Problem with whole "lets democratically take over the city" is that you can't "democratically take over the city". That's not how it works. You can covertly take over the city using democracy as a cover, but that takes literal years. At that point we can just actually take over the city like a normal person since PRT has shown themselves to be historically incapable of stopping powerful capes from doing so. Pls BB is already halfway beyond their control anyway.
PRT's fighting power is irrelevant, USA's soft and hard power are both irrelevant. Cauldron is relevant, but they should support us, and Dragon is relevant(we want her to lead Tinkers in our future BB global capital of the world after all) so that is something we need to consider. However I imagine our relationship level should be capable of taking a couple of blows, and since we are ultimately not malicious, I imagine she will get over it with enough time.
One final issue is that Vault Seed might attract Scion's attention. That is one thing to keep in mind.
Problem with whole "lets democratically take over the city" is that you can't "democratically take over the city". That's not how it works. You can covertly take over the city using democracy as a cover, but that takes literal years. At that point we can just actually take over the city like a normal person since PRT has shown themselves to be historically incapable of stopping powerful capes from doing so. Pls BB is already halfway beyond their control anyway.
PRT's fighting power is irrelevant, USA's soft and hard power are both irrelevant. Cauldron is relevant, but they should support us, and Dragon is relevant(we want her to lead Tinkers in our future BB global capital of the world after all) so that is something we need to consider. However I imagine our relationship level should be capable of taking a couple of blows, and since we are ultimately not malicious, I imagine she will get over it with enough time.
One final issue is that Vault Seed might attract Scion's attention. That is one thing to keep in mind.
Eh maybe waiting for elections is a bit much, but getting leverage on the various pillars of power shouldn't take actual years. Like subvert/recruit the bureaucracy--maybe get the people in charge to start implementing changes on how you think things should be organized--get in with the top prosecutor (sure thats potentially temporary, but I don't think people are voting out the dude with S9's killer's stamp of approval), have a recruited TT figure out who else to grab and leave it to her?
The way I see it, yeah he wants to make a city state, but at the same time I get the impression the idea is to figure out who's worth elevating into full Xiomorn status, and the masses are fine if they are orderly and produce good candidates occasionally. Like I don't think Iluontar really cares about the local power grid, wastewater maintenance, lot line disputes, or all the other minutia of running a society so why not keep those existing systems in place while focusing on what he truly cares about--finding good Xiomorn recruits?
From a Doyalistic perspective abandoning everything to go to a completely new setting where pretty much everything but 1 character (That one snake cape) needs to be made from scratch is...eh. Also could be the "oh the WHOLE CONTINENT OF AFRICA is just endless warlords" might be uh western oversimplification; like look at irl Africa is a land mass larger than the continental US and China combined, and is incredibly varied with regards to living conditions and political stability. Yet there's a distressing amount of westerners who get surprised when they learn it's not all wartorn straw huts
Also, like, that's explicitly the case in Worm as well. People think it's all warlords, but that's only in the bad places, not all of Africa.
Article:
Early in the story, Brockton Bay is described as a patchwork of nice and sketchy. Africa is the same thing, but tends to veer from nice to desolate. There's no balance and minimal boundaries - groups roam or get forced out and move to another area, people promise the moon only to become warlords, and there are a number of monsters akin to Ash Beast.
That said, Africa is a big, big place with a lot of variety, shouldn't be generalized, and there are stretches where things are as good as they are in the rest of the civilized world. The cape dynamic is different, with a massive tendency towards mercenary work - relatively few groups larger than three individuals, but sometimes up to twelve or fifteen will work together on a short term basis before going their separate ways. Parahumans don't tend to function well in larger groups (PRT and other Cauldron-assisted groups aside), but money is a great motivator toward teamwork. Those who don't take money to use their powers will very frequently have a surprisingly hostile 'us vs. them' mentality, adhering to a faction or location, be warlords fighting for a place in a constantly shuffling battlefield, or both.
Honestly, if we were going a-conquering outside of North America, I'd say that South America would be a more interesting option, given that there the governments have mostly sided with villains. But staying in Brockton is more interesting for Doylistic reasons, I'll agree.
