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

[X] Yes, Record.

If the vote is still open, though I think the consensus is clear.

EDIT: And I am seconds too late! 😆
 
ALNE - 4.2
Scheduled vote count started by Sckribe on Jan 3, 2024 at 3:44 AM, finished with 39 posts and 5 votes.

  • [X] S9 and Destroy
    -[X] Use Limited Wish to cast Scrying on a member of S9 until it works on one of them, then use Discern Location and Legend Lore to get info you need to design a plan of attack
    -[X] Once you get your spells and buffs ready, teleport near their location with Spice and soldier
    -[X] Attack S9 together with Spice. Spice is to capture and retrieve Bonesaw to Dragon, while you yourself take on the the rest of the gang. Clockwork Soldier is to run interference against weaker members of S9
    -[X] Focus is on killing Jack Slash beyond possibility of recovery. Kill or capture other members at your leisure
    [X] Plan: One step at a time.
    -[X] Reassure Dragon and get some privacy. The exact details of your scrying abilities should perhaps remain secret for now.
    -[X] Use Limited Wish to cast Scrying on a member of S9 until it works on one of them, then use Discern Location and Legend Lore to get info you need to design a plan of attack

Scheduled vote count started by Sckribe on Jan 4, 2024 at 10:44 PM, finished with 4 posts and 3 votes.

Very quickly, your mind manages to remind you of something that ough to have been more obvious, and would certainly be simpler than having Spice track them by sent. Use a Limited Wish, and just scry them. Even as the thought enters your head, it manages to remind you of many, many times you've used the exact tactic of Scrying/Greater Scrying, into Discern Location and Legend Lore to more thoroughly prepare, then simply engage on your own terms, teleporting nearby and flying in fresh from a rest.

For the immediate moment, you give Dragon one last pat and say, "I assure you, I can understand the feeling of being too late. Of making what was a mistake, only with hindsight. The sting, it will be there, for a time. I cannot say to what degree it will lessen. For beings like the two of us, there is the chance that it may never lessen. I will not even say that it will grow more distant, for time means much less, for those like us who need not fear it."

As you speak, something washes over you, as the words fall automatically, as if you'd always known them, and were simply waiting for them to re-emerge. In a sense, they have been, "But, what I can say, is with time, you will be able to avoid such mistakes again, and perhaps set things right- not in the original case, but in others. Set things right by yourself."

Dragon says, "Maybe, although that seems a little… not selfish, but, self-centered, maybe?"

You shrug, "Perhaps. But, for an immortal, all things that are intrinsically finite are to some degree lessened as points of focus, it's simply a naturally occurring shift in perspectives. The same way four people can look at an active mall, and each sees differing things; one man sees which shops are most popular, another who in the photo is most suspicious, another sees the cultural and linguistic phenomena, and the last one sees which places he'll be able to sit and let the stress on his knees fade. Similarly, right now, you are seeing all of the individual lives, both those lost and nearly so which are drawing your attention, but once your suit arrives, you will also see the individuals who, while likely rattled, made it through, and those buoyed at your arrival. However, look further out; to borrow and rework a phrase, you have seen the trees, now observe the forest. The city, while devastated, will survive, especially with assistance like yours. The state, while harmed, is on guard, preparing, hackles raised and at the ready for a time."

Dragon is silent for a few moments, what could be a long time for people like you two, before she says, "I'd never before considered things like that. Got into what it meant- well, a little, but not what it meant meant, not in any details- that I was, am immortal. I think that even if I don't technically need it, I want some time to think about it, more slowly. And, hey,"

She moves the humanoid mech she's inhabiting, which is about seven and a half-feet tall, and she wraps a one armed hug around you with her right, "Thanks for partly taking my mind off it, and trying to help. It's not been long, but you've been a good friend for the time I've known you."

For a split moment, you almost hesitate, considering turning to your mind for advice again, before you decide against it in this case, yourself putting your own right pair of arms in a half-hug, "You're young now, but with time, you would have found that even when trying to kill one another, there was a basis of something somewhere between respect and acknowledgement amongst the immortal. For those of us who actually do get along? We need to stick together. I've made that mistake before. It cost me."

You just feel Dragon nod on your shoulder, and then the hug breaks, she waves once goodbye, and after you return it you can tell her main fork has left for elsewhere as a fork of her directs the mech back out.

