All Level, No Experience (Worm/Pathfinder Amnesia Quest)

Woo! Super tech go!

And... well they won't really have time to test if our items break down without maintenance over... days? Weeks?

Not without waiting that long.

And the intersection of items that are
Cheap
Permanent
Really impressive
Is really, really small. (If you all can find one then by all means.)
 
Isn't Piggot's department rather overstretched? Not saying they couldn't, but this is their bad year. Or rather their bad decade, and it's only been getting worse.
We are relevant to PRT as a whole, so what matters is their overall budget and not BBs. Piggot is just intermediary. We describe what we can do to her, she forwards it to Alexandria and then they make decision and so on.
Besides that my big issue with this plan is that it relies on our social skills. It doesn't matter how good your idea is. Nobody is going to listen to it unless you have just as good an ability to sell it. (Often it seems like the ability to pitch your idea is the larger factor sadly.)

Since CHA is our dump stat however, trying to attract investors sounds like the least likely to work way to get startup capital. Fortunately we have other options.
There are two issues with this. The first is that our social skills are not as bad as you guys like to think. Unless we are literally troll levels of Charisma for some reason, with Eagle's Splendor we have very normal amount of charisma for our character to talk with people without dropping spaghetti.

Separate from that, you guys have very weird ideas on how interactions should look like. We are not car salesman, we don't need to put our forelimb in PRT's door and "convince" them to buy our wares. We just need to describe what our ability does and people will be all over us because it is so obviously valuable. Similarly, we don't need to "prove" that our ability is permanent, we merely ascertain that it is so because we in fact know how our abilities work and that's it. You guys think that people will just randomly go "aha, you are lying!" but that is not how this works. People have no reason to think that we are lying, and yes, "this is how my abilities work" is more than enough for people to stake measly 6mil.

You guys genuinely don't understand how important this is. We could have a contract with a city like London or New York where they pay us tens of billions for nothing but exclusivity rights for hosting teleportation network because city where we make it will instantly become a center of the world, the global capital. It is outright transformative.
Plus it is one thing to be able to set up a system that can in theory transport a thousand or so people per day (Assuming efficient packing and 24 hour use). It is quite another to actually get people to use it to it's full use.

At least with rope we would be selling a physical good that is hopefully indistinguishable. Not asking people to try out an entirely new form of mass transit.

Basically I see this as a mid-long term plan. Not one to peruse in the short term. This will be the work of months. Making an awkward request of the local PRT for them to turn down doesn't really help us at all.
Great thing about teleport network is that we can just leave the work to other people. We ask for our price - so 5mil in materials for two way teleport plus 1mil for us, and then the person buying can deal with everything else, we just make two Teleport Circles where they requested. We don't even need to care about legality of things, what are they going to do, arrest us? Not be a part of global teleportation network? Pft. They would get their ass sued off by every company in the country.

My goal was ever to setup TT as front. People talk to her, she forward us relevant requests, we make money. The goal is to not only make money, but to spend as little time on that as possible, as our actual goal is doing our own Crafting and research so our time should be spent there. Teleportation network is both entirely easy to accomplish, and it is also just something that would benefit Earth Bet a lot so it is a good thing to do.
 
Regarding the whole money argument, I would just want to clarify that I do prefer bounty hunting over money making schemes. It is just more fun. But that is not what this post is about

So what are Spell-Like abilities. Should we choose to opt for Ascension choice #4 we would gain access to Vault Builder Spell Like abilities. These are basically just spells we get to cast because some amount of times per day, but are different in ways that make them both more and less useful than our standard spells. They don't expend our spells slots, they are vastly lower DC to resist our standard spells(read: they are weaker), we can't apply our numerous metamagics on them, they don't have any components so we can just will them into existence instead of casting and so on. The spell-like abilities we would have the access to are:
At willdispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 20), statue (DC 25), stone shape, stone tell
3/daycommand stone (DC 27), flesh to stone (DC 24), spike stones (DC 22), wall of stone
1/daypermanency, summon monster VII (earth elementals only), symbol of scrying
Now, reading the above, you might go "well, they are just weaker spells, what's so good about them?". The first reason to get them is at will section, which are basically spells we just get to spam as much as we want. Greater Teleport is an obvious standout here, as being able to just teleport at will is pretty great. Since we can't apply metamagic on it the spell is not Quickened, so we want to have few spell ones in our pocket, however the sheer utility of not having to move around is pretty great. Statue is a great touch based save or die where we get to turn people into a statue, so it is a great way to nonlethally capture people. Finally Stone Shape allows us to shape underground chambers without blowing our Disintegrate charges.

3/day has some neat stuff - "Command Stone" is a standout as it allows us to control earth construct and earth creatures. The kicker here is that our Crystallization ability makes affected targets count as "earth creatures", so we can just scratch someone and then dominate them for free. Additionally we have flesh to stone and wall of stone, which are decent combat tricks.

