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

Vote closed
Scheduled vote count started by Sckribe on Nov 25, 2023 at 12:06 AM, finished with 14 posts and 4 votes.

  • [X] Plan Approach Preparations and testing. (suggested items)
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
    --[X] A Homunculus attuned to yourself.
    --[X] A permanent item of Technomancy to help you navigate this world and discover how you suspect parahuman abilities function.
    --[X] A permanent item of Technomancy with permanent Ectoplasmic Spell, Enlarged Spell, Persistent Spell, Studied Spell, and Widened Spell to the item. (total tenth level spell 24/7)
    --[X] Three scrolls of Anti-tech field for testing purposes.
    --[X] Prepare three permanent items enchanted with permanent Protection from Technology.
    --[X] Prepare Three scrolls of Rebuke Technology. Also for testing purposes.
    --[X] A ring of Craft Magic +14 to a craft roll is hefty, even at our level.
    --[X] Helm of Telepathy.
    --[X] Headband of Mental Superiority (the highest we can craft)
    --[X] Circlet of Persuasion
    --[X] Necklace of Adaptation
    --[X] Combine Endless Bandolier, All tools Vest, And Quick Runner shirt. Into one item.
    --[X] Belt of Physical perfection (strongest you can make)
    --[X] Gloves of Shaping, Engineers Workgloves. (we have four hands)
    ---[X] Stop crafting after 24 hours, you do still have a mission here.
    [X] Plan Approach Preparations and testing.
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
 
ALNE - 2.5
Scheduled vote count started by Sckribe on Nov 25, 2023 at 12:06 AM, finished with 14 posts and 4 votes.

  • [X] Plan Approach Preparations and testing. (suggested items)
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
    --[X] A Homunculus attuned to yourself.
    --[X] A permanent item of Technomancy to help you navigate this world and discover how you suspect parahuman abilities function.
    --[X] A permanent item of Technomancy with permanent Ectoplasmic Spell, Enlarged Spell, Persistent Spell, Studied Spell, and Widened Spell to the item. (total tenth level spell 24/7)
    --[X] Three scrolls of Anti-tech field for testing purposes.
    --[X] Prepare three permanent items enchanted with permanent Protection from Technology.
    --[X] Prepare Three scrolls of Rebuke Technology. Also for testing purposes.
    --[X] A ring of Craft Magic +14 to a craft roll is hefty, even at our level.
    --[X] Helm of Telepathy.
    --[X] Headband of Mental Superiority (the highest we can craft)
    --[X] Circlet of Persuasion
    --[X] Necklace of Adaptation
    --[X] Combine Endless Bandolier, All tools Vest, And Quick Runner shirt. Into one item.
    --[X] Belt of Physical perfection (strongest you can make)
    --[X] Gloves of Shaping, Engineers Workgloves. (we have four hands)
    ---[X] Stop crafting after 24 hours, you do still have a mission here.
    [X] Plan Approach Preparations and testing.
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
Before Chapter AN: The thoughts/views of the character are not necessarily the views of the GM/Author, just as a heads up before y'all go into this one. Don't want y'all to think- well you'll see.

You decide that the first thing to do is to cast a Mage Armor on yourself, attempting to add both the Quicken and Extend Spell metamagics onto it, despite the fact that not only have you not prepared a Mage Armor with such metamagics, but that you are also already wearing armor, of a higher protective quality than that provided by the spell even- although perhaps it might be useful in the case your armor is disarmed from you- possibly. You're not sure, you feel like you're having a rather, off, few moments. So, you attempt to do so, and find no form of success- wait.

In making this vague attempt that, perhaps you hadn't particularly thought through, you did manage to do something, in that as you cast the spell your mind almost automatically at your intention flashed up a variety of mathematical concepts and geometries, and by instinct you quickly grasped, and were able to fit it all together such that you could cast this Mage Armor slightly faster. Right, that lined up with some bit of magical lore you knew of, and you knew there ought to be at least one other metamagic effect you could add in that manner, if not more, though you had no idea just yet.

Next, your mind insisted on further research, particularly into- the PRT? Haven't you already researched them? Yes, you know you have, but no, more in depth, seems to be the idea from that part of your mind. So, you slip up, and up, into the city, finding a private space to slink next to by and slowly use your data and flip phone to attempt to look into further- and find effectively nothing you hadn't already known. Founded January 19th of 1993, both the Protectorate and PRT coming into being cohesively rather than the protectorate later forming as a branch off, but otherwise, you find no new details you hadn't been able to find the last time you had already researched this- this is the second time this has happened.

Twice now, parts of your mind have led you to research something you had already researched, first with the lab created diamonds, and now with this. Still, perhaps merely a coincidence, as next you find yourself researching the various details of software and protocol, data transmission and the like. Overall, it is a nice, if brief, diversion, and you find yourself learning that in some specific ways it is selectively more efficient than ancient and timeworn _________ technology, if only barely, and in effectively every single other way woefully less advanced.

Then, it feel as if your mind suddenly turns against you with what comes next. The idea for you to try making your own versions of a phone, a gun, and some sort of antenna, for some reason? Yet, what your mind fails to address in this moment is exactly how you are supposed to do so, with what resources? You certainly can't do it with anything you arrived with, bar the Traveler's Any-Tools in use as tools, but otherwise there was effectively nothing for you to use! Did your mind mean for you to cannibalize the smart-phones? But regardless of if you did that or not, the end result would be useless! And the less said about the idea of making one of the local, woeful attempts at a firearm, the better! You have actual damn standards for your personal use, damn it all!