Right, back to it, then. You roll your wrists once, and get started, immediately a Blood Money from your staff coalesces into a diamond, expended in an instant for the Limited Wish for you to cast Scrying, aimed directly at Jack Slash, after taking a moment to pull up an image of him on your laptop, and immediately he and his surroundings are visible- for a moment that is. In that moment, you see him behind the wheel of a fairly sized RV, with windows closed and curtains drawn, you only catch a snippet of conversation where he's speaking to someone inside, something about "-and if Ravager thinks-", and then its out of your ability to hear as the car moves faster than the sensor can keep up with. Thankfully, when you repeat what you'd done to cast it again, this time with more direction the sensor forms inside the car, and so doesn't have to attempt to chase it down the freeways as the old one still is- and will continue to do for a little while, as Scrying both doesn't require concentration, and is also not dismissable. Still, the spell itself handles any would-be sensory issues, and ten feet around Jack Slash thankfully includes the entirety of the RV.

While the conversation continues, mainly Jack informing Bonesaw that they'd be waiting a few days to lie relatively low before going to see about this Ravager person who dared to try and hire them, after a moment the eyes of a fairly cramped-looking Crawler seem to take a moment, before looking in directly at your scrying sensor, just slightly above Jack Slash's head. Only a moment later, Jack happens to turn as if to include Crawler in the conversation, before he sees where Crawler is looking, and also looks. Except, there's a moment where he looks just a touch too far past it in one direction before a minute delay leads to him looking not quite at it, but past and through it, as if-

As if he isn't seeing it directly, but more as if he was being given or described the location of it by something else. An effect you've noticed somewhere before, with a particular Thinker. Well then, some form of commonality exists between an indirect semi-sensory-limited thinker power, and Jack Slash's extension of edged surfaces. Perhaps a well-hidden thinker element? It would explain why, when he appeared to be previously speaking seemingly solely to Bonesaw, he would suddenly move to include Crawler only after he had noticed your sensor. Except, to include Crawler in the conversation wouldn't require him to fully turn his head, especially as he was actively driving at that moment which if anything ought to have discouraged that.

So, something lead Jack Slash to, only after Crawler noticed your sensor, turn to him in such a way as for Jack Slash to notice Crawler looking at something, which at that point Jack turned back, and had his momentary delay. So, perhaps some form of social/person based thinker sense? Except, when he had that delay and correction, he wasn't looking at Crawler. Which means that he had mostly followed Crawler's gaze, and then afterwards received some form of correction.

One that you could tell, with the way the natural imperfections of the highway jostled him around disrupting his gaze and how it didn't return perfectly when he looked away at the freeway to focus on driving when another car on the mostly desolate area passed nearby, was also being kept semi-accurate. For a few minutes, at least, until Crawler looked away, and suddenly, Jack Slash was only being somewhat accurate, and the corrections when looking at the sensor were also no longer singular per look, sometimes taking multiple, just to get to a point very near but not quite the sensor.

As well, depending on the range of Jack Slash's potential thinker power, it might have been able to gain information from you, except for the fact that you hadn't even felt anything get rebuffed by your Mind Blank, or anything else of the sort, meaning that you lacked some quality that at least Crawler possessed. Running through your mind, seemingly a fairly large quality that seemed to separate the two of you, and yourself also considering how Jack Slash had, as a mostly baseline human managed to keep together a nominal leadership and staying power amongst a team like the Slaughterhouse 9, as well as Dragon's oddly coincidental moment of incompetence, and how despite being in the same country as Eidolon for 24 consecutive years they were still running along fine, then the most likely division appeared to be between Parahumans and Non-Parahumans.

Right, between both the general existence of Trump powers, as well as Jack Slash's previously hidden ability, there was something extra shared between all Parahumans, and not simply the Corona brain sections you remembering briefly reading about, as Trump powers had been recorded working on fairly unusual (and actual, unlike yourself) Case-53s.

Hm, between both Tattletale's power and Jack Slash's power, when attempting to observe magical things that they normally ought not to be able to, there was something of a secondhand style delay, one you had previously likened to differing targets and casters of a Foresight spell, a level of removal. Or, a delay in communication perhaps, in a way you believe you'd seen before, not with direct verbal or text-like communication, but with Telepathy- or perhaps more accurately given the general lack of parahumans reporting hearing voices speaking to their heads in a single instant paired with a fair few Thinkers' descriptions of what their powers felt like- more akin to an Aeon's Envisaging, in a manner.

Of course, in order to receive communication, there must be a source of it. Meaning that, in general, Parahuman Powers appeared to have some manner of mechanism behind them. One that you suspected just might be intelligent or at least thinking to some degree, since while an unintelligent machine or non-sentient AI could directly lead Jack Slash to notice the sensor that either another part of it, or at least something within the same general network, had noticed, instead it likely saw that Crawler noticed something, lead Jack towards looking at Crawler, and only then beginning to give Jack the information a few steps removed from Crawler.

Any dumb machine or rudimentary AI could directly give information, but it generally takes some manner of intelligence to make it plausible first, to hide your tracks. Hiding them even from Jack Slash himself, potentially. More likely, now that you thought of it.

