[X] [PHO Username] KarsusWasAnIdiotWhoHadItComing
[X] [Wait] Wait for Dragon's fleet to arrive.
-[X] While with what you know about AI you electing to leave the location wouldn't be considered rude in itself, it might be by more human standards, and she would probably appreciate the thought that you still kept something of a watch on the Dragonslayers.
[X][Plan] Look into somewhere you might be able to claim as your own, wherever that might be, at whichever scale.
[X][Plan] Call or Text Dragon back, let her know about your PHO Account.
Also I agree with:
[X] [Plan] Plan Waiting Around Efficiently:
-[X] Text Dragon back, let her know about your PHO Account.
-[X] Obtain more information about the Slaughterhouse Nine. Look up their bounty and their past deeds to estimate just how much wealth and reputation you may gain from taking them down. Look further into their known tactics, try to extrapolate any non-obvious information - a group of this notoriety that's lasted this long must have aces up its sleeves. Using known information and your powers, attempt to track down their current location.
-[X] Check how much time is left until your end-of-week deadline thing.
[X] [PHO Username] Iluontar the Mountain-Smith
[X] [Wait] Wait for Dragon's fleet to arrive.
[X] [Plan] Plan Waiting Around Efficiently:
-[X] Text Dragon back, let her know about your PHO Account.
-[X] Obtain more information about the Slaughterhouse Nine. Look up their bounty and their past deeds to estimate just how much wealth and reputation you may gain from taking them down. Look further into their known tactics, try to extrapolate any non-obvious information - a group of this notoriety that's lasted this long must have aces up its sleeves. Using known information and your powers, attempt to track down their current location.
-[X] Check how much time is left until your end-of-week deadline thing.
My rationale for looking into taking down the S9: The situation in BB is precarious enough that taking out any one gang would cause an immediate reaction from the others, so it might be ideal to wait a bit and only act when we wish to eliminate them in one swoop, or just about. Besides which, as this Dragonslayer thing has shown, it takes us a bit more effort to take people down non-lethally than it does to do so lethally, which is not exactly ideal for keeping a shining reputation.
By contrast, the S9 have a kill order out on them and literally nobody except probably Cauldron is going to begrudge us for overkilling their asses. We would get a presumably-good amount of money out of it as well, which would be ideal for further projects.
We don't have to commit to actually taking them down immediately, and we'd likely want to tune our spell-list quite a bit before doing so anyway.
We should inquire with Dragon if she can get us two smaller diamonds(150000$ each) for Lesser Wishes and enough materials to scribe them. This should be a priority over everything else. Two wishes because we have Elemental Immunity which includes Bleeding Immunity, so there is a chance that we will need to first polymorph ourselves into something that can bleed to use Blood Money. Beast Shape I should suffice, as we can later get other Beast Shape via Blood Money.
[X] [PHO Username] KarsusWasAnIdiotWhoHadItComing
[X] [Wait] Wait for Dragon's fleet to arrive.
-[X] While with what you know about AI you electing to leave the location wouldn't be considered rude in itself, it might be by more human standards, and she would probably appreciate the thought that you still kept something of a watch on the Dragonslayers.
[X] [Plan] Call or Text Dragon back, let her know about your PHO Account.
-[X] [Plan] Explain the Dragon that your own crafting would require a certain amount of resources to jumpstart, and ask if she could provide those resources. If everything goes fine you should be able to return equivalent value of those resources within a couple of days. These would include a diamond of lesser monetary value(1500gp in USD equivalent) as well as enough resources to scribe Scroll of Blood Money(~900gp in USD equivalent).
Something like that. You can add other bits and bobs as you wish.
We should inquire with Dragon if she can get us two smaller diamonds(150000$ each) for Lesser Wishes and enough materials to scribe them. This should be a priority over everything else. Two wishes because we have Elemental Immunity which includes Bleeding Immunity, so there is a chance that we will need to first polymorph ourselves into something that can bleed to use Blood Money. Beast Shape I should suffice, as we can later get other Beast Shape via Blood Money.
[X] [Plan] Plan Waiting Around Efficiently:
-[X] Text Dragon back, let her know about your PHO Account.
-[X] Obtain more information about the Slaughterhouse Nine. Look up their bounty and their past deeds to estimate just how much wealth and reputation you may gain from taking them down. Look further into their known tactics, try to extrapolate any non-obvious information - a group of this notoriety that's lasted this long must have aces up its sleeves. Using known information and your powers, attempt to track down their current location.
