Straight up immunities, i.e. this is for constructs.
A construct has the following features.
d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Construct Size Bonus Hit Points Fine — Diminutive — Tiny — Small 10 Medium 20 Large 30 Huge 40 Gargantuan 60 Colossal 80
Traits
A construct possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
[X] Thunderdome!
-[X] Focus on buffing the two of you and debuffing the Simurgh.
Bad. Ass. Pathfinder can be so cool.
And now for scheming. I would be slightly worried of it not being in character, but the MC literally set this up. Hyped as hell for the MMA based destruction of the most human endbringer.
Thanks! I pretty much always try to set it that if I know I'm going to have something on the usual day-after tomorrow, then I just upfront delay it, rather than wait till the vote ends or that sort. I know I have a couple times delayed a day, but again, I try to only do so when there's at least a few hours left, and just, being upfront about it, y'know.
And also, thanks for the compliment on the writing as well! I try to do it well, with what I can and such!
Nearly all of your mind is in agreement, as you press the button on the armband and speak, "Thunderdome it shall be. I'll need physical contact to bring you in," you decide that while you've already somewhat revealed Time Stop, there wasn't yet a full reason to reveal you could bring others into it as well, "and will be in there myself for a moment after entering. As such, I may require a few seconds to re-up my defenses before taking you in there. The Simurgh really doesn't hit that hard, honestly, only about as much as a fairly strong man with a properly sized greatsword, but I'd rather it not give it the opportunity to try and take my staff. If you have a preferred rendezvous location, please inform me, message over."
The chaos of the battlefield hasn't necessarily lessened, just because the Simurgh was boxed, but it appeared that between it being stuck in one position rather than being so intentionally, possibly paired with the sight of you and your lord's banner directly standing over it seemingly without consequence meant that it wasn't able to distract the capes as much from managing the results of its telekinesis. Actually, as you looked, you did notice that a fair number of rather unfortunate blunder kept cascading into one another.
As in, a seemingly statistically impossible number- which you could just now somewhat see in action, as you recognized one cape who based on what you could tell, had just been startled by a piece of debris tapping him on the back just wrong, leading him to panic throw a fireball, one which hit debris, the burst from the impact both hitting another two capes seemingly just wrong, while also lighting another piece of wooden debris on fire, which was being thrown in a different direction, and quite close to starting a fire which, if your engineering was up to snuff (and it was), would spread and lead to a collapse of a florist's building down the road, where much of the debris seemed to be leading a few other capes, and many more of these schemes atop schemes were toppling into one another or seemingly set to be, as you looked out, seemingly only Eidolon breaking these cascades, something he's actually a touch occupied doing from moment to moment to stop the worst ones, the worst ones near always some confluence of seemingly unrelated cape causes, even when the capes are on opposite sides of the square.
All to a degree it made you wonder if perhaps- you looked at your staff and considered the spells you had recently put on it- if the capes were less active they'd be less of a danger all around, especially since as from what you'd been able to tell, the Simurgh hadn't been able to predict or act around your use of magic, thus far. After all, all it'd have to do is make it too difficult to create a Wall of Force in any particular plane (referring to the 2d cross-section, rather than plane of existence such as the astral or ethereal planes), by keeping a large amount of chunked matter in a 3d field as she moved, which oughtn't've been difficult for it.
So, as things were, it seemed like it was trying to delay Eidolon by forcing cascades only he could solve, at least, that's what you would do if you were in the Simurgh's place. Well, that certainly wouldn't do at all. Based on the distance between the capes, you'd have to break out one of your nastier tactics, then.
Time Stop. Just short of maximum time. Quickly, identify the situation, how many groups of capes were in 10-foot squares? Twenty-seven, of the ones that were nearby enough to delay Eidolon. Well, that ought to be just within doability, you believe. Seven-League Step over to one group, Grease beneath them from the staff, the next is close enough, walk.
Next, Grease, Step, Lucubration to regain haste, while you could fit it in.
Next, walk, Grease, Step, again.
Next, Time Stop. Again, just shy of the maximum time. Grease and Step, three more times. Time Stop, shortest possible. Only once more. Time Stop, maximum. Memory of Function, Step. Three more times. Burn more of the mythic energies to act even faster, take a swig of Nectar. Hm, could have been doing that the whole time, an oversight, but you're at least glad you caught it. Time Stop, repeat.
