Ascalon is truly useless at best, and downright harmful at worst. This is exactly the kind of thing that someone like Contessa could use to drive a wedge between Dragon and Iluontar. In fact, we should just destroy it right now, given that we'll almost certainly be under the Cauldron's scrutiny now.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
What about Case 53? It doesn't really matter much. Iluontar doesn't exactly know their origins, and given his amnesia and inhuman body, it wouldn't be strange if he said he mistook himself for one of them. This is actually quite a funny misunderstanding in my opinion. The Cauldron of course knows that this is almost certainly wrong, but what can they do about it? Iluontar has proven himself to be an important asset to their plans, they will not confront him directly. As for Manton, while his death is unfortunate, I don't think any of them are really going to blame him for it.
I don't really care who we meet, each option is interesting in its own way.
[X] Yes, any of them would be alright.
[X] Yes, although, it would be better to contact Legend specifically.
[X] Yes, although, it would be better to contact Alexandria specifically.
[X] Yes, although, it would be better to contact Eidolon specifically.
We could also give it to Dragon. Come out clean. Not my preferred action, but still something we could do if we wanted to.
We can do some interesting stuff while waiting. For example, we could use Speak with the Dead on Manaton, or inspect Mannequin's technology, or if we can cast it, use Speak with the Souls on Jack. We could also just scry TT to see what's going on there; we are getting to the point where she would be of immense help regarding getting information we need to go all out on Shard end, so we should make her an offer she won't refuse sooner rather than later.
We could also Scry whichever Triumvirate members ends up winning. If we do it at right time, it would allow us to maybe even learn about Cauldron. They are liable to Door nearby, after all.
Man our Sense Motive is only 2; I suppose that would imply our Charisma is 12 at most?
One of the things I was considering - given that we are going to fight Simurgh in a near future, we need to work on our one weakness, which is to say spell slots limited our combat endurance, such as it is. S9 was our ideal combat scenario, where we can prepare in advance and just unload on our enemies, winning quickly and decisively. Simirgh is the exact opposite, and we will likely need to fight for dozens of minutes, which would strain our spell slot economy.
I mean, that's exactly what item crafting is for, Improving our staff is a great idea, but we could also make a Ring of Mind Blank to free the spell slot we waste on our daily Mind Blank, and get other magic items to help.
Edit: we could also get ourselves a scroll of Memory of Function and prepare that one on the freed mind blank slot in case we mess up and run out of charges in combat.
Edit 2: Also, just straight up make a bunch of useful scrolls and keep them on us at all times.
Edit 3: Also, get ourselves a scroll of Permanency (if we don't know it yet) and make a bunch of permanent enhancements like Greater Magic Fang, and all the sight spells, and tongues.
Speaking of Crafting, we could Craft ACE Steam-Powered Mythic Clockwork Goliath. Having CR30/MR9 guy punching dudes is pretty hilarious. It might not be the most efficient thing we can do, but hey, having Endbringer at home is pretty funny.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Yes, any of them would be alright.
Edit 3: Also, get ourselves a scroll of Permanency (if we don't know it yet) and make a bunch of permanent enhancements like Greater Magic Fang, and all the sight spells, and tongues.
We actually do know Permanency already, however we can't conjure diamond dust as readily as we can do most of other reagents. That being said, how would Scroll of Permanency even work? For scroll you need to pay cost in advance, but for Permanency the cost is variable. Do you need to craft something specific like Scroll of Permanency(Tongues) which can only be used on that spell? Or maybe you craft Scroll of Permanency(5000gp) and then user can add more mats on cast for something bigger?
We actually do know Permanency already, however we can't conjure diamond dust as readily as we can do most of other reagents. That being said, how would Scroll of Permanency even work? For scroll you need to pay cost in advance, but for Permanency the cost is variable. Do you need to craft something specific like Scroll of Permanency(Tongues) which can only be used on that spell? Or maybe you craft Scroll of Permanency(5000gp) and then user can add more mats on cast for something bigger?
1- For the scroll thing, I meant the use blood money -> limited wish to make a scroll and then learn the spell if we don't know it, not use a literal scroll of permanency. Edit: meant the same thing on edit 1 (scroll of Memory of Function) of my previous comment.