The actual reason to get this, however, is 1/day section. Remember how Spell Like abilities require no components? This includes material components, so our 1/day Permanency is actually free. We don't spend diamond dust on it. Once per day we just get to make a Teleportation Circle, or Prismatic Sphere, or Create Demiplane permanent for no cost. This is pretty great as far as resources are concerned, and we get our ritual to pay back for itself very quickly. Additionally, since we get to choose what people we turn into Xiomorn get, we can just have them get this option so we have more than 1/day Permanency. Besides Permanency we also get access to Greater Earth Elementals(basically walking pissed off buildings) and Symbol of Scrying(trap that triggers and lets us observe area we warded).

Is it worth to get this over other options? As far as I can tell, it completely depends on our budget - if we lack money this option is nothing short of great. It also means that we want to complete the next step of our ritual as fast as possible, so we can benefit from this ability.

While we are at topic of permanency, we could have a iron slate that has Permanent Teleportation Circle, and then throw it under people we want to teleport away i.e. Endbringers, maybe? It's a bit stupid, but RAW it seems possible.
 
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So what are Spell-Like abilities
An absolutely wonderfully done look into things! Very much indeed! Dang well everything seems spot on the money, the only, extremely tiny nitpick is that I think you meant Flesh to Stone rather than Statue, since it's the subject that has control of whether they switch back and forth between states in Statue.

It's a bit stupid, but RAW it seems possible.
I feel like this ought to be the tagline of 3.5/Pathfinder.

Also, I said I'd do it a while ago, so here's the sources used when creating Iluontar (not including his items or spells), given in no particular order; Core Rulebook, Ultimate Magic, People of the River, Planar Adventures/The Emerald Spire, Technology Handbook, Weapon Master's Handbook, Advanced Feats: Secrets of the Alchemist (3PP, Kobold Press), Forgotten Core Feats (3PP, Flaming Crab Games), Occult Mysteries, Inner Sea Intrigue, Pathfinder #90: The Divinity Drive, Ultimate Combat, Adventurer's Guide, Mythic Adventures.

Right, perhaps that may ever so slightly narrow things down a touch. As well, the only things he's brought with him from Faerun (3.5) to Golarion (PF) are just the Nether Scrolls, everything else that has equivalents in both (such as the Assassin class) uses the Pathfinder version of things. Also, I forgot to add the 1/day Plane Shift and other such benefits from the Nether Scrolls to the character sheet now that that's been revealed, so I'll aim to remember to do so in the upcoming update.

Lastly, I've been thinking in general about how I'd rule researching something over a period of time to go, and I think I'm going to treat it similarly to mundane Item Crafting. A set Research DC, make a check with a suitable Knowledge skill, and if you beat the check then multiply the result and the DC to see how many, let's call them Research Points, you make worth of progress for that period of time (not sure if I want to set the standard time to weekly or daily, part of me is thinking daily, another part suggesting weekly), and then once your total Research Points hits the target amount you've done it successfully. For like, front of the field or researching something specific, like if a scientist or whatever were trying to figure out your bracer for instance, obviously if the knowledge is already known or recorded, then you don't need to go through days/weeks of research to open a book or paper that already has it written down.

Side ideas for that are maybe hiding how many Research Points are needed until you've reached a certain point (1/4? 1/3? 1/2?), a sort of 'We don't know how much we don't know' thing, any requisite costs of research (not exactly sure on that, maybe some kind of masterwork tools imposing either a penalty or making it impossible in certain cases similar to Theives' Tools or Alchemist's Tools), that sort.
 
An absolutely wonderfully done look into things! Very much indeed! Dang well everything seems spot on the money, the only, extremely tiny nitpick is that I think you meant Flesh to Stone rather than Statue, since it's the subject that has control of whether they switch back and forth between states in Statue.
Ah, damn. No, I just didn't read Statue correctly, I thought we were the ones who could turn people back and forth. Well, we can still Flesh to Stone people I suppose.
 
There are last few things to consider. Not much to talk about when it comes to Assassin - we are more sneaky and exceedingly lethal when attacking undetected, which is neat but not noteworthy. The most interesting thing about assassin is that you need to have Evil alignment to access the class, so at some point we were Evil before our alignment changed to LN. What are for sure interesting are Neither Scrolls, a set of hilariously overpowered items we just happen to have. There are fifty scrolls in five sets; reading a scroll gives you a benefit, and completing a set of scroll gives you a major benefit.

I'm unclear to how things translate from 3.5 to PF so I'll make some assumptions here. Studying a scroll requires a month of intense study. When you finish studying the scroll, you gain a magic related feat or three spells you can have. As far as I can tell, you can gain this benefit any amount of times from any scroll, so we can just study any scroll for a month to gain new spells or feats. That's pretty good, since it is a way we can obtain spells. If this can be obtained only once per scroll, and if Iluontar has read all available ones already, then we would first need to find a way to unlock final set of scrolls to gain this benefit. TT will likely come in handy here. I think that it is safe to assume that we had ample time to read the scrolls in past, so our lack of infinite spells is somewhat intriguing. Did we forget all the bonuses when we move planes?