But that idea making and planning part of your jumbled mind is excessive even, an exceptionally long and detailed string of ideas, for you to make things, except it was all useless or worse. For a moment you turned your attention to an inner pocket on your armor, where the entirety of your fund currently lay, only $295, not even the equivalent of a full 3 Gold Pieces. How were you supposed to make a damn Homunculus with that? You couldn't even figure out what in the hell that part of your mind was on about on 'attuning' to it, given that it was a Homunculus, and there was no such procedure involved anywhere in the creation of one.

It was-

Then, even more. Items to continuously grant the benefits of Technomancy, no specifics on what those items even ought to be, of course, because technical specifications could never possibly matter when aiming to create something, nor would such a thing even be useful to use yourself in any way as you already had the capability of understanding highly advanced technology. The second version of that item even suggested creating it with a number of metamagics attached to it, except every single metamagic your mind proposed, bar the one of Widen, couldn't even be applied to Technomancy in the first place! Attempting to create such a thing would be a damned endeavor from the start, except not even that, as in some cases Damned tasks could actually work out fairly well!

It was maddeni-

It went on and on like that, ideas for multiples of enchanted items that would be pointless to wear simultaneously, and likely only be more of a resource sink than simply making a damned Ring of Protection, except your mind was suggesting it while you completely lacked the resources, perhaps make multiple scrolls of Spells you didn't know, a Fundamentally impossible task, but sure, just suggest doing so multiple damnable times. Oh, another part of your mind, seemed to think that four hands means you must be able to wear multiple pairs of magic gloves, a belief so catastrophically incorrect even a country bumpkin would, rightfully, be called a fool for thinking it worked like that when it was such easy, common knowledge back in either ______ or ________, any caster who knew even the faintest amount about magic could tell you that attempting to wear multiple differently enchanted items of the same kind, extra limbs or not, would simply result in the one worn latter not working in the slightest, at best. It was why in order to benefit from things such as that you had to craft all of the functions you wanted into a single item, either all at once or, more likely due to resources meaning you had to do it in pieces. Then, perhaps something of a tipping piece, was that mixed into it all were some almost decent ideas for things to create, except for yet again the issue of you completely lacking the resources- resources, resources, the resources you DIDN'T HAVE but it was maddening that part of you just elected to IGNORE THE FUNDAMENTAL ISSUE without actually suggesting any means of solving it, for apparently NO FUCKING REASON- Halt.

Through an act of sheer Will, you stop what you can feel might have caused you to fall into a damn near Delirium, your own internal thoughts becoming crass in some ways helping you catch that, and although it may have perhaps been fitting at the thought that you may have to be vigilant against your own mind for potentially another stream of horrid ideas that those jumbled parts of you had clearly put no form of actual thought into them- no. That line of thought is perhaps be harsher than is called for, so far at least.

Possibly fitting as delirium may be, but not actually helpful to you, and the consequences of that delirious state might have led you to spiral downwards as you realized it, mentally speaking at least. You needed to breathe, if only for the lingering psychosomatic effects, and calm yourself. After a few moments, you do so.

Right, there is simply the possibility that this was a fluke, those semi-conscious idea-esque-parts of your mind simply having an rare off moment, thankfully not during anything important or urgent. However, you must also consider the possibility that it wasn't, and that you may have to prepare to act against that in the future. You know you know of a method to work around yourself, and though perhaps drastic, you are prepared to use it, if you absolutely must.

For as long as there is still this main part of your mind, the conscious you as the center of your being, Iluontar, the Mountain-Smith, for it had often been said amongst your people that if you would put yourself to it, then even a mountain could be made.

It's a touch of a shame, actually, that you don't have much in the way of resources at the moment, and that idea part of your brain seemed insistent that you didn't have much in the way of time for, some reason. Well, perhaps it had simply caught on to something you hadn't, you weren't sure.

Regardless, this whole process had taken you- surprisingly long, as it was now 8:55 AM. You are currently standing next to the rooftop air conditioning unit of a random apartment building in the downtown area of Brockton Bay.

What next?

[ ] Write In.

Iluontar, Unique Xiomorn Wizard ? | CR ?
?? Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft., ?
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, Natural Armor +?,)
HP ? (?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR ?; Immune: Elemental Traits, ?; SR ?
OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average), ?; earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2), ?
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (6), Mage Armor (1), Magic Missile (2), Shield (2)
2nd (DC 31) — Locate Object, Mirror Image (2), See Invisibility, Invisibility (2), Alter Self (5)
3rd (DC 32) — Arcane Reinforcement (2), Arcane Sight (3), Battering Blast (2), Dispel Magic, Phantom Steed (2)
4th (DC 33) — Bestow Curse, Dimension Door (2), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas (2)
5th (DC 34) — Baleful Polymorph, Break Enchantment (2), Dominate Person (3), Sending (2), Teleport (2)
6th (DC 35) — Disintegrate (3), Eyebite (3), Mislead, Veil (2), Sarzari Shadow Memory
7th (DC 36) — Ethereal Jaunt (2), Finger of Death (2), Greater Teleport (3), Prismatic Spray (2)
8th (DC 37) — Dimensional Lock (2), Discern Location (3), Mind Blank (3), Polar Ray
9th (DC 38) — Dominate Monster (3), Time Stop (3), Wail of the Banshee (3)
10th (DC 39) — Polar Ray, Time Stop (2), Wail of the Banshee
11th (DC 40) — Polar Ray, Time Stop, Wail of the Banshee
12th (DC 41) — Polar Ray, Time Stop, Wail of the Banshee
13th (DC 42) — Wail of the Banshee, Finger of Death, Time Stop
14th (DC 43) — Wail of the Banshee, Time Stop, Polar Ray
15th (DC 44) — Wail of the Banshee, Time Stop
16th (DC 45) — Wail of the Banshee, Time Stop
17th (DC 46) — Wail of the Banshee, Time Stop
STATISTICS
STR ? DEX ? CON ? INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: ?, Arcane Discovery (Fast Study), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Eschew Materials, Sacred Geometry (Quicken Spell, ?), Technologist, Heighten Spell, ?
Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Knowledge (Arcana) +100, Knowledge (Engineering +86), Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
Traits: ?
Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), ?
SPECIAL QUALITIES
Item mastery, Item shaper, ?
ECOLOGY
Environment: ?
Organization: Last of Your Kind (Alone)
Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 50 Golden Scrolls (10 Blank), 1 Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 29.0
Handy Haversack: 116.5/120

Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal ? points of piercing and slashing damage (Reflex DC ? half). The save DC is Constitution-based.

Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take ? points of Dexterity drain. On a critical hit, a target that fails its save instead takes ? 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.
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, Haste, 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, 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
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
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 Boots (Boots of Vaulting)

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 3,500 gp; Weight 1 lb.

Description

The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.

Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)

Total Price: 55,500 GP

This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.

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 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
+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 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.
AN: Again, I don't know how y'all did it. I had no plans or ideas on how this guy could potentially pull a sort of mutiny, but y'all managed to somehow find an make a plan that pushed him towards it. I guess that for the other guy where I had kind of had an idea what would push him towards a mutiny, for Iluontar it was a different sort of thing- namely, well, this. Chapter's earlier than usual cause I couldn't help myself and ended up starting on it before the vote had finished after it seemed like it was basically locked in.

So uh, catastrophic plan failure for the most part due to it nearly causing him to gain a lesser madness and potentially go into a mental spiral. To again state, I, the GM/author do not necessarily feel the same way Iluontar does, as mentioned before.

Also, leaving the vote for a while, namely because there's a number of things that I have, RL, absolutely been procrastinating on and legitimately need to actually do and such.
 
Scheduled vote count started by Sckribe on Nov 25, 2023 at 12:06 AM, finished with 14 posts and 4 votes. Built in Vote Tallying Vote tally - All Level, No Experience (Worm/Pathfinder Amnesia Quest)

  • 3 people have voted [X] Plan Approach Preparations and testing. (suggested items)
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
    --[X] A Homunculus attuned to yourself.
    --[X] A permanent item of Technomancy to help you navigate this world and discover how you suspect parahuman abilities function.
    --[X] A permanent item of Technomancy with permanent Ectoplasmic Spell, Enlarged Spell, Persistent Spell, Studied Spell, and Widened Spell to the item. (total tenth level spell 24/7)
    --[X] Three scrolls of Anti-tech field for testing purposes.
    --[X] Prepare three permanent items enchanted with permanent Protection from Technology.
    --[X] Prepare Three scrolls of Rebuke Technology. Also for testing purposes.
    --[X] A ring of Craft Magic +14 to a craft roll is hefty, even at our level.
    --[X] Helm of Telepathy.
    --[X] Headband of Mental Superiority (the highest we can craft)
    --[X] Circlet of Persuasion
    --[X] Necklace of Adaptation
    --[X] Combine Endless Bandolier, All tools Vest, And Quick Runner shirt. Into one item.
    --[X] Belt of Physical perfection (strongest you can make)
    --[X] Gloves of Shaping, Engineers Workgloves. (we have four hands)
    ---[X] Stop crafting after 24 hours, you do still have a mission here.1 people have voted [X] Plan Approach Preparations and testing.
    -[X] Cast Mage Armor with Quickened and Extended as a test.
    -[X] Do a more in depth look into the PRT and Protectorate. If you are going to need them to establish a legal identity you want to be fully prepared for dealing with them.
    -[X] Broaden your understanding of this world's software and codebase. Protocols used for receiving and transmitting data. Processing, storing and displaying it. So that you may more easily interface with, or interfere with local technology. Look into hacking.
    -[X] Test out crafting by attempting to recreate a few of the local technologies, with your own spin. A gun, a phone, a good plug in antenna set up.
    -[X] Try crafting some minor magical item. Whatever comes to mind.
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CSV JSON Click to expand... Before Chapter AN: The thoughts/views of the character are not necessarily the views of the GM/Author, just as a heads up before y'all go into this one. Don't want y'all to think- well you'll see.
Mmm certainly do not worry too much over it.

And we'll that was informative! Even if we didn't learn what we were hoping for.
 
Okay so I guess we should be a bit more careful about making sure our plans are fully written out. Our main character's highly ordered mind doesn't seem to deal well with errant thoughts or incomplete ideas.
I assumed there would be a implicit "From what materials you can scavenge from the environment".

Like, I don't know about making a phone, but making a gun doesn't fundamentally require anything more then metal we could have acquired one way or another. And a decent antenna can be made out of a pringles can.

...Also if mage armor is useless to us, why did we prepare it twice?
At least we proved the presence of Sacred Geometry.

A bit longer of a vote might be good to give plans more time to be made.
 
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So what are our current goals and sub-goals?

Calm down
Visit the PRT. Get a legal identity
Examine tinker tech
Acquire resources
Figure out more about how powers work
Test spell interactions with capes
Set up a secure base.

