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

The Ichor is probably less dense than the lava (so you'd just have a moat of really hot ichor over a layer of lava beneath it), but the bigger problem is it might burn or otherwise get destroyed by the intense heat.
 
Hm, why not mix the two then, unless Ichor is more dense than Lava? Split the difference and try to save 1 Vial for our own use 🤔
Allow me to re- re-clarify: Those vials aren't the entirety of the Ichor available. There is more ichor in the wings. There is more ichor in the wings than their apparent physical dimensions would suggest, due to extradimensional stuff in how Endbringer bodies work, and it still carrying over into the corpse. The vials are completely nonmagical, there is only one ounce of ichor in each vial. The only thing preventing you from getting more of the ichor is just rotating even one of the wings over so it pours out, and however much ichor is actually left in each of said wings (which you do not know yet, other than theoretically finite). I don't know where you got the idea that the vials were all there was. The way things in chapter actually managed to get y'all way more ichor thanks to you being on good terms with the Triumvirate, especially Eidolon specifically, that they were willing to roughly equally 'split it up' with the wings than if you just got whatever amount you could get in the moment before the protectorate/triumvirate took the corpse away as a whole for study.

I am feeling mildly baffled, honestly, (not with you specifically, lurker, no worries) because it feels like the equivalent to seeing a solid few people completely forget that limbs do, in fact, contain blood.

Pardon me there, just, after seeing that, I felt like there was a need to make it as blatantly clear as I think I am capable, at this point.
 
So, after doing a closer look at the current way of votes, uh, y'all are aware that you don't even know if the Planes of either earth or fire even exist in this cosmology, let alone have access to them, in order to even attempt to import (manually, since I don't believe you have any [Calling] spells, unless you blow a Wish on it) those creatures which I'm not entirely sure even exist in Pathfinder, although on that last one I am planning on checking in a few moments.

I feel like those tiny, little, seemingly fundamental to the core difference of that plan from others, details have been forgotten, here, as a heads up.

Edit: You'se lucky, y'know that? There is something of an equivalent for fire, in either a Thoqqua or Khargra(Edit2: Nvm, Khargra were forgotten realms). Well, again, that setting on a couple of setting-specific things needing to be true. This just means that there are pathfinder creatures that kind of fit the bill.
 
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So, after doing a closer look at the current way of votes, uh, y'all are aware that you don't even know if the Planes of either earth or fire even exist in this cosmology, let alone have access to them, in order to even attempt to import (manually, since I don't believe you have any [Calling] spells, unless you blow a Wish on it) those creatures which I'm not entirely sure even exist in Pathfinder, although on that last one I am planning on checking in a few moments.
if magic works here and most of the conjuration school spells still function then logically odds are they exist or at least have a local equivalent
 
While the logic doesn't in itself check out on that one, at all-

Oh, thanks quantum, yeah.

- I do remember that y'all do have the 1/day Plane Shift SLA from the Planus Mechanus Nether Scroll, which doesn't actually require a focus as an SLA, meaning you could attempt to blind-shift places. Especially since you actually do have the fork attuned to bet for spell slot Plane Shifting back.

The lava part was never in question, that ought to be pretty dang possible, it was mostly the filling it thing. So, while I do find myself a bit annoyed with just, the way the vote/plan ended up formatted, not necessarily in the vote structure but like in the base grammar, and just, something about it gives me the vibes similar to the worse people I've been briefly stuck in D&D games with, but it's hard to put my finger on exactly how, it is looking to be possible to stock the moat with creatures.

Assuming, again, that there are in fact said Planes where those creatures reside, that those creatures themselves also even exist, and that you are able to convince where necessary and transport them into said moat (admittedly, this last one isn't probably much of an issue, given how from my knowledge most elementals tend to respect power, especially between elementals, and, well, you're CR 64 with max ranks in Intimidate, but still worth noting).

Also, since it looks like y'all are going with Loremaster, which Secret do y'all want, and if you go with Applicable Knowledge, which Feat?
 
Also, since it looks like y'all are going with Loremaster, which Secret do y'all want, and if you go with Applicable Knowledge, which Feat?
Sacred Geometry for Maximize Spell for Time Stop consistency. Second could be Echoing Spell, Merciful Spell, Empower Spell or something else.

E: Also Widen Spell might be useful for Control Weather and such
 
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Vote closed
Scheduled vote count started by Sckribe on Feb 24, 2024 at 4:35 AM, finished with 44 posts and 7 votes.

