Hey guys. I just realized we had MindBlank on when Gallant detected us via emotion sensing and Tattletale did her thing. I think it would be unsafe to assume it's gonna no sell all of Earth Bet's esoteric thinker powers. Especially since a lot of the precog is modeled as "just" extremely mundane and fast number stats crunching based on intel input.
Like isn't the Simurgh's "mind control" supposedly just super fine telekinetic fukery with hormones and neurons?
It would also match shard/entities being weird psionic shenanigans where there isn't full magic/psionic transparency in play.
Mind Blank specifically only works against Divination spells, so we never really expected it to work. As for Simurgh, her TK is Manaton limited (and countered by Grease, funnily enough), so it doesn't work inside people. Scream is psychic ability, separate from TK.
I'm guessing our biggest initial defense against against precogs and thinkers and the like was just how novel we are. Without any baseline to compare to it would take a while for the shards to actually collect enough data about us to be able to precog us successfully.
This will fade with time however, which is why I want to put a priority on studying powers and making more tailored defenses. Like some sort of item with a mobile dimensional lock which prevents us from being directly affected by powers. Or one with a mobile screen effect which prevents in-depth scanning of us.
Mind Blank specifically only works against Divination spells, so we never really expected it to work. As for Simurgh, her TK is Manaton limited (and countered by Grease, funnily enough), so it doesn't work inside people. Scream is psychic ability, separate from TK.
I'm under the impression the scream is Simurgh being dramatic and jobbing, and the changes are done via TK. 'It's okay if we can't hear!' Is just intentional false hope.
I would also be highly highly skeptical that any Endbringer is actually Manton limited vs pretending they are.
[X] Follow Dragon's advice, and arrange to meet Armsmaster tomorrow and join him on his patrols.
-[X] Bring Spice and the Soldier along with you.
-[X] Maybe take note of potential base locations as a side note to patrolling with Armsmaster?
[X] See to getting the Slaughterhouse Bounty money matter handled.
I'm guessing our biggest initial defense against against precogs and thinkers and the like was just how novel we are. Without any baseline to compare to it would take a while for the shards to actually collect enough data about us to be able to precog us successfully.
This will fade with time however, which is why I want to put a priority on studying powers and making more tailored defenses. Like some sort of item with a mobile dimensional lock which prevents us from being directly affected by powers. Or one with a mobile screen effect which prevents in-depth scanning of us.
Thinker powers are not that much of an issue. AoE detection ones such as Vista or Galant counter our stealth, but we can just Time Stop murder those capes. Most of longer term prediction capes lack ability to do anything about us, so their prediction is not super important.
Really, the issue are only Contessa and Simurgh, and both are manageable outside of outright countering them. As we progress in story, we can get precog blindspots such as Shamrock or Dinnah, and later get a offplanet base so we can just counter precog by not being in their range.
But yeah, if we just work in correct direction regarding cape research, we should naturally stumble onto counters.
I'm under the impression the scream is Simurgh being dramatic and jobbing, and the changes are done via TK. 'It's okay if we can't hear!' Is just intentional false hope.
I would also be highly highly skeptical that any Endbringer is actually Manton limited vs pretending they are.
Mind Blank specifically only works against Divination spells, so we never really expected it to work. As for Simurgh, her TK is Manaton limited (and countered by Grease, funnily enough), so it doesn't work inside people. Scream is psychic ability, separate from TK.
Gibbet was cloning the painted bits of wall and floor that Withdrawal had covered with the stuff that made the rubble too slick for telekinesis to grab, walling off sections and piles so the Simurgh couldn't grab as much.
Withdrawal was back in his frame, now, covered in yellow that looked like he'd sloshed a bucket of paint over himself. As a chunk of broken concrete platform floated near him, he sprayed it with a gush from the syringe.
The platform hit ground.
I could see as he did more, spraying more things, hitting the tinkertech the Simurgh was using, and causing it to fall. Everything he sprayed came free of her telekinetic grip, and none of it was getting picked up again
Simurgh's TK operates as a "grip", so if stuff is too slick for her to take hold on she can't grasp them. Dumb? Certainly. Yet it is how it is.
Hilariously enough just throwing Grease around should hard counter 2nd strongest being on Earth Bet.
Grease gang reigns supreme once again. Remember boys, the ultimate magic is not stopping time or manipulating reality or traversing multiverse, it is a bucket of lard.
Simurgh's TK operates as a "grip", so if stuff is too slick for her to take hold on she can't grasp them. Dumb? Certainly. Yet it is how it is.
Hilariously enough just throwing Grease around should hard counter 2nd strongest being on Earth Bet.
Grease gang reigns supreme once again. Remember boys, the ultimate magic is not stopping time or manipulating reality or traversing multiverse, it is a bucket of lard.
Thinker powers are not that much of an issue. AoE detection ones such as Vista or Galant counter our stealth, but we can just Time Stop murder those capes. Most of longer term prediction capes lack ability to do anything about us, so their prediction is not super important.
Really, the issue are only Contessa and Simurgh, and both are manageable outside of outright countering them. As we progress in story, we can get precog blindspots such as Shamrock or Dinnah, and later get a offplanet base so we can just counter precog by not being in their range.