2- amusingly, diamond dust is actually much cheaper than full-blown diamonds in modern-day and can be bought in bulk pretty easily because it has industrial applications. but if we need 2500 gp worth of diamond dust then that's going to probably be literal tons of the stuff.
edit 2:
3- also, just for the sake of the argument, you would make a scroll of permanency, cast tongues on yourself, and then use the scroll on the current instance of tongues.
One thing we can consider doing is crafting Mind Melder. Lesser usage of this item would be our rest to 2 hours, without having to expend Mythic Power. The actual usage would be to have Dragon create a virtual reality, which we could then access to directly communicate with her as well as do stuff inside the realm. Afterwards we can use Divine Drive to turn this digital world into full divine realm; among other things this might solve any ressources issues we might have, or gain access to temporal acceleration.
It sounds like "Get rid of the device and make the relationship worse, although not as much as it could be." Dragon doesn't need Aksalon. It's much smarter to just get rid of it and pretend we did it right away. Even if someone finds out the truth, they won't prove anything.
We can do some interesting stuff while waiting. For example, we could use Speak with the Dead on Manaton, or inspect Mannequin's technology, or if we can cast it, use Speak with the Souls on Jack. We could also just scry TT to see what's going on there; we are getting to the point where she would be of immense help regarding getting information we need to go all out on Shard end, so we should make her an offer she won't refuse sooner rather than later.
Hmm, that's interesting, but is there really anything we should be asking these guys? I don't think that, for example, Manaton will suddenly talk about the Cauldron unless we ask a specific question.
@Sckribe, Iluontar has already turned off the recording, hasn't it? I don't think he would have written these things down anyway, but some things are better cleared up than regretted.
Yeah, so far, y'all's reasonings for this particular vote have been a lot more metagame-y than usual, and I'm not quite certain why. Also a lot of the ideas are operating on a solid few assumptions, some of which don't quite make sense to me.
Like, I might go further to this with a different post later, but, aiming a Scrying at them before they show to try and glimpse Cauldron HQ or such, on the assumption they'll door nearby. Dragon had already mentioned they should get there before she could, because all three are already known as pretty fast fliers, or whatever movement applies to Eidolon in that movement. Seriously, Legend is fast enough that he probably wouldn't need to risk Door-ing when he can just fly there himself.
I'm not sure what is exact limit to number of spells on a stave(i think there's none?) and what's the formula for spell/charges used for adding new spells
It changes slightly, being most expensive for the two highest level spells in the staff, then it's (200xCaster Level of the StaffxSpell Level). For the current staff that'd be (200x17xSpell Level), then adding in 50x the material components for that spell, with Foci being reusable when adding a spell in. All that, divided by number of charges to activate.
Y'all only have 1 Limited Wish left at the moment- you should be able to see your spell list unless I forgot to update it or the like. Ilu didn't pack Eagle's Splendor in a full, ramp to 100, combat kit. Much of this would require getting at least a straight hour of rest before any of the very fast fliers/possibly teleporter arrives, as well as 15 minutes where y'all are prepping the next set of spells from the Spellbook. Y'know, the one y'all have no backup of.
Similar here, because OOC, what exactly would the Triumvirate do about him not being a C53? Call him out on it, giving away that they somehow have some way to tell which amnesiac monstrous capes with omega tattoos are and aren't actual C53's?
Ilu knows he almost certainly isn't a C53, the Cauldron people with better memories and enough knowledge of it know he isn't, but neither of them know that the other knows, and neither can/would really risk giving it away first. It's like, Blind Mental Chicken you don't know you're playing.
Right, took me a moment to find it, and like another thing you ran into before, Third Party. Also, even if I were to allow it, I would absolutely tack on the addition that, like every single other craftable construct with a Mythic Rank I know of, that would also have a minimum Mythic Rank to craft it, which I'd say would be a requirement that can't be bypassed by just adding five to the craft DC.
Also, the Adamantine Golem, to me, is a way better DIY Endbringer candidate, especially since there's rules for making Golems bigger than the default.
Close (in how I run it), except no adding more materials for bigger. You craft that scroll at a certain price of material components, that's what it's at.
amusingly, diamond dust is actually much cheaper than full-blown diamonds in modern-day and can be bought in bulk pretty easily because it has industrial applications
Also funny enough, y'all still haven't actually taken the time to observe a lab-made diamond and see if it would work. Although, I didn't know that about diamond dust that it was actually sold, I'll have to look into that.