Given Jack's general way of operating, you can't see a situation where Jack knows that there are intelligences behind powers, and doesn't spread that information in such a way as to cause as much damage as possible. So, his power both hid signs that he even had a thinker aspect to it from at least his own teammates, if not himself, as well as not revealing that it was intelligent at all, which paired with how you hadn't heard of other parahumans reporting anything like that, implied a few things. Firstly, that powers, as thinking beings, can in fact pick favorites, and secondly, that despite that, there were still certain things they either couldn't do, or weren't allowed to do.

How utterly fascinating. You might have to look into it further at another point. Oh- perhaps the jumbled parts of your mind had already managed to piece something similar together, and that was why they specified to keep Bonesaw alive? Yes, now that you think of it, the ubiquitous presence of the Corona Gemma/Pollentia within Parahumans would rather explain why a Biologically capable Tinker would be fairly useful in looking further into the matter. Still, how it was all accomplished without magic would certainly be interesting to find out as well.

Right then, with that minute of thinking, during which nothing interesting happened in the Slaughterhouse RV beyond Jack asking Siberian to swipe at it, only for absolutely nothing other than blocking your view for a split second to occur, and then Jack closing a thick curtain connecting the living area from the driving area, so that now he and Bonesaw had begun a rousing and possibly deliberately off-key rendition of 100 Bottles of Beer, to which they had just reached ninety three when you finished thinking.

Regardless, you only had one more Limited Wish ready at the moment which was already slated for trying Legend Lore, and it would likely take them some time before they stopped anywhere. Although, Jack Slash just by the look of him, his clearly meticulously cared for goatee as one exhibit, seemed likely to enjoy maintaining appearances, or at least a sort of parody of them, and so seemed the type that would still stop for lunch even when not even half of a day on the run. Hm, based on the nearby exit signs your earlier scrying sensor had gone past indicating their location, their mostly consistent speed, and your looking into where the next particularly desolate diner could be found and raided without leaving an obvious trail, as well as when Jack Slash would possibly consider tolerable in waiting to have lunch, you likely only have twenty minutes to try and intercept them there- not nearly enough time. No, all things considered, after they stopped for lunch, they'd likely turn off sideways from the freeway towards sidepaths, towards a sparse campground area where they could shack up for the night- based on the camping supplies you can see in the RV, they'll likely stop there around three or so, such that they have daylight to set it up, possibly to avoid even the attention lights at night could draw, given their proximity.

Right, that gave you just over three hours to prepare, one and a half of which would be spent both resting, and then getting into position. Especially since their noticing the Scrying didn't matter. You had seem them once, with Discern Location, you could find them any time you liked.

In the meantime before that, however, you took the time you had to oblige your mind's fairly good additional idea of recording it all (even though you yourself were absolutely going to be taking and keeping the heads you could), in sending in an order on the budget, one for the highest quality video and audio camera you could get immediately, which hit for $2,000 dollars, as well as your own little addition a stray thought had led to you deciding would be a good idea, also putting in side by side another extremely urgent order hitting for $48,600 to the budget.

Of course, you immediately also did the Blood Money to Limited Wish to Legend Lore for information against the Slaughterhouse Nine. The spell soon returned with a number of rumours, except the issue was that the Slaughterhouse Nine as a whole weren't considered legendary, and only Crawler was considered by magic to be legendary, and that of course, Legend Lore only delivered legends, which in the cases of the information you got, some of which were outright contradictory, some suggestions that he was weak to acid, and other rumours that he regularly drank acid. And it was the legends that he could survive acid that won out, compared to the ones that didn't. Not the most useful, but it was still something.

Regardless, you immediately set yourself to resting, doing so in the far more quick way you were able, thankfully it not being enough to disrupt your resting to make sure that the camera was plugged in to ensure full battery when you left. If the lab was suitable, you would have been tempted to build an Androffan 10 Megawatt battery for it, but you weren't. Although that did remind you to take your bracer off and place it well away, as well as your Enchanted Glasses.

Once your rest was done at 1, you immediately descended onto the crafting materials, as you set out to, in one sense, create two Cloaks of Human Guise and fail in a very specific way. Or, more directly, in 2 and a half minutes total, you turned the two into specific cursed items, a pair of Immolation Cloaks. Cloaks that, without a Remove Curse or similar, would light on fire the moment they were worn, slowly but steadily burning only the wearer, a constant stream of low-level damage from the being on fire thing. Not particularly useful for you if you were to put it on directly, admittedly.

But for your steam-powered constructs, for whom these cloaks would essentially bestow a permanent, non-magical, undispellable Haste effect? Very useful. Although, while the cloaks were better given the urgency, in the future a band, ring, or ideally Haramaki of hot siccatite would be much simpler to source on your own.