But yeah, if we just work in correct direction regarding cape research, we should naturally stumble onto counters.
The nightmare scenario would be something like "Contessa/the Simurgh" remotely reads the Nether Scrolls and we quickly lose our monopoly on magic. The knowledge proliferates from there.
Any sort of skills thinker could also quickly become a threat once "magic" becomes an available skill as well.
With killing the nine we lost any security in obscurity. So now we need to quickly make up for it. They are going to be studying us, we need to study them back.
It really isn't. We just do what we planned on do it and stuff gets resolved along the way.
The nightmare scenario would be something like "Contessa/the Simurgh" remotely reads the Nether Scrolls and we quickly lose our monopoly on magic. The knowledge proliferates from there.
Any sort of skills thinker could also quickly become a threat once "magic" becomes an available skill as well.
Oh no, people will use magic and know how to work around it. Like, you know, entirety of our past two worlds we dominated just fine.
To deal with Thinkers we just need to proceede with TT questline and naturally involve ourselves with capes and parahumans. Which I would prefer to start working on immediately, but people decided to go with Armsy instead so we are locked on that for now. It is what it is I suppose.
Contessa is generally an ally since we are potential Scion killer, so threat from her is that she might try to control us, except her ability to do so is limited. Simurgh is largely a non-issue, outside of her potentially aping our Craft feats during her fight to craft something annoying such as Ring of Three Wishes or some other powerful item. More importantly, both are potential ally targets; just as with Dragon, things that make them potentially dangerous are also thing that would make them potential allies .
Really, lets just scry Simurgh and teleport to her to have a chat.
It really isn't. We just do what we planned on do it and stuff gets resolved along the way.
Oh no, people will use magic and know how to work around it. Like, you know, entirety of our past two worlds we dominated just fine.
To deal with Thinkers we just need to proceede with TT questline and naturally involve ourselves with capes and parahumans. Which I would prefer to start working on immediately, but people decided to go with Armsy instead so we are locked on that for now. It is what it is I suppose.
Contessa is generally an ally since we are potential Scion killer, so threat from her is that she might try to control us, except her ability to do so is limited. Simurgh is largely a non-issue, outside of her potentially aping our Craft feats during her fight to craft something annoying such as Ring of Three Wishes or some other powerful item. More importantly, both are potential ally targets; just as with Dragon, things that make them potentially dangerous are also thing that would make them potential allies .
Really, lets just scry Simurgh and teleport to her to have a chat.
Uh lets not do any of that.
Negotiating with any of the aforementioned without being thoroughly prepared and in a position of power sounds like a great way to get screwed over.
Relying entirely on the fair dealing of those like Contessa or the Simurgh is foolish, and discounting their threat foolish.
We are incredibly powerful when we have the initiative. But that doesn't give us leave to be reckless. We aren't invincible.
The correct combination of capes working together could very well take us down. Even without precognitive assistance. Detailed knowledge of our abilities getting out would only increase the risk. We aren't the only one who can scry and die.
The Armsmaster is progressing the relevant quest line. We noticed Ascalon contained non-magical space warping. Investigating tinkertech is the best way for us to reverse engineer the mechanics of powers due to our massive affinity with technology.
Is this "correct combination" something concrete this time around, or are we just doomposting again?
The Armsmaster is progressing the relevant quest line. We noticed Ascalon contained non-magical space warping. Investigating tinkertech is the best way for us to reverse engineer the mechanics of powers due to our massive affinity with technology.
Technology is entirely dogshit compared to just shardmaxxing though. Combination of Heartbreaker for mindcontrol into Bonesaw/Amy, various Trumps(two guys from quarantine zones, Zero, GU if we can get her etc) and Accord can yield much more than what Worm technology has shown to be capable of. Outside of two to three superweapons that don't do much besides blow stuff up, Worm tech is pretty much pathetic in comparison to their powers.
Mindcontrolling capes and making shard networks is by far the best way to go about worm powers. I would argue that Spice already matches the best Defiant and Dragon did in canon.
Alright first assume a scry and die on their part, or some equivalent trap. Clairvoyant + Doormaker or Strider and some other thinker. It doesn't really matter.
From there there are single capes that could pose a threat to us. March. Phir Se. Narwhal. Just off the top of my head.
There are plenty of Worm capes that are capable of save-or-die.
And that doesn't even address the thorny issue of master powers. Sure our saves should be high, and mind blank should give us +8. But we aren't immune.
Some shards might be stymied by the fact we aren't using human neurochemistry. But humans aren't the first species shards have encountered. It will only take so long before they adapt.
If someone like Heartbreaker, or even just Cherish, could get a grip on us, that gets uncomfortably close to a whole bunch of bad outcomes already.
Technology is entirely dogshit compared to just shardmaxxing though. Combination of Heartbreaker for mindcontrol into Bonesaw/Amy, various Trumps(two guys from quarantine zones, Zero, GU if we can get her etc) and Accord can yield much more than what Worm technology has shown to be capable of. Outside of two to three superweapons that don't do much besides blow stuff up, Worm tech is pretty much pathetic in comparison to their powers.
