatively fast and reliable source of food, and rivers often enable much more convenient travel both by boat and along the side of the river thanks to (relatively) level ground.
Although the Stolen Lands barely count as being part of the so-called 'River Kingdoms', they are nonetheless criss-crossed with a variety of rivers, lakes, and other bodies of water. With this perk, the advantages of such terrain features are greatly improved. Rivers are made wider and deeper to allow for larger boats to travel their winding lengths, and your territory will become home to a wide variety of smaller streams that improve access to water for both drinking and farmland. You'll be able to easily construct any major towns you like next to rivers to connect them to the rest of your kingdom, with each gaining the benefits of piers, ports or even a lighthouse. You could even use the water for defense - creating moats around your cities or
heavily defended bridges across rivers that are otherwise hard to cross will not be a challenge for your people.
The freebies thats purely space saving I went and grabbed some stuff from the document, and some of it came out of my open word file.You are missing quite a few free perks in this and the last build is that by design?
Other than that it looks pretty solid, there is some variability for the last 200 cp after unformed and esoteric gardner. Bountiful gives natural bounty whereas Enchanting Wilderness gives a more magical side of that.
The Waterways perk is actually quite nice as it would be quite a task to create rivers equalling it in the territory but at the same time it can be done, perhaps the only other thing you cant get anywhere else is something like Pathfinder Paradise, but for that you would need the Enchanting Wilderness. This means either you can have Bounditful and Waterways or if you want a more magical side to this you may want to go with Enchanting Wilderness and something else.
Still if you want mcs lands to remain low magic then this is also a good way to ensure that. So both paths have their benefits and downsides.
I don't mind that its not instanteous, and if anything that actually works betterHonestly as long as they are still fiat backed and can extend to cover his empire as it expands it not being instant is fine.
This is missing its threadmark.Sarenith 4712
Davik Nettle closed the simple shrine up and locked the small model city behind little wire gates. They'd had a lot of work to do today. Good honest work. Abadar be praised.
He didn't sweat any more. That was certainly a plus to being one of the undead... the ability to meld into bodies of water was ... well useful ish. Davik Nettle had never been a particularly strong swimmer even as a young man, so it was little ironic that in undeath he was so much more capable in the water. In life he'd been somewhat religious, at least to Abadar in hopes of getting a fair shake, and he'd mostly lived according to the tenents of the keeper of the keys... but he wasn't going to pretend he'd lived perfectly
Certainly he hadn't been an exemplar of feudal loyalty. Courts were for kings, and the dragon had two heads, and frankly House Rogavaria hadn't done much for him... and the Issian bastards sitting the throne these days had done even less. So he'd moved south out of the lands of House Garess when it'd come time to look at retiring and he'd built his simple bridge...
the original bridge had been wrecked when the Stag Lord had killed him, and the new bridge wasn't quite so simple. Miss... Lady Kressel, probably more appropriate to call her that, hadn't objected to him establishing a small devotional shrine to Abadar... it was funny how undeath made one a bit more keen on staying on the gods goodside.
... and quite frankly given the pace of the work, and what all that they'd been able to manage this past month it probably paid dividends to thank Abadar, Water and stone were easier to work with. The waterways and the earth just seemed to be turning civilized. A blessing to be sure.
--
He folded the missive that had been coming by merchant word of mouth. It wasn't the sort of important news that had warranted its own courier, just passing along to the next tradesman bound for Shrikewall willing to carry it.
It was utterly unlikely to have been the culprit but the only news remotely close to the border, was that apparently there had been some goblin troubles of late. The southern brevic village of Nivatka's crossing had been able to deal with it without even needing to petition for aid from Brevoy, and the Barghest had been killed a few weeks ago before the disappearance of Varnhold.
The River Crossing was only about ten miles north east of Shrikewall's shores on the Tuskwater, and probably half that south of the Scyamore. So even as they spoke and horses pulled the transport barges along one side of the Shrike in preparation for heading north for the roughly twenty or thirty miles to Kressel's fief he was prepared for the kobolds already here though.
The River Crossing was not a town per se, but it might one day. It wasn't really a fortification. It might one day be some kind of burgh or another sort like that, but for the most part it was more like a way station for travel overland, and the boats passing the rivers. The road that ran along the Shrike crossed the river and then continued into the hills to the Old Scyamore, and then continued north to Oleg's.