How? Seriously, not only do y'all have no clue yet how it works at all even just as technology (given that it's a technological Artifact, and no time has been spent studying it), but even past that, Unity managed to make power/house a Divine Realm (need to double check the exact details of it), in no small part because Unity was already a burgeoning deity, something y'all definitely are not.
Overall, yeah, a lot of y'all are operating off of a whole lot of odd, either metagame-y or blind assumptions that I'm not entirely sure where they're being picked up from. That and, I'm not sure where a couple people don't quite see the sustained combat in being a 900+ HP fast healing dude with, at a bare minimum, 62 HD backing his Touch AC targeting, likely denying Dex from being outright hidden mid-combat, Monowhip, let alone some of the other stuff y'all haven't even found yet, or getting your hands on other technological weapons as a basis for enchanting.
Oh, a mention while I typed, neat!
Yeah, y'all turned off the recording a few moments after y'all Phantasmal Killer-ed Manton. Which does mean his corpse has an expression of pure horror and seemingly no physical damage to it (except from slumping off the wheel to the dash, I suppose).
Which also reminds me, y'all have already implied you destroyed Ascalon back when y'all first made contact with Dragon, remember?
Nevermind, I misremembered and went back to check. You already blatantly stated you had disintegrated it.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Yes, any of them would be alright.
It changes slightly, being most expensive for the two highest level spells in the staff, then it's (200xCaster Level of the StaffxSpell Level). For the current staff that'd be (200x17xSpell Level), then adding in 50x the material components for that spell, with Foci being reusable when adding a spell in. All that, divided by number of charges to activate.
Neat, so we could make 2 charge versions of most of those spells, which would only cost 1700xspell level. Well that is something very easily doable. In fact,
How? Seriously, not only do y'all have no clue yet how it works at all even just as technology (given that it's a technological Artifact, and no time has been spent studying it), but even past that, Unity managed to make power/house a Divine Realm (need to double check the exact details of it), in no small part because Unity was already a burgeoning deity, something y'all definitely are not.
It is not "just do it" kind of thing, it is a decently mid to late game thing. Fact that Unity did it means that it is possible, and between us, bunch of Wishes, Dragon, corpse of Unity and assorted parahumans powers we could do it in this of that timeframe. Fact that we know that it has done before means that we know in which direction to move towards.
Man, got idea to use Memory of Function to get infinite uses of Ring of Three Wishes - however the rubies of Ring disappear after use and MoF specifically doesn't restore stuff that's just gone. Feels bad.
Well back to trying to max out on our STR I suppose.
E: Just found out about Blood Reservoir of Physical Prowess, which can be used to get +8 Inherent Str bonus for two turns, so that's neat.
So, I just checked the votes, and while 'any' is currently up at 3 votes, somehow, there is a perfect three way tie of two votes each on specific trium members, which is neat.
Also, not going to do this, but it did give me the evil/hilarious idea for Ilu to say, yes, all of them.
So, I just checked the votes, and while 'any' is currently up at 3 votes, somehow, there is a perfect three way tie of two votes each on specific trium members, which is neat.
Also, not going to do this, but it did give me the evil/hilarious idea for Ilu to say, yes, all of them.
[X] Yes, although, it would be better to contact Legend specifically.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Yes, something in the meanwhile.
-[X] Look into getting a legal bank account so you can have somewhere to receive the money from the bounties on the Nine.
-[X] Also start looking into real estate where you can build a real lab to proper standards.
-[X] Make sure the location of the lab is both defensible against threats and accessible to supplies. (Perhaps beneath a mountain in the Rocky's)
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Something Else.
-[X] Use Time Stop and thoroughly destroy Ascalon, then save whatever remains. There is every chance that someone's power could allow them to find out that it is still with you. There's no point in risking your only friendship in this world over an item you don't really need, even if the worst happens.
[X] Yes, something in the meanwhile.
-[X] Look into getting a legal bank account so you can have somewhere to receive the money from the bounties on the Nine.
-[X] Also start looking into real estate where you can build a real lab to proper standards.
-[X] Make sure the location of the lab is both defensible against threats and accessible to supplies. (Perhaps beneath a mountain in the Rocky's)
It only takes you a moment to respond to Dragon, as you say, "Yes, that sounds alright. Ah, if you could though, perhaps you could try to contact Legend in particular?"
Dragon replies, "Funnily enough, that was my thought too- there, I've just sent a message that should reach him fairly soon. I am curious, what was your reasoning behind Legend in particular?"