The way I see it, yeah he wants to make a city state, but at the same time I get the impression the idea is to figure out who's worth elevating into full Xiomorn status, and the masses are fine if they are orderly and produce good candidates occasionally. Like I don't think Iluontar really cares about the local power grid, wastewater maintenance, lot line disputes, or all the other minutia of running a society so why not keep those existing systems in place while focusing on what he truly cares about--finding good Xiomorn recruits?
This is very interesting to see, because it's mostly right, but also a bit of the other way around, in a sense? Like, this is Iluontar's own sort of thoughts, so I'll just give these for free; He kind of does care about those sorts of things, and finding possible other people he'd seem worth a Xiomorn Ascension, or who otherwise make that transition from mortal to immortal, is relatively a secondary goal.
To him, it was his people's decision to offer him a seat in their highest councils, a position of highest authority, especially in matters of technology, magic, and research but also just in general. But, he turned it down, in some ways doubting their decision, and because of that, he wasn't where he needed to be to try and caution them. So, to Iluontar, he's sort of trying to make up for that, to follow the wishes of his people and rule, as they had asked him to- at least as far as he sees it. It's his equivalent of a King's Divine Right, so to say.
That and, to put another way, he also just wants it, outright. Being the ruler of an empire/kingdom/nation would afford him plenty of resources over time for him to use for, well whatever he'd like once the maintenance of things has been handled, and given that a whole lot of issues can be solved through one-time magic item/construct creations (since magic items generally don't break down unless deliberately broken, not until you reach a frankly ridiculous scale of time where you're outright leaving them completely exposed to the elements), a lot of costs that would have been recurring can just be handled once. Enough variant Cauldrons of Plenty (without the 1/week Heroes Feast but instead with an unlimited use Create Food, total about 30,000 GP Price) and Decanters of Endless Water, and you can just straight up feed an entire city indefinitely. Heck, probably won't even hit the food sector too badly, both due to inertia, and also that the food is explicitly quite bland. Wall of Stone makes at least simple stone shelters free and nearly instant.
They wouldn't be great, but my goodness, straight up food, water, and housing for your citizens as a default? Some people would kill just to get in.
That and, well I'm sure y'all've probably seen it, but Iluontar tends to pride himself on all of his stuff being of high quality, and well, that would include his nation, and to a certain degree his people- possessiveness very much intended.
LBetween his greatest achievement being a Transmutation ritual, that sort, and his minor habit of repeatedly stealing Artifacts he's taken a notion to, he'd be a heck of a candidate for a Thassilonian Runelord of Greed, frankly.
So with that context, he actually kind of would care about the minutia, at the least the parts he is straight up capable of effectively handling. Like, power generation. You know how to make a Fusion Generator, only about 25x25x10 feet in dimensions, 500 Megawatts an hour, and the 'fuel' for it is seawater, for only 6.25 Mil $/62,500 GP (of pretty much all metal). In a port city. With enough assistants, you could make enough generators to more than power the entire city in like, about 10&1/2 days. A bit over 10&1/2 days when Blood Money-ing and TT-ing up materials. Only a matter of hours if you just make the materials and hand over the construction duties to the Terra-Cotta entirely, if costing more in materials.
That and, well, the man's from Faerun and Golarion. Places where incredible legends and adventurers can come from absolutely nowhere. I'm 90% confident that 'once-humble peasant adventurers' are the primary export of the River Kingdoms as a whole. He full well believes that with enough time, 'the cream will rise to the top', for xiomorn ascension candidates.
4) roll out post-scarcity economy for victory, start ruling/creating our own loyal country, and (5) beat initial challengers down decisively and resoundingly
If we really wanna do the African liberation plan then we be populist about it. Seek out preexisting government in exile/remnants/rebel groups to prop and tie together. Do an eminence in shadow type thing, promote your favored factions and excise the unacceptable and uncooperative, provide technology and resources.
Really depends on what the situation on the ground really is but we could try to weld together some kind pan-African movement?
Basically, do an Alexandria/Costa Brown thing we're really in charge while playing the role of top cop/hero.
Ah I see, Iluontar is a Sim City Optimizer at heart
I am more and more tempted to go somewhere remote and go original Disney Epcot, done right without the weird moral stuff and fake snow. Full throttle Utopian architecture.