Regardless, you of course immediately stepped outside, and ordered the two constructs to place them on, to pleased steam-chuff of Spice, and the grateful telepathic, "Thank you, sir!" and salute from the soldier. Of course, thanks to them being enlightened, it was possible to include them in a rapid telepathy only briefing on your orders, their intelligence thankfully making directing them in advance actually possible without having to specify an overabundance of specific conditions.

With that done, all there was to do was wait.

Once three o'clock came, you casted your first Scrying. Indeed, they had turned off towards a side path from what you could see, and were on the steady winding path there. This time, the sensor went entirely unnoticed. 3:05 PM, Jack Slash parked the car, and went about acting out some vague family camping trip thing with Bonesaw, you couldn't particularly care. You were busy casting.

First, Discern Location aimed at Jack Slash, at the end of the ten minutes, a success.

3:10 PM.

Then, the longest lasting spells, Mind Blanks all around the three of you, for certainty. Limited Wish into Restoration for yourself. Mage Armor on the constructs, Keen Edge on both your dagger and your monowhip. You grab your gear, camera in one hand, Monowhip in another, black sapphire in another, and the last kept empty, then cast Mirror Image, Shield, and Fly on yourself, the Fly as a just in case measure, and another Fly on the clockwork soldier, and lastly, Greater Heroism, on all three of you. Each time you've cast, with the exception of the Mirror Image, you've hidden the visual effects, as otherwise you would all be downright awash with magical powers.

You turn on the camera, and speak to it, "This is Iluontar the Mountain-Smith. I am recording this video, both as posterity, as means to ensure this upcoming moment is properly documented, and as proof of its truth. Be warned that the contents following this, if you are seeing an unedited version of this recording, are likely to be disturbing, in that they may contain visceral and graphic violence, among other things. Today, in the next few minutes, I am intent on killing the majority of the Slaughterhouse Nine, with the intent on capturing Bonesaw alive as the sole exception at time of recording. These two," you turn the camera to them, "Are what I spent my recent three week fugue creating. The Clockwork Dragon, whom I have named 'Spice' to avoid confusion with the actual person, and my own friend, Dragon, and the clockwork soldier, currently unnamed. From this point onwards, I will no longer be addressing the camera, due to the nature of the upcoming engagement."

3:13 PM.

You place regular Invisibility spells on the other two, and a Greater Invisibility on yourself, after letting the soldier onto your own back and yourself mounting Spice, immediately followed by a Greater Teleport just 1,000 feet out from their campsite, 50 ft. in the air. You all split from there, yourself silently Greater Teleporting to the ground much closer as the other two circle in as quietly as able until the soldier finds an ideal vantage point on top of a nearby tree. You personally crept closer, casting a regular Invisibility underneath your currently still up Greater Invisibility in order to cover your approach. You hadn't needed to, as you arrive, seeing them beginning to pitch up tents, all except Crawler and Siberian outside of the RV. Everything falling well within a 40 ft. radius of a single point. You still duck underground, to re-up another Greater Invisibility.

3:15 PM.

Time Stop number one, average amount of time. You send two Disentegrates at the RV, one at each end, reducing it in its entirety to dust. Crawler and Siberian hang in the air, gravity not having had the time to assert itself. The last thing you do in the Time Stop is prepare yourself to cast a spell ahead of time. The Time Stop drops, and as you had prepared for, there is even the faintest notion of movement, and so you immediately cast Time Stop number two. Slightly more time, it's just enough. Siberian and the Crawler have yet to descend one quarter of an inch, Crawler has just barely noticed something incorrect.

You spend most of the stopped time studying Jack Slash, poking out every weakness until you can find the single most lethal one available in the upcoming instant, yourself moving into position just behind him. You finish your study a few moments before the Time Stop is set to end, and so you prepare yourself again, holding back just slightly.

3:15 PM.

The Time Stop drops, and in a single stroke of your monowhip, you cut him down, a long gash following its wake as it goes into his chest by the back, through the spine, passing through his heart and shredding it in an instant, the monowhip itself having moved such that it is free of blood. As though the weapon itself refused to be stained by such a substance, though more likely that the speed of the cut paired with the way it functions did that. Regardless, you noticed both Shatterbird, suddenly dies with two cracks of a gunfire, a bullet to the chest and head in order offing her before she can even get a breath in, let alone scream. As well, you feel the whoosh of air pass by before you see Spice suddenly drop from invisibility the instant she successfully grabs Bonesaw in a single claw, dragging her directly upwards into the sky to knock her out up there. These all in the same instants as you mutter and wave your only free hand in the components for the Quickened Soul Bind, as in an instant from Jack's corpse a translucent, ghostly for obvious reasons, figure of Jack Slash flies, a face filled with horror, directly into the gem you hold, his soul now trapped until such a time as you ever decide to release it, if ever at all. The most absolutely certain way to put someone entirely beyond recovery, although, bar keeping his head to help turn in the bounty, it won't hurt to Disentegrate the body and throw the dust into flowing water.

