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

ALNE - 8.7
Scheduled vote count started by Sckribe on Apr 12, 2024 at 4:49 AM, finished with 6 posts and 4 votes.
  • 4

    [X][Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
    [X][Day] Order around the Undersiders
    -[X]Set Tattletale and Alec on public manipulation duty.
    [X][Day] Research the technology you have on the backburner.
    -[X] Research the Divinity Drive (Progress: 0/???)
    [X][Day] Campaign Measures
    -[X] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
    -[X] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)
    [X] [Day] Hand the reigns to Iluontar.
  • 4

    [X] [Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
  • 3

    [X][Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
    [X][Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.

Right then, your plan of action was fairly quick to come together, and shouldn't take all that long to execute. In particular, you should be able to get a good few things done in fairly rapid succession. Firstly, it's no issue to simply take out your phone, and call Lisa.

After only a couple of rings, she answers, "Hey there, boss-man. What's up?"

She sounds a lot less, barbed perhaps, than when you first met.

Regardless of that, you respond, "I have a more ongoing project for you and Alec, although if you can think of a way to involve the rest of the Undersiders reasonably, you are open to. In particular, I'd like you to more persistently run general public manipulation whenever you can, for the foreseeable future."

You can hear her ask, "Alright, even putting aside why- you're seriously running for mayor? Why in the heck would you be interested in that?" and, almost immediately she groans to herself, "That was rhetorical, power of mine," before focusing back in again, with a sigh, "Okay, right, straight up world domination. Wait, no, worlds domination, since you want Aleph too."

After one more moment, she says, "Fuck it, if anyone's going to do it, it would've been Eidolon years ago or you now. I'm in-" and, a touch flippantly, "All hail the Emperor! Right, so, you want us to help your mayoral campaign, then?"

You respond, "Yes, generally. Manipulations towards considering third-party candidates, greater acceptance of powered people in public office, for some get them to think of how it would be 'historic' to have the first case fifty-three in public office in Brockton Bay, nudge some people to witness by upcoming construction from a distance- awe is the primary emotion to aim for but curiosity will do if needs must- and of course greater approval of myself directly where you can. Oh, yes, and perhaps if you can, greater acceptance of mass surveillance, scrutiny, and direct authoritarian oversight."

Lisa said, "Oh, we're going full nineteen-eighty-four, aren't we?"

You can't help but scoff, "Please, knowing what I do of the society depicted within that book, the Nation depicted within is apparently more concerned with even the most petty control, why, even Hell understands aspects of keeping subordinates if not happy, then at least eager."

Lisa lets out something between a gasp and a knocked out breath, then after a moment says, "Okay. Right. So. Hell is just a real, actual place. Right." After another moment, not sounding quite entirely sure, she asks, "Is heaven real too?"

You respond, "Where I come from, yes, though I haven't checked up on the local situation yet. So, I take it you're capable of what I've asked?"

Lisa says, "No- well yes but- wait- what the fuck does- don't just HANG-"

You hung up the call, your flip-phone making its usual satisfying clap as it closed. Now then, that was one thing done in just a couple of minutes, and it shouldn't take much longer to speak with New Wave and request they not fly over the construction site. A very quick look online and it's easy enough for you to pinpoint the houses of the two families that make up the team, and you elect to go speak with the Pelhams in particular.

It's simple enough to earth glide out from your lair, and take a single seven-league-step to reach the sidewalk in front of the Pelham's house, startling a man on a jog across the street. Ignoring that, you walk your way to the front porch, and ring the available doorbell once- you certainly didn't need or even want to instill any dread or the like, so there was no need to risk accidentally falling back on an old knocking technique you'd learned (and later iterated and perfected) from the Phistophili contract devils.

Ah, and soon enough someone pops their head out; short cut hair dyed blue but you could tell was naturally blonde, he looks to be around Trainee Hebert's age- reviewing your memory, you believe you'd seen him when you'd flown past the Immaculata school while on Spice- overall, this must be Shielder, or young Eric Pelham.

He says, more asking than saying, "You're, Iluontar the Mountain-Smith?"

You respond, "Yes, I would be. This would be the Pelham residence, correct? I need to speak with someone who can relay a message throughout New Wave, nothing negative, I can assure you."

He takes a moment- ah, he's a bit 'starstruck' is why he's pausing- before saying, "Oh, right, you'll want to talk to my mom about that, let me just..?"

He looks towards you as he trails off at the end, and you nod once, waving him off.

He closes the door behind him, and you can hear him whisper to himself, "Oh my god the Mountain-Smith is at my house!" before composing himself, walking towards what you can identify by your tremorsense as stairs, and shouts up the house, "Mom! The Mountain-Smith is at the front door! He says he wants to talk!"

As there's a brief exchange within the house, your phone vibrates, and you check it. Ah, a text.

From Lisa: "Jackass."

Hm, quaint. Ah, and the door is opening again.

What must be Sarah Pelham, or Lady Photon, opens the door, with Neil Pelham a.k.a. Manpower and Crystal Pelham a.k.a. Laserdream varying amounts of behind her, the latter more openly curious, with Shielder at the same distance.

You speak first, offering a handshake, "Hello there, you would be Mrs. Sarah Pelham, Lady Photon and part of New Wave, correct?"

She takes it, "That would be me. Eric said you wanted to talk?"