  • [X] You remember seeing on PHO mention of something called The Whitelist. Look into that.
    [X] Rest (and Level Up).
    -[X] Loremaster
    [X] Work on your base, while you're here.
    -[X] Moat.
    --[X] Endbringer Ichor Moat (Unique, Sends. A. Message.)
    [X] Order around the Undersiders
    -[X] Power research time
    --[X] Lisa and Alex
    [X] pragmatic base building
    -[X] Work on your base, while you're here.
    --[X] Lava or Acid Moat with the plain of fire or earth respectively equivalate of sharks(seeing about cybernetically strapping laser beams to their heads later)(Unique, sends a message)
    -[X] Order around the Undersiders
    -[X] Power research time
    --[X] Lisa and Alex
    -[X] You remember seeing on PHO mention of something called The Whitelist. Look into that.
    -[X] Rest (and Level Up).
    --[X] Loremaster
    [X] Work on your base, while you're here.
    -[X] Moat.
    --[X] Plasma moat, or some other esoteric hazardous material. Hand the reins to Iluontar.
    [X] Order around the Undersiders
    -[X] Power research time
    --[X] Try to access the source of powers, and engage in communication / power manipulation if possible. Priority is personal safety, then Undersider safety, then knowledge acquisition, then gaining the ability to screw with powers.
    [X] Browse PHO for a bit, or otherwise just relax.
 
If we can get more Archmage levels, wouldn't Transformative Familiar solve the Staff Of Wishing problem? Perfect Prep would eat the Spellbook weakness, and Rapid Prep would save us a lot of time if we want to change loadouts (though I'm not sure these two are worth)
 
ALNE - 6.6
Scheduled vote count started by Sckribe on Feb 24, 2024 at 4:35 AM, finished with 44 posts and 7 votes.

  • [X] You remember seeing on PHO mention of something called The Whitelist. Look into that.
    [X] Rest (and Level Up).
    -[X] Loremaster
    [X] Work on your base, while you're here.
    -[X] Moat.
    --[X] Endbringer Ichor Moat (Unique, Sends. A. Message.)
    [X] Order around the Undersiders
    -[X] Power research time
    --[X] Lisa and Alex
    [X] pragmatic base building
    -[X] Work on your base, while you're here.
    --[X] Lava or Acid Moat with the plain of fire or earth respectively equivalate of sharks(seeing about cybernetically strapping laser beams to their heads later)(Unique, sends a message)
    -[X] Order around the Undersiders
    -[X] Power research time
    --[X] Lisa and Alex
    -[X] You remember seeing on PHO mention of something called The Whitelist. Look into that.
    -[X] Rest (and Level Up).
    --[X] Loremaster
    [X] Work on your base, while you're here.
    -[X] Moat.
    --[X] Plasma moat, or some other esoteric hazardous material. Hand the reins to Iluontar.
    [X] Order around the Undersiders
    -[X] Power research time
    --[X] Try to access the source of powers, and engage in communication / power manipulation if possible. Priority is personal safety, then Undersider safety, then knowledge acquisition, then gaining the ability to screw with powers.
    [X] Browse PHO for a bit, or otherwise just relax.

Right then, you come to a plan of action, the first step of which you went to put into action immediately.

You fixed yourself up from your most recent Limited Wish, dove into the ground, and promptly let yourself rest for a couple of hours, in particular also directing that improvement of yourself in a particular direction. Towards the contemplation of deeper curiosities, mysteries, and arcane secrets. In particular at this particular moment, beyond simply the arcane considerations, of which you found a fair few that ought to improve your spellcasting capabilities, you contemplated on more immediately applicable knowledge, specifically in the form of further sacred geometries.

It took you the full two resting hours of dedicated contemplation, but at the end you had figured out the applicable geometries for maximizing your spells, which would be quite helpful for both ensuring maximum effect and the sake of consistency, as well as for making your more offensive spells more nonlethal. After all, there were likely to be some foes of yours that would be more expedient to take alive, compared to other more cumbersome options. A Maximized Merciful Magic Missile, especially if held back to only a couple of missiles, ought to be a much more reliable way to simply knock a target out rather than go overboard as you had accidentally done with Coil.

Then, you woke up, and decided that you actually would be giving that endbringer ichor moat idea a try. You'd need to prepare the moat channel to be made from metal anyhow beforehand, so in the worst case scenario you still ought to be able to recover the ichor, even if the process might be a touch fiddly. Except, you did just remember one detail, about the speed, or rather lack thereof, at which the ichor flowed.