Mindcontrolling capes and making shard networks is by far the best way to go about worm powers. I would argue that Spice already matches the best Defiant and Dragon did in canon.
The tinkertech isn't the point. The point is to figure out how shards actually do things behind the curtain. Using our transcendent knowledge of technology as a vector.
Technically everything that powers do is technology. We just need to tug the thread to get there. And the easiest thread to tug is tinkertech.
Alright first assume a scry and die on their part, or some equivalent trap. Clairvoyant + Doormaker or Strider and some other thinker. It doesn't really matter.
From there there are single capes that could pose a threat to us. March. Phir Se. Narwhal. Just off the top of my head.
There are plenty of Worm capes that are capable of save-or-die.
None of those capes are threats since they just die to Time Stop or Demand from another universe, to say nothing about Wish. Even without spells we can kill all three of March, Phir Se and Narwhal together with just our stealth, ten times out of ten.
The issue is that you genuinely can't seem to understand just how powerful we actually are. For example, Contessa can't try to play us around socially because moment we know about her we can just Time Stop/Scry/Plane Shift murder her whenever we want and she can't do shit, so leverage is largely in our favor. We can just use Demand to turn off Doormaker and Cauldron is done. Currently she is capable of killing us via G Driver/Doormake combor, but even that becomes infinitely harder once we get backup Clones up.
Except Contessa has no reason to kill us. Us becoming supreme ruler of all of humanity is perfectly fine by Cauldron as long as we are potential solution to Scion, and as long as Contessa doesn't instant murder us, we don't really need to be super afraid of what she can do.
And that doesn't even address the thorny issue of master powers. Sure our saves should be high, and mind blank should give us +8. But we aren't immune.
Some shards might be stymied by the fact we aren't using human neurochemistry. But humans aren't the first species shards have encountered. It will only take so long before they adapt.
If someone like Heartbreaker, or even just Cherish, could get a grip on us, that gets uncomfortably close to a whole bunch of bad outcomes already.
There are multiple issues with this. The first is that any such Master would need to work instantaneously otherwise we can just Time Stop before they can complete their control. They would need to get near us, detect us, bypass our defenses(we would have natural defenses against both body manipulating based and psychic based mind control) and do that without us just instantly murdering them. It is genuinely easier to mind control Eidolon.
And this is just a start, of course. There are specific things that we will do in future that would make us way more capable of resisting both mind control and thinker powers, both Pathfinder and D&D based.
The tinkertech isn't the point. The point is to figure out how shards actually do things behind the curtain. Using our transcendent knowledge of technology as a vector.
Technically everything that powers do is technology. We just need to tug the thread to get there. And the easiest thread to tug is tinkertech.
Except it is about 10000 times easier to use our knowledge of Planes and Wish spam to work with Shards directly. Not to say that our tech won't come in useful, but our tech was never our biggest thing. We just like using it.
None of those capes are threats since they just die to Time Stop or Demand from another universe, to say nothing about Wish. Even without spells we can kill all three of March, Phir Se and Narwhal together with just our stealth, ten times out of ten.
The issue is that you genuinely can't seem to understand just how powerful we actually are. For example, Contessa can't try to play us around socially because moment we know about her we can just Time Stop/Scry/Plane Shift murder her whenever we want and she can't do shit, so leverage is largely in our favor. We can just use Demand to turn off Doormaker and Cauldron is done. Currently she is capable of killing us via G Driver/Doormake combor, but even that becomes infinitely harder once we get backup Clones up.
Except Contessa has no reason to kill us. Us becoming supreme ruler of all of humanity is perfectly fine by Cauldron as long as we are potential solution to Scion, and as long as Contessa doesn't instant murder us, we don't really need to be super afraid of what she can do.
... This entirely ignores the premise I gave. We are not the one attacking them from stealth. They are attacking us. It's like saying "The pilot of the jet carrying a hydrogen bomb isn't a threat because they die if you shoot them with a bullet." It is true, but it misses the point.
The fact that we could kill them is irrelevant. Because given the right circumstances they can kill us too. And since they would be the ones attacking us they would be the ones picking the circumstances.
I didn't even mention Contessa. Or Eidolon. Or GU. Or any other capes who's powers can be encapsulated as "BS".
Contessa isn't the only thinker that exists, and Doormaker is not the only teleporter.
Contessa probably won't kill us. But she has incentive to try to bring us under Cauldron's control.
Contessa can play around with us socially without us even knowing she exists. She is perfectly capable of working through proxies, to the extent that even those proxies do not know they have been used.
You seem to be be the one underestimating Worm powers. It's not a matter of how powerful we are when we have the (metaphorical) initiative. Nobody is too big to fall.
There are multiple issues with this. The first is that any such Master would need to work instantaneously otherwise we can just Time Stop before they can complete their control. They would need to get near us, detect us, bypass our defenses(we would have natural defenses against both body manipulating based and psychic based mind control) and do that without us just instantly murdering them. It is genuinely easier to mind control Eidolon.
And this is just a start, of course. There are specific things that we will do in future that would make us way more capable of resisting both mind control and thinker powers, both Pathfinder and D&D based.
