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

That reminds me: If we don't have any clear way to rule over Brockton Bay with positive PR in the short term, why not attempt to kill another S class threat for free real estate?

(Then we can set up the army that Iluontar wants + post scarcity as the carrot there)
 
You missed it, because I didn't ban it. I just happened to remind people that it wasn't a literal 'answer everything' button.
cool, so given that I missed that whole conversation, mind explaining it to me? I mean it says it works like an at-will divination spell but is less ambiguous, right?
 
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mind explaining it to me?
Sure. I was able to find the old one, so let me quote myself to start:
Ah, Flash of Omniscience. Note that it answers a question "as if using divination", meaning
Aonprd Divination said:
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week.
So, still has some limits. That and you have to spend Mythic Power to use it, the same stuff that fuels a ton of other useful things and takes 8 consecutive hours of uninterrupted rest in order to get back.

To summarize, Flash of Omniscience only provides a, just 1, "useful piece of advice", concerning one goal, event, or activity that'll happen within a single week. Meaning you can't ask about stuff longer than a week out, and you can't outright ask for the answer to questions directly. So like, asking about a plan to learn Legend's identity, you might get the advice to try sending info gathering spells like Scrying/Discern location at night, while he's probably at home, then- I was about to keep writing, but nope, that's 1 piece of unambiguous advice.

And it only cost Mythic Power, generally one of your most scarce and potent resources.

Also, fair enough on thinking it was banned, in hindsight, I had said that I was on the fence.

But anyhow, Flash of Omniscience isn't that great, it's mostly just a very flashy name. And if y'all are going for flash, Divine Source is right there.
 
If we take this, we can get one level 1-4 domain spell as a spell-like ability (but unfortunately we are never making it to Mythic Tier 9 in this quest), which may or may not be useful?
I- I don't know how to express that you have almost comically missed the biggest point of Divine Source.

Yes, it does in fact give you a decent array of spells where you can cast one of them, each, per spell level, up to your Mythic Tier as SLA's, so both for a 1-action cast time and for no material components when cast, overall being getting an extra 4 SLA's a day out of those.

So, 1/day, for each spell level up to your tier, you can cast any spell in your chosen domains of that level as a Spell-Like Ability, which option of the domain spells chosen at the time you do it, meaning you're not locked into just one of them, also.

Also, you get to cast those spells in your domains (up to your Mythic Tier) normally, too, meaning you can prepare them alongside your other spells. I'd even say you could prepare those without a spellbook.

But the much more major point, the entire point some might even say, of Divine Source is in the very first line, in that you can grant Divine Spells. Outright Demigod stuff. Like, it ends up matching you with how the actually statted out Demon Lords and Empyreal Lords grant spells.

Pardon me, but just, I don't want anyone who sticks solely to the thread to get a wild underestimation of what Divine source actually does.
 
But the much more major point, the entire point some might even say, of Divine Source is in the very first line, in that you can grant Divine Spells. Outright Demigod stuff. Like, it ends up matching you with how the actually statted out Demon Lords and Empyreal Lords grant spells.
So TLDR give all our minions including the construct army a couple divine spells per day? Or would they need cleric levels to do it, as I'm not sure how the "grant spells" thing works
 
So TLDR give all our minions including the construct army a couple divine spells per day? Or would they need cleric levels to do it, as I'm not sure how the "grant spells" thing works
I've seen different rulings for it, but I'd rule personally that it would allow certain people to take Cleric levels, so long as you were their chosen deity/patron. Or in more cases, probably levels in Adept. How that would work IC is a bit more flavor and such than compared to an OOC description, but that's about it. Like, your non-awakened constructs can't suddenly take cleric or adept levels, but Awakened constructs could, for that distinction.

Of course, as the one granting said spells, you can also, of course, stop granting them to whomever you'd like whenever you'd like.
 