You say, "Only briefly. I simply wanted to inform you, and ask if you would pass along to the rest of New Wave, that due to a project I'm taking on there's going to be a significant amount of construction with both tall equipment and a fair amount of security presence across a one-thousand and fifty by one-thousand and fifty foot square, between the intersections of," you name the four intersections, "and that you not fly over the construction site, due to the number of flyers within New Wave. Construction proper should begin in a day or two, and the area should be fairly obvious soon enough as well."

She blinked, and said, sounding pleasantly surprised, "Oh, well. Thank you for the consideration, I'll be sure to pass that on to the rest of the team," she turns back towards the younger pair, "Kids, you heard that?"

Eric says, "Yes mom, no flying over the construction site."

At a look from Ms. Pelham, Laserdream seems to hold back from rolling her eyes, and nods along as well, eliciting a simple, "Teenagers," from Ms. Pelham.

She turns back to you and says, "Thanks for taking the time to inform us in person."

You nod, "Of course, it's the least I can do, and it doesn't hurt that now I know it reached you. Well then, have a pleasant evening."

With that, the goodbyes are said, and you waste not even the faintest sliver of time in returning to your lair, and immediately taking off the tattoo holding the Divinity Drive, and beginning research on the third floor.

And by everything, is the Divinity Drive catastrophically advanced. You admit, you had been having an off moment and weren't taking the more consistent path to test it, but you had barely begun to understand it as you worked- simply ignoring the cold, your rate of healing was more than fast enough to disregard the harm it caused. Bracing, if anything, really.

Until, about four and a half hours in, you receive a call, one that giving a quick look at the ID, was from Armsmaster of all people.

You answer the call, "Hello, Armsmaster. I wasn't aware you had my phone number- through the PRT, I take it?"

What is clearly his voice responds, "Yes, hello Iluontar. I'm calling due to something of a complicated issue I'm dealing with."

You say, "That being?"

Armsmaster says, "The cape you've taken under your wing, Ungoliant, has managed to take down Lung. I'm trying to tell her that she might not be ready for the kind of attention that might bring down on her."

You say, "Firstly, then, lethal or non-lethal takedown?"

Armsmaster responds, "Nonlethal."

You say, "Right. I presume Ungoliant is still present? Could you put me on speaker phone, then?"

After a moment, Armsmaster must have done so, and you can hear Ungoliant say, still in her persona by the way she speaks, "Mr. Mountain-Smith, hello."

You say, "Hello. Right then, I will not make this decision for either of you, but I will simply remind you, Ungoliant, to keep in mind the image you wish to create, or to hide. There can be satisfaction in knowing you are the force in the shadows that few ever even know of, just as much as in commanding open respect for your strength. It is simply a difference in kind, and a matter of taste. You have been crafting your image thus far, so I will leave this to your own judgement."

There is a pause, before she says, "Perhaps without your implicit backing, or if I were new, I wouldn't, but I will be taking the credit for this. Let everyone know that 'the bug girl' is not to be trifled with- I chose the name Ungoliant, I will aim to live up to it."

You say, "Well, there we have it then, Armsmaster. Ah, as well, once Ungoliant is gone, I might like to speak to you a moment after, assuming it's just us on the line."

Indeed, a few moments later, Armsmaster returns and says, "We're alone, you wanted to talk?"

You say, "Yes. Allow me to say, Armsmaster, that from all that I have heard and know of you, you are, in my eyes, an exemplary parahuman. Your dedication to your goals is commendable, your internal drive ought to serve as an example, and your sheer competency in your craft is aspirational, or ought to be, for all around you. I truly consider you among the ideal of parahumanity. So, I ask you listen to me and understand that I am not speaking from malice when I tell you that you do not need to chase glory to such an extent."

Armsaster says, "I am not-"

You cut him off, "Armsmaster. I have met many, many people who have sought glory or fame in my past- many of whom have done incredible things, good, bad, and neither. It is not an inherently bad trait or goal, but you must learn to be in control of it, and to not let it control you. I know you fairly well, and know that type of thinking, so allow me to guess your approximate thoughts, you would be doing her a service, keeping her from retaliation, and besides, you had been active for so long, done so much, it would only be right that the credit go to you after all of the preparation you'd done for this, rather than another on a mere fluke. Am I correct, or approximately so?"

After a moment, you hear a stiff, "Approximately."

You say, "And you would indeed have been satisfied in the moment, but I can assure you having seen it happen to others- even one instance coming to light can shed doubt on all the rest. And besides that, to perhaps a greater degree even, that sort of thing has a tendency to eat away at a man- lest he constantly rationalize it away over and over again, repeating in his head until it damn near maddens him- sometimes it simply does."

Armsmaster says, "I don't know about that last part, but," he sighs, "I suppose you're right."

You say, "Yes, and neither of us want that for you. Rest assured, Armsmaster, with time, all that you do will be recognized properly, one way or another," A thought strikes you, and you add, "Even if I have to make sure of it myself. Keep yourself well until then, Armsmaster."

Armsmaster says, more lightly, "Will do. Same to you, Iluontar."

The call ends, and with that, well, you were interrupted halfway through your research. Thankfully, you can simply pick up where you left off.