Time Stop. Time Stop. Time Stop. Time Stop. Time Stop. Five left. Time Stop. Have to recharge the staff. Time Stop. Four left. Time Stop. Bad luck again, three left. Time Stop. Got them, and just enough time to Quickened Mirror Image from the staff, Step in next to Eidolon in person in the air, and ready yourself to act as soon as it drops.
The feeling of a layered Time Stop coming to an end is a touch, uncomfortable, but thankfully not harmful- closer to coming down from a major adrenaline rush, if in the matter of fractions of a fraction of a second at once, especially thirteen deep.
Eidolon whirls slightly to face you in the air, and you say, "I've interrupted misfortune cascades caused by the Simurgh," you both see as pretty much every single cape on the ground all promptly slip in place at once as you speak, causing a frankly astonishing number of things to miss the locations they were previously standing over the course of the next few seconds, "You ready?"
He nods once, you poke one finger against his upper right arm, and you promptly Greater Teleport from the staff both of you into the box, it being a touch cramped for a split second, before you quicken the Greater Teleport you kept as one of your backups in your actual slots getting yourself out just before the Simurgh manages to react to you.
Just beside the clear box, thanks to both your mythic Haste and expending that mythic energy to speed yourself up further, you manage to quickly take out your Type-2 Bag of Holding from your pocket, and the Type-6 from it.
Only a few of the other capes have managed to figure out that it's possible enough to just stand upright, if they get up calmly and slowly. It's actually turned out marvellously self-selective, in that any cape that panics invariably ends up slipping again in the attempt to get up, before they can actually do anything, with Legend performing excellently on overwatch, and Alexandria doing well flying around and doing damage- management, if not control,- and with Dragon co-ordinating.
Oh, this entire time there's been a good few names being recited by the armband about so-and-so down, and a few deceased's already in the half-minute of actual time since the fight began, which frankly, well. Baseline humans, for most of them beneath the fairly middling powers, did not stack up well against a creature that was, based on the research you had done, essentially the local equivalent to the Spawn of Rovagug.
As for how said creature was doing now that it was stuck in a room with Eidolon it couldn't escape from? Not particularly well, as it turned out. Its wingbeats and punches seemed to be phasing through Eidolon by some means, who himself looked to be semi-transparent and in three only sometimes overlapping places at once, similar to effect of crossing one's eyes. While meanwhile it seemed as if any attack any of the Eidolons threw out landed, though all seemed to be using the same powerset, then it harmed the Simurgh.
Actually, you almost think you can identify some of the principles at play with Eidolon's powers, if not precisely how they're being put into pay- the multi-place effect seemed to be based on some form of the quantum Uncertainty Principle cranked up to an extreme, his attacks appeared to operating on principles similar to how a plasma sword works if, again, cranked to what is a catastrophic extreme as the plasma edges that flickered into existence around his attacking limbs were both blue-hot and far more compact than they had any right to be, and lastly you had to guess at some sort of guided blow ability, since about half of his blows were placed in just the right spot to absolutely tear into the creature. It certainly wasn't helping the endbringer that it seemed to have basically even less of an idea of where Eidolon was than you, and you were actually invisible at the time.
You, meanwhile, were finally able to pull your camera out of your bag, and start recording. This would certainly be a fairly momentous thing, to be recorded. You disregarded the repeated disbelief heard around you, that was often interrupted by the sound of slipping, as you focused more on trying to get the clearest angles, while also keeping a mind for the walls. In fact, you would start replacing them soon.
Things went on fairly like that for another twelve seconds, until the most peculiar thing happened.
The Simurgh's telekinesis, and from what others were claiming their scream, just stopped, and steadily the few misfortune cascades that had sort of begun in the last moments had also just as well petered out. You're not entirely certain what had even caused that, frankly.
Oh, but with the newfound lull, that is Alexandria in front of the camera. You don't pause the recording, as you say, "Ah, hello Alexandria."
She says, sounding quite done, "What, exactly, do you think you're doing?"
You pause only a second, carefully shrug, and say, "Recording mostly for posterity and archival, although now that I must articulate an excuse out loud- just a few moments, going to place the new box walls for safety."
Over the course of the next 36 seconds you carefully do so, then continue, "Pardon that. Anyhow, now that I must articulate it, I suppose this would also likely be useful for thinkers and the like to look through to analyse, see if there's anything we could learn from this that could be applied to future endbringer battles. Although admittedly, that was both a secondary justification beyond just archival purposes, and to be a touch sardonic if I may, it seems like 'Inescapable Thunderdome with Eidolon' appears to be a strategy with some measure of merit."