Bruh, the Merchants are literally nobodies until after Leviathan. Why do people like the author, who probably never read Worm, keep doing this? It's Coil! ABB, E88, and Coil are the big three, not merchants. Like have you read past chapter 1? In Hive 5.1 this is discussed
 
Bruh, the Merchants are literally nobodies until after Leviathan. Why do people like the author, who probably never read Worm, keep doing this? It's Coil! ABB, E88, and Coil are the big three, not merchants. Like have you read past chapter 1? In Hive 5.1 this is discussed
I mean, for one, I've explicitly stated a few times I've never directly read Worm. So, no probably, on that one. Scratch past chapter one, I haven't even read that- actually I might have some months ago once for the heck of it, but otherwise pretty much just that one Legend interlude and the one Lisa/Tattletale interlude.

Secondly, what chapter/section are you on? I just went back and double-checked, and- does this count as spoilers? spoilers- after 2.6 they've only been mentioned once, and not even in the main text, just as a vote option. Also, remember that these are written from an IC perspective, meaning that unless otherwise brought up, Coil tends to lay fairly low, relatively speaking to my knowledge. Whereas the merchants, yeah they're nobodies- I think it was mentioned how fairly small they were/are- but they're at least semi-recognizable nobodies.

As for why? Well, I'm not entirely certain what you're referring to by 'this', and I don't mean that in a snarky way or anything I'm genuinely linguistically uncertain, but the answer is- probably, again I'm not sure what the full question is- just general Fanon/Fic osmosis. Not much more to it, honestly.
 
Secondly, what chapter/section are you on? I just went back and double-checked, and- does this count as spoilers? spoilers- after 2.6 they've only been mentioned once, and not even in the main text, just as a vote option. Also, remember that these are written from an IC perspective, meaning that unless otherwise brought up, Coil tends to lay fairly low, relatively speaking to my knowledge. Whereas the merchants, yeah they're nobodies- I think it was mentioned how fairly small they were/are- but they're at least semi-recognizable nobodies.
No, Coil doesn't lay low, like, at all. He explicitly controls half of downtown and his mercenaries get into shootouts with the Empire using laser guns. He hides his full power, in the sense he doesn't reveal he has the Undersiders and Circus under control, but he's not hiding either.
 
I just started reading this, so I'm far away from the current time frame. Spoilers: as you said, you haven't read Worm: In Hive 5.1-5.2, there's a big meeting between the villain groups to discuss the recent actions of the ABB, or more specifically, Bakuda and her bombing campaign.
"What's his deal?" I whispered to Tattletale.

"Coil? Can't say as far as his powers go, but he's one of the more powerful players in town. He considers himself a chess master. You know, like a master strategist, tactician. Controls more than half of downtown with squads of top-notch personnel in the highest-end gear. Ex-military from around the world. If he even has powers, he's the only one in his organization who does."
He is not laying low. He is VERY public. Yes, he does keep himself at arm's length from the Undersiders, but that's for deniability/having nothing to do with them. He uses them as a way to mess with and weaken the other gangs, but since no one, even the Undersiders themselves (except Tattletale), know their Coils. He does do drug trading and protection racketeering in his territory. His mercenaries battle the Empire often over control of downtown. If you mean laying low, as in not doing a bunch of crazy shit every other month, then yea, 100% correct. Laying low as not doing a lot publicly, then not so much.
"What have you done that's worth a seat at this table?" she asked Skidmark.

"We hold territory-"

"You hold nothing," Grue answered, raising his voice, his powers warping it, "You're cowards that hold onto the areas nobody else cares about, making drugs and selling them to children."

"We sell to everyone, not just-"

"Find a booth," Grue's echoing voice interrupted him. Skidmark gave him a look, then looked at the others sitting around the table. All still, every set of eyes he could see behind the masks was staring him down.
Skidmark gets bullied off the big boy's table by a team that only just recently got any form of recognition in the villain underworld. As stated by Grue, they hold worthless shit. If someone were researching the main threats in BB, Merchants would come up, just not as a big 3, even by casual researching.
This is a bit much for a minor post and whatnot, but I believe those who write on Worm/Ward should read it, and as much as it seemed like an insult, I am not trying to, you should read Worm as you'll get better with the universe.
 