Outside of that, each set has its own benefit:
  • Arcanus Fundares: +30 inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells. Neat I guess
  • Ars Factums: We have ability to add "extraordinary abilities" to our constructs. This includes spell like abilities for pretty cheap if I'm being honest. Very abusable.
  • Magicus Creares: Reduces item construction xp cost by 75%. Since this doesn't exist in PF, hopefully this would mean that we get cost reduction of 75%?
  • Maior Creares: Our constructs get max hp.
  • Planus Mechanus': Get Plane Shift once per day. If this works as spell like ability it will be very useful as we can Plane Shift without materials. If it still requires plane attuned rod, then it is still useful as our base Plane Shift - which is to say not that much

We have read four out of the five sets - I don't think we know which ones we have read ooc, outside of Planus Mechanus', but I'm going to assume that we didn't read the most broken one in Ars Factums. Of the rest, the most useful would be 75% price reduction from Magicus Creares, if that is indeed what we get.

I'll read through Divine Drive to get full understanding of what Unity was/could do, and that should be final piece of our abilities thus far I think.
 
Also very neat, although you have gotten the Nether Scrolls a bit mixed up. You don't get magic feats or spells from nether scrolls in general, the main thing shared between all Nether Scrolls is that, you immediately gain a level in an arcane spellcasting class of your choice (XP set to midpoint of new level) when you study a given scroll. I am personally ruling that that means only the 1st time you study that particular scrolls (and other copies of that same scroll from a different set of Nether Scrolls don't net another level), and only when you've finished studying it, at the end of the month.

Then, once you've studied all 10 scrolls that make up a particular chapter, at the end of the collective 10 months, then, you get a chapter specific bonus. For Arcanus Fundare, you've got it right, and there's a few other details there.

To directly quote the source I'm using (Lost Empires of Faerun)
"Arcanus Fundare (Foundations of Magic): +30 inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells.
Magicus Creare (Spells of Creation): Three bonus item creation feats; XP cost of any magic item created drops to 75% of normal.
Maior Creare (Major Creations): Craft Construct as a bonus feat; any golem or other construct created has maximum hit points.
Planus Mechanus (Studies of the Planes): Use plane shift as the spell once per day; ignore any hostile or debilitating planar environmental effects.
Ars Factum (Of the Creation of Artifacts): Unknown. Reputedly, this chapter of the nether scrolls taught the reader how to create artifacts. However, an additional key of some kind is needed to unlock this set of scrolls, and the spellcasters of Windsong Tower never discovered it."

So, a total of four Bonus Feats (Craft Construct & Three Item Creation), Plane Shift 1/Day (Which I'm ruling as an SLA), ignore certain planar environmental effects (no fire damage from Plane of Fire, for example, but the residents can still roast you), boosted save DC, slams your Spellcraft up to ridiculousness, and golems or other constructs you make have Max HP (as long as arcane casting gets involved somewhere in the process).

Also, the XP cost thing is unchanged, but since PF doesn't require XP to craft items, it just does nothing. I think it's fine enough to leave that as is, considering all of the everything else you've gotten from the scrolls you've read. That and these benefits pretty much apply o

It's Ars Factum you haven't read even one scroll of, since that one still stays damnably blank. But if y'all can figure out the key to it, then hey, that's 10 Levels and Artifact Creation at the end of that 10-months at minimum tunnel.

Although, maybe I'll allow some means of using the scrolls for faster spell research than the already existing PF options, or some form of custom item for it. Not sure yet.
 
So the tl;dr on Divinity Drive - it is a huge ass reactor that can produce infinite energy, locks down any dimensional travel around it, drains energy around it and, with a work of a day for us, it can be used to open a mile wide wormhole to somewhere else in the universe. An exceedingly useful ability in a verse where everyone is planetbound. More importantly, it is capable of turning a virtual reality hosted on it into a full blown divine realm so we can make SAO if we want - and indeed it might have one there already, so that's something to check. It is also really fucking loud.

Robot itself is MR8 murder mincer that most notably has a number of technology based crafting feats, although I am unsure if it would retain these and its Mythic Rating in absence of Unity powering it. If it did, well, it is basically strongest Tinker not named Dragon from get go, so that's useful. Although that brings up an interesting question - could we turn robot into Xiomorn via our ritual? Since robot ai is generally loyal to creator, we might create ourselves a quite powerful servant by animating the Overlord Robot, and then using Ritual on it. In fact, we might even be capable of turning our familiar into one, most notably to gain additional Mystic power, Permanency per day and Secret's of Seed Vault. Something to consider for the future.
Also very neat, although you have gotten the Nether Scrolls a bit mixed up. You don't get magic feats or spells from nether scrolls in general, the main thing shared between all Nether Scrolls is that, you immediately gain a level in an arcane spellcasting class of your choice (XP set to midpoint of new level) when you study a given scroll. I am personally ruling that that means only the 1st time you study that particular scrolls (and other copies of that same scroll from a different set of Nether Scrolls don't net another level), and only when you've finished studying it, at the end of the month.

Then, once you've studied all 10 scrolls that make up a particular chapter, at the end of the collective 10 months, then, you get a chapter specific bonus. For Arcanus Fundare, you've got it right, and there's a few other details there.