A master working instantaneously is not a limitation. Many powers do.
They would need to detect us, but we are't hiding 24/7. They would just need to wait for the right moment. And plenty of capes can currently detect us. Heck, Gallant detected us and he is D tier. They don't need to bypass our defenses, their passenger does. And our bets become a lot less sure when facing against an eons old supercomputer not a baseline human.
Except it is about 10000 times easier to use our knowledge of Planes and Wish spam to work with Shards directly. Not to say that our tech won't come in useful, but our tech was never our biggest thing. We just like using it.
The tech was never the point.
The point was to examine their "tech". Use the inconsistencies in it to work out the underlying mechanisms of powers (dimensional warping and dimensional manipulation). And then leverage that knowledge for our other projects.
We found a thread. Now we are just pulling it to get to learn the secrets it leads to.
[X] Follow Dragon's advice, and arrange to meet Armsmaster tomorrow and join him on his patrols.
-[X] Bring Spice and the Soldier along with you.
-[X] Maybe take note of potential base locations as a side note to patrolling with Armsmaster?
[X] Follow Dragon's advice, and arrange to meet Armsmaster tomorrow and join him on his patrols.
-[X] Bring Spice and the Soldier along with you.
-[X] Maybe take note of potential base locations as a side note to patrolling with Armsmaster?
Right, after only a moment of thought, you knew what your next courses of action were.
Firstly, you sent a response email to Dragon, stating that you would be amenable to joining Armsmaster during those patrols, also inquiring as to where more specifically and when would be most suitable for such a thing. A very quick response notes that a few minutes ahead of the patrol beginning would be fine, as well as directions to where on the boardwalk the Protectorete ENE HQ's forcefield roadway intersected. Which, you had to mentally admit, was a delightful idea and bit of showmanship, as well as probably serving some kind of actual purpose you couldn't be bothered to consider right now. Hm, you could probably do similar using either actual forcefields or simply mimicking the end effect through Walls of Force.
Putting that thought aside, you did also take a moment to go onto your phone, making certain you were on mobile data and not on the laboratory's internet, before reaching out on PHO to PM one 'All-Seeing Eye', with the simple message "Going to be in town, arriving today around noon. Won't be available at these hours," you mentioned the moments when you were between patrols with Armsmaster, "tomorrow. Any good time/place before/after?"
With that sent off to await a reply, you consider and quickly discard the idea of resting yet again, and instead simply step outside to your clockworks, send a message to Dragon that you're going to be leaving for Brockton, and hop onto Spice along with the Soldier, similar to how you went into the Slaughterhouse battle, and rather than bother teleporting over, you elect to simply fly Spice, as going from Ottowa to Brockton Bay should only take you around an hour and a few minutes.
As to why you would fly, rather than teleport? Well, there were a few reasons to it. For one, the two send fairly different messages. Where teleportation more sends the impression of omnipresence, that you could be anywhere at any time you wished, flight sent the message of superiority. That you were, in fact, above the rest, that you could go where you pleased and rain down whatever you chose. Even if they're a teleporter, a land-bound opponent still doesn't cross the same qualitative, check, that a flying one does. In theory, if you had enough people on the ground, you could cover anywhere a particular land-bound teleporter could go. But for flight? Without range, absolutely no number of people on the ground could even attempt to fight back.
The farmer boy could, in theory, get a lucky hit on a brigand with his father's old sword. Against a dragon, the only options he has are to maybe try throwing the sword, cowering, and praying. And considering the existence of clerics back in Golarion and Faerun, praying might be more effective than the sword ever was. Another digression however, in simplicity, you were flying in because it would make a statement, to fly in at 255 miles an hour. Let that notion be around, how incredibly quickly Spice can move through the air, so that eventually, once you reach that point where you have enemies that must be dealt with, but would be a touch… beneath you, to go out and personally go after, when there are other things you'd rather do or must attend, then perhaps a few might be pre-emptively headed off, at the thought of Spice hunting them down.
That, and you figured it might be both nice, and helpful to also see for yourself the surroundings of Brockton Bay. You were going to be looking around for potential base locations during those patrols with Armsmaster, after all, and a fairly important part of a base of operations wasn't just it's immediate surroundings, but the ones further out, and so on. Defensibility, certainly, and as you were flying much closer, peering around with your spyglass out, you noticed something you somehow hadn't noticed before.
Brockton Bay was in a wonderfully defensible position. You had realized that when you teleported the many, many miles over shortly after you first woke up from that clearing, you had managed to simply skip the mountains bordering it on all sides, the only connecting freeway going through a tunnel built through a fair amount of the southern mountain, ending at the city itself, it being where that particular freeway ended. Similarly, there was a northern tunnel made for trains to enter and exit, though from what you remembered of the trainyard, that one had been disused for quite some time. Regardless, what those were to you, were almost perfect chokepoints- possibly in the perfect positions to serve as checkpoints perhaps, one day.