This is a bit much for a minor post and whatnot, but I believe those who write on Worm/Ward should read it, and as much as it seemed like an insult, I am not trying to, you should read Worm as you'll get better with the universe.
While I agree with most of your points, I'd disagree here, it only matters that you know the facts. Sometimes Worm can just be depressing to read, but you can pick up on what's fanon and what's canon through osmosis.
 
He is not laying low. He is VERY public. [Snip]
Huh, I genuinely hadn't known that. Well, I'm certainly going to have to keep that in mind, I just never ended up gathering that from either the other stuff I've read or my main source of info being the Wiki.

Although,
While I agree with most of your points, I'd disagree here, it only matters that you know the facts. Sometimes Worm can just be depressing to read, but you can pick up on what's fanon and what's canon through osmosis.
Pretty much here too. Not just on the depressing part, but- at least to me- there's a lot of cases where I find myself more interested/invested in the setting, than necessarily the story told within it. Like, even as someone who liked the Harry Potter books and movies and the stories they're in, even with a pretty good story the Setting massively overshadows the Story. Or MHA, there's a lot of neat stuff that can be done with a setting like that, I must've read hundreds of thousands of words of fanfic for it by now, but I've never seen so much as a single full episode of it or read one chapter of the manga.

Worm, to me, is similar: The Setting majorly overshadows the initial story told in it. So, that leads to a pretty large chunk of fanfics of 'Ooh, but what if yada yada', and well, some stuff is going to get mixed up in translation.

So, long post short, whoops! But eh, I think I've managed fairly decently so far, and I will continue to do as I have done, perhaps occasionally reading disjointed interludes or chapters when they come up in the research!

And no worries, I didn't take it as in an insult, you just care about the setting/story of Worm. Considering I am writing a Worm fic, that is both fair, and to a degree honestly pretty much expected. Thanks for the feedback, really!
 
While I agree with most of your points, I'd disagree here, it only matters that you know the facts. Sometimes Worm can just be depressing to read, but you can pick up on what's fanon and what's canon through osmosis.
True. Other recommendations would be going onto Reddit and the r/parahumans page or( especially in this context) the r/WormFanFic page to search for the highest-rated posts and look through them. Many topics get discussed and helped me, very much to contextualize parts of Worm (most notably Characters).
 
True. Other recommendations would be going onto Reddit and the r/parahumans page or( especially in this context) the r/WormFanFic page to search for the highest-rated posts and look through them. Many topics get discussed and helped me, very much to contextualize parts of Worm (most notably Characters).
Funny enough I do occasionally pop onto those time to time, so I do have a few things from there rattling in the back of my skull. I know I did deliberately dodge 'Fortress Construction', and I know there's one or two other things that I can't quite remember- ah, Brockton's temperature, a lot of fics describe Brockton in winter as very cold in winter even though it's said to be temperate. I think there's definitely at least one or two other things, but the issue with that is well, they're something you don't notice when done alright.
 
Huh, I genuinely hadn't known that. Well, I'm certainly going to have to keep that in mind, I just never ended up gathering that from either the other stuff I've read or my main source of info being the Wiki.

Although,

Pretty much here too. Not just on the depressing part, but- at least to me- there's a lot of cases where I find myself more interested/invested in the setting, than necessarily the story told within it. Like, even as someone who liked the Harry Potter books and movies and the stories they're in, even with a pretty good story the Setting massively overshadows the Story. Or MHA, there's a lot of neat stuff that can be done with a setting like that, I must've read hundreds of thousands of words of fanfic for it by now, but I've never seen so much as a single full episode of it or read one chapter of the manga.

Worm, to me, is similar: The Setting majorly overshadows the initial story told in it. So, that leads to a pretty large chunk of fanfics of 'Ooh, but what if yada yada', and well, some stuff is going to get mixed up in translation.

So, long post short, whoops! But eh, I think I've managed fairly decently so far, and I will continue to do as I have done, perhaps occasionally reading disjointed interludes or chapters when they come up in the research!