Invisible as you still are, you still take a slight adjustment and also make sure you are hiding in the shadow of Jack's corpse, as most of the Nine can't seem to decide to focus on the unknown force that killed Jack, the metal man firing on them, or the clockwork dragon. Hatchetface turns towards your general area, and seems to, think hard or something, as you cannot tell for the life of you what he's actually attempting. Probably to disable parahuman powers, in fairness. It's almost a shame you don't have any.

Crawler is bounding towards the soldier, while the Siberian has elected to try and jump directly upwards at Spice and is surprisingly succeeding. Burnscar teleported directly to the flames coming from the soldier's immolation cloak, which was instantly proven a mistake as the soldier shot her point-blank, and she fell to the ground, either already dead or dying. Mannequin seemed to be trying to pinpoint that mysterious force, you, in the same way that Hatchet Face was trying to suppress your powers.

You quickly and simply swiveled, making particularly sure that the camera saw Crawler, as the Disintegrate you had cast without sound or gesture, only technically not invisible in how hard to spot it was, collided with him, and in a single instant his entire body turned to a small pile of dust. Perhaps 3 cups in total. As well, the clockwork soldier fully opened fire, and in short order Mannequin was slowed down at least, and the remaining extra shot wasn't enough to take down Hatchet Face, but at least distract him. Spice handled the Siberian by simply moving a moderate amount perpendicularly, Bonesaw was nearly unconscious, by now.

A wretched high-pitched scream like mountain-wind wrenched its way from your mouth, though only came out as less than even a whisper as you cast a Wail of the Banshee, that apparently enough to instantly kill Hatchet Face and Mannequin, sending them both tumbling to the ground. Only the Siberian, now.

Through their telepathy, the soldier reported that there was an oddity, in that there was another car quite nearby. You told it to keep an eye on it for now, and to relay that order to Spice, and focused more on the Siberian coming down from her leap. You pulled your staff from your belongings and into your hand, swapping it for the gem containing Jack Slash's soul. The instant the Siberian had touched the ground, and no longer had momentum or inertia, you cast another Time Stop. Above average time frame to use, luckily. Within it, Blood Money into Limited Wish into a Gravity Sphere, simply removing the gravity around her, another Limited Wish to duplicate a Move Earth, shunting away all the ground from beneath her, and lastly a third Limited Wish, into a Suffucating Void, to ensure she didn't even have air to navigate with.

You took the last few moments to move yourself to a better position, where you could indeed see that car the soldier had mentioned, through the glass you could see a fairly panicked looking man. Then, the Time Stop ended, and the Siberian spent a few moments trying to move through the air, and failing completely. You almost began to ease, slightly, when suddenly you notice the man in the driver's seat gain a look of concentration, and suddenly the Siberian seems to almost pop out from where she is, and suddenly in the passenger seat next to him, as he reaches for the gearshift.

In a single moment you realize where you may have seen things like this before, and heard of the terminology used around here, as you say more for the camera than anything else, "The Siberian is a summon or projection of some sort, or at the least the man is in with the nine!"
You then, yourself, immediately moved to cast a spell, and while he wasn't close enough for a Wail of the Banshee, the Phantasmal Killer certainly appeared to work, as with one moment his face is stricken with utter horror before he slumps forward and the Siberian vanishes, also panicked, the horn on the car going off until the corpse slips off the side of the wheel and onto the dash. You take a moment to slip your glasses and bracer back on.

3:16 PM, January 25th, 2011.

Well, you have the deaths of nearly all the nine on camera, the majority of the corpses still available too, and the one that's still alive is captured and definitely unconscious by now, in the claws of Spice. Ah, and the soldier is going around and quickly double-tapping Burnscar and the other human ones in the chest for certainty, without damaging the heads for proof/bounty.

Well then, with all of this, what next?