To directly quote the source I'm using (Lost Empires of Faerun)
"Arcanus Fundare (Foundations of Magic): +30 inherent bonus on Spellcraft checks; +1 to save DCs for all arcane spells.
Magicus Creare (Spells of Creation): Three bonus item creation feats; XP cost of any magic item created drops to 75% of normal.
Maior Creare (Major Creations): Craft Construct as a bonus feat; any golem or other construct created has maximum hit points.
Planus Mechanus (Studies of the Planes): Use plane shift as the spell once per day; ignore any hostile or debilitating planar environmental effects.
Ars Factum (Of the Creation of Artifacts): Unknown. Reputedly, this chapter of the nether scrolls taught the reader how to create artifacts. However, an additional key of some kind is needed to unlock this set of scrolls, and the spellcasters of Windsong Tower never discovered it."

So, a total of four Bonus Feats (Craft Construct & Three Item Creation), Plane Shift 1/Day (Which I'm ruling as an SLA), ignore certain planar environmental effects (no fire damage from Plane of Fire, for example, but the residents can still roast you), boosted save DC, slams your Spellcraft up to ridiculousness, and golems or other constructs you make have Max HP (as long as arcane casting gets involved somewhere in the process).

Also, the XP cost thing is unchanged, but since PF doesn't require XP to craft items, it just does nothing. I think it's fine enough to leave that as is, considering all of the everything else you've gotten from the scrolls you've read. That and these benefits pretty much apply o

It's Ars Factum you haven't read even one scroll of, since that one still stays damnably blank. But if y'all can figure out the key to it, then hey, that's 10 Levels and Artifact Creation at the end of that 10-months at minimum tunnel.

Although, maybe I'll allow some means of using the scrolls for faster spell research than the already existing PF options, or some form of custom item for it. Not sure yet.
Man, ability to just craft artifacts sounds pretty absurd. That being said, I would think that we would have more spells if we had extra 40 wizard level; I can only assume that we have more hidden classes just waiting to be discovered.

Still, we can add "unlocking final set of scrolls" as another super long term goal we can strive to. At some point I should probably compile all of them..
 
Yeah, just, do be careful how you go about trying to figure out the Overlord Robot stuff, animating it by Animate objects is just going to get you an animated object, not a robot, and also now I can finally say that the previously mentioned idea of using Memory of Function on it would work, but…

That would end up resurrecting Unity. Which seems, un-ideal, to me at least.
 
Well if we can make friends with the nihilistic, evil, and insane AI...

Or we could OOC angle to put dragon in it.
 
Yeah, just, do be careful how you go about trying to figure out the Overlord Robot stuff, animating it by Animate objects is just going to get you an animated object, not a robot, and also now I can finally say that the previously mentioned idea of using Memory of Function on it would work, but…

That would end up resurrecting Unity. Which seems, un-ideal, to me at least.
I don't know. Unity is a very unique asset on Earth Bet, to say at least. It is a real god that has clerics that can cast Miracle, and we already saw how potent AIs can be with access to Tinkertech. While it is undoubtedly dangerous to us, especially relative to the rest of this setting, it does poses a degree of power and potency that are quite interesting. Ultimately not something we should care about, I suppose, given all the other options we have and degree of danger involved, but interesting nonetheless.

Then again, if we can resurrect a god, why not enslave it? After all, hubris is a coward's word :V
 
We are relevant to PRT as a whole, so what matters is their overall budget and not BBs. Piggot is just intermediary. We describe what we can do to her, she forwards it to Alexandria and then they make decision and so on.

There are two issues with this. The first is that our social skills are not as bad as you guys like to think. Unless we are literally troll levels of Charisma for some reason, with Eagle's Splendor we have very normal amount of charisma for our character to talk with people without dropping spaghetti.

Separate from that, you guys have very weird ideas on how interactions should look like. We are not car salesman, we don't need to put our forelimb in PRT's door and "convince" them to buy our wares. We just need to describe what our ability does and people will be all over us because it is so obviously valuable. Similarly, we don't need to "prove" that our ability is permanent, we merely ascertain that it is so because we in fact know how our abilities work and that's it. You guys think that people will just randomly go "aha, you are lying!" but that is not how this works. People have no reason to think that we are lying, and yes, "this is how my abilities work" is more than enough for people to stake measly 6mil.

You guys genuinely don't understand how important this is. We could have a contract with a city like London or New York where they pay us tens of billions for nothing but exclusivity rights for hosting teleportation network because city where we make it will instantly become a center of the world, the global capital. It is outright transformative.

Great thing about teleport network is that we can just leave the work to other people. We ask for our price - so 5mil in materials for two way teleport plus 1mil for us, and then the person buying can deal with everything else, we just make two Teleport Circles where they requested. We don't even need to care about legality of things, what are they going to do, arrest us? Not be a part of global teleportation network? Pft. They would get their ass sued off by every company in the country.