(No Vote this time, remainder of the plan picks up next time)


Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft.
Aura: Frightful Presence (30 ft., DC 25)

DEFENSE
AC 48 Touch 20 Flat-Foot 37
HP 980 (19d10+35d6+10d8+678)
Fort +30 Ref +36 Will +37
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76

OFFENSE
Speed
: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide
Melee: 4 claws +54 (2d4+11 plus Crystallization), or, Enchanted Monowhip +55/50/45/40 (3d6+10 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities
Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest
Vault Builder Spell-Like Abilities (CL 66th, Concentration +72):
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 37th, Concentration +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), 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 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force (3)
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Limited Wish (8), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2)
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3)
STATISTICS
STR
33 DEX 31 CON 30 INT 57 WIS 20 CHA 22
BAB: +44 CMB: +79 CMD: 100
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 (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, ? | Mythic Crafter(M), ?, Mythic Weapon Finess(M)
Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76
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, Divine Source
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 42), 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), Secret (x1) (Applicable Knowledge)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery, Channel Power
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), 1 Concealable Thieves' Tools

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, 670 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, 1 Flask of Simurgh Ichor (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack)

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, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 Simurgh's Wings,

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, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 1 Signal Booster

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Slotless (Location)Ioun Stones (Ioun Wyrd)
HeldEnchanted Staff, 2 Enchanted Weapons
Carried/WornJar of Endless Nectar, Vials of Poison
HeadLaurel Wreath
HeadbandEnchanted Headband
EyesEnchanted Glasses
ShouldersEnchanted Cloak
Neck
Chest
BodyRobes of Xin-Bakrakhan
ArmorEnchanted Silken Ceremonial Armor
BeltEnchanted Belt
WristsEnchanted Technological Bracers
HandsRatcheting Gauntlets
RingsEnchanted Ring 1, Ring of Freedom of Movement
FeetSeven-League Boots

Finances/Money:


Bank Accounts (Public)$ 4,500
NM: Checking$ 10,204,085
NM: Savings$ 34,999,533
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 80,197,318
Cash$ 285
Total$ 80,202,103

Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
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.

Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.

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.

Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.

Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).

Divine Source Domains (Subdomains): Law, Nobility

Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
SpellbookPages UsedTotal Spells in Book
Blessed Book479/1,00093
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
1st Level —
2nd Level —
3rd Level —
4th Level —
5th Level —
6th Level —
7th Level —
8th Level —
9th Level —
10th Level — Xiomorn Ascension

School transmutation [earth]; Level 10
Casting Time 10 hours
Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20)
Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 38, 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.

(X) 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.

(X) 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.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

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

Max HP: 43
Hardness: 28

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

----

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

----

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

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

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

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

Axiomatic

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

Impervious

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

Returning

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

Ricochet (Adapted from Ricochet Hammer)

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

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

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

Assassin's Dagger (Base Item)

Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Enchanted Belt (Belt of Giant Strength +8)

Total Price: 64,000 GP

Enchanted With;

Belt of Giant Strength +8 (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 64,000 gp; Weight 1 lb.

Description

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.

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

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

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

Muleback Cords

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

DESCRIPTION

These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Headband (Headband of Mental Superiority +6)

Total Price: 144,000 GP

Enchanted With;

Headband of Mental Superiority +6 (Base Item of the Headband)

Aura strong transmutation; CL 16th;
Slot headband; Price 144,000 gp; Weight 1 lb.

Description

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

----

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

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff

Total Price: 1,062,020 GP
CL: 17

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)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (1 charge)
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Total Price: 2,500 GP

Enchanted With;

Ring of Sustenance (Base Item of the Ring)

Aura faint transmutation; CL 5th
Slot ring; Price 2,500 gp; Weight - lb.

Description

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.

---

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 1,000500,000 GP
Fusion Reactor | Yield 500250.000 GP
Geothermal Generator | Yield 200100,000 GP
Graviton Reactor | Yield 800400,000 GP
Solar Generator | Yield 5025,000 GP
Divinity Drive | Yield ∞/Infinite????? GP

Lab | (Charges)Price (GP)
Cybernetics Lab | 100 Charges100,000 GP
Graviton Lab | 250 Charges250,000 GP
Medical Lab | 20 Charges20,000 GP
Military Lab | 100 Charges100,000 GP
Nanotech Lab | 150 Charges150,000 GP
Production Lab | 50 Charges50,000 GP
Robotics Lab | 200 Charges200,000 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).

You currently have 11 A.C.E. Steam-Powered Clockwork Soldiers, including Braun.
You have 13 Juggernaut Robots.

Not shown here are your (Numerous) Construction Poppets, and 198 Terra-Cotta Assistants. Statblocks for those coming: Eventually, maybe.
TaskTimeframe (If Applicable)
Divinity Drive Tattoo RefreshFridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral Campaign
Research ProjectProgress
Fully Understand the Divinity Drive5,000/??? (Revealed at 40%)
AN: So, when I was rolling for Taylor's progress about her quests that night, part of what I do is a D20 roll, and depending on the results of it, either nothing happens, I take it as is, or I move on to roll a d100. Taylor decided to genuinely hit a perfect 100. So, something of a more impactful encounter. Then, after I assigned Undersiders, Empire, ABB, and Merchants to a d4, in that order, said d4 lands on the 3. On the same turn that some of the Undersiders were sent out on manipulation, except you weren't around to provide the same capabilities in stealth.

So, apparently, Fate is a thing, and this particular station of canon isn't taking no for an answer, I figured. What in the hell.

Unrelated but something I'd decided on: Given that all of the Terra-Cotta assistants are blatantly identical, no matter how many are assisting on a given project, you only get one +2 circumstance bonus from cooperative crafting from any number of them, since they are essentially the same source. Other creatures helping you however do grant the stacking bonus. For instance, just the 199 T-CA's, only a +2, them and say, the unlikely team-up of Danny, Uber, Narwhal, and Lustrum are also, somehow, helping, then that's a total +10. Figured I'd mention it now, since it may come up later.