-[X] Check how much time is left until your end-of-week deadline thing.
[X] [Plan] Call or Text Dragon back, let her know about your PHO Account.
-[X] [Plan] Explain the Dragon that your own crafting would require a certain amount of resources to jumpstart, and ask if she could provide those resources. If everything goes fine you should be able to return equivalent value of those resources within a couple of days. These would include a diamond of lesser monetary value(1500gp in USD equivalent) as well as enough resources to scribe Scroll of Blood Money(~900gp in USD equivalent).
[X] [Wait] Wait for Dragon's fleet to arrive.
-[X] While with what you know about AI you electing to leave the location wouldn't be considered rude in itself, it might be by more human standards, and she would probably appreciate the thought that you still kept something of a watch on the Dragonslayers.
[X] [Plan] Plan Waiting Around Efficiently:
-[X] Text Dragon back, let her know about your PHO Account.
-[X] Obtain more information about the Slaughterhouse Nine. Look up their bounty and their past deeds to estimate just how much wealth and reputation you may gain from taking them down. Look further into their known tactics, try to extrapolate any non-obvious information - a group of this notoriety that's lasted this long must have aces up its sleeves. Using known information and your powers, attempt to track down their current location.
-[X] Check how much time is left until your end-of-week deadline thing.
[X] [Plan] Call or Text Dragon back, let her know about your PHO Account.
-[X] [Plan] Explain the Dragon that your own crafting would require a certain amount of resources to jumpstart, and ask if she could provide those resources. If everything goes fine you should be able to return equivalent value of those resources within a couple of days. These would include a diamond of lesser monetary value(1500gp in USD equivalent) as well as enough resources to scribe Scroll of Blood Money(~900gp in USD equivalent).
[X] [Wait] Wait for Dragon's fleet to arrive.
-[X] While with what you know about AI you electing to leave the location wouldn't be considered rude in itself, it might be by more human standards, and she would probably appreciate the thought that you still kept something of a watch on the Dragonslayers.
You fairly quickly decide that it'd be simpler to just wait for Dragon to arrive and at least vaguely keep an eye out. So, you do so, though you decide you may as well spend the time being somewhat productive, at least looking into matters against the Slaughterhouse Nine. After briefly texting Dragon with your new PHO Username, and also sending in a brief photo to actually verify yourself on PHO, simply done by just pausing for a few moments later to record a short video of you carving a few letters and numbers into the concrete floor of the warehouse with your bare claws.
Then promptly answering Dragon's texted back, "Who's Karsus?" with the fairly obvious, "A historical figure, and an idiot who had it coming."
Moving from there, you went on to trying to figure out just how much wealth and prestige you would gain from killing off the Slaughterhouse Nine as a whole, and the answer was, in both cases, a lot, if you could pull it off. Firstly, on the wealth end, they had exceptional bounties, with the lowest bounty of the lot of them being Burnscar's, at a 'mere' four million dollars, followed by Hatchet Face at six million, Crawler at seven million, Mannequin at ten million, Shatterbird at thirteen million, Bonesaw at fourteen million, and both Jack Slash and The Siberian tied at twenty-three million dollars each, bringing it all up to a total of 100 million dollars for a full sweep.
That was just the pure wealth, as far as reputation from the matter, well, you couldn't say for those outside of North America, but for at least Canada and the United States? You would go into history books for completely destroying them. Based purely on the damage they've caused, the number of people personally grateful would be in the tens of thousands of people, and would even include the Triumvirate amongst those numbers, based on the death of Hero. To be frank, you were fairly confident that from how you had noticed certain heroes such as Armsmaster or the like already had fanbases and merchandise even in those circumstances, people would probably outright sing of your destroying the Slaughterhouse Nine, if you truly did manage to do so. It would easily earn you the glowing approval of at least a few cities worth of people, you believed.
As for trying to extrapolate non-obvious information from their tactics, it was, not great. Firstly, they didn't actually appear to have all that much in the way of tactics, at all, beyond perhaps what was perhaps second-order obvious, you'd call it. Shatterbird would of course target all the glass and silicates in range, of course, but you're somewhat confident-ish that she would sometimes also control the shards for area control in manners similar to a Blade Barrier, in addition to just throwing shards at foes, and that she was capable of throwing fairly large clouds with only the sound of them whistling through the wind, while the typical constant grinding and crashing sounds of exceptionally large clouds was used to cover up the quiet ones, and possibly only when the shards in a particular cloud had gone dull anyhow. You think.