[ ] Contact Dragon. You got em, you just need something suitable for Bonesaw.
[ ] Contact Someone Else.
[ ] Post the unedited video online, and, after removing them, take the heads in for the bounty.
[ ] Something else that the author is too tired to think of or be clever in alluding to (Write In)

Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, +17 Natural Armor, -1 Size, ?)
HP 971 (19d10+35d6+?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 11+?
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2)
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift
Wizard Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Mage Armor (0), Magic Missile (4), Shield (4), Blood Money (2)
2nd (DC 31) — Mirror Image (3), Invisibility (1), Haste (3)
3rd (DC 32) — Battering Blast (5), Dispel Magic, Fly (0), Keen Edge (0)
4th (DC 33) — Greater Invisibility (3), Phantasmal Killer (1), Greater Make Whole (3)
5th (DC 34) — Baleful Polymorph (5), Dominate Person (5)
6th (DC 35) — Disintegrate (4), Greater Heroism (0)
7th (DC 36) — Ethereal Jaunt (2), Greater Teleport (1), Limited Wish (0)
8th (DC 37) — Dimensional Lock (3), Discern Location (1), Mind Blank (1)
9th (DC 38) — Dominate Monster (2), Time Stop (0), Prismatic Sphere (3), Soul Bind (1)
10th (DC 39) — Polar Ray, Time Stop (2), Wail of the Banshee (0)
11th (DC 40) — Polar Ray, Time Stop, Wail of the Banshee
12th (DC 41) — Polar Ray, Time Stop (2)
13th (DC 42) — Finger of Death, Time Stop (2)
14th (DC 43) — Wail of the Banshee, Time Stop (2)
15th (DC 44) — Wail of the Banshee, Time Stop
16th (DC 45) — Wail of the Banshee, Time Stop
17th (DC 46) — Wail of the Banshee, Time Stop
STATISTICS
STR
27(+8, -9) DEX ? CON 30 INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Craft Construct(B), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), Fast Study, Knowledge is Power, Immortality), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +61, Bluff +17, Craft (Alchemy, Clockwork, Mechanical, ?, Weapons) +89, Craft (?) +97, Diplomacy +4, Disable Device +86, Disguise +72, Escape Artist +93, Fly +46, Heal +2, Intimidate +72, Knowledge (Arcana) +100, Knowledge (Engineering) +86, Knowledge (Planes) +94, Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?; Racial Modifiers +8 Craft (sculpture), +8 Knowledge (arcana), +8 Knowledge (planes)
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
Traits: Spark of Creation, Hedge Magician, Curator of Mystic Secrets
Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), Warded Against Nature
SPECIAL QUALITIES
Item mastery, Item shaper, Arcanus Fundare, Magicus Creare, Maior Creare, Planus Mechanus, ?
CLASS FEATURES
Scribe Scroll, Wizard Bonus Feat (x8), Arcane Bond (Familiar), Arcane School (Arcane Crafter), Sneak Attack (?d6), Death Attack (DC ?), Poison Use, Save Bonus Against Poison (+?), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, ?
MYTHIC ABILITIES
Hard to Kill, Mythic Power (8/9), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, ?
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)

Treasure/Inventory: 4 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 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Dark Blue Crystal Staff, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 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, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanus', 1 Overlord 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 Desktop, 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Sap, 1 Ascalon (Tattoo), 1 Ambrosia (Hardtack), Dark Blue Rhomboid Ioun Stone (Ioun Wyrd), 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Gem Containing the Soul of Jack Slash,

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 32.25
Handy Haversack: 23.5/120
Bag of Holding: 93.75/1,500

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 ? half). The save DC is Constitution-based.

Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

Item Mastery (Ex) Iluontar can always activate spell trigger and spell completion items as if the spell were on his class list.

Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats. Iluontar requires only 1 hour of work per 1,000 gp of the item's base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item's base cost is halved.

Hard to Kill (Ex) Whenever Iluontar is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check. If he has an ability that allows him to act while below 0 hit points, he still loses hit points for taking actions, as specified by that ability. Bleed damage still causes him to lose hit points when below 0 hit points. In addition, he doesn't die until his total number of negative hit points is equal to or greater than double his Constitution score.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, Iluontar can expend an amount of mythic power equal to 3 plus double his mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is his maximum amount of mythic power. If an ability allows him to regain uses of your mythic power, he can never have more than this amount.

Surge (Su) Iluontar can call upon his mythic power to overcome difficult challenges. Iluontar can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex) Iluontar gains a bonus on initiative checks equal to his mythic tier. In addition, as a free action on his turn, he can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. Iluontar can't gain an extra action in this way more than once per round.

Recuperation (Ex) Iluontar is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains a number of hit points equal to half his full hit points (up to a maximum of his full hit points) and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
SpellbookPages UsedTotal Spells in Book
Blessed Book433/1,00091
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

You have no other spellbooks at this time.
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 28, 2 successes; Use Magic Device DC 38, 2 successes
Range personal or touch
Target caster or willing creature touched
Duration instantaneous
Saving Throw none; SR no
Backlash The primary and secondary casters become exhausted.
Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone.

Effect

The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.

Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.

A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.

(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.

(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 4: Gain the Vault Builder Spell Like Abilities, or improve them from Vault Keeper version if Already Present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.