After a long moment, Alexandria actually cracks a small smile, and says, "Seems like it does. Thanks, both for the transport, and for enabling it," and after floating off camera and well away from the microphone's reach, whispers, "If there's something we can do, let us know."
You nearly pause in place, then ask a question, "Assuming this works out, will this video be released to the public, once I share it with you?"
Alexandria nods.
You say, "Hold this for me then, for a second," and hold out the camera.
Alexandria floats over and does so, and Legend as well is floating over, also blatantly curious what you're up to.
You take out your phone, position yourself just right, with your banner clearly visible over one shoulder and the battle the other, your face with the biggest, smuggest grin you can muster inbetween them, and take a selfie. One which you then on the flight back to take back your camera, make both your phone background and PHO profile picture in what is likely record speed.
You can't read Alexandria's expression, and Legend is just floating there, seemingly stunned, before he starts wheezing, and practically doubles over in laughter.
Then, just after you get your camera back, Legend, smiling ear to ear, just asks, "Can you get one of me, too?"
After you give a thumbs up behind the camera, and ask, "Send it to your email after this?", getting a nod in return Legend moves himself in front of the camera and the box, posing himself, and you count down on your remaining free hand from three, before taking the picture.
Then, well, Alexandria and Legend seem to have a brief look-off, before Alexandria floats in front of the box, and nods, to which you do so again.
After that, it appears the floodgates open, and over the next three straight minutes, after you put down another Wall of Force as a platform that Legend and occasionally Alexandria (though for her only for protectorate heroes) fly up other capes to get their picture taken in front of the actively Thunderdomed Simurgh.
Although, Shadow Stalker requested that she also get one with you in it as well which was, oddly endearing in some way, so you allowed it. Eighteen Hells, there was even one with everybody in it, thanks to one civilian woman (appeared to be a businesswoman, by the suit and fedora) who had wandered by, apparently a bit lost, who had been able to take the photo, before she was promptly escorted firmly out of there by Alexandria.
Although, she might have been a cape, if she wasn't just a ludicrously dumb and/or lucky civilian.
Even after all of that taking a solid five straight minutes with cycling everybody through as fast as possible, it was still another minute and another box refresh before Eidolon finally hit was seemed to be the endbringer's core. You had noticed about a minute in, but just hadn't mentioned, that it seemed like the endbringer was sort of layered- and based on your best guess, it was meant to do something more than it actually did, but the extradimensional travel lock was preventing it, though you weren't sure what. Maybe the jumbled part of your mind had figured it out, but it wasn't able to reach the rest of you. Not sure, really.
Either way, after just over six straight minutes of attacking the increasingly frantic endbringer, Eidolon finally landed the killing blow. Then, he just, stood there a moment, recoalesced into one person, floated up a bit, and teleported a short distance out of the box, carrying the Simurgh's body.
He looked around, and looked at the camera, and he spoke just four words.
"One down. Two left."
The sound of cheering filled the square.
Do you stick around, now that the battle is done and won?
[ ] Yes.
-[ ] Stick with the Triumvirate.
-[ ] Mingle with the other capes.
-[ ] Immediately move to rebuilding efforts, while you're already here.
-[ ] Ask to keep a part of the endbringer corpse.
--[ ] A Wing
---[ ] Multiple? (Write in how many. Ziz's corpse has 51 wings in total, including the one holding the core.)
--[ ] An arm
--[ ] A leg
--[ ] The head
-[ ] Anything else, that the QM is too tired to suggest at the moment? (Write in)
[ ] No, you have business elsewhere.
-[ ] Which would be? (Write In. Feel free to use from previous votes.)
As well, you feel, more, not in the same way as the ritual did, but in a way that ran parallel. Like you've, improved, in a sense, though how you've improved has yet to settle, and won't until you've a chance to rest.
(You've gained a level. Not voting on it just yet, but know that the next time you rest (non-recuperation), you can gain a level.)