My goal was ever to setup TT as front. People talk to her, she forward us relevant requests, we make money. The goal is to not only make money, but to spend as little time on that as possible, as our actual goal is doing our own Crafting and research so our time should be spent there. Teleportation network is both entirely easy to accomplish, and it is also just something that would benefit Earth Bet a lot so it is a good thing to do.
Okay so I suspect we agree on more then we disagree. But I believe you are underestimating the issue of credibility.

Worm as a setting is incredibly hostile to doing basically exactly what we are doing. That is, using powers or tinkertech to benefit society on a large scale.
Tinkertech doesn't scale well. Tinkertech needs constant maintenance by the tinker. And that isn't even including the more direct ways powers tend to sabotage such efforts.

Our plan does not sound like a offer of a lifetime to their ears. At best it comes off as us being well intentioned but naive, not understanding how tinekrtech works. At worst it sounds like we are trying to pull a scam where we teleport away with the valuables.

We are fighting against decades of experience and crushed hopes here. Dozens of tinkers have come and gone, promising that they could change the world if only they had enough resources. All of them not named Dragon failed.

So trying to explain our plan won't get them interested and passing things up the chain. It will get them to sit the poor confused C53 down to explain how that is not how the world works.
Yes our "Tinkertech" breaks all the established rules. But unless we can prove that it is meaningless. They will just assume we are wrong or lying.

Of course this can change once we have a strong reputation. But there a ton of steps between now and then.
 
Vote closed
Scheduled vote count started by Sckribe on Dec 2, 2023 at 2:08 AM, finished with 66 posts and 8 votes.

  • [X] Yes
    -[X] Put on a show, you want to impress. Keep some of your most powerful and exotic abilities hidden however.
    -[X] Don't mention anything about effects that can control or influence people. Undersell any info-gathering abilities. Avoid providing information on the underlying mechanics of your abilities or any weaknesses (Like needing a spell book to prepare spells).
    -[X] Inquire upon the resources available for crafting. Demonstrate with something minor if possible.
    [X] Yes
    -[X] Do not hold back in the slightest
    -[X] Request amber for crafting Teleport Circle, and gems for crafting a magic item
    [X] No
 
ALNE - 2.8
Scheduled vote count started by Sckribe on Dec 2, 2023 at 2:08 AM, finished with 66 posts and 8 votes.

  • [X] Yes
    -[X] Put on a show, you want to impress. Keep some of your most powerful and exotic abilities hidden however.
    -[X] Don't mention anything about effects that can control or influence people. Undersell any info-gathering abilities. Avoid providing information on the underlying mechanics of your abilities or any weaknesses (Like needing a spell book to prepare spells).
    -[X] Inquire upon the resources available for crafting. Demonstrate with something minor if possible.
    [X] Yes
    -[X] Do not hold back in the slightest
    -[X] Request amber for crafting Teleport Circle, and gems for crafting a magic item
    [X] No

You quickly sign at the same time as you speak, "Yes, I believe I would be willing to do some power testing, although, perhaps not what I've seen described as the most extreme ends. From what I've read," you flip to the section, "I'd rather not place myself under a hydraulic press, at least today, if you'd understand."

Miss Militia nods, "I can understand. Then, if you'd follow me?"

You nod and gesture towards the door, "Of course, lead the way."

You both begin walking, and fairly quickly on the way towards the elevator she notes, "I can tell compared to the other day that you're slowing yourself down to keep pace. Mover, then, definitely."

You nod once, engaging in the idle chatter as you step into the elevator, yourself not quite having to duck down, but it being a fairly close thing, "Yes, certainly. I am also fairly adept in climbing and burrowing."

She says, "We should be able to test for the climbing, but I'm not certain on the burrowing- any requirements for it?"

Though they've almost completely removed it, you can still tell when the elevator begins to move down, as you say, "Earth and stone. Concrete is possible as well. I do have some sense through ground vibrations for my surroundings."

She says, "Thinker too, maybe shaker- actually," she quickly hums a light, wordless thing to herself before asking, "Do you know all the PRT power classifications?"

You list the ones you're aware of, before she says, "That's all of them. Right, we happen to already be going in the order of a rhyme some people use to keep them in order. Going down the list," you both exit the elevator that's stopped, walking down another hallway, "Brute, Breaker, Master?"

You say, "Yes," a split second of thought due to the overlap with changer, "Yes, No. Suspected durability, though I'm not entirely sure, I heal particularly fast, and reduction of damage from attacks that fail to meet specific criteria, for Brute. I have two abilities that would fall into Breaker solely that I have prepared and could demonstrate today, and- does invisibility fall into Breaker or Stranger?"

She pauses to consider, before saying, "Stranger, but Breaker as a subheading or note. Right, so far you're four for five already. Tinker, Blaster, Thinker?"

You say, "I know I've personally made nearly everything I own, bar my phone, even if I lack the concrete memories of it, and I could recreate them if I simply had the resources, sadly I've not been able to find any source of usable materials. I know the registration had already touched on matters of a stipend, particularly for tinkers, but I find myself compelled to ask further, perhaps enough for a demonstration of some kind?"

She gives a back and forth hand wave, as she says, "It depends on how much, and I'm not in a position to offer that sort of thing, if you understand. Maybe if you have an example of your work? I'm not sure. The other two?"