Some loose plans too:
If we want to side-step the whole identity issue we could engage in some light identity theft. Find someone recently dead who has no significant attachments (Locate object + corpse. Might take a couple tries) and enough identity documents. Maybe wouldn't hold up super well in person with our social scores, but if we just need a name to put on documents it might work.

Maybe make some sort of marketable software to sell? We can probably make way better then whatever is already on the market, and unlike nearly any other crafting project nothing is consumed but time. Especially if we can set up a way to be paid for it without revealing our identity. (Number man?) Would take some time to proliferate, but we do have patience, and in the long run could make us even more then bounties would.

Actually I kinda like the idea of selling software. What sort of software do people think would be best to start with? Probably something with a low entry bar? Maybe a free and paid version?
Honestly we could probably make a bunch of things. Throw them out under different names and see what works?
 
Alright before we consider our next steps, and we do have time, lets go through what has changed. We have discovered that we have following feats: Arcane Discovery (Fast Study), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Eschew Materials, Sacred Geometry (Quicken Spell, ?), Technologist, as well as Paranoid drawback.

Arcane Discovery is advancement you get by giving up your level 1 wizard bonus(I suspected it was Bound Item for our dagger for example) and instead you get some other bonus. Fast Study improves our spell inscription time from 1h, minimum 15m to 15m, minimum 1m. While this doesn't sound that good in theory, in practice it is crazy strong since it allows us to prep spells as needed in just a minute. You suddenly need Str buff for some reason and you of course haven't prepared it? Well now for just a minute of your time, you can have it! It is very good for our format in general, as for most plan votes you can assume we have every spell available and just write in your plan that we will spend a minute memorizing it.

Skill Focus for Arcana and Spellcraft improve our rolls there. Somewhat redundant given our scores, but we'll take it. Eschew Materials allows us to cast spells with cheap reagents, such as our buff spells, with no cost. Not having to go around chasing eagle feathers is neat. Technologist mean we know tech, and Exacting Standards mean that others helping us need to do better to not fail - we should keep this in mind going forward.

Sacred Geometry required a little more explanation. The way metamagic usually works is that you pick your Metamagic Feat and then when you prepare your spells, you can prepare them with metamagic feat or feats, which increase their casting slot. So for example, Quickened Magic Missiles would turn into 5th level spell. When you pick Sacred Geometry, you can pick two metamagic feats for your SG pool. When you cast a spell, you can instantly trigger SG to add any metamagic feat you have or from SG pool, at cost of increasing spells' cast time(directly countered via Quicken) and having to play a minigame that we auto pass at our level. In other word, you basically only have to use Quicken, which is the best metamagic anyway.

In return you get unparalleled versatility, as you don't need to prepare your metamagics and instead can just whichever you need. You get more meta magics as you get two per feat instead of one. And most importantly, you can use your low level spell slots to cast metamagic buffed spells. So with ordinary metamagic getting Quickened Heighten 3 MM would require you to prepare it in advanced in one of your ever valuable 9th level spell slot. With SG you just prepare it as level 1 spell, and then buff it when you cast it. This effectively turns every single slot we have to 13th slot + quickening base.

SG is kinda good.

Since IC we already know all metamagic feats and we know that we posses SG, we can just have an action at some point to determined with feats our SG can access.
Okay so I guess we should be a bit more careful about making sure our plans are fully written out. Our main character's highly ordered mind doesn't seem to deal well with errant thoughts or incomplete ideas.
I assumed there would be a implicit "From what materials you can scavenge from the environment".

Like, I don't know about making a phone, but making a gun doesn't fundamentally require anything more then metal we could have acquired one way or another. And a decent antenna can be made out of a pringles can.

...Also if mage armor is useless to us, why did we prepare it twice?
At least we proved the presence of Sacred Geometry.

A bit longer of a vote might be good to give plans more time to be made.
I think that we should take this as "you are Pathfinder Crafter, 1000gps or gtfo". Iluontar works with good shit only. So lets first go out of our way to acquire resources and then we can start Crafting.

In any case, I do think that every plan should take a couple of minutes to ready Eagle's Splendor. Qualitative difference in social outcomes should be fairly major, and preparing three charges of it instead of something else shouldn't cost us much at all.
 
Very, very well said and- idea-d, might be the word? Not sure, anyhow, well spoken. Just a couple of things off there, firstly,

Arcane Discovery is advancement you get by giving up your level 1 wizard bonus
An Arcane Discovery is basically just a thing that, if you have levels in Wizard, you can trade any of your normal or wizard bonus feats to take an Arcane Discovery instead. In essence, it's a slightly exclusive feat pool for Wizards.

Nextly,
So with ordinary metamagic getting Quickened Heighten 3 MM would require you to prepare it in advanced in one of your ever valuable 9th level spell slot. With SG you just prepare it as level 1 spell, and then buff it when you cast it. This effectively turns every single slot we have to 13th slot + quickening base.
Not quite. You can only use Metamagics you've explicitly chosen with SG when using SG, and can't use it with metamagics you've taken seperately, to my knowledge. So, say you've got Silent Spell, and Sacred Geometry (Still Spell, Quicken Spell). You can at any time do the SG thing to try and add Still and Quicken to your spells (Assuming you have the spell slot limits and that), but you can't do so to add Silent Spell to your spells, since you've taken that metamagic normally, and so have to have prepared it like that beforehand or to later take SG again to add it. So if you wanted to apply all three in that given scenario, you'd need to have already prepared the spell as a Silent Spell in a slot 1 level higher, then used SG with that.