Iluontar the Mountain-Smith, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 4 | 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 1100/1104 (19d10+35d6+10d8+792); Fast Healing 5
Fort +30 Ref +36 Will +34
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 75 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 (11/Day, Surge +1d8), Rend (2 claws, 2d4+10), Wizard Spellcasting Spell-Like Abilities (CL 65th; concentration +71)
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 18), statue (DC 23), stone shape, stone tell
3/day—command stone (DC 25), flesh to stone (DC 22), spike stones (DC 20), wall of stone
1/day—permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 23) Wizard Spells Prepared: (CL 35; concentration +57)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 34) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 35) — Mirror Image (3), See Invisibility, Invisibility, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
3rd (DC 36) — Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed (2), Keen Edge, Haste (4)
4th (DC 37) — Bestow Curse (3), Greater Invisibility (6), Phantasmal Killer (2)
5th (DC 38) — Baleful Polymorph (2), Teleport, Wall of Force (8)
6th (DC 39) — Disintegrate (7), Eyebite (2), Greater Heroism (1)
7th (DC 40) — Ethereal Jaunt, Greater Teleport, Limited Wish (4), Prismatic Spray (3)
8th (DC 41) — Dimensional Lock (4), Greater Bestow Curse (2), Mind Blank (2)
9th (DC 42) — Time Stop (0), Prismatic Sphere (1), Soul Bind
10th (DC 43) — Polar Ray, Time Stop (0), Prismatic Sphere
11th (DC 44) — Polar Ray, Time Stop (0), Prismatic Sphere
12th (DC 45) — Time Stop (0)
13th (DC 46) — Time Stop (4)
14th (DC 47) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 48) — Prismatic Sphere (3)
16th (DC 49) — Wail of the Banshee (3)
17th (DC 50) — Wail of the Banshee, Prismatic Sphere (2)" STATISTICS
STR 33 DEX 31 CON 30 INT 55 WIS 20 CHA 22 BAB: +43 CMB: +77 CMD: 98 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 +62, Bluff +42, Climb +70, Craft (Alchemy, Clockwork, Mechanical, ?, Weapons) +90, Craft (Sculptures) +98, Diplomacy +12, Disable Device +87, Disguise +72, Escape Artist +93, Fly +46, Heal +15, Intimidate +72, Knowledge (Arcana) +101, Knowledge (Engineering) +87, Knowledge (Planes) +95, Linguistics +32, Perception +70, Sense Motive +34, Sleight of Hand +78, Spellcraft +123, 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 (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery ECOLOGY
Environment: Any Organization: Last of Your Kind (Alone) TREASURE/INVENTORY
Equipped: 1 Artisan's Outfit, 1 Enchanted Adamantine Dagger, 1 Enchanted Belt, 1 Enchanted Cloak, 1 Enchanted Dark-Blue Crystal Staff, 1 Enchanted Glasses, 1 Enchanted Headband, 1 Enchanted Mithral Monowhip, 1 Enchanted Ring 1, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Jar of Endless Nectar, 1 Laurel Wreath, 1 Lord's Banner of Victory, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Ratcheting Gauntlets, 1 Ring of Freedom of Movement, 1 Robes of Xin-Bakrakhan, 1 Seven-League Boots, 3 Vial of Black Lotus Extracts, 2 Vial of Terinav Roots, 1 Divinity Drive (Tattoo)
Robe Pocket 1: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Amazing Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Flip Phone, 1 Folding Pole, 1 High End Laptop, 1 Ioun Wyrd Familiar, 1000 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools, 1 Type 2 Bag of Holding,
Type 6 Bag of Holding: 1 Coil's Body, 1 Coil's Costume, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Fork Attuned to Earth Bet's Plane, 1 Gem Containing the Soul of Jack Slash, 1 High End Desktop, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanuss, 3 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket,
Type 2 Bag of Holding: 1 Type 6 Bag of Holding,
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,
Slotless (Location)
Ioun Stones (Ioun Wyrd)
Held
Enchanted Staff, 2 Enchanted Weapons
Carried/Worn
Jar of Endless Nectar, Vials of Poison
Head
Laurel Wreath
Headband
Enchanted Headband
Eyes
Enchanted Glasses
Shoulders
Enchanted Cloak
Neck
Chest
Body
Robes of Xin-Bakrakhan
Armor
Enchanted Silken Ceremonial Armor
Belt
Enchanted Belt
Wrists
Enchanted Technological Bracers
Hands
Ratcheting Gauntlets
Rings
Enchanted Ring 1, Ring of Freedom of Movement
Feet
Seven-League Boots
Finances/Money:
Bank Accounts (Public)
$ 4,500
NM: Checking
$ 10,977,005
NM: Savings
$ 34,996,616
NM: Brokerage
$ 34,993,700
Number Man Account(s)
$ 80,967,321
Cash
$ 285
Total
$ 80,972,106
Carrying Capacity (In lbs.)
Equipped Weight: 27
Robes Pocket 1: 67.75/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 259.75/6,000
Type 2 Bag of Holding: 150/500
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.