As, of course two of the particularly large criteria you had for a base of operations would be that it would be something expected to last for a very long time- preferably forever given that that was your timescale- and of course, within territory that you ruled over, also preferably openly. For hideaways, boltholes, or even a more private sanctum there would be other things you'd consider, but for a base, that meant something different. That implied it would be somewhere where you would be somewhat known to be, or at least a consistent physical location associated with you.
For a split moment, you imagine vault-crystal growing its way up from the mountains, surrounding Brockton and turning the entirety of it into a Vault of your own. A ridiculous thought, fairly impractical to set up, but amusing nonetheless, and perhaps there might be something to it once you have the time to go unopposed. A vanity project, perhaps. Once you're able to make a Vault Seed, at least. That, and being effectively unkillable within an entire city would certainly send a message of its own, were it ever discovered.
Tossing those notions aside, regardless, overall Brockton Bay so far appeared, to you, like prime real estate. More than a fair touch of everything going rather poorly in the city itself, of course. But, well, that simply means that they would certainly be made far better if you were to rule them. Hmm. Perhaps.
Putting those thoughts aside, you checked your phone again now that Spice was in the final few minutes of flight, particularly PHO, finding that, firstly, you had received a response from Tattletale, stating simply 'Took you long enough. Then again, I've heard you had a busy few weeks. Find me at 1500 on the 29th- my team will be there too. I'm willing to hear you out on that offer, while we're at it. Please don't contact me like that out of nowhere if it's not life-or-death again. It's very jarring- maybe practicing at it will improve that?'
Oh, oh she did not- Deliberately trying to get a rise out of you the first time you met, probably happening again, don't let such a slight against your skills with magic by someone who knows nothing of it- let it slide along, like water beneath a merrenoloth's boat, or a silver cord severed by an astral dreadnought, even though the spell wasn't and isn't in and of itself jarring whatsoever- no. Do not rise to it, despite her somehow throwing jabs in the dark and managing to land one. Something she really shouldn't be doing to beings she knows are capable of killing much more dangerous than her. Something she seemed fairly smart and socially capable enough to know-
Unless, perhaps, it wasn't necessarily entirely her. You aren't entirely certain just what her power actually is, other than something that allowed her to indirectly know what was beneath your Veil spell at the time. Some sort of information gathering- no, she was limited to her own senses and those would be part of information gathering, some sort of information processing power or the like then, limited by what senses she has available. But regardless, a power like that might both naturally encourage ways to get normally unexpected or more genuine reactions, and perhaps do so ever so slightly manually, if necessary.
Or that could simply just be how she naturally is, which was possible. Some people could be exceptionally brilliant, yet still absolute masters of making the absolute worst possible decisions- see example Karsus, the man who mastered arcane magics to the point of creating a deity-channeling spell, and then promptly chose the deity of magic- one who had been supporting the entirety of Netheril- where even if that hadn't immediately went wrong, it was still the worst choice given he was fighting foes that ate magic. But you've digressed, again.
Still, regardless, with that in mind, you soon enough see a good spot to bring Spice down, so you direct her- you aren't entirely sure where you got the idea Spice was a her but Spice didn't seem to object so you simply went with it- to dive and then very suddenly halt, now hovering above the water with you and the soldier just fifteen feet out from the Boardwalk proper, which was more than simple enough for both the soldier and yourself to reach with a standing long jump. Noting the numerous cameras recording your arrival, outwardly you only wave towards Spice, while you order her telepathically in more detail.
She responds as ordered with a loud, obvious, and showy blast of steam in a cone straight upwards, before diving underwater, seemingly quite glad to refill what little of her reserves were down, while your soldier, also ordered telepathically, took a long drink from their decanter before settling into a position just slightly ahead of you as the two of you walked for the PRT headquarters, as you wanted to get the issue with the bounty money handled.
Partway through, you see a news crew attempt to intercept you, to which you are very glad you'd thought to order the clockwork soldier to act as though they were your bodyguard. Indeed, they seem a touch less eager now that they're face to face with the openly armed, nearly of a height with Legend, man made of clockwork and steam, that wastes no time in powerwalking 25 MPH to them and informing them in their definitely surprising to have, probably off-putting the first time you hear something like it, voice that, "Iluontar the Mountain-Smith is busy with personal business, and is not taking interviews or such interactions at this time. To arrange such in the future, reach out by email in advance. Please do not obstruct the public walkways."
The either stupid, surprisingly gutsy, or probably both reporter ignored their cameraman stepping away, and said, "I'm sure he has time for just-"
As it turns out, even without using the steam horn as a full weapon, simply having it built in allows a construct to be very loud when they wish even without having to change their tone, although you're fairly certain that with the loyalty and such of this soldier, they are genuinely upset when you have to pause due to this, and they say, "To arrange such, reach out by email, in advance. Do not obstruct the public walkways."
For some inexplicable reason, they were suddenly very eager to form a nice, orderly single file row on the sidewalk, leaving plenty of room for pedestrians, and oddly content to simply record you passing by, even with the soldier remaining interposed between you and them, the soldier leaving with a cheery, "Thank you for your cooperation, citizens!" before quickly returning to their position, even getting the door for you once you arrived at the PRT Headquarters. You hadn't even ordered them to do that explicitly, that was just plain polite loyalty. Perhaps you could find some way to reward your clockwork soldiers- improving them by increasing their intellect after making them was possible, and would serve as something of an analogue to promotion, wouldn't it? Something to muse on, possibly.