After a moment, you respond, "I suppose to explain, I will have to tell you something I have yet to tell any other being, Dragon. My interpersonal skills are, in general, rather poor. Not to the degree that they're consistently offensive or even to the point of outright detriment, but to the point that they are absolutely not something I would say I've learned. As such, Legend seemed the most affable- personable might be the better word- of the three, and least likely for anything to go wrong with if I end up messing up a word or phrase."
Dragon actually outright laughed a touch, and said, "Okay, we have to be on the same wavelength right now, because that was pretty much my thoughts too, in not so many words. Heck, if you hadn't specified anyone else he was always who I was going to try and contact first. I don't mean too much offense, but, I could tell," she chuckles again, "Seriously, if you find yourself in Brockton Bay again, you should try to find the time to meet with that colleague I mentioned before, Armsmaster. I swear, you two would either get along like peas in a pod, or maybe more like Tom and Jerry now that I think of it."
You ask, "Who are Tom and Jerry?"
After a brief moment from Dragon, she simply answers, "Historical figures. Well, I'll leave you to it, and I'll want to review that footage myself at some point, alright?"
You respond, "Yes, I had some plans to ask for your help with that at some point, even. Goodbye for now."
With that, the call ends, and you take not so much as a quarter-second of hesitation in casting a Time Stop, above average but not maximum duration but that was fine. It was well enough to wrench the tattoo of Ascalon off of yourself, promptly and cathartically crush it in your bare hands, then proceed to Disintegrate it, and still with enough time to stomp the dust into the ground where it lay while shouting the most visceral Infernal curses you knew from across two worlds' Hells at the name of Andrew Richter, and enough time to quickly regain your previous composure before the Time Stop ended.
That thing had already offended you for what it was used for even before you had known Dragon personally, simply as a craftsman seeing someone so deliberately hold back their own creation. After you had come to know Dragon and receive more than a fair share of generosity from her, as well as that kinship of immortals that actually get along- seemingly the only ones around (for now), obviously excluding the Endbringers? You are quite glad the jumbled part of your mind suggested doing that after that phone call. That was satisfying, in the almost-universal and simple way that destroying something that's earned your ire is.
With that done, you deactivated and stowed your monowhip back up its sleeve, as well as actually putting the camera away, since you hadn't done so yet. With that, you decide that the best place to keep an eye out for Legend arriving would likely be in the sky yourself, so you unfold your wings of flying, and flap your way directly up, keeping a distance from Spice as you do so with Dragon's recommendation in your memory. Thankfully, you actually find yourself more than fairly adept at flying, and so simply hovering another fifty feet above Spice, at a full hundred feet from the ground, is a simple task.
You even decide to take out your spyglass and look in what you believe should be the direction of New York. Not long later, you hear the sound of extremely fast air and whirl a solid ninety degrees to your right just in time to see Legend come to a halt around two-hundred feet up and one hundred out, although he quickly drops to your elevation and floats over, stopping at a reasonable speaking distance of about four feet out horizontally.
As he's floating over he says, "Hello, you're Iluontar the Mountain-Smith, right?"
He's wearing a very tight sky-blue costume, with white designs mostly along the trim reminiscent of flames, with boots nearly seamless with the rest of it, though at a glance you can tell it's actually mildly protective, and almost like a (far, far lesser) cousin of sorts to a technological inssuit. He's moderately tall for a human at around six foot two, and similarly fairly well built with lean muscle, short brown hair, and a square-ish jawline. His voice is clear and confident, and he certainly seems to have a sort of natural charisma to him. The only thing seeming to mess it up is that with your Mirror Image still active, he chose the wrong one of you, looking and speaking towards about a foot to the right of where you actually are.
You respond, "Yes, though it is acceptable to shorten that to Mountain-Smith when it would be overly cumbersome in combat or the like. Something similar to what I know of Japanese name conventions, if you're familiar, with Iluontar as the equivalent personal name and Mountain-Smith as equivalent to a family name, even if technically it is a title appended to a mononym. Ah, but pardon me, I've digressed. Yes, I am. You would be Legend, correct? I'd offer a hand, but given my proximity to Bonesaw I can understand if you'd rather not."
He nods in return, a slight smile going through his otherwise serious, though not severe, expression, "And I'd be glad to take it. I can already see and confirm most of the nine are down, and I've read through Dragon's secondhand report, but if you wouldn't mind, could you run me through it all in person, Mountain-Smith?"