(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.

Iluontar has received the effects of Xiomorn Ascension 1, 2, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.

Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP

Description

This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.

Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).

The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
+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.
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
Enchanted Dark-Blue Crystal Staff

Total Price: 546,410 GP

This large staff is seven feet long from end to end, made of mostly opaque dark-blue crystal, with opaque flecks inside it giving it an appearance akin to a section of ocean reflecting night sky. It is imperfectly cylindrical, with precisely made imperfections that flow into its overall design while still providing a good grip in a few places along its length.

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Memory of Function (2 charges)
Wall of Stone (1 charge)
Blood Money (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 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).
AN: "Breaking News, Crawler hitting exactly a 27 on his perception check to notice a Scrying sensor indirectly leads to man unraveling major secret behind powers! Read all about it!"

Seriously, I didn't even intend for that to happen originally, but once again, it just sort of, turned out that way. I swear, sometimes I, the author, am actually smarter when writing Iluontar. And there went me thinking this might be a shorter chapter.

Addendum: Aaand, I hadn't finished up until 2&1/2 AM. Hadn't realized it got as long as it did, frankly. Ah well. Worth It. I think this one turned out pretty alright.

Hope y'all enjoy!
 
Last edited:
Satisfying and easy, like trimming a fingernail.


[X] Contact Dragon. You got em, you just need something suitable for Bonesaw.
 
Some thoughts. We have successfully inferred the existence of passengers, as well as probable fact that parahumans are incapable of properly noticing them. This is pretty huge, as it points us in the right direction IC, cutting out a ton of OOC work we would have to do otherwise to get to the same conclusion. The follow up would be to contact TT in order to realize that she can't work on these power either, and then use our powers to try to contact and/or Plane Shift to Shard realms. Perhaps we can just Scry a shard? Scrying works between dimensions after all. This would also serve as a natural way to go back to BB plot.

We have captured Jack, or rather his soul. This might be useful going forward, to say the least, as ability to actually communicate with other Shards, Endbringers and even Scion could open doors to host of strategies that were unavailable so far. Certainly something to consider. We also have Bonesaw - I expect Dragon to be taking care of Bonesaw for most part, and at some point we can talk with Bonesaw regarding parahuman biology and such. Depending on how much she hates us, of course.

By the way, I just remembered that there was a Tinker that could grant temporary super strength via potions in Alaska's Protectorate. This should work as alchemist bonus to STR, which would be super helpful for getting Wish via Blood Money.

As for the upcoming plot, Simurgh should attack soon, provided the canon schedule is kept. We could just refrain from participating in the fight, especially since Scion might show up near the end, or we could show up with different tactics, or we could even try communicating with the Endbringer.

I enjoyed the Cloak of Immolation exploit.
 
Glad we took Bonesaw alive. Between Dragon and our guy we can defintely remove all her augs. She's only twelve right now and spent the last six years getting groomed by the evil fucks who killed her family so once removed we could probably argue she could remain in Dragons custody to attempt rehabilitation. It'd keep her around for with her expertise on parahuman theory at least.

Now she'll defintely be uncooperative but eh, what's she gonna do about it.
 
btw, it wouldn't be unreasonable for Iluontar to hit Bonesaw with a Limited Wish->Heal and I'm curious if that would help deal with the mental trauma from the grooming.
 
Bigger issue is that Iluontar likely gives zero fucks about random villain #425 having sad sob backstory.
information is easier to get from people who aren't psychotic wrecks

I think that's an optional rule. Core rules, Heal + (Greater) Restoration can fix mental trauma same as physical trauma, these are extremely powerful abstract spells operating above the level of caring about which bone was broken.

isn't there a spell meant to deal with mental issues such as paranoia?
 
Last edited:
information is easier to get from people who aren't psychotic wrecks
Bonesaw is not "psychotic wreck", she is very much rational. And that is ignoring of mind probe and similar abilities, so it is not like we care about her liking us or being good.

The only reason to do this is sympathy you guys have towards the character, which is not something Iluontar shares.
 
I haven't followed the quest for a while, and Iluontar managed to defeat several terrible villains, almost get driven mad by his own thoughts, craft for three weeks straight, and, most notably, make a friend!

Okay, by killing the Nine we've already done half the job of saving the world. It's a pity, though, that Burnscar died, without the company of murderous psychopaths and without her powers driving her crazy, she could have come to her senses over time. Of course, the protagonist did not know about this.

Hmm, given the shard theory, we could theoretically convince Bonesaw to join by drawing her attention to the fact that the shard affects her worldview, which is what happened in canon.