And no worries, I didn't take it as in an insult, you just care about the setting/story of Worm. Considering I am writing a Worm fic, that is both fair, and to a degree honestly pretty much expected. Thanks for the feedback, really!
Worm Universe/setting is heavily made into fanfics because it's extremely flexible. You can change aspects of the story, like Hero is alive, or Taylor, different power, Taylor Ward's, etc. List of Possible Futures. Go onto this link and scroll down to the Brockton Bay Elite and/or Leviathan strikes Florida. (Major spoilers if you read parts of this wiki). But these two parts, for me, at least, show why Worm can be and is so Fanficted. You could do a whole story without being in BB or maybe even not mentioning BB or its plot in any way. Apologies for making this a bigger deal than necessary.
 
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Vote closed
Scheduled vote count started by Sckribe on Feb 8, 2024 at 4:36 AM, finished with 31 posts and 4 votes.
 
ALNE - 5.8
Scheduled vote count started by Sckribe on Feb 8, 2024 at 4:36 AM, finished with 31 posts and 4 votes.

You can feel it rushing through you, that touch of power, first made non-specific in the Ambrosia you yourself had made, then all at once shattered, refracted, refined, amplified and aligned, all back into yourself, and in a single partially subconscious, partially guided moment, you harness and direct that power, to form it within yourself.

Firstly came the framework granted from the ritual itself, another step on the eightfold path you yourself had carved but not yet followed to truly becoming a Xiomorn, one full in capability, unrestricted by the gods and unbowed by any sacrifice. Halfway there, only four left to go, until you had fully stepped into your heritage. For this step, the spell-like abilities of your people became available to you, and they are wonderful. Stone Shape let you mold stone as you wished, Stone Tell could make any stones, by they natural or artificial, tell you whatever you wished to know, what they've hidden and seen. As seemed nearly standard of many outsiders, you could now teleport whenever you'd like with wonderful accuracy, if a rather annoying weight limitation that meant you might need a Type 2 Bag of Holding to hold your current type 6 in order to bring everything with you. Moving from that, however, Statue seemed like it at least wouldn't hurt to have available at all, and would probably see more use than Dispel Magic, based on the state of affairs here.

You even had some strong suspicions that Myrddin probably wasn't even actually using magic either, and might possibly be a mildly deluded parahuman who couldn't tell the difference.

Although, Shatter was most likely going to be quite useful, and even moreso, catastrophically amusing, watching your foes nonmagical weapons and armor break apart in their hands and all around them. And those were only the abilities you could call down at-will, the others all offered their own wonderful benefits, particularly the promise of a free Permanency once every day- once for now, as you felt there might be some method of being able to use it more often than that, but you weren't wholly certain, you'd have to think more of it when you had the chance.

Continuing from there, you directed the power to of course reinforce your intellect, above all else. It had gotten you this far, and it was the lifeblood of most any even decent wizard. Continuing on that notion of further leaning into your current strengths, that had also been the way you had directed the mythic energy at play to form the next ability it granted you, making yourself even further better at any form of magical crafting. It had even managed to sort of harmonize with your item creating abilities as a Xiomorn, meaning the ability's fullest effects ought to apply to every magic item you would attempt to create from hereon. To completely double your speed in crafting magic items, while not only not reducing their quality, but in theory being able to make items even to the peak of your ability more reliably? It felt incredible.

Lastly, of course, came your choice in mythic spells, coming fairly quickly to you in Limited Wish and, though you didn't have it in your spellbook just yet, Control Weather, the latter especially likely to come in handy once the time comes around to handle the Leviathan part of the Endbringer issue.

With that, from one instant to the next, the ritual ended, and you were far more powerful than you had been before. You stepped from the center of the now empty dome, walked to the edge, and with a single touch and a flex of will, the stone moved from your path and formed an opening for you. From there, you simply, basked for a few moments in it all. Even more than before, anything and everything felt at your fingertips.

It's 11 PM, January 30th, 2011. It's been a productive day, to say little, and a rather eventful month for you. What's next?

(Top 2-5 or so will be acted on, roughly in priority of most voted on to least, with wiggle room for proximity/sense.)