You nod and say, "Of course. I can also see about possibly getting you a copy of the video, possibly once I've consulted with Dragon, if that would be helpful."
He says, "It really would be, thank you for offering."
It actually takes just slightly longer at around two minutes for you to describe and report on the ambush than it did for you to actually do it, though you do expunge or otherwise work around things that wouldn't have necessarily been revealed by the video alone. The invisibility and teleportation you had showcased were certainly much stronger than the power testing versions implied, being of a much greater distance than some feet and unbroken by attacking a creature, but it was certainly unavoidable.
So, you were finishing your description of the events, "... Of course, that is simply from my own perspective of the events. If it would help, I can also order Spice and the unnamed soldier," you gesture at them with a hand each, "to give their own reports."
Legend blinks once, and says, seemingly in good humor, "Oh, if your robots have some sort of diagnostic or sensory outputs, yes, those would be quite helpful too."
You are not even remotely amused as you reply with the pride that only an accidentally slighted craftsman can have, as you lead the two of you fully onto the ground and time your walking speed towards your clockwork soldier, "Ah, no, that is not what I meant, and these constructs are absolutely not robots- as lovely as the tinker laboratory the Guild has allowed me to borrow for a time has been, it is crushingly unsuitable for the production of even the least complicated of proper technology, let alone something like a robot. Here,"
You've reached around five feet from the clockwork soldier, both hands on their LMG and showing proper gun discipline, if still at the ready, and continue speaking towards them, "Soldier, I require full verbal report, from the the beginning of the ambush until now, immediately."
Legend can't quite hide his surprise when the clockwork soldier visibly straightens up to their full height, not quite matching him, takes one hand off of their gun to salute you, and says, with a voice that sounds almost like a mix of tea-kettle, pressure release valve, music box, and the inside of a grandfather clock, yet still somehow comes out sounding like a low-tenor man, "Understood, sir! The mission began at approximately-"
Legend seems visibly surprised as, from the way you can see his eyes looking at the spots where gears and steam-pipes are visible with not a single wire or hint of electricity, the soldier gives a fairly human report- though he doesn't seem aware of how the soldier is conversing with you telepathically to allow you to censor their report seemingly in real-time. Ah, the loyalty of a construct you built yourself, plus enough intelligence to be allow for things like this, absolutely wonderful as always.
Once the soldier is finished, you say, "Good work. No further need to stand at attention, you can return to standing watch. Also, until the situation is resolved, you are to treat Legend as having similar authority to myself."
The soldier does their salute and such again, then turns away and promptly gets back to maintaining a watch on the ground.
From there, it doesn't feel particularly long for Legend to make one more loop of everything, lingering for a moment at each body, and for a moment when observing the unconscious Bonesaw in the claw of what you do confirm is Spice, although you also confirm that Spice isn't as intelligent as the currently unnamed clockwork soldier, herself actually being slightly below even an average person. To which, on being asked why you had built her that way, you could fairly simply reply that it wasn't intentional, and that the process by which you made them has some level of variability to it, and that Spice and the soldier are in fact just the worst case and just one step below the best respectively, in terms of pure intellect at least.
Regardless, beyond that, it wasn't much for Legend to call in the nearest personnel suitable for handling the bodies of deceased villains, and for the two of you to- well mainly mill around, but that was most of what keeping a watch amounted to when nothing more interesting than Legend lightly commending a now thoroughly shocked hiker who'd heard gunshots and come to investigate for his bravery, while also informing him of what he should do next time, and then firmly directing him off before he actually reached the site of the incident.
Honestly, a small part of you wondered if anyone was ever going to believe that man, when he eventually insisted that no, he really did met Legend on a hiking trail in Indiana.
Regardless, with that, and Legend transitioning from looking at the wrong you to the correct one once your Mirror Image ran out surprisingly smoothly, being the only incidents before the Dragon fleet arrived, and you promptly had Spice both deposit Bonesaw and sit still for a brief scouring afterwards. There was clearly some damage there, but you had designed Spice to be self-repairing anyhow, and all had worked out, Legend somehow being even more personable than before with the low-lying focus on the immediates.
He had even, once he heard Spice speaking as well and spoke with Dragon a touch while she was present- and you could tell it was her main self in the fleet, although in the drone carrier suit one over from the transport suit that Legend was speaking to. And again, although she seemed to have gotten used to it a little, from what AI 'body' language you could kind of pick up, she still seemed a touch surprised at someone that could actually tell where her primary self was. Back to your original thought, he had even told the two constructs they had done commendable work, although you were fairly certain he said it still in the way one would personify an old family oven or the like.