You nod once, "Of course, entirely reasonable, and, possibly. If it was understood it was merely a temporary loan, not to be damaged, and preferably never left my sight. As for Blaster and Thinker, absolutely, and to some extent, as we've mentioned before in the form of the tremorsense."

She begins, speaking, "Striker, Changer, Trump and Stranger- we're here."

As you both reach what is certainly a testing facility where there's already what appears to be a scientist waiting, she greets him, "Good afternoon Dr. Jenard, this is Iluontar," she gestures to you, whereupon you nod and of course hold out your upper right hand out of politeness, which he takes and shakes, "Here for power testing, as I'm sure you're already aware."

You speak to him and say, "Good afternoon," before turning back to Miss Militia and say, "Yes, minor but yes, uncertain as I have not tried, and yes."

You gesture with the hands not occupied, "These claws on my hands are entirely functional, and any animate being struck by them runs the risk of an all but permanent loss to general motor skills, agility and the like. If this ends up inducing a total loss then to my knowledge it will result in complete bodily conversion to a crystalline statue of themselves."

The scientist visibly stiffens, and very carefully extracts their hand from your handshake, as you simply continue, "I do have the ability to, very temporarily, appear in a non-specific human form, meaning I cannot copy any specific person's appearance through that means, to my knowledge my powers have no particular interaction with others powers on any fundamental level, and as mentioned before I am capable of limited invisibility, which only affects myself and my possessions at the time of activation, and immediately breaks if I take any hostile action or attempt to use a different power."

As you followed the scientist's exceptionally unforceful suggestions to follow him for the various general tests while Miss Militia went to set up others based on what you'd discussed, you overheard her say, "Yes, ten out of twelve." "Not sure, mother of all grab-bags? Maybe an Eidolon-like situation, from his wording?" "He mentioned he had one ability 'prepared', less flexibility maybe?" "My thoughts are that we shouldn't push, he's been nothing but polite and co-operative." "Yes, I suppose especially for a C53, but still, everyone reacts to the same situation differently. Oftentimes something that looks too good to be true is, but this isn't that. It's just the normal kind of good."

With that tidbit, you were off to testing! Which turned out to be, for the most part, fairly boring and rote, to begin with. Asking you to remove tinkertech or stop using powers you're capable of disabling, upon which you promptly removed your boots and put them into your pack for the moment, the armor also being removed but, as it wouldn't fit in the pack, you simply folded it on top and carried it under one arm when you were able, setting the haversack on top of it when you needed to place it down, always within your line of sight as well.

So began the rote measures; walking and running speed and endurance (4.5 MPH walking unhurried, 18 MPH/29.25 KPH running for an average of four straight minutes out of five), weight liftable (2,400 lbs. above your head, as it turned out), long jump (30 ft. standing, 60 with run up), high jump (7.5 ft. standing, 15 ft. running), and overall a general fitness check repeatedly showing you as very, very much well above anything resembling average human fitness. Then, a small questionnaire about your specific power and a description of it (which you gave a heavily, heavily retracted version of, simply mentioning you 'had the capability to prepare a fair selection of powers' and went on to describe only on an absolute surface level what came up during your talk with Miss Militia plus just a couple others, and from there…

Onto the rote mental and sensory tests, while they still set up the other tests, as a few more scientists got rounded up in procuring some test animals, likely since, out of an intention to properly awe them, among those you had mentioned included ones that were 'exceptionally dangerous, in the way a gun is always considered dangerous, even in the hands of an expert'.

These, thankfully, didn't take too long, especially since you did what you could to very much underplay your senses by around half or so for all of them, though you frankly wouldn't underplay your own intellect. The look on the scientist's face when you informed them upon handing in the test that the test you turned in had already been completed without use of powers was, admittedly, a touch cathartic.

Some time later, perhaps a few hours, it was finally time that you could show off the few powers you agreed to, slipping back on your armor and pack, which a quick but thorough check found nothing undue having been done in either case.

Using no metamagics in the process, you separately showed off Invisibility followed by Alter Self, both of which you deliberately dismissed at only five minutes in rather than allowing to run their full time-frame, a single Dimension Door where you aimed to hide its briefly disabling aftereffects, and lastly, the two big Blaster effects to let you particularly show off without giving away the actually particularly important things.

First, a single Polar Ray at a sort of human-alike target dummy, that very promptly flash-froze-shattered from the sheer and sudden cold inflicted on it, and so that was elected to not be tested further. As you entered the room where the last one was being set up, with assistants chipping as many of the test animals (primarily rats with the odd rabbits, fish in tanks, and lizards), everyone involved had managed to discover a sort of 'power' that you yourself hadn't even been aware of. After another thirty minutes, it was discovered that unless very coaxed or forced by some means, no animal would willingly get within 30 feet of you.

Regardless, with all in one place, and the now multiple scientists where they wouldn't be affected with their sensors all set, you ended this off with a single casting, of Prismatic Spray.