And by may I mean heads up, the Divinity Drive is, well, you'll see that it will not be easy to create, once you eventually figure it out. And yeah, that 5,000 is only for 4 hours of research thus far, the remaining 5,000 will arrive next chapter. Which, for future reference I decided to go with a system kind of similar to mundane crafting; Every 8 hours, make a Check (Typically knowledge, varies by project) of a certain DC, multiply check result by DC, that represent progress in research, in sort of nebulous, uh, for now 'Research Points'. Here's a thing I typed out in my own notes in it below,

"Researching the Divinity Drive can be done by either a DC 100 Knowledge (Engineering) check, a DC 100 Craft (Mechanical) check, or a combined DC 200 Knowledge (Engineering)+Craft (Mechanical) check (roll only 1 d20 and add the total modifiers for both skills). When researching, each point of Research Progress is roughly equivalent to 5 Silver, and when determining research time, every 5 silver of the Price is 1 point of Research Progress required."

Oh, and you're not going to know how much research is actually needed to complete the research until you're a solid ways into it- sort of a 'You don't even know how little you know' sort of thing. Oh, yeah, and new Research section of things, yeah.

Next chapter's in a couple days, no actual vote, the schedule is just to count down the time and such, similar to how I did it one other time before.

Hope y'all enjoyed!
 
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God that was legit a random roll? That's amazing.

EDIT: Though, I am curious– how did she actually beat him? Was Rachel still here to do the final beatdown? Or did her practice for potentially evading us simply lead to her poisoning him thoroughly and then getting far enough away that he stopped escalating?
 
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Yeah, same way she got lucky enough to basically bust a warehouse or so, managing about 60 unharmed arrests in a single night. I swear, it feels almost she's trying to out-will the damn concept of statistical probability.
 
EDIT: Though, I am curious– how did she actually beat him? Was Rachel still here to do the final beatdown? Or did her practice for potentially evading us simply lead to her poisoning him thoroughly and then getting far enough away that he stopped escalating?
She had all the same stuff as the canon encounter at the least, except also better armor, some outright training as this wasn't her first rodeo this time around, a bigger swarm that she was more used to immediately calling on since she decided to own the image of collecting more swarm as she passes by, and lastly a better idea of tactical awareness and such.

So, overall, circumstances similar to canon, except more in her favor than before, so, similar results.

Also, to my memory, even in canon, the Undersiders didn't show up until after Armsmaster had left, so that's not a worry.
 
No, it's the opposite. They saved her from Lung when she was about to die, and then left before Armsmaster arrived.
Oh, oh right yeah.

Well, I suppose technically it's OOC knowledge, but eh- in this version of events, Taylor managed by being a bit sneakier- in particular knowing to dodge the crunch of gravel and more experience figuring out her 'vermin-vision', and so simply sent the biggest fuck-off swarm directly at Lung's vulnerable parts as the opener of things, while carefully hiding somewhere else, and a couple times deliberately causing noise a bit elsewhere through a couple smaller swarms with trash lying around and such. Until eventually the sheer amount of poison/venom paired with the lack of an immediately 'in his face' parahuman managed to send him down.

Lung's trying to play a Beat'em Up, Taylor is staunchly refusing and instead playing a Stealth RTS, to put it one way. Just, having absolutely no hesitation in cheesing the absolute hell out of the encounter.
 
Oh, oh right yeah.

Well, I suppose technically it's OOC knowledge, but eh- in this version of events, Taylor managed by being a bit sneakier- in particular knowing to dodge the crunch of gravel and more experience figuring out her 'vermin-vision', and so simply sent the biggest fuck-off swarm directly at Lung's vulnerable parts as the opener of things, while carefully hiding somewhere else, and a couple times deliberately causing noise a bit elsewhere through a couple smaller swarms with trash lying around and such. Until eventually the sheer amount of poison/venom paired with the lack of an immediately 'in his face' parahuman managed to send him down.

Lung's trying to play a Beat'em Up, Taylor is staunchly refusing and instead playing a Stealth RTS, to put it one way. Just, having absolutely no hesitation in cheesing the absolute hell out of the encounter.
Yeah, that's about what I'd guessed, and that makes sense.
 
I wonder if we should look into soliciting the services of Quinn Calle to represent Paige Mcabee, having someone like Canary in our corner would be nice if she's proven innocent. On that note, with Dragon free we could inquire about possibly freeing those that have been acquitted from the Birdcage. Who knows how many inmates would behave themselves if there was a chance at parole.

We could also deal with the Travelers, defusing the potential catastrophe that Noelle represents.
 
"Okay. Right. So. Hell is just a real, actual place. Right." After another moment, not sounding quite entirely sure, she asks, "Is heaven real too?"
Next vote it would probably be good to call Lisa to drop the Legend Lore that we got last time and see what she gets out of it.

Maybe also give her a Ring of Sustenance, if it doesn't point too obviously towards us sponsoring her when we start giving those out to more people?
 
ALNE - 8.8
(No Vote Conducted)

You indeed pick back up, but again, you had only barely been comprehending it when you began, let alone having been interrupted by the phone call. Ultimately, while you do end with something of a better understanding than before, it is only on the absolute most surface level, having mostly figured out which tools would be best for the job out of those you have, and that even with everything you have, you can still only barely walk down the path of understanding this thing. You could perhaps reliably study it without your Lord's Banner or your Headband of Mental Perfection, but not lacking both, as you currently are.