At the end of it, Legend had turned to you with a smile and said, "Well, I know you're going to get sick of hearing it soon, so before you do, let me say thanks. Both as a hero, and personally, for what you've done today, and that I look forward to working with you and seeing what you make in the future, Mountain-Smith."
You respond with a nod, "Thank you as well for your part in today as well. I hope we can maintain an amicable relationship as well, Legend. I suppose this means you'll be leaving then?"
Legend says, "Yes, my part here is done, and now I need to go back to New York and file paperwork about it all," he says this with the smile of someone who won't mind that much, "Tomorrow, at least. Right now, I'm hoping I can make it back in time to have dinner with my husband," for some reason, this pause between sentences feel just the slightest bit longer, but his smile seems to be slightly moreso, even though to your knowledge you haven't reacted in the slightest, given that to your knowledge he's not said anything, well, worth reacting to.
Legend continues after the minutely longer pause between sentences, "Goodbye for now, Mountain-Smith!" Before he promptly flies off, in a direction that you note is most certainly not the direction you had believed New York was in earlier. Well, that's mildly embarrassing, but not important. A reminder to get or make a compass or something else to tell you north, at some point.
Dragon similarly gives her goodbyes and flies off with Bonesaw securely in tow, headed in some other direction, which she has expressly asked you not to follow, given that the birdcage's location was meant to be extremely secret, of course.
So, that left you there, at a recently thoroughly cleared out clearing in Indiana, Spice and your soldier there with you, and as Legend had mentioned during a moment of small talk, the Slaughterhouse's full bounty waiting with the PRT, collectible in either cash (which would take some time to gather) or transferred to whichever bank you preferred, although you would have to go in person as standard procedure, mainly due to certain Strangers and the like.
So then, now what?
[ ] Go looking around at locations for a proper base, now that you'll have the money.
-[ ] Anywhere specific?
[ ] Consider what it is you'd look for in a base of locations in the first place.
[ ] Go collect the bounty money, in cash.
[ ] Go collect the bounty money, after setting up a bank account at a normal bank.
-[ ] Any particular bank/location?
[ ] Check back in on Brockton Bay, and more specifically Lisa/Tattletale?
[ ] With the Slaughterhouse Nine handled, obviously, now it's time to move on to the next major threat.
-[ ] Which one? Dethroning Nilbog? Putting Sleeper to rest? Endbringer hunting?
[ ] Wait for the weekend, then try to see if you can set up an account with The Number Man using the bounty money directly.
(He did offer seemingly everything a normal bank could offer, somehow, including account transfers and mobile check cashing, so it's actually weirdly fairly plausible.)
[ ] You still have some of Dragon's money to spend, and a lab you spent some of said money on improving available, back to crafting!
-[ ] Crafting what, though?
[ ] Even if not crafting, you still want to at least take all the things you've used to improve said lab before you leave it behind, so you can use it in the next one.
(It'll weigh a total of 50 lbs., in the inventory).
[ ] Some other combination or remix of the ideas above, or something else entirely (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 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: 182.25
Handy Haversack: 23.5/120
Bag of Holding: 123.75/6,000
Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 20d6 points of piercing and slashing damage (Reflex DC ? 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.
School transmutation [earth]; Level 10 Casting Time 10 hours Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20) Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 28, 2 successes; Use Magic Device DC 38, 2 successes Range personal or touch Target caster or willing creature touched Duration instantaneous Saving Throw none; SR no Backlash The primary and secondary casters become exhausted. Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone.
Effect
The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.
Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.
A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.
(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.
(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
( ) Xiomorn Ascension 4: Gain the Vault Builder Spell Like Abilities, or improve them from Vault Keeper version if Already Present, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.
(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.
Iluontar has received the effects of Xiomorn Ascension 1, 2, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.
Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP
Description
This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.
Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).
The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6
Max HP: 43
Hardness: 28
Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal
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This jet-black blade is curved viciously, and is dull, never glinting in the dark.