Since IC we already know all metamagic feats and we know that we posses SG, we can just have an action at some point to determined with feats our SG can access.

I was about to say nope, except I realize I think you meant that you know of basically all the metamagics. Which, yes, a Knowledge (Arcana) that high basically means that, but just to say it explicitly for everyone else, just to be absolutely clear, y'all do not have every single metamagic feat. You'd need to have nearly 200 levels to manage that, and while I do have a character hanging around in 3.5 I made for fun of around that level, no.

I think that we should take this as "you are Pathfinder Crafter, 1000gps or gtfo".

Pretty much, if not as harshly- y'know what, nah, you're right. About that, yeah.

You are working with and making actual outright magical items, ones that, barring outside forces, never degrade. Like, if you make a PF magic sword, then until something somewhat actively tries to destroy it, it is going to last basically forever, down the family line for countless generations. Unless you find better, roll a nat 1 on a specific kind of save (cough Fate-Woven Braid cough), or an enemy specifically tries to aim at the weapon instead of the guy actively using the weapon, then you only ever need the one, it just lasts. Meanwhile, this weapon just qualitatively, axiomatically, both hits more often and harder than a mundane counterpart. And all of that, and I've only described your basic +1 Sword, and not even gotten into the crazier stuff like Vorpal weapons.

Also, funny enough, not directly related, but $100 to 1 GP is actually a more generous conversion rate the one I had previously been using for a solid few years. Because I had previously based mine off of trade good prices, finding that 1 lb of gold was 50 GP, and 1 lb. (of the regular kind and not the weird one basically only used for gold) came out to about $17,000, leaving to a rate of $340:1 GP.

Iluontar works with good shit only.
I mean, if you were trying to make something like "Wooden Stick with 50 Fireballs inside it", "Get out of being dead free card", or "Rod of Nuh-Uh", wouldn't you think it'd need some pretty dang good stuff to do so?

PF items, if you think about most of them even slightly outside of their extremely high-fantasy context where dragon & demon attacks are just a thing that happens sometimes, are ridiculous. Meanwhile, in Worm, many characters aren't Brutes. Behind his armor, Kaiser is like, a guy. Accord is a dude in a suit who makes decent plans sometimes. Coil doesn't even have the suit. Lung isn't even a dragon full-time. Legend spends time with his husband (I presume). Eidolon both sleeps and eats food.

Meanwhile, PF items are at the higher end rated to throw down with Cthulhu. Not even hyperbole, I was going to say Hastur at first since I already knew he had a statblock, but no, PF straight up has literal Cthulhu, right there in an entire Elder Gods subtype of creature. Funny enough, he's also not immune to crits, meaning a Vorpal weapon affects Cthulhu just the same.

So, long part of the post short, PF Items? Expensive as heck? Yes. Can give literally anybody with at least 1 hand a minimum 1/400 chance per swing to one-shot Actual Cthulhu? Also yes.

Pardon the long post there, ha.
 
Nextly,

Not quite. You can only use Metamagics you've explicitly chosen with SG when using SG, and can't use it with metamagics you've taken seperately, to my knowledge. So, say you've got Silent Spell, and Sacred Geometry (Still Spell, Quicken Spell). You can at any time do the SG thing to try and add Still and Quicken to your spells (Assuming you have the spell slot limits and that), but you can't do so to add Silent Spell to your spells, since you've taken that metamagic normally, and so have to have prepared it like that beforehand or to later take SG again to add it. So if you wanted to apply all three in that given scenario, you'd need to have already prepared the spell as a Silent Spell in a slot 1 level higher, then used SG with that.
I was going by Sacred Geometry – d20PFSRD
Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot.
 
So the main issue with current resource gathering plans is that for some reason, we play like we are some 9-5 grunt who will open his back account, flip burgers, get his credit score up and then in a couple of years be eligible for buying a house. We could do that, of course, but we could also play on our own level and provided services that are worth billions of dollars. We can sell people permanent pocket dimensions, items that allow normies to heal others, cloning, resurrection(probably banned by GM) and number of other things that are basically country level superprojects. Hell, we already have Teleporation Circle and Permanency, so we can the service of establishing these for cities and stats for upfront cost in materials. There is no need to have bank account when we can just force people to pay us in cash and resources.

What are they going to do, say no for permanent two way teleportation link to New York for just ten million dollars in diamond, amber and silver? Pft. Once we get Wish we can start selling permanent temporally accelerated time dimensions to countries for a billion. I recon China might want some. In the meanwhile we can produce number of useful items that can do stuff like Diagnose or Remove Disease, heal, Teleport Object and so on for hundreds of thousands to millions. And so on. Once we get ball rolling we will have money for days.

What we need is starting capital to get the ball rolling, and renown so people want to purchase our services. Getting TT would be most helpful here, and we can also just smash local gangs for cash like piñatas. Also, we might consider getting ourselves a more permanent base; Iluontar already naturally has some distaste for walking around in other people's shit, so it would be great if we found a short term solution(i.e. just rent some cheap warehouse down by the docks). Long term we will of course have underground fortress protected by all kinds of cool shit, but that's for later.