Regardless, it is now four in the morning, and you need to ready yourself for meeting with both Mr. Hebert and the couple of construction experts he was able to rustle up for it, and a union lawyer to ensure everything was up to snuff. Firstly, actually putting your plans to paper- where it did immediately help you catch something- originally you had planned on simple 200 by 200 buildings at the corners, but soon realized while that might possibly be a touch space optimal when put purely on paper, if you were going to have people living in there, how would the people on the inside get any sort of sunlight or fresh air?

Being an earth aligned elemental for the vast majority of your life, it made enough sense that you hadn't seen much wrong with a living quarters without access to the sunlight or wind- if anything that just meant you weren't as vulnerable to invisible stalkers or other air elementals, but most people even back in Golarion didn't exactly plan around the assumption that an invisible stalker could be sent after them at any random moment. You'd know, you'd gotten more than a few people that way. Still, it was fairly quick for you to mentally rearrange things, rather than just a 200 by 200 block, instead have the building be 250 by 250 with a 'hollow' 150 foot square- which probably would make for a wonderful inner courtyard area too, and for another aesthetically pleasing place to put a hologram generator for any announcements you'd like to make or such- while the building proper would be 50 feet along from outer wall to inner courtyard.

In a sense, taking the 16 50-foot blocks of space that made up the building, and rearranging them so that any given section had at least two exposed sides. Which left space for a ten foot hallway (for both furniture, and so you wouldn't have to squeeze yourself around constantly on your own territory), with twenty feet on each side of said hallway for apartments. Hm, double checking your memory- ah, perfect, Brockton Bay's minimum apartment size by law was well under the 400 square foot studio apartment design you had been considering.

Hmm, right then, a decent mix of studio, two-bedroom, and particularly large 'family' sized apartments ought to leave you with a rough occupancy of around eighty people per floor, plus or minus depending on circumstances. Hm, let's see, going for an exact 35/35/30 split of the apartments, that should net you- do the mental math- 49 units per floor on average, since you needed space for hallways, stairs, and elevators. It was tempting to leave the first couple of floors for non-residential usage, but that might run afoul of one or two annoying and rather detrimental zoning laws that you'd have to remove- or at least it would come close enough to cause issues in the meanwhile, and besides, it would be far simpler to simply designate a different building for commercial uses outright. Minimum parking requirements…

Minimum parking requirements could take their catastrophic impracticality and bugger off, you can more than easily think of a good few ways to get around those laws yourself, and given all that you'd accomplished you doubted anyone would be willing to actually bring it up to your face.

Honestly, while you could greatly appreciate the engineering and technological advancement that goes into cars, the fact that they would let practically any idiot who could pass a written test behind the controls of one was a travesty- you would be certain to remind your people that going at such speeds in two-tons of steel was a privilege under your rule, one that would have to be properly earned, maintained, and could and would be revoked the instant they misused it. At the very least you'd ensure that every last one would have a speed governor installed- hmm, perhaps you could actually see about building an auto manufacturing plant at some point? But you've digressed.

Let's see, four of those sorts of building, one for each corner, three- two? No, three- three of which would be for housing, at thirty floors each, approximately eighty residents per floor, that should all in all net you a 'population' of around 7,200 in all once it's filled out, and the fourth building ought to be more than capable of handling commercial space, especially if you left less or even no inner courtyard for that one in particular. Although, hmm, perhaps if you spoke with someone who knew more on the matters of plants and the like you could put your heads together to use that as agricultural space- in the worst case healthy and repeated doses of the Plant Growth spell ought to make pretty much anywhere you decided to put a farm down viable.

Ah, how you loved magic, it just solved so many problems if you just remembered to apply it, even more if you were actually the mildest bit clever about it.

Eh, for now, you decided that you would be better served by putting your farms outside of the city limits or in dedicated demiplanes rather than trying to cram one in, and simply went with the full 250 by 250 block for commercial space, eliminating the courtyard on that one specifically. Right, that was living space handled, and electricity?

By even pessimistic estimates, one fusion generator tucked into a basement could support at least two hundred and fifty thousand households, let alone apartments. You could simply build one in the basement with your own team at one point and be done with the issue for the most part.

Right, now, you've finally gotten everything in order on your end, and all of your blueprints drawn up in wonderful detail on your end, after you'd taken a moment to Transfiguring Touch some stone to paper, and rather than nearly using Simurgh Ichor as ink as you'd nearly done out of sheer convenience, you instead opted for the much saner decision of simply purchasing a good bulk of ink and other assorted office supplies for a few hundred dollars and picking them up by teleportation. From there, you simply patched yourself up a touch, rested, and spending the remaining few hours before the meeting…

Well, what were you doing in that brief time?

[ ] [Interlude] Browsing PHO, for a little while. (PHO Interlude)
[ ] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
[ ] [Interlude] Going to your Number Man brokerage account and spending the time day-trading. (Number Man/Cauldron Interlude)
[ ] [Interlude] Contemplating if there's anything else you want to put the Undersiders towards. (Lisa/Tattletale Interlude)
[ ] [Interlude] Wondering how the demonstration crossbow you made is being used, if it's at least properly appreciated. (Wards/Shadow Stalker/PRT ENE Interlude).
[ ] [Interlude] Daydreaming about what might have been, if somebody else from your world had taken your place. (The Other Guy/Non-Canon Interlude)
[ ] [Interlude] Browsing the internet idly, for nothing in particular, to simply kill the time. (No Interlude)

(Any interlude would take place after next chapter.)

Well, after spending your time doing that, you quickly teleported off to the meeting.