Also tempted to see how far a campaign with Ilunator running for Mayor on a platform of "X sucks, I will personally make it better if you offer fealty. Also housing" Like no, "mayor" doesn't legally give you authority to unilaterally make sweeping infrastructure changes, but he can just do it. Sure he can do it without the political campaign, but the veneer of legitimacy gives me warm fuzzies.
Idk how to fully express it but there's a difference in the vibe of him just doing it as a hero who makes cool things vs him doing it after the populace expressly wants him as leader due to his ability to do the thing.
The bay is pretty good location to take over and location location location matter when setting up your own nation, the bay is enclosed by mountains from land based geographical defense advantages plus mineral resources , comes with access to the sea and natural harbor for trade and transport
Iluontar can publicly wipe out the gangs to gain local prestige and political credibility, use his skills at roguery from his assassin class and Coil's plundered intelligence to take over the bay's criminal underworld "since if you must have crime it may as well be organized " while being known publicly as the guy that cleared the bay of gangs , from there he will start involving himself in the bay's political process choosing, grooming, supporting and backing his preferred candidates to various official positions and through them replacing appointed officials as well all of this publicly of course so he can take credit for the stuff he has them do to make things better , there might be some government opposition to this from the PRT but will be a token one as powerful parahumans pretty much get a free pass if they can be useful never mind actually being useful, just look at Lung just the potential use for him in a endbringer fight made the PRT leave him to his devices
MC just being able and willing to cast mass mind blank during the next time hope killer shows up and break enchantment afterwards makes him untouchable
There is also mass life bubble to protect against radiation for behemoth and water breathing for lavaithin
My point is that we don't need to waste our time with whole cloak and dagger thing, we can just take over and that's that. Different arrangements can be made to pacify government and so on, but ultimately we are in position of power, especially once we deploy the Vault Seed. And the real power behind the USA doesn't care about this so we shouldn't be worried.
And while location itself doesn't matter as much since we are going to create teleporation network either way, BB and nearby itself just so happens to have half of capes worth shit, making it something to pursue. Additionally a educated western city will make better industrial base since we need to spend less effort uplifting them.
If we plan on revealing Magic (I assume we do?) we should probably spend some time in adding Nondetection and Greater Magic Aura to our items, so we don't too easily get outed from Stealth in the future?
[X] Check Coil's drawers, after picking them.
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
[X] Impersonate Thomas Calvert's daily life.
Take care of the ways this can come back to bite you in the butt. (Minions obtained.)
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation for you
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation and his company for you (retiring Coil's civilian identity if necessary)
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation for you
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation and his company for you (retiring Coil's civilian identity if necessary)
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
Right then, a good plan of action begins to form in your mind. Most immediately, you idly pocket your sap into your haversack, bring both Coil's costume and body back into the main office after listening for anyone, and when the pattern holds of guards sounding to just walk past, you quietly expand back up your Expedition Pavillion which just barely fits into the room, retrieving your bag of holding from it, and promptly slipping both the costume and body into it, followed by the re-shrunk pavillion.
From there, it's only around half a minute more of looking around, finding that the other secret door leads to a side room where Coil kept much of his civilian belongings, including multiple changes of what had to be specially tailored suits for his mix of height and thinness. But most importantly, you found his car keys, what were likely his house keys on the same keyring, and just what you were looking for, his phone. It was more than easy enough to unlock it, and from there, find- hmm. Well, it's definitely Lisa given that the photo is of her, if it seems to be one where she doesn't seem particularly aware of the camera, the boardwalk in the background, but it's named "Sarah Livsey". Interesting, perhaps you'd look into that another time, but for now, she introduced herself as Lisa, and you personally knew a thing or two about leaving a name behind, so you'd let it be.
While not difficult to operate even with your claws, you still preferred your flip phone's buttons to this smartphone's touchscreen, as you started the call with one hand, while copying the phone number.
A couple rings in, and the other side picks up.
You begin speaking, aiming to imitate Coil's voice for this first line, "You know, I don't appreciate having an assassin sent after me. Would you care to explain yourself, Lisa?"
After a moment, you hear a startled laugh, mostly a huff, as Lisa half-says half-shouts, "If I were anyone else I'd actually believe you were him! So, just so I get to hear it out loud, you got him?"