[ ] Work on your base, while you're here.
-[ ] Generators and Labratories.
-[ ] Moat.
-[ ] Other. (Write In)
[ ] Make/improve Construct(s)
-[ ] A.C.E. Clockwork Soldiers
-[ ] Terra-Cotta Assistants
-[ ] A.C.E. Adamantine Golem(s), perhaps?
-[ ] Other (Write In)
[ ] Check in with Dragon. Again.
[ ] Go villain hunting.
-[ ] Which villain/gang? (Write In)
[ ] Forge and plant Thomas Calvert's Will, leaving everything to,
-[ ] Brian. (Check with Lisa what his last name is)
-[ ] Lisa. (Check with Lisa what her last name is)
-[ ] Yourself.
-[ ] Someone else. (Write In)
[ ] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.

Before, you had accidentally lumped what were most likely Coil's men in with the local law enforcement, based on their apparent well-equipped nature and seeming relative professionalism. Which meant the law enforcement situation in Brockton Bay was worse than you had thought before.

[ ] Set up an Ars Factum Nether Scroll to rest in the light of a Permanency-ed Prismatic Sphere.
-[ ] Leave the Soldier to guard them.
-[ ] Leave Spice to guard them.
-[ ] Leave both the soldier and Spice to guard them.
-[ ] Watch over them yourself.
[ ] Magic Item Creation/Improvement.
-[ ] Type 2 Bag of Holding
-[ ] Salve of the Second Chance
-[ ] Add to the Staff
--[ ] What in particular? (Write In)
-[ ] Something Else (Write In)
[ ] You remember seeing on PRT mention of something called The Whitelist. Look into that.
[ ] Hand the reigns to Iluontar.
[ ] Something else, or a mix of the above. (Write In)

Iluontar the Mountain-Smith, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 3 | CR 64
LN Large Outsider (Earth, Elemental)
Initiative: +13 Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC 43 Touch 20 Flat-Foot 32 (+6 Armor, +10 Dex, +1 Dodge, +17 Natural Armor, -1 Size)
HP 974 (19d10+35d6+10d8+662); Fast Healing 5
Fort +30 Ref +36 Will +34
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 75
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +53 (2d4+11 plus Crystallization), or, Enchanted Monowhip +53/48/43/38 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Ranged: Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Special Attacks: Crystal burst (DC 29), Crystallization (DC 29), Mythic Power (11/Day, Surge +1d8), Rend (2 claws, 2d4+10), Wizard Spellcasting
Spell-Like Abilities (CL 65th; concentration +?)
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 15), statue (DC 20), stone shape, stone tell
3/day—command stone (DC 22), flesh to stone (DC 19), spike stones (DC 17), wall of stone
1/day—permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 20)
Wizard Spells Prepared: (CL 35; concentration +53)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 31) — Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (3), Blood Money
2nd (DC 32) — Locate Object (2), Mirror Image, Invisibility, Alter Self (2), Eagle's Splendor (3), Owl's Wisdom (2)
3rd (DC 33) — Battering Blast (2), Dispel Magic, Fly (2), Phantom Steed (2), Haste (3)
4th (DC 34) — Bestow Curse (3), Greater Invisibility, Phantasmal Killer (3), Lesser Geas, Greater Make Whole (1)
5th (DC 35) — Dominate Person (4), Mind Fog (2), Sending (2), Teleport, Wall of Force
6th (DC 36) — Disintegrate (4), Eyebite, Greater Heroism (2), Transfiguring Touch (3)
7th (DC 37) — Ethereal Jaunt, Greater Teleport (2), Limited Wish (0), Power Word Blind, Prismatic Spray
8th (DC 38) — Dimensional Lock (3), Discern Location (2), Mind Blank (2), Polar Ray
9th (DC 30) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (3)
10th (DC 40) — Time Stop (2), Wail of the Banshee (2)
11th (DC 41) — Time Stop (2), Wail of the Banshee
12th (DC 42) — Time Stop (2), Finger of Death
13th (DC 43) — Finger of Death, Time Stop (2)
14th (DC 44) — Wail of the Banshee, Time Stop (2)
15th (DC 45) — Wail of the Banshee, Time Stop
16th (DC 46) — Wail of the Banshee, Time Stop
17th (DC 47) — Wail of the Banshee, Time Stop
STATISTICS
STR
33 DEX 31 CON 30 INT 49 WIS ? CHA ?
BAB: +43 CMB: +74 CMD: 95
Feats: Craft Construct(B), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), Fast Study, Knowledge is Power, Immortality), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +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 Universalist), Metacharge, Metamagic Mastery, Sneak Attack (5d6), Death Attack (DC 38), Poison Use, Save Bonus Against Poison (+5), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, Swift Death, Angel of Death, Know Your Enemy, Additional Skill (x1) (Survival)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (10/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ?, Crafting Mastery
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)
TREASURE/INVENTORY
Equipped
: 1 Explorer's Outfit, 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 Handy Haversack, 1 Needles of Fleshgraving, 1 Portable Hole, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Flip-Phone, 1 Bag of Holding