Instantly, every single creature in the area in front of you was either burned, dissolved, shocked, died outright to what would later be identified as poisoning, turned to stone, or in a few cases that were still around, had gone entirely insane, with every single one of the still present and living animals also being found to have gone blind, and still a solid few more having just outright vanished, all of this in a singular conical burst of light.

With everything done for now, it was mentioned by Miss Militia as you began your walk out that you were approved to be given a Tinker's stipend for the first few months, which was good. As you reached the ground floor again, you soon gave your goodbyes, with thanks for your cooperation and such from Miss Militia, and soon, you had stepped onto the sidewalk in front of the office. Quickly checking the time from your phone, it was currently 5:20 PM.

What Next?

[ ] Write In.

Iluontar, Unique Xiomorn Wizard ?/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, +17 Natural Armor, -1 Size, ?)
HP ? (19d10+?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 11+?
OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2), ?
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift

Wizard Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (4), Mage Armor (1), Magic Missile (2), Shield (1)
2nd (DC 31) — Locate Object, Mirror Image (2), See Invisibility, Invisibility (1), Alter Self (4)
3rd (DC 32) — Arcane Reinforcement (2), Arcane Sight (3), Battering Blast (2), Dispel Magic, Phantom Steed (2)
4th (DC 33) — Bestow Curse, Dimension Door (1), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas (2)
5th (DC 34) — Baleful Polymorph, Break Enchantment (2), Dominate Person (3), Sending (2), Teleport (2)
6th (DC 35) — Disintegrate (0), Eyebite (3), Mislead, Veil (2), Sarzari Shadow Memory
7th (DC 36) — Ethereal Jaunt (2), Finger of Death (2), Greater Teleport (3), Prismatic Spray (1)
8th (DC 37) — Dimensional Lock (2), Discern Location (3), Mind Blank (3), Polar Ray (0)
9th (DC 38) — Dominate Monster (3), Time Stop (3), Wail of the Banshee (3)
10th (DC 39) — Polar Ray (0), Time Stop (2), Wail of the Banshee
11th (DC 40) — Polar Ray, Time Stop, Wail of the Banshee
12th (DC 41) — Polar Ray, Time Stop, Wail of the Banshee
13th (DC 42) — Wail of the Banshee, Finger of Death, Time Stop
14th (DC 43) — Wail of the Banshee, Time Stop, Polar Ray
15th (DC 44) — Wail of the Banshee, Time Stop
16th (DC 45) — Wail of the Banshee, Time Stop
17th (DC 46) — Wail of the Banshee, Time Stop
STATISTICS
STR 25 DEX ? CON 30 INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Craft Construct(B), ?, Arcane Discoveries (Fast Study, Immortality, ?), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Heighten Spell, ?
Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, Knowledge (Arcana) +100, Knowledge (Engineering +86), Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
Traits: ?
Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), Warded Against Nature
SPECIAL QUALITIES
Item mastery, Item shaper, Arcanus Fundare, Magicus Creare, Maior Creare, Planus Mechanus, ?
CLASS FEATURES
Scribe Scroll, Wizard Bonus Feat (x?), Sneak Attack (?d6), Death Attack (DC ?), Poison Use, Save Bonus Against Poison (+?), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, ?
ECOLOGY
Environment: ?
Organization: Last of Your Kind (Alone)
Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanus', 1 Overlord Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 29.0
Handy Haversack: 116.5/120

Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 20d6 points of piercing and slashing damage (Reflex DC ? half). The save DC is Constitution-based.

Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

Item Mastery (Ex) Iluontar can always activate spell trigger and spell completion items as if the spell were on his class list.

Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats. Iluontar requires only 1 hour of work per 1,000 gp of the item's base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item's base cost is halved.
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Haste, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish
1st Level —
2nd Level —
3rd Level —
4th Level —
5th Level —
6th Level —
7th Level —
8th Level —
9th Level —
10th Level — Xiomorn Ascension

School transmutation [earth]; Level 10
Casting Time 10 hours
Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20)
Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 28, 2 successes; Use Magic Device DC 38, 2 successes
Range personal or touch
Target caster or willing creature touched
Duration instantaneous
Saving Throw none; SR no
Backlash The primary and secondary casters become exhausted.
Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone.

Effect

The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.

Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.

A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.

(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.

(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 4: Gain the Vault Builder Spell Like Abilities, or improve them from Vault Keeper version if Already Present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.

(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.

Iluontar has received the effects of Xiomorn Ascension 1, 2, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.

Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP

Description

This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.

Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).

The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6

Max HP: 43
Hardness: 28

Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal

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This jet-black blade is curved viciously, and is dull, never glinting in the dark.

----

Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.

Axiomatic

Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Impervious

Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.

Returning

Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Ricochet (Adapted from Ricochet Hammer)

Price +12,000 gp; (Must be a Returning Weapon)

This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.

The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.

Assassin's Dagger (Base Item)

Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Enchanted Boots (Boots of Vaulting)

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 3,500 gp; Weight 1 lb.

Description

The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.

Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)

Total Price: 55,500 GP

This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.