You say, "The old boss is dead, long live the boss. Yes, Coil is very much dead, and the you and the rest of the Undersiders are, as mentioned, free of his 'employment', and by our agreement now work for me," you add at the end a touch more lightly, "Congratulations, minion number one. Related to that as well-"
Lisa says, quite chipper, "You want me and Brian to take over his operation? Can do, boss man!"
You say, "Yes, indeed. My initial thoughts were that you might be suited to managing the cape side of things,"
She finishes it, "With Brian managing the public side. How are you going to swing that?"
You say, "I still have his body and costume, being kept preserved. It shouldn't be much issue to have Mr. Calvert 'happen' to meet Brian, take something of a shine to this 'bright and upcoming youth', stage a few things in the public eye, quietly forge a new will that happens to leave everything to Brian, and-"
Lisa seems to snap react with how quickly she says, "No. Fake his death any other way, but not, not like that. Not when there's any other option."
She sounds very somber, quite serious, and you realize that faking Coil's death by his own hand might have some personal significance to her. Very personal, in fact.
As you think on it, you respond, "I understand. A car accident or the like should be just as possible. Continuing where I left off, I suppose, a job like that- even if much of the money will be going to me in truth, ought to be well enough to help with- what actually is Brian's conundrum involving his sister, if you could tell me?"
Lisa says, "Ongioing custody battle for his little sister, bad situation with his mother. I'll not tell any more."
You say, "I see. Yes, a stable position, on paper at least, as the owner of a successful construction company ought to be well enough to tip that in his favor."
Lisa says, "Although, rather than go through with your whole complicated thing that involves carrying around a dead body for way too long, if you can just forge his will and the signature of…" she trails off a moment and you hear typing for a few seconds over the phone, on her end, before the phone in your hand lets out a 'ding', "That lawyer I've just texted you, then you can just plant it wherever he keeps his current will or with some other important documents of his, then we can just wait for him to be declared missing. Seems a whole lot simpler, fewer risks, bit more obvious too, I'd say."
Her tone was a touch, not quite smug, not quite mocking, but certainly a touch annoying as she pointed out the indeed rather simpler and more elegant option, "I suppose it does, Lisa. Why, I'd considered offering you the company as well, but I figured it ought to be better not to overwork an all natural genius like your own."
You can hear an exhale of air before she says, "Please, I know you've mostly chosen Brian just because nobody in Brockton Bay would think too hard about a black man passing his company to another one."
You let yourself sigh, "The gangs currently about have left your city with an unfortunate sort of 'racial' charging- despite the fact that as humans you're all the same race- about it that that would be the best way to keep it fairly under the radar, for now, yes."
After a moment's pause you continue the conversation, "Regardless, that appears to be the plan then. Once I find a moment I'll forge Calvert's will, and you can coach Brian on his end for when it comes around. Until then, I will still need to know which accounts you receive your money in each month to get it transferred over."
Lisa says, "Cash, in a mix of everything between ones and hundreds."
You say, "Hm, for now I'll simply eat the withdrawal fee on my end, rather than reduce your pay by sixty dollars each, but in the future I might see if I can get all of you an account with the same bank I use. Which reminds me, I do need to go to siphon much of Coil's savings and redirect his recurring funds, goodbye for now."
Lisa says, very much sounding like 'the cat that ate the canary' at the moment, "Later, bossman! And," she continues, more mildly, "Thanks. Really."
The call ends, and you spend the next fifteen minutes getting into Coil's computer, and promptly sending most everything he owns all towards yourself, between a few things, one of them being a tab containing the Number Man Bank website. With that done, you promptly order an 'ATM' service to withdraw $24,000 in cash, in four splits of $3,000, also paying a flat $100 more in 'briefcase' fees in addition to the 2% 'ATM' fee. Still, with that you see it confirmed that the briefcases will arrive in 0-3 business days at a nearby dead drop- the whole reason you went with $6,000 rather than $3,000, since you had already promised payment for January in addition to February come the start of that month. Texting Lisa fairly quickly that the money was being delivered, you pocketed away Coil's phone, and teleported back to your base.
From there, you quickly went onto your phone, and from there managed to contact a nearby jeweler that would be able to get together the right amount and quality of gemstones you needed- coming out to $400,000 worth- in a few hours, ready for you to pick up in person at their store in the downtown.