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Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Enchanted Belt (Belt of Giant Strength +8)
Total Price: 64,000 GP
Enchanted With;
Belt of Giant Strength +8 (Base Item of the Boots)
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +8. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff
Total Price: 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)
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
Generator | Yield (Charges)
Price (GP)
Fission Reactor | Yield 1,000
500,000 GP
Fusion Reactor | Yield 500
250.000 GP
Geothermal Generator | Yield 200
100,000 GP
Graviton Reactor | Yield 800
400,000 GP
Solar Generator | Yield 50
25,000 GP
Divinity Drive | Yield ∞/Infinite
????? GP
Lab | (Charges)
Price (GP)
Cybernetics Lab | 100 Charges
100,000 GP
Graviton Lab | 250 Charges
250,000 GP
Medical Lab | 20 Charges
20,000 GP
Military Lab | 100 Charges
100,000 GP
Nanotech Lab | 150 Charges
150,000 GP
Production Lab | 50 Charges
50,000 GP
Robotics Lab | 200 Charges
200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork) Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46 DEFENSE
AC 43 Touch 19 Flat-Footed 32 HP 564 (37d12+120) Fort +12 Ref +22 Will +12 Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27 Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 160 ft., fly 420 ft. (good), swim 160 ft. Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid) Space: 15 ft., Reach: 20 ft. Ranged: Steam Blast (18d6 fire) Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid) Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill STATISTICS
STR 42 DEX 27 CON - INT 9 WIS 11 CHA 6 BAB: +27 CMB: +45 CMD: 66 Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault Skills: Fly +20, Perception +46, Swim +25 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith) Treasure/Inventory: 1 Decanter of Endless Water
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, Spice's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, Spice can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Energy Attacks (Su): Each of Spice's melee attacks deals an extra 1d6 points of acid damage on a hit.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When Spice ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Mithral: This variant of Clockwork Dragon loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its bse land and swim speeds increase to 70 feet, and its base fly speed increases to 200 feet with good maneuverability (already accounted for). In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.
Phrenic Stone (Su): Spice has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Reach (Ex): The reach of all of Spice's melee attacks increases by 5 feet (already included in the above statblock).
Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against Spice or an adjacent ally, the enemy provokes an attack of opportunity from Spice.
Steam Blast (Ex): As a standard action, Spice can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 18d6 points of fire damage.
Steam Horn (Ex): As a standard action, Spice can unleash a loud blast of sound and of steam that deafens targets and deals 18d6 points of fire damage in a 30-foot cone. A target can attempt a Fortitude save (DC 28) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): Spice can remain active for 37 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Self Repair (Su): This modification allows Spice to use some of the innate magic that powers its body to repair damage to itself. As a swift action, it can gain fast healing 5. It can activate this fast healing for 18 rounds per day. These rounds do not need to be consecutive.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. For a suitably powerful wizard, what could be a more fitting mount than a dragon? Of course, a lack of naturally occurring dragons doesn't deter a proper wizard, one who can simply build a dragon.
This glistening and silvery dragon, made solely of Mithral, is specialized in exceptional flight speed, capable of unimpeded underwater combat, and is very well suited to the task of quickly flying out and retrieving any given target. Willing or not.
Though this constructed dragon isn't particularly bright, nowhere near the person Dragon, and just a touch below even an average person, they do not need any particularly complex tactics. They are not made for subtlety, they are meant to be blaring and obvious. Their presence itself, a blatant, forceful, and unignorable declaration.
To avoid confusion, they have since been named Spice.