Mythic Spellcasting (Ex): Iluontar can learn a number of mythic spells equal to his tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, he must be able to cast the non-mythic version or have it on his list of spells known. Every time he gains a new tier, he can select an additional mythic spell. Iluontar can take this ability up to three times. Each additional time he takes it, he can select an additional number of spells equal to his tier and he gains one additional mythic spell whenever he gains a tier. He has taken it 2 times.
Pure Destiny (Ex): Your mythic powers place you above destiny, and beyond the grasp of providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this ability.
Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
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
You have no other spellbooks at this time.
Mythic Spells: Antimagic Field, Dimensional Lock, Disintegrate, Haste, Plane Shift, Time Stop, Limited Wish, Control Weather
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.
(X) 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, 4, 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.
Drinking from this earthen jar provides the drinker with one draft of Nectar of the Gods, affecting the imbiber as per that item. The nectar cannot be poured out from the jar, indeed, attempting to pour it out leads to no effect; it can only be drank directly from the jar.
Nectar of the Gods
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration
DESCRIPTION
This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
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 Headband (Headband of Mental Superiority +6)
Total Price: 144,000 GP
Enchanted With;
Headband of Mental Superiority +6 (Base Item of the Headband)
This ornate headband is decorated with numerous clusters of small gemstones.
The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
This headband grants Skill Ranks in: Craft (Blacksmithing), Craft (Glass), and Craft (Jewelry)
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."
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
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: So, two things. One, as it turns out, "Thunderdome with Eidolon for a straight half-hour, and you're weakened the whole time" is a fairly potent strategy, and two, holy shit you did it. I think I had a different two, but I can't remember it. I genuinely wasn't quite expecting it myself, honestly.
Oh, right, remembered, not sure if I have that Thursday thing, but if I do then once I know I'll end up extending the vote, so it might be a three day vote rather than the two day it'll initially look like, as a heads up. Also finally updated the spells list.
Also) What you saw but I wasn't able to express as clearly using IC terminology: Eidolon flanking with himself, while also having effectively Ghost-Touch but for three different locations on the same plane (counts as whichever is more beneficial at any time, meaning targeting any one space is an auto-miss, but can still attack and provide flanking from any), which also gives him triple attacks on full attack power, having his natural attacks deal over 700 (128d6 maximized) Plasma damage per hit power, and lastly the "Every attack you make now has a crit range/multiplier of 11-20/x20 : )" power.
Eidolon is feckin busted, when he has an opportunity to stack his powers, yo. His shard was especially working with him, to some extent, too.
[X] Yes.
-[X] Mingle with the other capes.
-[X] Ask to keep a part of the endbringer corpse.
It's time to be fawned over
Some part of Simurgh for later research would be neat.
Also we should probably ask for monetary reward or loan in form of fifty Wish capable gems - 200mil or so, so we can make our Wishing staff. But we are in no hurry.
(You've gained a level. Not voting on it just yet, but know that the next time you rest (non-recuperation), you can gain a level.)
Now that's interesting. There's a couple of interesting classes we could take, and then level them up later via Scroll.
Although if we can put level into our Wizard class, we might get ourselves Create Greater Demiplane, which is fairly important for our long term plans.
I personally really enjoy that because he killed the Endbringer, this probably won't trigger Eidolon's "But they are my opponents!!" shard-tantrum, so we should not get hit by any more Endbringers yet, we have probably made the setting noticeably less grimdark.
I fully expect Endbringer escalation. However in two month time we should have both our Wishing Staff and infinite time realm so we will likely outgrow any potential Endbringer threat.
I fully expect Endbringer escalation. However in two month time we should have both our Wishing Staff and infinite time realm so we will likely outgrow any potential Endbringer threat.
I mean, maybe. The Worm Wiki says that the shard network has standing orders to create new Endbringers if anybody other than Eidolon or Scion kills or defeats an Endbrigner, so because Eidolon did the deed they should let him keep the victory. But of course, the QM can change that if he wants so let's take the wiki with a grain of salt.
We can put metamagic into items! I thought that we were incapable of doing this as we used Sacred Geometry, and we never put metamagic in our items. This is huge, and it quickens(heh) our timetable as I was expecting that we'd need to use Scrolls to get actually metamagic feats and such. Why is this important, so much so that we'd get feats we already have, you might ask?
Well it is time that we talked about Staff of Infinite Time. By containing Quickening Time Stop and Memory of Function(or Wish), you can just cast Time Stop forever. Get Maximize Spell later so we can make more reliable version and that's it. Needless to say this is superior to our previous demiplane plan since you can go about doing stuff, and we can actually do it right now, for not even that big of a cost. We'd still want Demiplans as they are useful of course.