With that done came one of the more important things to do. You went back to the main screen of the phone, hit your speed-dial, and called.
After barely a half-ring, you hear Dragon answer, "Hey Iluontar! Thanks again for doing that patrol with Armsmaster, I can tell you two hit it off pretty well. Also, no need to apologize for taking a couple days to send the video over, Legend even asked me pass along his thanks for both the promptness and leaving it unedited when you sent it over. Also my own, thanks! Sorry about the rambling there, though, what's up?"
You responded, "Not particularly much, at the moment. Glad to hear that there's been no issues on that front. Just calling to check in, it's been a few days. Have to stick together, after all. How have you been?"
There's a half-second, before Dragon says, "Really? That's all? Just, checking in?"
You breathe in, and with the breath out let yourself ease a touch, "Yeah, just checking in. For instance, say, how have the recovery efforts been at Bluffton? Has that gone well? Anything particularly good? Complaints? Something you just, want to say out loud to someone else but haven't had a chance yet?"
There was a moment, and Dragon said, "Yeah, actually. So, to start there was…"
You mostly listened. At times you commiserated, lightly chuckled, responded in appropriate places during longer complaints, went back and forth on the merits and demerits of certain architectural decisions, but mostly, you just listened, for most of an hour.
As it wound down, Dragon was speaking, "Actually, funny enough there's also been a lot of art, from professionals in studios to graffiti all the way to kids with chalk on the sidewalks, of you, and the soldier and Spice too. I think I've even heard the word statue thrown around once or twice. The morale of it has really helped them stabilize there."
And, after another moment, "My goodness, I've been chattering your ears off, haven't I?"
You say, "It's alright, it's why I called, even. I have plenty of time, unless that really was all?"
Dragon pauses for a quarter second, before she says, "Well, I have been thinking about that material you gave a sample of, specifically the cold siccatite, and I've been considering using that- well first in computing and in general, a metal that's always cold is incredible for so much, but also at possibly asking if I could purchase somewhere around a few thousand pounds of it, enough to at least outfit a new suit out of it and see if I can get past Ash Beast's fire with it."
Almost unthinkingly you respond, "Oh, no, you wouldn't want siccatite for that, even if it can handle more it's not the best material for handling heat. Fire-Forged or Pyre steel would work much better, I think. Actually, I don't think there's anything other than skill that would make Fire-Forged Pyre Steel an impossibility, if perhaps a touch specialized still."
Dragon then of course promptly requested you explain. After barely a moment of thought, you decide that these are fairly minor 'secrets', if anything, so you verbally walk her through the process of making fire-forged steel- that only channels heat in one direction- and pyre steel- which is particularly resistant to warping from fire- and how you might go about combining the two processes. It was surprisingly fascinating to think through, Dragon seemed interested enough as well.
In fact, Dragon was quiet for a moment, before saying, "If this pans out I'm crediting you. Talk to you later, bye!" Then promptly hung up.
Which was fairly fortuitous timing, as the jeweler had soon after called back, and informed you that they had finished acquiring everything. It was only a matter of a few teleports, one to collect your gems, another to collect Spice and the unnamed clockwork soldier from the patrol you set them on earlier today, and the last to bring you all back to the base. They were even undamaged despite the fight with a couple of attacks from some very dumb and/or dedicated gangsters that they had quite easily subdued, nonlethally of course.
With everything you needed, you set them to guard your surroundings, covered a good eighty-foot circle with walls of stone around and above, closing yourself in if you weren't able to earth glide, or burrow, or needed to breathe at all, and beginning the ritual.
Carefully, over ten long, unbroken hours it come to a finish. The ritual completed, the gems, so carefully arranged, nudged, all according to both arcane principles and calculated cross-planar relativism, and in a single instant, all of them along with the Ambrosia shatter and crumble, geometric rivers seen and unseen flowing to you, and then-
You Are, more than you were before.
Pick an ASI to improve by +2.
[ ] [ASI] Strength.
[ ] [ASI] Dexterity.
[ ] [ASI] Constitution.
[ ] [ASI] Intelligence.
[ ] [ASI] Wisdom.
[ ] [ASI] Charisma.
Next, pick a Path Ability. The list below is not exhaustive, nor exclusive. More info in the AN.