Handy Haversack: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expedition Pavillion (Improved), 1 Crowbar, 1 Folding Pole, 1000 Pinches of Ruby Dust (50 GP Each), 1 Traveler's Any-Tools, 1 High-End Laptop, 1 Ioun Wyrd Familiar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge,

Bag of Holding: 1 Artisan's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 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 Spyglass, 1 Winter Blanket, 1 High-End Desktop, 3 Smartphones, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Gem Containing the Soul of Jack Slash, 1 Studio Quality Camera, 1 Large Sap, 1 Coil's Body, 1 Thomas Calvert's Personal Items,

Portable Hole: 1 Graviton Reactor, 24 Immovable Rods, 1 Overlord Robot Frame (Perfectly Intact), 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Finances/Money:
Bank Accounts (Public)$ 0
Number Man: Checking$ 30,480,120
Number Man: Savings$ 34,993,700
Number Man: Brokerage$ 34,993,700
Number Man Account(s) (Total)$ 99,982,000
Cash$ 285
Total$ 100,467,805

Carrying Capacity (In lbs.)
Equipped Weight: 179.25
Handy Haversack: 41.5/120
Bag of Holding: 251.75/6,000

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

Crystallization (Su): A creature struck by any of Iluontar's claws must succeed at a DC 29 Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

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

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

Mythic Spellcasting (Ex): Iluontar can learn a number of mythic spells equal to his tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, he must be able to cast the non-mythic version or have it on his list of spells known. Every time he gains a new tier, he can select an additional mythic spell. Iluontar can take this ability up to three times. Each additional time he takes it, he can select an additional number of spells equal to his tier and he gains one additional mythic spell whenever he gains a tier. He has taken it 2 times.

Unknown Path Ability: ???

Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

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

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

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

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

Recuperation (Ex): Iluontar is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains a number of hit points equal to half his full hit points (up to a maximum of his full hit points) and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
SpellbookPages UsedTotal Spells in Book
Blessed Book444/1,00093
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Haste, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil,
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport, Wall of Force, Wall of Stone
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish

You have no other spellbooks at this time.

Mythic Spells: Antimagic Field, Dimensional Lock, Disintegrate, Haste, Plane Shift, Time Stop, Limited Wish, Control Weather
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.

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

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

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

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

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

Iluontar has received the effects of Xiomorn Ascension 1, 2, 4, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.

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

Description

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

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

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

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

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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)

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

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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.

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

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

Total Price: 658,880 GP

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

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Blood Money (1 charge)
Greater Invisibility (1 charge)
Wall of Stone (1 charge)
Baleful Polymorph (1 charge)
Wall of Force (1 charge)
Quickened Mirror Image (1 charge)
Memory of Function (2 charges)
Greater Teleport (1 charge)
Polar Ray (1 charge)
+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).

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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 1,000500,000 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: I had decided that the amount of funds you were able to steal from Coil's villainous activities, given that he'd been operating for a fair amount of time, was going to be determined by a Int Sleight of Hand check. I decided this before double-checking your sleight of hand, but I'm sticking to it, especially since if I remember correctly then Taylor alone managed like, millions as a warlord post-leviathan, so Coil ought to have had at least that much to steal. So, enjoy the $910,000. Meaning you actually gained in money overall today.