With that in mind, my first plan would be something like

[] Smashing piñatas
-[] Prepare a number of Eagle's Splendor spells for our talking purposes going forward
-[] Ensure that you understand how you can legally obtain resources by defeating villains, as well as any outstanding bounties local villains have on their head
-[] Start moving against Merchants. Spend the day scouting out their operation, using your spells to make sure you fully understand it(Dominate Person, Charm etc, swap spells as needed)
-[] During evening, prepare a number of underground chambers to store resources
-[] Attack Merchants. Focus on defeating and capturing their leadership, and obtaining their resource. Hand over their capes to PRT for bounty, and store relevant resources in our would be vaults

Moving inventory around might be an issue, so we might want to use Teleport Objet or just plain buff our STR with magic. We don't need to rush, mind; it is fine if we just scouted today, and dug up vaults, and then attacked tomorrow evening. Two additional actions we can consider taking are:

--[] Potentially contact Miss Militia for additional clarification of vigilante rights when it comes to captured group. Imply that you are Tinker in needs of resources, and that you could potentially trade with PRT
--[] Contact TT via sending establishing that you posses this line of communication. Ask if she is up for trading information for future favors and if we she can depend on her to be somewhat available for our Sending queries

We could do them alongside hunt the merchants plan since they are not super time consuming, or each can be made focus of their own plan.
 
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Alright, so for so lets

[X] Take it easy
-[X] Contact TT via sending establishing that you posses this line of communication. Ask if she is up for trading information for future favors and if we can depend on her to be somewhat available for our Sending queries
-[X] Ensure that you understand how you can legally obtain resources by defeating villains, as well as any outstanding bounties local villains have on their head
-[X] Start moving against Merchants. Spend the day scouting out their operation, using your spells to make sure you fully understand it(Dominate Person, Charm etc, swap spells as needed). Ideally try to observe their capes so they are valid Detect Location targets
-[X] During evening, prepare a number of underground chambers to store resources
-[X] Along the way, consider what kind of place would be better for you to live in

Wordy, although simple. We establish Sending communication with Lisa, we start laying groundwork for Merchants takedown. We prep some underground storages so we can bring/teleport stuff there. Finally I want to hear our inner monologue on where we'd want to live, so we can give our boy something better than a sewer.
 
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Arcane Discovery is advancement you get by giving up your level 1 wizard bonus(I suspected it was Bound Item for our dagger for example) and instead you get some other bonus. Fast Study improves our spell inscription time from 1h, minimum 15m to 15m, minimum 1m. While this doesn't sound that good in theory, in practice it is crazy strong since it allows us to prep spells as needed in just a minute. You suddenly need Str buff for some reason and you of course haven't prepared it? Well now for just a minute of your time, you can have it! It is very good for our format in general, as for most plan votes you can assume we have every spell available and just write in your plan that we will spend a minute memorizing it.
So question about this, don't we still need 8 hours of rest every time we want to prepare spells? It makes rather a difference if we are spending one minute vs 8 hours and 1 minute.

[] Smashing piñatas
-[] Prepare a number of Eagle's Splendor spells for our talking purposes going forward
-[] Ensure that you understand how you can legally obtain resources by defeating villains, as well as any outstanding bounties local villains have on their head
-[] Start moving against Merchants. Spend the day scouting out their operation, using your spells to make sure you fully understand it(Dominate Person, Charm etc, swap spells as needed)
-[] During evening, prepare a number of underground chambers to store resources
-[] Attack Merchants. Focus on defeating and capturing their leadership, and obtaining their resource. Hand over their capes to PRT for bounty, and store relevant resources in our would be vaults

Moving inventory around might be an issue, so we might want to use Teleport Objet or just plain buff our STR with magic. We don't need to rush, mind; it is fine if we just scouted today, and dug up vaults, and then attacked tomorrow evening. Two additional actions we can consider taking are:

--[] Potentially contact Miss Militia for additional clarification of vigilante rights when it comes to captured group. Imply that you are Tinker in needs of resources, and that you could potentially trade with PRT
--[] Contact TT via sending establishing that you posses this line of communication. Ask if she is up for trading information for future favors and if we she can depend on her to be somewhat available for our Sending queries

We could do them alongside hunt the merchants plan since they are not super time consuming, or each can be made focus of their own plan.
Hmm, it's an interesting start, but how much money do we expect something like the merchants to have anyway? I will be honest and say I don't have a good idea of what this number should be, but I doubt they have that much just laying around in cash.
We should also register with the PRT first if we plan to do this. That is probably necessary for any formal protections.

As for selling magic items for massive profit, there are a number of issues. First we have to convince people are legit. The people who could actually authorize the sorts of expenditures we would need.
People are inclined to distrust "Tinkertech". Yes we know our stuff will last forever, but nobody else does. Without a whole bunch of time to demonstrate it we have no way to prove it.

There is also the startup costs.


On the other hand selling software has trivial startup costs, and billions of dollars up for grabs. And it's a lot easier to get people to shell out $20 for the premium version of a useful software then $100,000 in amber dust as well as over 2 million in diamond dust.

It's 2011, smartphones are big. Introduce a bunch of useful apps, or even just some stupid game that gets popular, and we could be rolling in money.
Heck, just consider how much things have advanced between 2011 and now.

Plus there are all sorts of tricks we can use to make sure our popularity jumps. An artistically pleasing online store with some "Light" SEO.

So my suggestion would be:

[] Plan Software Rough Draft
-[] Figure out what other meta magic you have access to. At least that worked out.
-[] There is one thing you can craft without materials. Software. If what the locals have is primitive, then surely there is good money/resources to be made in providing better.
--[] Do market research. Something with a low barrier of entry would be ideal to start with. (Browser plugin? Utility app? Dumb phone game?)
--[] Outline what prerequisites need to be fulfilled to begin profiteering, plus possible workarounds.
-[] Approach the PRT to be registered.
--[] Pay attention to what "tinkertech" can be observed.
--[] ...
 