Lastly, Pick Two Spells for Mythic Spells. The list below also isn't exhaustive or exclusive. If you chose Mythic Spellcasting above, the top 3 spells will be chosen, rather than top 2.
[ ] [Mythic Spell] Phantasmal Killer
[ ] [Mythic Spell] Baleful Polymorph
[ ] [Mythic Spell] Dominate Person
[ ] [Mythic Spell] Wall of Force
[ ] [Mythic Spell] Control Weather
[ ] [Mythic Spell] Prismatic Spray
[ ] [Mythic Spell] Limited Wish
[ ] [Mythic Spell] Other (Write In)
Iluontar the Mountain-Smith, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 3 | CR 64
LN Large Outsider (Earth, Elemental)
Initiative: +13 Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft. DEFENSE
AC 43 Touch 20 Flat-Foot 32 (+6 Armor, +10 Dex, +1 Dodge, +17 Natural Armor, -1 Size) HP 971 (19d10+35d6+10d8+659); Fast Healing 5
Fort +30 Ref +36 Will +34
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 +53 (2d4+11 plus Crystallization), or, Enchanted Monowhip +53/48/43/38 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2) Ranged: Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2) Special Attacks: Crystal burst (DC 29), Crystallization (DC 29), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+10), Wizard Spellcasting Spell-Like Abilities (CL 65th; concentration +?)
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 15), statue (DC 20), stone shape, stone tell
3/day—command stone (DC 22), flesh to stone (DC 19), spike stones (DC 17), wall of stone
1/day—permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 20) Wizard Spells Prepared: (CL 35; concentration +53)
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, 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, Phantasmal Killer (3), Lesser Geas, Greater Make Whole (1)
5th (DC 34) — Dominate Person (4), Mind Fog (2), Sending (2), Teleport, Wall of Force
6th (DC 35) — Disintegrate (4), Eyebite, Greater Heroism (2), Transfiguring Touch (3)
7th (DC 36) — Ethereal Jaunt, Greater Teleport (2), Limited Wish (0), Power Word Blind, Prismatic Spray
8th (DC 37) — Dimensional Lock (3), Discern Location (2), Mind Blank (2), Polar Ray
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 33 DEX 31 CON 30 INT 47 WIS ? CHA ? BAB: +43 CMB: +73 CMD: 94 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, Combat Expertise, Dodge, 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 Universalist), Metacharge, Metamagic Mastery, Sneak Attack (5d6), Death Attack (DC 38), Poison Use, Save Bonus Against Poison (+5), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, Swift Death, Angel of Death, Know Your Enemy, Additional Skill (x1) (Survival) MYTHIC ABILITIES
Hard to Kill, Mythic Power (8/9), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ? ECOLOGY
Environment: Any Organization: Last of Your Kind (Alone) TREASURE/INVENTORY
Equipped: 1 Explorer'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 Ambrosia (Hardtack), 1 Bag of Holding
Handy Haversack: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expedition Pavillion (Improved), 1 Crowbar, 1 Folding Pole, 1000 Pinches of Ruby Dust (50 GP Each), 1 Traveler's Any-Tools, 1 High-End Laptop, 1 Ioun Wyrd Familiar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge,
Bag of Holding: 1 Artisan'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, 3 Smartphones, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Gem Containing the Soul of Jack Slash, 1 Studio Quality Camera, 1 Large Sap, 1 Coil's Body, 1 Thomas Calvert's Personal Items,
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,
Finances/Money:
Bank Accounts (Public)
$ 0
Number Man: Checking
$ 29,994,600
Number Man: Savings
$ 34,993,700
Number Man: Brokerage
$ 34,993,700
Number Man Account(s) (Total)
$ 99,982,000
Cash
$ 285
Total
$ 99,982,285
Carrying Capacity (In lbs.)
Equipped Weight: 29.25
Handy Haversack: 41.5/120
Bag of Holding: 251.75/6,000
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 29 half). The save DC is Constitution-based.
Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC 29 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).
---
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: Congratulations, you are now Mythic Tier 4. You've made it pretty far. These are the Aonprd links for the lists of Universal Path Abilities and Archmage Path Abilities, respectively. As well, the Legacy Aonprd has a more convienent way to look at specifically wizard/sorcerer Mythic spells, linked here. Hope these are helpful, vote ends in 2 days as usual, but feel free to ask for an extension if you need/want it.