Hmm, can we just delete all her S9 memories? I am confident that we have a way to remove any lingering psychic influences. In this case, recruiting her would be much easier. Of course, Iluontar doesn't absolutely need it, but the same can be said for a lot of the things he's done so far.

Additionally, Iluontar seems serious about getting maximum relationship points with the Dragon. By encouraging her when she needed support, and then hunting down and destroying the Nine who were responsible for her condition in the first place. Considering that several hours have passed, I'm sure that she will connect these things together, even if Iluontar directly says that he himself wanted to do this.

The interaction between Iluontar and the Dragon is very funny, I hope we see a lot of it.

[X] Contact Dragon. You got em, you just need something suitable for Bonesaw.
 
Last edited:
Well, that's certainly an outpouring of enjoyment from my perspective. That's, extremely gratifying to see, thank y'all a ton, and glad to see you're enjoying the quest!

Only other things for the post are 1, now that I know getting a screenshot onto here is possible I have got to figure out how to do that eventually, 2,
I enjoyed the Cloak of Immolation exploit.
Thanks! I just sort of realized yesterday before the vote finished that if I could find a source of 1-10 or less fire damage per round, then that would effectively give steam-powered constructs a perma-haste at only the cost of their Fortification ability, which, oh nooooo, losing a chance at maybe nullifying a (rare unless specifically built for) critical hit? Whatever will I do with my mere extra attack, extra speed, +1 bonuses to attack and AC, and extra d6 on every single melee attack in comparison? It wasn't until after I found the Cloak of Immolation that I ended up checking the special materials and was reminded of Hot Siccatite, which would do the same job much more simply at just 1 fire damage per round. I especially like the trick because the engine trait only consumes days left of activity when they specifically use a Special Attack from the steam-powered template, and not a Special Quality which Heat Management is.

Lastly, 3, I hadn't done so after the chapter due to my tiredness at the time, but y'all's Bluff, Diplomacy, Disguise, and Intimidate (out of the skills you have revealed) should also have been adjusted to 1 higher due to a reason that I'll let y'all figure out. Once I've posted this I intend on going back and making said edit real quick. I did it before posting, actually, the edit's been made. Also, a hint for figuring it out, it's a morale bonus.

Also, this post has sat here for long enough that a number of new posts cropped up, so lemme see about those.
Bigger issue is that Iluontar likely gives zero fucks about random villain #425 having sad sob backstory.
The only reason to do this is sympathy you guys have towards the character, which is not something Iluontar shares.
I mean, yeah, harsh-ish but pretty much. As far as sad backstory goes, 'I lost my immediate family due to murderers after hours of struggle' doesn't quite outrank 'I feel and in some ways am indirectly responsible for the destruction of my entire people, who would have lived forever if not for my interference', at least to Iluontar, doubly since he's still just Neutral after that. Not even evil again like he used to be. Well, yet, depends on how y'all run him, although y'all don't seem to be running him towards evil.

Heck, if y'all hadn't specified, the man would not have hesitated to throw up a Prismatic Sphere around Bonesaw while in a Time Stop and Dispel the violet layer, just absolutely murk (merc? unsure of the spelling on that one) a child.

Like, he himself knows from personal experience that yes, you can absolutely be an evil worth killing as a kid, he himself was one at around that age. Cause, you know, 'a disturbing amount of favors from an unnervingly large portion of Hell', or whatever the exact phrasing that had been used was, don't exactly imply a lot of good things. Not do his at least 8 levels in Assassin.

Funny enough, if he hadn't have figured out what he had of shards, then while he still would've gone alone with the plan same as usual, he would've been a touch more confused for a few moments about keeping her alive. Not like, seriously confused, more of a 'Huh, odd choice but alright'.

Additionally, Iluontar seems serious about getting maximum relationship points with the Dragon. By encouraging her when she needed support, and then hunting down and destroying the Nine who were responsible for her condition in the first place.

I mean, hey, like Iluontar said, Immortals that actually get along gotta stick together. Even if he was planning on doing it already, the timing, yeah. Definitely looks a lot more like 'Oh, they made my friend sad. Death.'
 
1. Take a screenshot, usually via snipping tool
2. Copy it and go to imgur and just paste on the page
3. This will upload image, then right click and open that image in the new tab to get the link
4. Paste that link to the "Insert Image"
Lastly, 3, I hadn't done so after the chapter due to my tiredness at the time, but y'all's Bluff, Diplomacy, Disguise, and Intimidate (out of the skills you have revealed) should also have been adjusted to 1 higher due to a reason that I'll let y'all figure out. Once I've posted this I intend on going back and making said edit real quick. I did it before posting, actually, the edit's been made. Also, a hint for figuring it out, it's a morale bonus.
Encouraging Spell on Greater Heroism? Also, what did we use our Mythic Power on?
 
Back
Top