And you're about to gain another $83,985 from the end of the month, since you set it up to siphon Calvert's salary as owner of QC&K Construction, after removing Number Man's pithy $15 monthly account fee. And also not even counting the PRT Stipend as an independent, since you are technically a signed-on/affiliated independent, although that one is going to the public/non Number Man bank account, for obvious reasons. Which I must say, they are, in fact, extremely happy to have the relative 'win' of having you technically on board at the time you handled the S9- & Dragonslayers, but definitely more the S9.

Also, I had indeed looked fairly closely at the wordings of both Item Shaper and Crafting Mastery. Crafting Mastery doubles the speed and lets you roll twice and take better "if you actually have the item creation feat for a magic item you're crafting", except Item Shaper starts out with, "For the purposes of crafting magic items or constructs, a [you are] treated as though [you] had all item creation feats.", not simply that you can craft them without it, but that you are treated as if you did have them. Which means they don't overlap, they synergize.

So, uh, except for the ones where Arcane Builder makes it even faster, you can craft ANY magic item (except artifacts) at 1/128th of the normal time, and at a much lower cost than normal too. No matter how obscure. Magic Tattoos? Go for it! Shadow Piercings? Sure! Feckin Cultivate Magical Plants? - Actually, that one would take Knowledge (Nature), which... Y'all just increased your INT. Which means you get another skill rank per HD.

Right, okay, this one is an informal vote, no official tally, which Skill/Skills do you want to put those in? Or just leave the choice to Iluontar, if you'd like. You do have 65 to play around with, although you don't need to get granular if you don't want to. Glad I realized that.

Anyhow, I hope y'all've enjoyed!
 
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Type 2 Bag of Holding to hold your current type 6 in order to bring everything with you.

Note: This is a terrible idea and Ilunotar should know it is.
Unless I've missed a re-ruling, attempting to nest Bags of Holding or Portable Holes does a variety of very bad things. All of which prevent you from using them to carry your stuff.
 
Unless I've missed a re-ruling, attempting to nest Bags of Holding or Portable Holes does very bad things.
Oh, it's been referenced that he keeps his bag of holding and portable hole fairly far apart. But funny enough, that ruling is only for mixing the two, or things that function as one with the other. Nesting Bags of Holding, Rules as Written in Pathfinder, is actually entirely possible. It's putting Bags in Holes or Holes in Bags that it gets bad.

But that is a good catch, on that. But yeah, he absolutely knows not to mix the two, ever.

Edit: Went and found the text on both of said items.
Bag of Holding said:
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
and
Portable Hole said:
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.

So, overall, nothing on nesting Bags of Holding. Or portable holes, but those are a bit harder to nest than the bag in a bag.
 
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that ruling is only for mixing the two
Then what's stopping us from having an arbitrary amount of storage space via nested Bags or something? (Beyond money and crafting time, anyway)

[X] Plan Keeping On Keeping On
-[X] Ask Dragon to help with setting up contacts to get a consistent supply of diamonds/gems, payment most likely in cash (Lab grown ones, where we buy the lab outright, or Parahuman Powers where we become their employer?)
-[X] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.
--[X] Ask Tattletale not to further break Law Enforcement in this area too badly/reduce the general safety of this area further if possible
-[X] Set up an Ars Factum Nether Scroll to rest in the light of a Permanency-ed Prismatic Sphere.
--[X] Watch over them yourself.
-[X] Magic Item Creation/Improvement.
--[X] Ring of Sustenance
--[X] Type 2 Bag of Holding
--[X] Headband of Mental Superiority +6
--[X] Salve of the Second Chance
--[X] Something with Create Greater Demiplane
-[X] Add to the Staff
--[X] As Iluontar deems useful and has time to do (Limited Wish?)


First item copied from previous votes, because I think it got interrupted and never actually happened?

Thoughts?

As for Skill Ranks...
More Important: Sense Motive, Bluff, ... (basically the stuff with nonexistent bonii on our sheet)
Boring but practical: The stuff we have in high double digits already
Less Important, but I'd still want them, more than the boring stuff: Knowledge (Nature) (why not), Gem and cooking creation related stuff, etc?
 
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