Hmm, it's an interesting start, but how much money do we expect something like the merchants to have anyway? I will be honest and say I don't have a good idea of what this number should be, but I doubt they have that much just laying around in cash.
A ton? You need a lot of it pay your drugs, opex and what not. Then you have Squealer's workshop and some random stashes across the city. We only need a couple of grand for start, Merchants should easily cover that.
As for selling magic items for massive profit, there are a number of issues. First we have to convince people are legit. The people who could actually authorize the sorts of expenditures we would need.
People are inclined to distrust "Tinkertech". Yes we know our stuff will last forever, but nobody else does. Without a whole bunch of time to demonstrate it we have no way to prove it.
There is nearly infinite amount of ways to do this since we can just Greater Teleport people at will. We could just teleport random celebrity around as FREE commercial. Or any number of things really.
 
A ton? You need a lot of it pay your drugs, opex and what not. Then you have Squealer's workshop and some random stashes across the city. We only need a couple of grand for start, Merchants should easily cover that.

There is nearly infinite amount of ways to do this since we can just Greater Teleport people at will. We could just teleport random celebrity around as FREE commercial. Or any number of things really.
To be clear, the Merchants are a really small gang, they barely even exist pre-Leviathan.
 
Yeah, if this before Taylor's trigger the Merchants consist of like… Squealer and Skidmark. Mush might not have even joined yet, Trainwreck hasn't infiltrated, Whirlygig definitely isn't around.

Hell, I think the Nazis had another cape that was arrested and sent away before canon started too. Blitz or something?
 
To be clear, the Merchants are a really small gang, they barely even exist pre-Leviathan.
Sure, however these things are relative. Wealth on personal scale and wealth on organizational scale operate differently. Merchants are liable to have more than a million in stock(basically drugs and money used to purchase them) circulating around making money, for example. Now we can't really directly access these because we can't use drugs, cars, weapons, real estate and so on all that well, however between raw cash and their stashes that can be accessed via our sneaking around and mind control, we should easily make enough to last us for next while.
 
So question about this, don't we still need 8 hours of rest every time we want to prepare spells?
Pretty much, yeah. It takes 8 hours of rest for a normal PF character to refresh their spells per day, then prepared casters need to take some extra time to prepare their spells, typically at the start of the day but you technically can leave slots without anything prepared in them to try and prepare later in the day, if you believe you may come across a problem that leaves enough time for you to prepare said spells, while also being willing to take out a spellbook wherever you are to do so.
 
So just for clarity, taking down merchants is a two, two and a half day venture. Today, we want to get information on important people(cape personnel, high level employees and important external elements such as people selling them drugs or corrupt cops), general understanding on their operation and how it works in geographical sense(their bases, cashes, garages etc). All of this should be pretty doable for our almighty self, so if we end up with some extra time we can go and sightsee.

For tomorrow, first part of the day would be final preparations for assault. We want to get ourselves some rope/zip ties, clue in MM, get a meeting with TT to hash out details if she is available, and go at them. There are multiple ways to do this, more or less stealthy, bottoms up or top down, however I will leave details to Iluontar(who can probably do this without even using spells). The power disparity should be just too much. Capture people , call in police, rinse and repeat until we dismantle the gang. We don't care much about looting, and don't expect us to get ~200k we would require for relevant crafting actions, so just get some we have ability to rent places and buy stuff and we are good.

There are some things we want to focus more than the others - no killing, keep mind control under wraps or don't even use it if we can avoid it, ensure that everything is prepared before striking but don't alert gang too soon etc, but we can handle that IC. We can and should be liberal with our spells(i.e. Teleport Other to deliver Skimdark directly) Overall I don't expect any difficulty from this endeavor, but I am nothing if not ready to be surprised.

One thing that is on my mind is our metamagic feats. Specifically, there is one called Merciful Spell, which would turn our spell non lethal. This would be immensely beneficial with something like Wail, as we would be capable of just safely knocking out huge crowds of people. The issue is that, well, this is something you need to spend your precious pick for and not killing things is much less valuable in PF than it is here. If we do have it, then we are groovy. This evening we can test our metamagic feats, and if we have Merciful spells we can test if it actually doesn't kill stuff on animals and stuff.

Man, Sacred Geometry is such a dumb Feat. It literally reads "all your spells are Quickened and cast at 13th level", and then it gets you more shit on top of that. Just unfair.

One last thing. Headband of Alluring Charisma and Headband of Vast Intellect +2 are 4000gp each. We making one would take us 200k$ and about two(four?) hours of our time. They are items that don't require any charging or maintenance, last forever and just flat out make you more charismatic or intelligent. Basically we can sell these for millions. So once we get enough resources and TT we can just start to become omega reach.

Last last thing because I just noticed it when reading through the wiki, Ring of Austere Majesty gives +2 circumstance bonus to Diplomacy and Intimidate. This would fully stack with Eagle's Splendor/Headband of Charisma and Circlet of Persuasion. Although we would need to be a bit careful as we'd get to the point where people might realize that we are stacking these kinds of feats.
 