There was already a small line formed for the main receptionist of the HQ, and when they fairly obviously turned towards you, one making gestures as if to offer their place in line, you simply waved them off as you walked through the small path of stanchions forming the shape of the line to the back of it along with your soldier. Of course, only a few moments later, that same side door you had gone past some time ago opens again, though rather than Miss Militia or a hero, it is, much more boringly, just some bureaucrats. Indeed, nothing particularly interesting happens, during the five minutes waiting in the line before you reach the receptionist, and inform them that you're here for assistance in claiming the Slaughterhouse Nine bounty.
The receptionist quite quickly calls someone up who you and the soldier follow down that side-door, into the same conference room as last time, again with a PRT officer- who your clockwork soldier moves next to and seems to be lightly mimicking- and you and this rather helpful advisor goes with you in setting up a bank account online- with you taking your laptop out- with a quite well reputed bank and soon enough, getting the 100-million dollars into your checking account, for now simply putting the PRT headquarters itself as your billing address, and they'd hold onto any debit or credit cards you ordered until you picked them up.
Of course, given your future plans, at some point you would probably want to transfer at least some of that money over to a Number Man account, once you had one. Still, the earliest you could do so would be Saturday on the 29th- thankfully not interfering with the Tattletale/Lisa meeting, unless it dragged on for horrendously long.
With that done, your account number and such memorized, and all of that, you stepped back outside.
So, here you are for now. You have things arranged to do both tomorrow and Saturday, what in the meantime?
(Unless you explicitly do something counter, It'll be assumed you do the patrol and tinkertech look with Armsmaster, then later the meeting with Tt)
[ ] Rest, wait, bide your time.
[ ] Do your own patrolling around the city.
[ ] Send Spice and/or the Clockwork Soldier out patrolling, but don't bother doing so yourself.
-[ ] Which One(s)? (Write In)
[ ] Wander.
-[ ] Anywhere Specific? (Write in)
[ ] Aim to meet some other particular cape or group thereof.
-[ ] Whom? (Write in)
[ ] Something Else? (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 971 (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 (2), Magic Missile (3), Shield (3), Blood Money
2nd (DC 31) — Locate Object (2), Mirror Image (0), Invisibility, Alter Self (2), Eagle's Splendor (3), Owl's Wisdom (2)
3rd (DC 32) — Battering Blast (2), Dispel Magic, Fly (2), Phantom Steed (2), Haste (3)
4th (DC 33) — Bestow Curse (3), Greater Invisibility (0), Phantasmal Killer (3), Greater Make Whole (3)
5th (DC 34) — Baleful Polymorph, Dominate Person (5), Sending (2), Wall of Stone (0), Wall of Force (0)
6th (DC 35) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Veil (2)
7th (DC 36) — Ethereal Jaunt (2), Greater Teleport (2), Limited Wish (4)
8th (DC 37) — Dimensional Lock (3), Discern Location (2), Mind Blank (2), Polar Ray (0)
9th (DC 38) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (3)
10th (DC 39) — Time Stop (2), Wail of the Banshee (2)
11th (DC 40) — Time Stop (2), Wail of the Banshee
12th (DC 41) — Time Stop (2), Finger of Death
13th (DC 42) — Finger of Death, Time Stop (2)
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(+8, -8) DEX ? CON 30 INT 47 WIS ? CHA ? BAB: ? CMB: ? CMD: ? Feats: Craft Construct(B), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), Fast Study, Knowledge is Power, Immortality), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Quick Draw, ? | Mythic Crafter(M), ? Skills: Acrobatics +78, Appraise +61, Bluff +17, Craft (Alchemy, Clockwork, Mechanical, ?, Weapons) +89, Craft (?) +97, Diplomacy +4, Disable Device +86, Disguise +72, Escape Artist +93, Fly +46, Heal +2, Intimidate +72, 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: Spark of Creation, Hedge Magician, Curator of Mystic Secrets 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 (Familiar), Arcane School (Arcane Crafter), 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, ? MYTHIC ABILITIES
Hard to Kill, Mythic Power (9/9), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ? ECOLOGY
Environment: Any Organization: Last of Your Kind (Alone) TREASURE/INVENTORY
Equipped: 1 Artisan's Outfit, 1 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Dark Blue Crystal Staff, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Handy Haversack, 1 Needles of Fleshgraving, 1 Portable Hole, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Flip-Phone, 1 Sap, 1 Ambrosia (Hardtack), 1 Type 6 Bag of Holding
Handy Haversack: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Folding Pole, 1000 Pinches of Ruby Dust (50 GP Each), 1 Traveler's Any-Tools
Bag of Holding: 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 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 Spyglass, 1 Winter Blanket, 1 High-End Desktop, 1 High-End Laptop, 3 Smartphones, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Gem Containing the Soul of Jack Slash, 1 Studio Quality Camera, 1 Ioun Wyrd Familiar
Portable Hole: 1 Graviton Reactor, 24 Immovable Rods, 1 Overlord Robot Frame (Perfectly Intact), 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster
Ioun Wyrd Stones: 1 Dark Blue Rhomboid,
Cash: $295.00
Carrying Capacity (In lbs.)