Beyond that, we need to also make staff of Permanency. We would need roughly the same amount of money as we'd need for Wishing wand, but ability to spam Permanent Prismatic Walls and such is just too good. For example we could surround entire BB with a forcefield made out of millions of Permanent Prismatic Walls, and with Staff of Infinite Time we could do this in an objective instant(although we would be working months on our end - there are some ways to automate it using Xiomorn rituals on our constructs, but that carries certain dangers). We could finish teleportation circle network in days.
[X] Yes.
-[X] Mingle with the other capes.
-[X] Bring in constructs to assist in rebuilding efforts, while you're here.
-[X] Ask to keep a part of the endbringer corpse.
--[X] Endbringer Ichor
Let's GO! We just organized, funded, and ran successfully, the world's most impactful@ shadowboxing tourney, with minimal injuries.
Now it's time to play kingmaker. We've got the mother of all good PR momentum here Jack, might as well keep that going. (And not completely screw the pootch via glacial social skills.)
(Even of it's just partially if I just want to see how our craft bonus/Achitecture bonus/Vault building skills/some pathfinder thing I don't know about bonus enables to put up some quite ridiculous structures.
Also: Did the Smirguh bleed? If so, we can get a good start on our moat.
[X] Yes.
-[X] Mingle with the other capes.
-[X] Bring in constructs to assist in rebuilding efforts, while you're here.
-[X] Ask to keep a part of the endbringer corpse.
--[X] Endbringer Ichor
[X] Yes.
-[X] Teleport in Tattletale to get more information
-[X] Mingle with the other capes.
-[X] Bring in constructs to assist in rebuilding efforts, while you're here.
-[X] Ask to keep a part of the endbringer corpse (ask Tattletale for advice for what's more useful for us perhaps)
Considering Tattletale figured out the Layers thing with much less information than there should be now...
(And we should clue her in on the Dimensional Lock business and everything really, to give her more things to work with)
Eidolon flanking with himself, while also having effectively Ghost-Touch but for three different locations on the same plane (counts as whichever is more beneficial at any time, meaning targeting any one space is an auto-miss, but can still attack and provide flanking from any), which also gives him triple attacks on full attack power, having his natural attacks deal over 700 (128d6 maximized) Plasma damage per hit power, and lastly the "Every attack you make now has a crit range/multiplier of 11-20/x20 : )"
...bruh
It's too bad we won't be seeing this combination again unless his Shard decides to cooperate lol
(And a solid example of high tier Parahuman combat for Iluontar to reference off)
You mention this many times, and that's fair enough, but allow me to make a very obvious statement, also meant as a bit of a heads up.
If you put Wish on a staff, then, there will be a staff that has Wish on it.
That's exceptionally obvious when said like that, but still, something to keep in mind.
Edit: Also, do be wary of the 'Wishing for more' thing. Iluontar himself is very wary of it, and pretty much won't attempt to Wish off-list unless a vote calls for it.
I mean sure, that's fine. To begin with people who are not us can't really cast with it, and I do plan on additional layers of defense besides specifically because Contessa exists. As for Wish itself, we don't need anything more than stuff that's on the list.
I have just realized. Grease did in fact end up being pretty pivotal to the fight, just in a completely different way than had been initially intended. The intention seemed to be to disrupt the Simurgh's grip based telekinesis, similar to the one cape who's name I'm forgetting. The reality ended up being disrupting her ability to constantly set up failures by "Hey, but what if everybody suddenly tripped all at the same time, and only the most experienced people (the triumvirate) can still act, and only the people calm enough to not panic can stop tripping."
That and, well. Thirteen Time Stops in a Row.
Also did come to the realization that hey, as a mythic character, you can expend 1 MP to take an extra standard action (other than a spell). And the Endless Jar of Nectar is a standard action to gain 1d4+1 MP. Which is an infinite loop of constantly gaining MP. Useful for stuff like those boots, which now means that effectively, in exchange for sometimes "only" breaking even on MP rather than gaining and using up that extra standard action, you effectively have a move speed of 21 Miles, that also happens to ignore difficult terrain and such in the way. As long as it's not obstructed, at least. Which is insane. Paired with Mythic Hase, that's 7 miles per second, effectively.
25,200 MPH equivalent. Mach 32(.8). That is absurdly fast, especially given that you still have standard and swift actions during that whole thing, meaning it's an entirely viable combat speed.