Except Legendary Item, that would be a catastrophic hassle to figure out via long forum voting with all the repeated choices involved in that. That one specific path ability you otherwise could have chosen is Veto'd.
As always, I hope y'all enjoyed so far!
Edit: I have added the spell-like abilities already, but I haven't updated the Finances or X'ed out 4 under Rituals, I will do it in the morning, along with copying over said fixed character sheet to the informational.
Others are tempting in their own right - Str for Wish spam, Charisma for talkies etc, but in the end just more Int can't hurt. You can't go wrong with and ability+ though.
[X] [Path Ability] Crafting Mastery
I don't think we have this one just yet, and yet another doubling of our crafting speed is great. But please let me know if this is an invalid choice Sckribe.
[X] [Mythic Spell] Limited Wish
An absolute non-brainer given our ability to spam it
[X] [Mythic Spell] Control Weather
Lets us clear up weather for Endbringer fights, plus is suitably impressive besides that.
But we could get better Sense Motive with a better Wis score (or was it some other score entirely?), or Cha for not failing as miserably this time when we inevitably need give a speech, or...
Like, what the heck is going to make us regret not taking a +2 Int now, as compared to the significant comparative advantage that is literally any other stat?
(As for Tattletale's plan, we should give her a promotion if we can involve her in more of our plans and she gives this quality of input every time lol)
But we could get better Sense Motive with a better Wis score (or was it some other score entirely?), or Cha for not failing as miserably this time when we inevitably need give a speech, or...
Like, what the heck is going to make us regret not taking a +2 Int now, as compared to the significant comparative advantage that is literally any other stat?
You can just craft various things that give you +10 or so Wis though. Just making Headband of Mental Superiority +5 should solve most of our issue there, really.
As such we either want to get even better at our best thing, or maybe go for Str so we can get BM/Wish at some point, and solve our deficiencies by crafting.
I think that Sckribe banned FoO out earlier. If I'm wrong we should take it for sure.
E:
As for Str build
>get +2 Str
>get Enhanced Ability for additional +2 Str
>get Mythic Dragon Form III for +10 Str
>craft and read Manual of Gainful Exercise for +5 str
>in total that is 25+2+2+8+10+5= 52 str
We would be 2 str away from being able to fully spam Wish, so we can just put Restoration in our staff so we don't need follow-up Lesser Wish for Restoration
Speaking of spamming things, for just 50*1500gp=75000gp=7.500.000$ worth of diamonds we can put Lesser Wish in our Staff, eliminating the need to spend effort on using Blood Money to spam Lesser Wish. Likewise for merely 50*25000gp=1250000gp=1.250.000.000$ worth of diamonds we can do the same with real Wish. You don't get mythic spells or metamagic, but it should be more than worth it.
Getting Limited Wish into our staff is something to consider for sure.
What I recall is Ring of Sustenance + Prismatic Sphere in the staff for Nether Scrolls; newest Limited Wish in the staff (we still haven't checked with Dragon for Diamond/Gem sources onscreen iirc); item with Create Greater Demiplane.
Anything else?
(Edit: Why not take the Sleepless Path Ability or Ultimate Versatility?)
What I recall is Ring of Sustenance + Prismatic Sphere in the staff for Nether Scrolls; newest Limited Wish in the staff (we still haven't checked with Dragon for Diamond/Gem sources onscreen iirc); item with Create Greater Demiplane.
Anything else?
(Edit: Why not take the Sleepless Path Ability or Ultimate Versatility?)
We already require no sleep, and Recuperation already gives us ability to rest in a hour for spending a Mythic Power. Regarding Ultimate Versatility, I don't have a plan on how to use it, so unless I come up with something relevant I'm just ignoring it.
Mirror Dodge is an interesting one, it basically makes it so we are immune to ranged attacks. This is similar to teleportation defense Eidolon used against Scion. Notably this would allow us to not get hit by Sting, and it would make it more difficult for Contessa to kill us as she can't just shot us, but specifically hit us with AoE.
As for Wish spam, tbh my main worry is that quest won't survive contact with simulacrum spam.