Whereupon, well…

Apparently, either taking the Spokesman's daughter under your wing and preparing her for the parahuman world, with a relative amount of protection that could only otherwise be found from a Triumvirate escort, or solo-ing the S9 and being the lynchpin in the Simurgh's demise, perhaps might have brought some good will from the man in his negotiations.

Or, considering that from what you could tell Spokesman Hebert was actually managing a fairly commendable amount of neutrality given the circumstances, and that the same explanation might not extend to the other four people in the room, the Dockworker's Union was actually relatively desperate for a big job like this, and the benefits were considered well worth it.

You had naturally overheard the phrase 'roughly equivalent to several thousand dollars a man' when Mr. Hebert had stepped aside to speak with someone about valuing the priority housing offer, which had been a rather good sign.

Still, you had negotiated in rather good faith, and even generously. In fact, it wasn't all that much of a negotiation, and more a surprisingly- for all sides- relatively brief conversation over it, where you would be paying Six Million Dollars on labor upfront- which was your suggestion, as you rather preferred the simplicity of just doing it upfront, it gave them more security in the matter, and you still had many, many millions in the bank- and you would be extending the priority housing offer to all members of the Dockworker's Union within Brockton Bay. In exchange, the Dockworkers Union would be provided all the needed labor, permits, and other overhead, as well as payroll and that sort. The exact sort of minutiae you didn't need to spend time handling yourself, frankly.

Which once that payment goes through, then, oh noo, you'll only have 3 Million dollars in your checking account. You might even be forced to, to, t-to… To take maybe five minutes online to make a transfer from your savings to checking, or even, world forbid, spend maybe a day on the frankly hilariously easy to exploit stock market. Sure, maybe for typical humans it was closer to a gamble, perhaps if they were really clever they could make some consistent higher gains, but for someone like you?

It might as well just be a slightly more inconvenient piggy bank, frankly. Actually, thinking on it, the piggy bank had a few disadvantages, even, considering most of the time a typical piggy bank didn't automatically fill up with other people's willingly given money, and heck, you actually had to go out and get a new piggy bank once you broke it to get the money. For you, the stock market was, frankly, more convenient than a piggy bank.

Well, anyhow, with that done, you'd also need to go and bleed for a few hours to get most of the required materials for your apartments, since you were of course providing those yourself due to the relative ease of it, and not long after that was when the arranged time for that city escort of your 'heavy construction equipment' was scheduled, or, your Juggernaut Robots.

Of course, before even that, it was a Saturday, and so you'd be spending a fair amount of time training your trainee- you had even heard some news that Ungoliant had caught quite a few more criminals- enough that she had managed to pass the 256 count, by your estimates. Well, you'd leave it to her to bring it up, similar to how her altercation with Lung and ensuing meeting with Armsmaster brought her up to 4 parahuman encounters ending well in a week- 5 if you counted Lung and Armsmaster separately.

But, once all that was done, you would have a good amount of time on your hands. The only real mandatory event for the mayoral race was the debates being held on June 19th, although you would probably want to do more yourself before then.

So, with that in mind, it would be around 11 PM, on the 9th of April at that time, once you were done.

What to do then?

[ ] [Plan] Hand the reigns to Iluontar.
-[ ] 1 Day
-[ ] 1 Week
-[ ] 2 Weeks
[ ] [Plan] More Constructs.
-[ ] More Clockwork Soldiers.
-[ ] Some Terraformer Robots.
-[ ] Reclamation Robots (Can convert scrap to technological items for you, over time. Will be deliberately restrained by Iluontar, incapable of creating other robots.)
-[ ] Some Collector Robots.
[ ] [Plan] Research the technology you have on the backburner.
-[ ] Research the Divinity Drive (Progress: 10,000/???)
-[ ] Research the Overlord Robot Frame (Progress: 0/???)
[ ] [Plan] Campaign Measures
-[ ] Create Collector Robots & Green Hologram Generators (Propaganda & Surveillance. Cheaper than Observer Swarms, Worse at Surveillance, Requires External Power for Propaganda)
-[ ] Create Observer Robot Swarms & Individual Observer Robots (Propaganda & Surveillance, More Expensive, Effective Surveillance, Doesn't Require External Power)
-[ ] A Fusion Generator & Decanter of Endless Water (Model District, Provides Self-Sufficient Electricity, the excess yield can be sold or donated back to the city or country).
-[ ] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)
-[ ] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food) (Already going to be made, to fulfill Benefits to the Dockworker's Union)
-[ ] A few Advanced Surgeon Robots (Model District, Provides Self-Sufficient Healthcare)
[ ] [Plan] Talk and try to hang out with Dragon. Mention you're running for mayor, and that you're starting on a project related to that.
[ ] [Plan] Y'know, him and you actually got along fairly well, check back in on Armsmaster. Maybe offer him a Ring of Sustenance, while you're at it.
[ ] [Plan] Write-In (Write-In, if you'd like.)

(Iluontar Gets: 1 Vote. Still cannot Surge.)

Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft.
Aura: Frightful Presence (30 ft., DC 25)

DEFENSE
AC 48 Touch 20 Flat-Foot 37
HP 980 (19d10+35d6+10d8+678)
Fort +30 Ref +36 Will +37
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76

OFFENSE
Speed
: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide
Melee: 4 claws +54 (2d4+11 plus Crystallization), or, Enchanted Monowhip +55/50/45/40 (3d6+10 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities
Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest
Vault Builder Spell-Like Abilities (CL 66th, Concentration +72):
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 37th, Concentration +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), 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 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force (3)
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Limited Wish (8), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2)
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3)
STATISTICS
STR
33 DEX 31 CON 30 INT 57 WIS 20 CHA 22
BAB: +44 CMB: +79 CMD: 100
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 (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, ? | Mythic Crafter(M), ?, Mythic Weapon Finess(M)
Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76
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, Divine Source
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 42), 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), Secret (x1) (Applicable Knowledge)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery, Channel Power
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), 1 Concealable Thieves' Tools

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, 670 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, 1 Flask of Simurgh Ichor (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack)

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, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 Simurgh's Wings,

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, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 1 Signal Booster

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Slotless (Location)Ioun Stones (Ioun Wyrd)
HeldEnchanted Staff, 2 Enchanted Weapons
Carried/WornJar of Endless Nectar, Vials of Poison
HeadLaurel Wreath
HeadbandEnchanted Headband
EyesEnchanted Glasses
ShouldersEnchanted Cloak
Neck
Chest
BodyRobes of Xin-Bakrakhan
ArmorEnchanted Silken Ceremonial Armor
BeltEnchanted Belt
WristsEnchanted Technological Bracers
HandsRatcheting Gauntlets
RingsEnchanted Ring 1, Ring of Freedom of Movement
FeetSeven-League Boots

Finances/Money:


Bank Accounts (Public)$ 4,500
NM: Checking$ 10,204,085
NM: Savings$ 34,999,533
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 80,197,318
Cash$ 285
Total$ 80,202,103

Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
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.

Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.

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.

Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.

Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).

Divine Source Domains (Subdomains): Law, Nobility

Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
SpellbookPages UsedTotal Spells in Book
Blessed Book479/1,00093
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
1st Level —
2nd Level —
3rd Level —
4th Level —
5th Level —
6th Level —
7th Level —
8th Level —
9th Level —
10th Level — Xiomorn Ascension

School transmutation [earth]; Level 10
Casting Time 10 hours
Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20)
Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 38, 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.

(X) 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.

(X) 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.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

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

Max HP: 43
Hardness: 28

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

----

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

----

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

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

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

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

Axiomatic

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

Impervious

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

Returning

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

Ricochet (Adapted from Ricochet Hammer)

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

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

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

Assassin's Dagger (Base Item)

Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Enchanted Belt (Belt of Giant Strength +8)

Total Price: 64,000 GP

Enchanted With;

Belt of Giant Strength +8 (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 64,000 gp; Weight 1 lb.

Description

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.

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

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

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

Muleback Cords

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

DESCRIPTION

These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Headband (Headband of Mental Superiority +6)

Total Price: 144,000 GP

Enchanted With;

Headband of Mental Superiority +6 (Base Item of the Headband)

Aura strong transmutation; CL 16th;
Slot headband; Price 144,000 gp; Weight 1 lb.

Description

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

----

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

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff

Total Price: 1,062,020 GP
CL: 17

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)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (1 charge)
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Total Price: 2,500 GP

Enchanted With;

Ring of Sustenance (Base Item of the Ring)

Aura faint transmutation; CL 5th
Slot ring; Price 2,500 gp; Weight - lb.

Description

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.

---

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 1,000500,000 GP
Fusion Reactor | Yield 500250.000 GP
Geothermal Generator | Yield 200100,000 GP
Graviton Reactor | Yield 800400,000 GP
Solar Generator | Yield 5025,000 GP
Divinity Drive | Yield ∞/Infinite????? GP

Lab | (Charges)Price (GP)
Cybernetics Lab | 100 Charges100,000 GP
Graviton Lab | 250 Charges250,000 GP
Medical Lab | 20 Charges20,000 GP
Military Lab | 100 Charges100,000 GP
Nanotech Lab | 150 Charges150,000 GP
Production Lab | 50 Charges50,000 GP
Robotics Lab | 200 Charges200,000 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).

You currently have 11 A.C.E. Steam-Powered Clockwork Soldiers, including Braun.
You have 13 Juggernaut Robots.

Not shown here are your (Numerous) Construction Poppets, and 198 Terra-Cotta Assistants. Statblocks for those coming: Eventually, maybe.
TaskTimeframe (If Applicable)
Divinity Drive Tattoo RefreshFridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral CampaignMayoral Debate (June 19th, 7-9 PM EST
Research ProjectProgress
Fully Understand the Divinity Drive10,000/??? (Revealed at 40%)

AN: Man, I learned a surprising amount in writing this chapter about unit density and such- and did barely remind myself that people do tend to prefer to have windows where they live. So, yeah. Also, I keep forgetting but I need to remember to actually photoshop together a height comparison of, I think I had planned the lineup of like, Vista, Taylor, Armsmaster, either Mannequin or You, maybe Ziz or Leviathan, and then the damn Juggernaut Robots. Seriously, those things are 50 feet, they tower over most houses and have a solid 20 on Leviathan. They are a damn sight when you think about them even slightly too hard.

Hope I described the layout of the planned building he wants to make well enough- I think I did but I can't be too sure. For a different visual, take a 5x5 square, then hollow out a 3x3 square in the center of it, that should represent the space of those planned apartments. Which, funny enough, that many people counts as, according to Ultimate Campaign, already a Small City. Which, fair enough I suppose.

Anyhow, I do have that Thursday thing again, so next chapter in a few days. Hope y'all've enjoyed!

Edit: Of course it's after I turn off the computer I remember what I forgot; I'll update the finances tomorrow or so.
 