Enchanted With;

Wings of Flying (Base Item of the Cloak)

Aura moderate transmutation; CL 10th; Slot shoulders; Price 54,000 gp; Weight 2 lbs.

DESCRIPTION

A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.

When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.

Muleback Cords

Aura faint transmutation; CL 3rd; Slot shoulders; Price +1,500 gp; Weight -.

DESCRIPTION

These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)

Total Price: 50,000 GP

These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.

Enchanted With;

Sniper's Goggles, Greater

Description

These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Sniper Goggles

Description

The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip

Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP

Total Equivalent Enhancement Bonus: +2

Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch

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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.

Impervious

Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.

Resizing

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

Total Price: 176,680 GP
Total Equivalent Enhancement Bonus: +10

Max HP: 105
Hardness: 20

Weight 4 lbs.
Armor Bonus +6; Max Dex Bonus —; Armor Check Penalty 0
Arcane Spell Failure Chance 0%; Speed 30 ft./20 ft.

Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.

Burdenless

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).

Comfort

Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).

Ghost Touch

Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Impervious

Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.

Shadow, Greater

Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."

Slick, Greater

Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))

Tech Capacity: 40
Tech Charge Usage: Varies by function

Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP

This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.

Flashlight (Improved)

Price 30 gp
Usage 0, but must have at least 1 Charge available.

When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.

When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).

---

Enchanted With;

Fate-Woven Braid (Improved)

This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.

However, it is still subject to a three-fray limit.

Each single fray can be repaired at 1/3 the creation cost.

Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.

Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.

The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
AN: Right, this one took me a moment, and I'll need an especially while before the next one as I really should have been studying, but, eh, it'ss work out. Probably. Me, awayy!
Also, threw the nether scroll stuff under Special Qualities, and added the 1/Day Plane Shift too. Later!
 
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Sorry-ish, but, finals upcoming next few days and also packing for visiting family and such. Hectic times, don't want to slap a date I can't keep down. Maybe at some point between I'll drop an interlude if I find the time/will. Perhaps.
 
Mmm, we didn't contact MM about going after gangs, did we. We also didn't do sending to TT earlier either.

So what do we want to do? We could just do sending to TT to establish communication and then test some stuff for the night and go to sleep, or we could go after some gangs and such. I'm kinda drawing a blank on my end.
 
So I have two potential plans

[X] Plan Prep
-[X] Contact TT via sending to establish this line of communication. Offer to trade future favors and such for information
-[X] Use one of our min/level spells to determine our exact Wizard level
-[X] Find a metal rod and attune it to current plane for purpose of Plane Shift
-[X] Rest and write down new spells. Put in more stat buffing spells(3x Cha, 2x Int and Wis as well), Prismatic Sphere, Screen etc. No need to have fifty instances of Vail..
-[X] Fortify one of our hiding spots to be our main fallback location with Prismatic Sphere, Screen and Dimensional Lock.
-[X] Purchase, or scavenge from Boatyard, enough iron required to create Plane Shift tuning fork to be capable of creating at least two forks. Craft a couple of forks, and start process of tuning one to Earth Bet. Use your knowledge of Planes to try and guess tuning completion time.
-[X] Research major supervillains in North America, as well as other S rank threats. Focus on their abilities and how they match with you

Pretty tame value plan while we wait for tomorrow. We are making use of fact that we only need 75minuts to completely rewrite out spells book, so we can just do it whenever. Combination of TT and supervillain research would hopefully allow us to just say fuck it and teleport to attack something next day - S9, Heartbreaker, Endbringer hillbillies etc.

Extra Int and Wis to increase our competence when thinking sounds nice. With Extend Spell overall duration should be over an hour for each, so that's a lot.

Getting Plane Shift online is quite important. Not only that it can act as pretty powerful get out of jail free card, but we can also Plane Shift other people too. So one way to deal with things is to just fuck them off to another dimension. And since we saw them in person we can use Discern Location to find them later if we want to.

[] Plan Test Your Might
-[] Rest and refresh your spells
-[] Go to the ABB territory and seek out Lung
-[] Approach Lung, introduce yourself and challange him to MORTAL KOMBAT
-[] dun dun dun test your might
-[] Capture or slay Lung and his capes, and give them over to PRT

It doesn't really make sense since we just left PRT like a good boy, but it is always there if we want to be aggressive. We could also go for Coil instead.
 
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Quick addendum since I forgot to do so the other night, your second drawback got revealed as being 'Warded Against Nature'. The Character sheet has been updated to match.
 
...what was the point of the previous plan?
Because of PRT leaks now litterally everyone will know what we can do.
A lot of our advantages like teleportation, invisibility and alter-self have now been greatly reduced.
Why do we even care about law enforcement relationship?
 
-[X] Use one of our min/level spells to determine our exact Wizard level
Actually, shouldn't we already be able to figure this out? Comprehend Languages lasts 10 minutes a level, so we can work it out based on when we used it.

Besides that, what do people think about starting the prep work for Scry And Die on the S9? Maybe after a test run on one of the local gangs?

Hmm, also did we not get a chance to inspect any tinkertech? We should seek some out. Maybe grab a cape to test some power interactions on too.
 
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