Just for a quick test of it, before you dedicated yourself overly, you decided you'd see just how long it actually takes for the ichor to flow from a given wing. So, you gathered up some of your excess metal you'd had around from previous Transfiguring Touches, and in just over one minute, you had a metal flask at the ready, set for exactly one pint of liquid, and you took out one of the Simurgh wings, and poured the ichor into the flask.

A full forty-eight seconds later, you capped the flask, and quickly saw the problem. About two ounces came from the wing every six or so seconds, so to simplify, about an ounce every three seconds.

At that rate, even if you had all twelve wings doing nothing but pouring into the moat at once, for one of the size you wanted (inner square perimeter of 100 ft., outer square perimeter of 140 ft., for 20 ft. wide all around and 50 ft. deep, total of 480,000 cubic feet of moat in total) then it would still take over three and a half years to fill it. Hm, as another part of your mind had suggested, lava was, somewhat sadly, admittedly more practical in this case.

Although, there weren't really fire elemental equivalents to sharks. Although, 'staffing' the moat with a few cooperative thoqqua, assuming they existed, ought to be possible- would even ensure the lava actually stayed as such without needing to dedicate- off the top of your head on the math, rounding up to the next highest multiple of five, 45 Megawatts an hour to keep it properly heated, which wasn't really much energy at all.

Maybe, if you could find some co-operative ones, that you might be able to mold to a better standard of behavior, some pyroclastic Sturzstromers would be particularly effective moat guardians.

Regardless, you had some work to do if you wanted to get your moat going, especially if you wanted to put together a graviton generator in anything resembling a half-decent amount of time. So, you'd need some more assistants, than just your current eighteen. So, you set yourself to work. Work which was made simpler, thanks to the ichor.

You were well able to make another 80 Terra-Cotta Assistants in only ten hours, and from there, only ten more minutes to add Disintegrate to your staff, as frankly it'd be much faster to simply cast the 480 Disintegrates you'd need by adding it to the staff then repeatedly resting. So, you do so, and another 48 minutes later the full moat area is cleared out.

Next, an hour of rest to change around your spells, so you can actually convert the walls of the moat to metal capable of containing lava- living steel seemed tempting, especially since it would be able to renewably feed any thoqquas, but that was beyond putting the cart before the horse, so you elected to keep it simple with glaucite. That process took a touch of extra time, especially with you using Stone Shape to pre-mold it all in advance of actually getting the wiring and other such for the heating to keep the lava as lava set. Then, from there, a good number of Blood Money, Tranfiguring Touch, and Limited Wishes had that part of things set.

A few more of those as well, to get all the metal needed for a graviton generator. For now, simply sticking it in the equivalent of a large stone shed would do, until you properly spruced things up further than just the moat. Speaking of, you gathered your many Terra-Cotta assistants, and got to work.

A full sixteen hours later, and at last, you put the final touches in place, and you hear the fairly quiet but lovely ever-present hum of a newly made graviton generator. From there, you'll actually need a few power receivers to actually get the power from the generator to the moat containing wals- well, technically you'd only need one, but a few others as backups ought to prevent your moat from being subverted easily.

Of course, in order to actually make those, you'd need a production lab in the first place. Which promptly took up the next two hours, and forty-eight more minutes for the receivers.

Lastly, after all of this, was installing the damn things and making sure the heating was installed overall. Which, after a bit more blood, and seventy two more minutes of work on it all (this would have taken quite the while, without your assistants, you briefly mused), it was finally done. All that was left was to throw some stone in there and wait for it all to melt.

But oh no, where ever- you paused your internal musing to cast another Wall of Stone from your staff- would you get that much stone? The non-sarcastic answer being blindingly obvious. Still, after all of it, finally, you had a full, twenty foot across, one-hundred and twenty foot outer perimeter, one-hundred foot inner perimeter, fifty foot deep, moat of lava. And it only took another eight hours to melt. Just about two days in total, all done completely on your own, without even a cent from your bank accounts, which was grand.