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[X] [Interlude] Wondering how the demonstration crossbow you made is being used, if it's at least properly appreciated. (Wards/Shadow Stalker/PRT ENE Interlude).
[-] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
These 2 seem the most interesting, I don't mind what we do plan-wise

EDIT
Removed Dragon vote, it looks like Dragon will win but I prefer PRT
 
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[X] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
This Interlude or the Shadow Stalker one if we want to take advantage of Divine Source I guess?

[X] [Plan] Following Up On Things & Overkill
-[X] Talk and try to hang out with Dragon. Mention you're running for mayor, and that you're starting on a project related to that.
-[X] Talk to Lisa about the Legend Lore you got earlier, and try to figure out relevant information thereof together using her Thinker Powers and Iluontar's Intelligence. Do not take any action for now with the learned information, not even Scrying since your Scrying sensor can be detected by others.
--[X] Ask if Lisa wants a Ring of Sustenance, but also warn her having one might be associated with you in the future if you decide to give out more to others and Thinkers notice something weird.
-[X] Campaign Measures
--[X] Create Collector Robots & Green Hologram Generators (Propaganda & Surveillance. Cheaper than Observer Swarms, Worse at Surveillance, Requires External Power for Propaganda)
--[X] Create Observer Robot Swarms & Individual Observer Robots (Propaganda & Surveillance, More Expensive, Effective Surveillance, Doesn't Require External Power)
--[X] A Fusion Generator & Decanter of Endless Water & Advanced Surgeon Robots (Model District, Provides Self-Sufficient Electricity, the excess yield can be sold or donated back to the city or country)
--[X] More Constructs.
---[X] Reclamation Robots (Can convert scrap to technological items for you, over time. Will be deliberately restrained by Iluontar, incapable of creating other robots.)

spend maybe a day on the frankly hilariously easy to exploit stock market
It would probably be a good idea to do this on another continent where we don't care about potentially crashing the market or not having enough degrees of separation to avoid detection by Thinkers?

Also, does the thread remember any planned actions that made it into votes and weren't followed up on for whatever reason?
 
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[X] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
 
[X] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
 
[X] [Interlude] Checking up with Dragon on the status of the Wings of Flying, and that whole deal with her/The Guild to establish that your 'Tinkertech' doesn't innately degrade. (Dragon/Guild Interlude)
 
[X] [Interlude] Browsing PHO, for a little while. (PHO Interlude)

I know it's literally just fluff but I like them for some reason.
 
Honestly, while you could greatly appreciate the engineering and technological advancement that goes into cars, the fact that they would let practically any idiot who could pass a written test behind the controls of one was a travesty- you would be certain to remind your people that going at such speeds in two-tons of steel was a privilege under your rule, one that would have to be properly earned, maintained, and could and would be revoked the instant they misused it. At the very least you'd ensure that every last one would have a speed governor installed- hmm, perhaps you could actually see about building an auto manufacturing plant at some point? But you've digressed.
I wonder what Illuontar would make of Vehicle accidents causing more deaths than firearms.

And outpacing actual murders by far.

[X] [Interlude] Wondering how the demonstration crossbow you made is being used, if it's at least properly appreciated. (Wards/Shadow Stalker/PRT ENE Interlude).

I would suggest robot builds for espionage, spells, etc but the last time I came up with a plan scribes feedback drove me to tears.

@Sckribe What is Illuontars objection to Not personally creating every robot himself? Or your objection?

While he could probably build enough robots to take over the planet just using his personal time the sheer vehemence both yourself and Illuontar have displayed is a bit... eyebrow raising?

Trompe l'Oeil - Monsters - Archives of Nethys: Pathfinder RPG Database

Trompe l’oeil creatures are life-sized portraits animated by powerful magic or occult phenomena. Able to move and talk, these constructs can also step out of their frames to become three-dimensional beings. Born from artistic masterpieces, trompe l’oeils can easily pass for their original...

Was looking around and saw this... construct. And template.
 
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Pretty confused for Iluontar's appreciation for cars. They're basically worse than a good train/tram system by any metric, reduce socialization/increase atomization, and generally are a blight on urban design. A great deal of the inertia that favors cars is stuff Iluontar would have to deal with anyways, so that's not a good reason, and if he limits cars solely to the meritorious, they just... lose most of their value? Because then you need tons of roads for a very small portion of the population.

Just... very confusing oversight by Iluontar.

[X] [Interlude] Wondering how the demonstration crossbow you made is being used, if it's at least properly appreciated. (Wards/Shadow Stalker/PRT ENE Interlude).

[X] [Plan] Following Up On Things & Overkill
 
Pretty confused for Iluontar's appreciation for cars. They're basically worse than a good train/tram system by any metric, reduce socialization/increase atomization, and generally are a blight on urban design. A great deal of the inertia that favors cars is stuff Iluontar would have to deal with anyways, so that's not a good reason, and if he limits cars solely to the meritorious, they just... lose most of their value? Because then you need tons of roads for a very small portion of the population.
Probably because they are an astounding technological achievement. Even if they aren't an astounding civic achievement.

Why use subways when we can use circles of teleportation :V
 
Probably because they are an astounding technological achievement. Even if they aren't an astounding civic achievement.

Why use subways when we can use circles of teleportation :V
As far as a technological achievement goes, sure, but there's other stuff that's a lot more impressive. And Permanency'd teleportation circles makes sense for cross-city and even cross-neighborhood transport, but I suspect Iluontar wouldn't want to spend the effort to Permanency the entire world up, and it'll be a while before we get other casters who can cast it and then Permanency it.
 
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