Okay to make a counter-plan:

[X] Plan Making plans and scouting.
-[X] Figure out what other meta magic you have access to through Sacred Geometry via experimental casting of spells you don't expect to need soon. Start with those you expect you would be most likely to learn, skip the more niche ones. At least that worked out.
-[X] There is one thing you can craft without materials. Software. If what the locals have is primitive, then surely there is good money/resources to be made in providing better.
--[X] Do market research. Something with a low barrier of entry would be ideal to start with. (Browser plugin? Utility app? Big ticket software? Dumb phone game?)
--[X] Outline what prerequisites need to be fulfilled to begin, plus possible workarounds.
-[X] Scout the local gangs/underworld (E88, ABB, Merchants, Coil, Any others) both with respect to difficulty to dismantle and how much resources could be appropriated for your own needs. Use whatever methods seem best so long as they remain unaware. (One day roughly)
-[X] Prepare a number of underground chambers to store resources when convenient.
-[X] Along the way, consider what kind of place would be better for you to live in
-[X] When you prepare spells include Eagle's Splendor. Leave a few slots un-prepared for flexibility.
-[X] Approach the PRT to be registered.
--[X] Pay attention to what "tinkertech" can be observed.
--[X] Ensure that you understand how you can legally obtain resources by defeating villains, as well as any outstanding bounties local villains have on their head

I worry that the current plan would not meet Iluontar's exacting standards. A straightforward reading would have us immediately preparing spells, despite having only cast a single spell since we last did.

Checking up on the feasibility of selling software is something that could pay off very well in the long run too. Billions. Far more then we can get from a few bounties. Heck even bounties for something big like the S9 are small in comparison.

The sole focus on the Merchants also doesn't make sense. At this point they are bit players. Why not just scout out all the gangs to see where we can make the most money?
Anyway we do the ~1 day of scouting, prepare spells again, and then go talk to the PRT.
Get registered so we can actually benefit from having resources and money.

Any suggestions?
 
I worry that the current plan would not meet Iluontar's exacting standards. A straightforward reading would have us immediately preparing spells, despite having only cast a single spell since we last did.
We can just scribe a spell in a unused spell slot, I think have we have some somewhere between 6~8th. I didn't pay that much attention to be honest, it is Ilu's fault for not scribing that spell to begin with. Bro talked his jaw off yesterday and still didn't prepare spell that helps him pass Charisma checks.
The sole focus on the Merchants also doesn't make sense. At this point they are bit players. Why not just scout out all the gangs to see where we can make the most money?
The entire city is a big ass bit player to us so it doesn't really matter how exactly we choose to execute. Currently our real goal is waiting out for TT situation to develop, and since you guys decided to go slowly there for some reason, we are kinda just chilling and mucking around until we get a green light to smash Thomas Calvert into next week. We could do many things, from just going out and sunbathing to aggressively attacking S class threats, and attacking Merchants is just a very stress free and easy activity we can do to test out some stuff and see how we preform in these kinds of situations. On our end we get to read some sneaking around and character interactions and Ilu making comments on things, so it should be fun for entire family.
 
I worry that the current plan would not meet Iluontar's exacting standards
I'll be honest, I don't see how it wouldn't, and the way this is said makes me worry there's been some kind of misunderstanding somewhere. The Exacting Standards trait, while it happened to be revealed at the same time, had nothing to do with why the previous plan encountered a catastrophic failure.

I had thought Iluontar ended up expressing himself fairly clearly on the matter with, well,

a Fundamentally impossible task, but sure, just suggest doing so multiple damnable times
IGNORE THE FUNDAMENTAL ISSUE without actually suggesting any means of solving it

Like, imagine it's mid-December, you live a normal, ordinary life. You've finished up buying Christmas gifts for applicable friends and family earlier this day, you are sitting in your car after driving back from the store, and from within your own mind, from the same part of your brain that typically makes decisions like 'I should have 'X' for lunch' or 'I'm going to go do my laundry', it suddenly says
"-*Try doing a backflip.
-*Buy everyone's Christmas gifts.
-*Look into hemming, sewing, generally being able to patch up your own clothes.
-*Make Macaroni Art.
-*Small steps, do something easy and simple;
--*Go yachting with the 5 richest people on Earth.
--*Assassinate Abraham Lincoln.
--*Assassinate King Tutankhamun.
--*Buy a car so you can get places.
---*But, get it done within the week."
And it's not like, an errant or intrusive thought or something, it's all coming from 'inside the house' so to say. And that's it, nothing else more, no hints on how you would even go about the technically possible things, let alone something like killing the very famously already dead people.
I imagine that would massively mess with anyone, but it would definitely affect some people a heck of a lot worse than others, too.

So like, just wanted to nip that possible misunderstanding right out, in that the Exacting Standards thing is pretty much mostly an IC thing where if other characters are trying to help him on something, but that it is absolutely not at all the reason why the past plan just failed so bad. Mainly because if y'all end up going forward thinking that, y'all are likely to run directly face-first into- I'm not even sure what myself, but nothing ideal, I'd imagine. Possibly another catastrophic plan failure.

We can just scribe a spell in a unused spell slot, I think have we have one at 8th at least. I didn't pay that much attention to be honest, it is Ilu's fault for not scribing that spell to begin with. Bro talked his jaw off yesterday and still didn't prepare spell that helps him pass Charisma checks
Right, let me just say real quick, I know what you meant when you said scribed, but PF, like D&D, is very specific about language and stuff, so just, it's not as loose/free with what you can call stuff. Like, a divine bonus and a sacred bonus are not the same thing, and would stack together, so again just, careful.

Especially since, I, as the GM, read the plans as they're written, not necessarily as they were intended, to put that out there more explicitly.

Anyhow, long post over, interesting stuff I'm seeing!
 
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