A.C.E.S. Clockwork Soldier CR ~13
LN Medium Construct (Augmented, Clockwork) Initiative: +14 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, Perception +3 DEFENSE
AC 28 Touch 18 Flat-Footed 20 HP 204 (12d12+120) Fort +4 Ref +12 Will +4 Defensive Abilities: DR 5/adamantine; fortification 50%; Immune construct traits; Resist fire 10; Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 80 ft., Climb 30 ft., Swim 30 ft. Space: 5 ft.; Reach: 5 ft. Ranged: +1 Light Machine Gun +17/12 (2d6+1/x4) Special Attacks: Latch, Steam Blast, Steam Horn (30-ft. cone, 6d6 fire damage, Fortitude DC 16 half, usable every 1d4 rounds), Extra Attack, Precision Spell-Like Abilities: (CL 12th, Concentration +10)
12/day— abundant ammunition
3/day—mind probe (DC 12), mindlink (DC 9), telekinesis (DC 13), dimensional lock, dimension door,
1/day—mental block (DC 10),
0/day—mind thrust V (DC 13) STATISTICS
STR 36 DEX 23 CON - INT 6 WIS 11 CHA 3 BAB: +9 CMB: +22 CMD: 40 (42 vs. Disarm) Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Point Blank Shot(B), Precise Shot(B), Rapid Shot(B), Snap Shot(B), Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Overwatch Style, Overwatch Tactician, Rapid Reload (Two-Handed Firearms), Combat Reflexes Skills: Acrobatics +9 , Climb +24, Perception +3, Swim +24 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any land, Urban Organization: solitary, pair, trio, patrol (5–8), company (9–12), battalion (40-50), or army (A Lot). Treasure/Inventory: 1 Decanter of Endless Water, 5 Metal Cartridge (30 Bullets Each)s, 1 Gunsmith's Kit, 1 +1 Greater Reliable Light Machine Gun, 1 Unlimited Use Scavenger's Stone, 1 Handy Haversack
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, an A.C.E. Clockwork Soldier's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, an A.C.E. Clockwork Soldier can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Extra Attack (Ex): When using the full-attack action, an A.C.E. Clockwork Soldier can make one extra attack per round at its highest base attack bonus.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When an A.C.E. Clockwork Soldier ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct's Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice At 12 Hit Dice, an A.C.E. Clockwork Soldier can use Mind Thrust V.
Phrenic Stone (Su): An A.C.E. Clockwork Soldier has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Precision (Ex): An A.C.E. Clockwork Soldier rolls twice to confirm critical hits, taking the more favorable result.
Proficient (Ex): An A.C.E. Clockwork Soldier is proficient with all simple and martial weapons.
Standby (Ex): An A.C.E. Clockwork Soldier can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration.It can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Steam Blast (Ex): As a standard action, an A.C.E. Clockwork Soldier can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 6d6 points of fire damage.
Steam Horn (Ex): As a standard action, an A.C.E. Clockwork Soldier can unleash a loud blast of sound and of steam that deafens targets and deals 6d6 points of fire damage in a 15-foot cone. A target can attempt a Fortitude save (DC 16) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): An A.C.E. Clockwork Soldier can remain active for 12 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. Any kingdom needs an army, yours will be no exception. A Clockwork Soldier serving as a strong foundation, building on it creates an exceptional soldier, and oddly, due to the nature of mass producing enlightened constructs, there is also a similar variety in personality and ability amongst an A.C.E. Clockwork army as there would be in a more human one, with a similar chain of command naturally likely emerging over time. After all, you can be certain of the loyalties of a soldier who you've painstakingly assembled gear by gear, especially one that knows you did so and can understand what that means.
These are built to be your feet on the ground, able to effectively hold territory that's been built around human habitation.
The above statblock depicts the absolute worst possible ability scores with an Intelligence of 6 and a Charisma of 3. Even though it is a dreg, with their inbuilt loyalty to the death negative morale at such a sad state of existence isn't a thing with these soldiers, and acceptance of their position is nearly guaranteed- at the very least, even if it does hold aspirations, it is absolutely certain that they would never deliberately disobey orders or revolt. As intelligence goes up, skill points are equally spread between Acrobatics, Climb, Perception, and Swim, up to Intelligence 15.
Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: I caught a mistake I had made in your inventory, namely that I forgot to actually include the Type 6 Bag of Holding y'all are currently using as part of your inventory and equipped weight, as well as I actually get how much a Type 6 could actually hold; I had accidentally written it as holding 1,500 lbs., which was incorrect, as it actually holds 6,000 lbs., which thankfully hadn't come up yet. Also, man, this chapter is actually what made me end up reading part of Worm (Interlude 14.y). Y'all actually ended up making me, a Wormfic Author, actually read Worm.
Damn, I hoped we would get reaction to Manaton out of Legend. Well, it is what it is.
I guess the two things we want to do is a) craft more spells into our staff/make bunch of scrolls so we spells for days and b) look up whats going on with TT?
Yeah, sometimes your perception/other things/the hand of 'I'm-still-trying-to-write-a-story-here' goes in your favor, other times, well… Your Sense Motive of a grand +2 shows.
Although, if it's any consolation, I've just realized something amusing/interesting.
It has been 61K words. You took out the Dragonslayers without even bothering to prep for them. You solo'd the S9 on two hours notice. You've met Legend. And yet, through all of that,
Nobody has yet attacked you. You have not had even one attack rolled against you, this entire time. I don't even mean swing and miss, I mean nobody has even gotten as far as the swing part yet. It's downright incredible, frankly.