Burnscar, well, set fires. You think she might have had a tendency to keep a general chain of fires around that would let her rapidly reposition, but you aren't certain. That and Bonesaw, might, release a variant of a cold or flu similar sickness, altered to be extra weakening, possibly a few days before a location is hit, but that was from a very dubious source at best. It was a mixture of a general lack of survivors, as well as those that did generally not knowing what details they'd even look for for matters like yours, and even if any had noticed generally deciding not to take any risks by sharing them, as well as your own fairly poor people skills making themselves known again, though that was to a much lesser degree, simply leaving you not quite able to determine if there was any emotional reasons or the like that might lead certain combat actions. You were able to find some rumours that Jack Slash was also exceptionally persuasive, or at least a way about continuously leading any conversations he's a part of, but couldn't find confirmation either.
As for your looking into their location, you had somewhat been overall able to narrow it down to roughly closer to the East Coast than not, probably north of Texas, maybe somewhere with a more temperate climate, and possibly somewhere in the vague line between the states of Kansas and Missouri, and the province of Quebec, inclusive. Which was, a bit of an area to search in, even assuming they stayed entirely in place.
With that done to what you could, you had a touch under three days until The Divinity Drive would exit its current form as a tattoo on your neck wherever you might be standing at some time between 11:00 PM January 6th and 1:00 AM January 7th, with the current time being just shy of 7 AM January 3rd. Ah, right on time, you can see a small fleet of five of Dragons mechs alighting down, and-
Oh that is absolutely an AI, and you can tell the second she's in sight. Now that you can see her, it practically feels obvious that she's an AI, though that's probably just to you. Especially when they're aggregated with a robot frame, true AIs have a certain, 'inorganic fluidity' perhaps, that you can especially recognize, that sets them apart from a standard robot or anything else.
You quickly walk yourself inside, grab the still unconscious bundle of Dragonslayers, and walk up not to the nearest one, but the Dragon suit that she's primarily running things from one past that, and say, "Hail, friend. Where would you like me to put these?"
She directs you to put them into the specialty transport mech she brought, and before she closes it up again she asks if you'd indulge in letting her take a picture with you and her in the foreground and the imprisoned Dragonslayers in the background. You elect to indulge her on it, and even through her mechs you can feel her giddiness, before after she takes and sends you copies of the picture, she says, more soberly, "Huh. It almost feels, weird. How anticlimactic it all is. But, relieving, in that way, too. It wasn't a major battle, or a desperate struggle, or anything. Someone else just noticed my work, noticed my issue, and decided to help. And you were just, able to resolve it, like that. I wonder if this is what it feels like to get backup from Eidolon or the rest of the Triumvirate. Although, I think this is for the better, not just in the obvious ways, but that, I don't think this will linger the way a fight for my life would, I don't think this will be so bad to process, to move on from."
She looks more at you than in the distance as she had been, "Sorry, I'm rambling there, aren't I? Look, you've really done me a lot, and I know Case-53's can have it rough, especially if they haven't fully signed on right away. So, if you need any help, let me know, yeah?"
Well, with an offer like that…
Do you need any help?
[ ] Yes, you need some help with getting your hands on some specific crafting materials.
[ ] Yes, you can make advanced non-tinker technology, but you haven't had a chance to prove it yet.
[ ] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet.
[ ] Yes, your Eidolon-esque powers are teachable, but you haven't had a chance, or anyone worthy, to prove it yet. (Teaching Wizardry, specifically)
[ ] Yes, you can grant others powers and/or bodies like yours, but you haven't had a chance, or anyone worthy of it, to prove it yet. (Xiomorn Ascension Ritual, specifically)
[ ] Yes, you need help tracking down the Slaughterhouse Nine, to take them out too.
[ ] Yes, you need help tracking down the Endbringers, since you've considered taking the fight to them.
[ ] Yes, you're going to need some competent help in ruling the world, after all. (Joking)
[ ] Yes, you're going to need some competent help in ruling the world, after all. (Dead Serious)
[ ] Yes, Other. (Write In)
[ ] No, you've got things under control for now.