Equipped Weight: 171.25
Handy Haversack: 29.5/120
Bag of Holding: 128.75/6,000
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.
Hard to Kill (Ex) Whenever Iluontar is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check. If he has an ability that allows him to act while below 0 hit points, he still loses hit points for taking actions, as specified by that ability. Bleed damage still causes him to lose hit points when below 0 hit points. In addition, he doesn't die until his total number of negative hit points is equal to or greater than double his Constitution score.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, Iluontar can expend an amount of mythic power equal to 3 plus double his mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is his maximum amount of mythic power. If an ability allows him to regain uses of your mythic power, he can never have more than this amount.
Surge (Su) Iluontar can call upon his mythic power to overcome difficult challenges. Iluontar can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex) Iluontar gains a bonus on initiative checks equal to his mythic tier. In addition, as a free action on his turn, he can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. Iluontar can't gain an extra action in this way more than once per round.
Recuperation (Ex) Iluontar is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains a number of hit points equal to half his full hit points (up to a maximum of his full hit points) and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Spellbook
Pages Used
Total Spells in Book
Blessed Book
444/1,000
93
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, 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, Haste, 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, Wall of Force, Wall of Stone
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
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
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This jet-black blade is curved viciously, and is dull, never glinting in the dark.
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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 Belt (Belt of Giant Strength +8)
Total Price: 64,000 GP
Enchanted With;
Belt of Giant Strength +8 (Base Item of the Boots)
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +8. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
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.
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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
Enchanted Dark-Blue Crystal Staff
Total Price: 658,880 GP
This Large staff is seven feet long from end to end, made of mostly opaque dark-blue crystal, with opaque flecks inside it giving it an appearance akin to a section of ocean reflecting night sky. It is near-perfectly cylindrical, with precisely made imperfections that flow into its overall design while still providing good grips, in a few places along its length.
The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Blood Money (1 charge)
Greater Invisibility (1 charge)
Wall of Stone (1 charge)
Baleful Polymorph (1 charge)
Wall of Force (1 charge)
Quickened Mirror Image (1 charge)
Memory of Function (2 charges)
Greater Teleport (1 charge)
Polar Ray (1 charge)
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.
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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).
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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)
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.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork) Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46 DEFENSE
AC 43 Touch 19 Flat-Footed 32 HP 564 (37d12+120) Fort +12 Ref +22 Will +12 Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27 Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 160 ft., fly 420 ft. (good), swim 160 ft. Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid) Space: 15 ft., Reach: 20 ft. Ranged: Steam Blast (18d6 fire) Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid) Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill STATISTICS
STR 42 DEX 27 CON - INT 9 WIS 11 CHA 6 BAB: +27 CMB: +45 CMD: 66 Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault Skills: Fly +20, Perception +46, Swim +25 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith) Treasure/Inventory: 1 Decanter of Endless Water
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, Spice's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, Spice can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Energy Attacks (Su): Each of Spice's melee attacks deals an extra 1d6 points of acid damage on a hit.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When Spice ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Mithral: This variant of Clockwork Dragon loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its bse land and swim speeds increase to 70 feet, and its base fly speed increases to 200 feet with good maneuverability (already accounted for). In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.
Phrenic Stone (Su): Spice has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Reach (Ex): The reach of all of Spice's melee attacks increases by 5 feet (already included in the above statblock).
Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against Spice or an adjacent ally, the enemy provokes an attack of opportunity from Spice.
Steam Blast (Ex): As a standard action, Spice can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 18d6 points of fire damage.
Steam Horn (Ex): As a standard action, Spice can unleash a loud blast of sound and of steam that deafens targets and deals 18d6 points of fire damage in a 30-foot cone. A target can attempt a Fortitude save (DC 28) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): Spice can remain active for 37 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Self Repair (Su): This modification allows Spice to use some of the innate magic that powers its body to repair damage to itself. As a swift action, it can gain fast healing 5. It can activate this fast healing for 18 rounds per day. These rounds do not need to be consecutive.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. For a suitably powerful wizard, what could be a more fitting mount than a dragon? Of course, a lack of naturally occurring dragons doesn't deter a proper wizard, one who can simply build a dragon.
This glistening and silvery dragon, made solely of Mithral, is specialized in exceptional flight speed, capable of unimpeded underwater combat, and is very well suited to the task of quickly flying out and retrieving any given target. Willing or not.
Though this constructed dragon isn't particularly bright, nowhere near the person Dragon, and just a touch below even an average person, they do not need any particularly complex tactics. They are not made for subtlety, they are meant to be blaring and obvious. Their presence itself, a blatant, forceful, and unignorable declaration.
To avoid confusion, they have since been named Spice.