They would part with Kassil here. Taking the Shrike as it flowed down from the north until they reached Kressel's domain. This though, was the juncture by which traders who had come up the Sellen moved on to go north overland to the South Rostlandic road and brevoy beyond... it was filled with overland traffic, crawling with merchants relative to what it had been last year, and certainly the year before... in no small part because Hooktongue slough remained closed. The longer Hooktongue remained closed the more incentive he had to expand the road north to Oleg's.
Even if the Hooktongue were to reopen tomorrow and Hannis Drelev removed his head from his oh so noble posterior then there was still plenty of reason to keep expanding the road. A highway running through the old scyamore and the communities around the great tree made sense, because there were veins of previous metals, gold and silver that had been discovered by the ancient Taldan that were being put back into the use. Sootscales, and Mites also had access to coal, and iron in the south east especially, and thus this was a region to expand. It was what he would have preferred to have been focusing on, but a major portion of Feudalism was the role leadership played in providing for collective security.
... and so flew a banner bearing a starburst ringed crowned lion, longsword and orb.
Unlike with Shrikewall there were few indications of Brevic architecture. Heavy a-frame style timber structures took shape on the western banks of the Thorn river, and large stones had been excavated as well. Men had dug a foot down, moved the dirt into dugout frames hammered it down to build simple dykes, and used the natural clay beds to form shallow flows that were still deep enough that they could float low draft barges. The winches pulled up craft north of where the two rivers met and could be offloaded and put onto wagons. A baronial granary stood stocked with fodder for horses. This was completely unlike what one might find in the north. It still wasn't quite a fort though...
Another, still blunt, letter Restov, the Lord Mayor in this case though in agreement with the Swordlord's council, was quick, and all too ready to blame the problem on the Nomen Centaurs... but even if they weren't to blame the Free City was eager to have the problem addressed if possible... either by exterminating the Centuars or forging a peace the swordlords weren't picky. They were more interested in the results than the specifics at this point.
They had been able to confirm one of their own citizens Tomin Hanvaki, had travelled to Varnhold from Olegton for a friendly business venture and had not returned. Tomin's brother Edrist had also carried word that the northern border fort, or southern from the Brevoy perspective, Fort Serenko had been abandoned as well.
Eire was prepared to discount that as related. If Brevoy was loosing border forts surely that would have warranted a mention from Jamandi, but there was no point in ignoring it. Something to have Kassil Aldori inquire about when he visited his mother.
There was a slightly other sort of problem. Unfortunately in outlying his contingencies before they had departed Shrikewall, moving up the Shrike to the River crossing with the intention of continuing up to Kressel's fief at Davik's crossing the word had reached the sootscales, and the Mites, that they were going to visit a silver. For the mites it was mostly a matter of gemstones and such rather than fascination their Kobold neighbors had with dragons in general, but excited kobolds meant excited mites and vice versa that was just how old scyamore was.
That created for them something of a clamor to work through, even as Amiri attempted to shout the growing crowd into order. This was not Shrikewall direct access to the feudal overlord was a thing to capitalize and make good on, especially when they were beyond the boundaries of the capital where most meetings could be structured more formally.
Eire worked the spell to cast word of sending to Valerie back within said capital and at least apprise her of the word regarding Serenko's abandonment. The barghest's defeat, and and the disappearance of Hanvaki he added more as an afterthought even thought it was unlikely that Valerie would need to act on such information, but he included in the magical message for the sake of completeness.
"Now," He replied looking at the sootscales, "Yes to address your questions." They were simple questions. The kobolds were a dragon obsessed lot, and were eager for word about friendly dragons especially. There seemed to have been some confusion about if Eranex had returned, but he wasn't sure that the rumor she had wouldn't just resurface because some kobold hunting party might have missed the message and started the whole thing again.
Frankly he doubted Eranex's half sister Amvarean, even if they could find the silver dragon, in this outing would necessarily be as gregarious to the sootscales... but who could say... certainly Eranex had seemed to have been used to having hangers on.... and given that had taken the form of both faerie creatures and faerie dragons that had been of interest to the scyamore denizens... and also to the fae of the old beldame's village.
--
Notes: this is today's update due to extenuating circumstances [unrelated to my buying a switch or getting pokemon violet] the PJO jump's update may be pushed till next week, . I'm not sure where I sit on the current update schedule I need to check some other things.
This was part of a larger segment which I divided, and will probably post the second half friday but obviously part of this can clearly see the start in terms of impact on the realm of that divine shard being absorbed into perks for the realm even though its not as per the jump document instantaneous.