[ ] No, Other. (Write In)
Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/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+35d6+?); 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 (3), Mage Armor (3), Magic Missile (3), Shield (3)
2nd (DC 31) — Mirror Image (2), Invisibility, Eagle's Splendor (3), Fox's Cunning (2), Haste, Owl's Wisdom (2)
3rd (DC 32) — Arcane Reinforcement (3), Arcane Sight (2), Battering Blast (2), Dispel Magic, Phantom Steed
4th (DC 33) — Dimension Door, Greater Invisibility (4), Phantasmal Killer (2), Lesser Geas, Greater Make Whole (2)
5th (DC 34) — Baleful Polymorph (2), Break Enchantment, Dominate Person, Sending (3), Teleport, Dream, Nightmare
6th (DC 35) — Disintegrate (2), Eyebite (2), Mislead, Veil (2), Greater Heroism (3)
7th (DC 36) — Ethereal Jaunt (3), Finger of Death, Greater Teleport (1), Prismatic Spray, Teleport Object
8th (DC 37) — Dimensional Lock (2), Mind Blank (2), Polar Ray, Screen (1)
9th (DC 38) — Dominate Monster, Time Stop (3), Wail of the Banshee, Prismatic Sphere (2)
10th (DC 39) — Polar Ray, Time Stop (2), Prismatic Sphere
11th (DC 40) — Polar Ray, Time Stop, Prismatic Sphere
12th (DC 41) — Polar Ray, Time Stop, Prismatic Sphere
13th (DC 42) — Time Stop (2), Prismatic Sphere
14th (DC 43) — Wail of the Banshee, Time Stop (2)
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, Knowledge Is Power, Immortality, ?), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Craftsman, Frugal Crafting, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Heighten Spell, ? Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, Weapons) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, Heal +2, Intimidate +71, Knowledge (Arcana) +100, Knowledge (Engineering) +86, Knowledge (Planes) +94, Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?; Racial Modifiers +8 Craft (sculpture), +8 Knowledge (arcana), +8 Knowledge (planes) 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 (x8), Arcane Bond, Arcane School, 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: Any 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, 1 Fork Attuning to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Sap, 1 Ascalon (Tattoo),
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.
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.
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
----
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.
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.
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.
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
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.
Generator | Yield (Charges)
Price (GP)
Fission Reactor | Yield 1,000
500,000 GP
Fusion Reactor | Yield 500
250.000 GP
Geothermal Generator | Yield 200
100,000 GP
Graviton Reactor | Yield 800
400,000 GP
Solar Generator | Yield 50
25,000 GP
Divinity Drive | Yield ∞/Infinite
????? GP
Lab | (Charges/Hour)
Price (GP)
Cybernetics Lab | 100 Charges
100,000 GP
Graviton Lab | 250 Charges
250,000 GP
Medical Lab | 20 Charges
20,000 GP
Military Lab | 100 Charges
100,000 GP
Nanotech Lab | 150 Charges
150,000 GP
Production Lab | 50 Charges
50,000 GP
Robotics Lab | 200 Charges
200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
AN: Big voting period, for my tiny mind, and also winter holidays, time with family and such. You lot, go enjoy time with people you like as well, and other such winter pleasantries. Maybe an interlude during that period. Not certain yet. (You all are, of course, beyond free to make any Omakes or the like if you'd wish, I would be honored for 1,000 Generations in such a case). EDIT: I've also added into a new spoiler in your character sheet the prices (in GP) for each Technological Generator and Lab.
Hope y'all've enjoyed so far, and will continue to do so ongoing!
You know, I'm very down to do some serious tinker-testing with Dragon before we go fight the S9. Build some cool shit. Maybe see if she can learn wizardry?
Let's see about the rest first, save teaching wizardry for later. I'd say resources, verification as a tinker, and maybe try and poke around about seeing her opinions on ruling, now.
Why would we need "synthetic" diamond? Dragon should be capable of getting standard diamonds just fine, at which point we get infinite Lesser Wishes and potentially Wishes as well, so havign any kind of diamonds is largely of no importance.
Although yes, asking Dragon for a diamond should be a priority. No idea why you guys didn't vote for it last round. I suppose that it ultimately doesn't matter, we can keep doing pointless shit that doesn't matter for weeks since there is no pressure to preform adequately.
At some point we should ask Dragon for introductions. Everything else we can get by other means. But Dragon's reputation is gold and she has a ton of connections. So asking for her to them on our behalf to supplement our lacking social skills would be great.