A.C.E.S. Clockwork Soldier CR ~13
LN Medium Construct (Augmented, Clockwork) Initiative: +14 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, Perception +3 DEFENSE
AC 28 Touch 18 Flat-Footed 20 HP 204 (12d12+120) Fort +4 Ref +12 Will +4 Defensive Abilities: DR 5/adamantine; fortification 50%; Immune construct traits; Resist fire 10; Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 80 ft., Climb 30 ft., Swim 30 ft. Space: 5 ft.; Reach: 5 ft. Ranged: +1 Light Machine Gun +17/12 (2d6+1/x4) Special Attacks: Latch, Steam Blast, Steam Horn (30-ft. cone, 6d6 fire damage, Fortitude DC 16 half, usable every 1d4 rounds), Extra Attack, Precision Spell-Like Abilities: (CL 12th, Concentration +10)
12/day— abundant ammunition
3/day—mind probe (DC 12), mindlink (DC 9), telekinesis (DC 13), dimensional lock, dimension door,
1/day—mental block (DC 10),
0/day—mind thrust V (DC 13) STATISTICS
STR 36 DEX 23 CON - INT 6 WIS 11 CHA 3 BAB: +9 CMB: +22 CMD: 40 (42 vs. Disarm) Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Point Blank Shot(B), Precise Shot(B), Rapid Shot(B), Snap Shot(B), Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Overwatch Style, Overwatch Tactician, Rapid Reload (Two-Handed Firearms), Combat Reflexes Skills: Acrobatics +9 , Climb +24, Perception +3, Swim +24 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any land, Urban Organization: solitary, pair, trio, patrol (5–8), company (9–12), battalion (40-50), or army (A Lot). Treasure/Inventory: 1 Decanter of Endless Water, 5 Metal Cartridge (30 Bullets Each)s, 1 Gunsmith's Kit, 1 +1 Greater Reliable Light Machine Gun, 1 Unlimited Use Scavenger's Stone, 1 Handy Haversack
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, an A.C.E. Clockwork Soldier's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, an A.C.E. Clockwork Soldier can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Extra Attack (Ex): When using the full-attack action, an A.C.E. Clockwork Soldier can make one extra attack per round at its highest base attack bonus.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When an A.C.E. Clockwork Soldier ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct's Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice At 12 Hit Dice, an A.C.E. Clockwork Soldier can use Mind Thrust V.
Phrenic Stone (Su): An A.C.E. Clockwork Soldier has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Precision (Ex): An A.C.E. Clockwork Soldier rolls twice to confirm critical hits, taking the more favorable result.
Proficient (Ex): An A.C.E. Clockwork Soldier is proficient with all simple and martial weapons.
Standby (Ex): An A.C.E. Clockwork Soldier can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration.It can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Steam Blast (Ex): As a standard action, an A.C.E. Clockwork Soldier can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 6d6 points of fire damage.
Steam Horn (Ex): As a standard action, an A.C.E. Clockwork Soldier can unleash a loud blast of sound and of steam that deafens targets and deals 6d6 points of fire damage in a 15-foot cone. A target can attempt a Fortitude save (DC 16) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): An A.C.E. Clockwork Soldier can remain active for 12 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. Any kingdom needs an army, yours will be no exception. A Clockwork Soldier serving as a strong foundation, building on it creates an exceptional soldier, and oddly, due to the nature of mass producing enlightened constructs, there is also a similar variety in personality and ability amongst an A.C.E. Clockwork army as there would be in a more human one, with a similar chain of command naturally likely emerging over time. After all, you can be certain of the loyalties of a soldier who you've painstakingly assembled gear by gear, especially one that knows you did so and can understand what that means.
These are built to be your feet on the ground, able to effectively hold territory that's been built around human habitation.
The above statblock depicts the absolute worst possible ability scores with an Intelligence of 6 and a Charisma of 3. Even though it is a dreg, with their inbuilt loyalty to the death negative morale at such a sad state of existence isn't a thing with these soldiers, and acceptance of their position is nearly guaranteed- at the very least, even if it does hold aspirations, it is absolutely certain that they would never deliberately disobey orders or revolt. As intelligence goes up, skill points are equally spread between Acrobatics, Climb, Perception, and Swim, up to Intelligence 15.
Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: Lemme keep this direct with you all. I think I made the scope of the last vote either way too big, or I am unusually tired today. One of the two, either way, this was as far as I got- oh I'm just looking at the wordcount now. Yeah, alright, fair enough to me then. That and University's about to start kicking into gear again soon, so the voting times might be a bit longer and such coming up.
I appreciate theatricality. If you don't go out of your way to flex and dunk on people cosmic power is wasted on you.
[X] Aim to meet some other particular cape or group thereof.
-[X] Take out Lung and his gang
We already decided to rule the city, might as well start working on it. Plus it sends message to Undersiders. The great thing about ABB specifically is that their guys are capes 24/7 so we don't need to worry about their civilian identities and such.
Alternatively, we could seek our Amy or perhaps even Faultine's Crew to look into Case 53s. Both meetings should be useful, for different reasons.
We did some research about BB cape scene earlier so we should at least be sorta familiar with Faultine's. Maybe.
Amy we should be aware of as she is just well known in the city.
In any case, both Amy and Labyrinth should be one our list of capes to go to.