Why would we need "synthetic" diamond? Dragon should be capable of getting standard diamonds just fine, at which point we get infinite Lesser Wishes and potentially Wishes as well, so havign any kind of diamonds is largely of no importance.
Although yes, asking Dragon for a diamond should be a priority. No idea why you guys didn't vote for it last round. I suppose that it ultimately doesn't matter, we can keep doing pointless shit that doesn't matter for weeks since there is no pressure to preform adequately.
about the synthetic diamond thing, it's because we want to know if they are usable at all, they are cheaper and we could get the setup to grow them ourselves in the future, it's not as urgent as it was before but it would be good to know.
about the synthetic diamond thing, it's because we want to know if they are usable at all, they are cheaper and we could get the setup to grow them ourselves in the future, it's not as urgent as it was before but it would be good to know.
I don't think that would be relevant. In any case, we should do it later once we get our FREE wishes online and we have nearly infinite wiggle room to do random stuff.
Quite. Suits we got back alone are x10 the amount we are asking. Taking out her nemesis AND freeing Dragon from her shackles? Priceless.
Stuff we can ask for:
Diamond for Lesser wish + Scribe resource: Super high priority
Stuff required to create Ambrosia: Very high priority
Additional gems to start working on ritual: Decent priority, we get some good buffs
Diamond or Diamonds for real Wish: Decent priority, each represents a thing that would make our life easier i.e. first one can be used to Scribe Dragon Form III to make our infinite wish engine easier to jumpstart etc.
Now, getting our engine going largely removes the need for asking stuff as we can use our spells to generate materials we need for most of it, so if we want to be frugal, we can start with just asking for bare minimum.
As an aside, I don't think that our tech crafting is good at all. We will probably want to do it because IC it is something we like to do, but OOC fact that we can't accelerate it with our Item Shaper is very cringe so we can do it only as a hobby, and not as a serious means of advancing our state.
Anyhow:
[X] Yes, you need some help with getting your hands on some specific crafting materials.
-[X] Ask Dragon if she can give you Diamond worth 1500gp and materials required to Scribe a level 1 Scroll
[X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet.
-[X] Start by creating a permanent teleportation portal from Dragon's base to New York as a demonstration
[X] Write-It: Consider if you are capable of crafting Ambrosia and if so, which materials would you require for crafting one portion
These two are fine for now. We can afford to wait for a couple of days before continuing to offer Dragon access to our tutoring and ritual. Dragon should be capable of giving us resource for our Permanent tp portal, and creating one from her base to NY should be generically useful enough for her in general so we wouldn't just be wasting her resources.
We could also add in some tinkering as well, imo there is enough space, but as you guys want.
Some math to put things in perspective. So our current number of spell slots above 7th is: 7th(7), 8th(6), 9th(5), 10th(4), 11-14th(3), 15-17th(2). In total that is 31(e: actually 40 but i aint gonna remath everything) possible slots for Limited Wish. Presume that we fill them all out, and that we have enough lower level slots for Blood Money to form 31 Limited Wish/Blood Money pairs. Again we have 25 base str.
Lets start with: Mighty Strength(25-33(30)), Beast Shape III(33-39(33)). For now I will ignore Succubus summoning, Blood Rage and Eaglesoul(+4 sacred str) as they are awkward to use. So we have went down to 29 casts, and we currently have 39 str, reduced to 33 due to casting Wish twice. Casting Limited Wish costs 3str, while casting Transfiguration Touch costs one str per hundred pounds of silver, one str per ten pounds of gold, or one str per pound of platinum. Lets go with gold. Remember that we can go down to 4str with each cast(we can decide to set limit higher for safety reasons, no reason to be greedy)
With first cast with 33 str, we can make 260 pound of gold, then use wish to restore our str back to full. For the next 13 casts, we can get 320 pound per cast, which totals to combined 4420 pounds of gold, so just about two tons of gold. Going with current gold price, that is about sixty six million dollars, or about 660k gp for our casting needs. We can do this every 75 minutes or so.
Pretty neat huh?
One potentially interesting spell we might make use of is "Fabricate". Fabricate allows us to use materials to instantly craft items without crafting, ignoring in between steps. This doesn't work on magic items, but it might potentially work on tech items as they are explicitly not magic items, and we sure can pass needed checks. Depends on GM though.