Hm, stocking it. Well, there was one thing to check-

With a flex of will alone, you aimed to summon to your side a group of medium earth elementals, and you succeed in the act, actually managing to get a full five, which was lucky. What was less lucky was that base earth elementals like these were rather dumb beings, overall. Oh, there was some mild sense of if not kinship than similarity, between elementals of the same element- and even if in speaking with them they'd never even heard so much as tales or rumours of Xiomorn or vault-builder kind, they could still recognize power, particularly the kind needed to innately be capable of compelling presence and servitude from other elementals. At least you were able to confirm there was an elemental plane of earth, though they were not exactly useful for anything beyond that, and so you simply dismissed them, back to where they came from.

Next, after all of that, you opened up your laptop, and while you set it up to get the video from the Simurgh fight onto it to send over to Dragon and the Triumvirate (sending the photos directly from your phone with an extra free hand, how you lived with only two in the past is sometimes a distant mystery), and went looking into what The Whitelist even was.

Oh, now isn't that interesting? A proper parahuman labor marketplace of sorts. Now, it would probably take a few days to receive the forms in the mail once you requested them, and a few more after, but from what you could tell, you ought to be more than capable of selling either your services or, as a craftsman does, your creations through this site without needing the mild bit of hassle that doing so underground might cause.

Yes, this would be quite useful for if you wanted to sell your magic items, spellcasting services, and perhaps it was just a touch of nostalgia, but perhaps a way into a mild return to your adventuring days. Hm, you had pleasant memories of bringing Iluchtewhar on his first adventures, guiding him through a good few things, lessons imparted on why it was traditional to always bring a ten-foot pole with you, the many uses of ball-bearings, flour, chalk, and the humble copper piece.

Better days. Ones you would conquer as many worlds as it took to get back.

Next up then, actually giving your minions a task to earn their pay from, some parahuman power research. Although, your mind had only suggested the names Lisa and Alex- probably meant Alec on the latter, there. But, what did that mean specifically, beyond focusing on those two in particular.

In fact, what, more specifically, do you intend on looking into, in this research?

-[ ] Establishing a baseline for future tests.
-[ ] Observation of powers in use.
-[ ] Attempting to prevent the use of powers as a whole.
-[ ] Something Else? (Write In)

Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 4 CR 65
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses Darkvision 60 ft., Tremorsense 120 ft.

DEFENSE
AC 48 Touch 20 Flat-Foot 37
HP 974 (19d10+35d6+10d8+672)
Fort +34 Ref +40 Will +41
Defensive Abilities: (None); (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide
Melee: 4 claws +53 (2d4+10 plus Crystallization), or, Enchanted Monowhip +57/52/47/42 (3d6+10 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +57/52/47/42 (1d4+10 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (11/Day, Surge +1d8), Rend (2 claws, 2d4+10), Wizard Spellcasting, Spell-Like Abilities
Spells-Like Abilities (CL 66th, Concentration +72):
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 18), statue (DC 23), stone shape, stone tell
3/day—command stone (DC 25), flesh to stone (DC 22), spike stones (DC 20), wall of stone
1/day—permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 23)
Wizard Spells Prepared: (CL 37th, Concentration +59)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 34) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 35) — Mirror Image (3), See Invisibility, Invisibility, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
3rd (DC 36) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 37) — Bestow Curse (3), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas, Greater Make Whole (2)
5th (DC 38) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Wall of Force (6)
6th (DC 39) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 40) — Ethereal Jaunt, Greater Teleport, Limited Wish (5), Prismatic Spray (2), Teleport Object (2)
8th (DC 41) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Polar Ray (3)
9th (DC 42) — Dominate Monster (4), Time Stop (4), Prismatic Sphere (2)
10th (DC 43) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 44) — Polar Ray (2), Time Stop (2)
12th (DC 45) — Time Stop (4)
13th (DC 46) — Time Stop (4)
14th (DC 47) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 48) — Prismatic Sphere (3)
16th (DC 49) — Wail of the Banshee (3)
17th (DC 50) — Soul Bind (3)
STATISTICS
STR
33 DEX 31 CON 30 INT 55 WIS 20 CHA 22
BAB: +44 CMB: +78 CMD: 99
Feats: Craft Construct(B), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), Fast Study, Knowledge is Power, Immortality), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +79, Appraise +65, Bluff +45, Climb +81, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +94, Craft (Sculptures) +102, Diplomacy +15, Disable Device +92, Disguise +75, Escape Artist +95, Fly +64, Heal +19, Intimidate +75, Knowledge (Arcana) +106, Knowledge (Engineering) +91, Knowledge (Planes) +99, Linguistics +35, Perception +78, Sense Motive +38, Sleight of Hand +79, Spellcraft +127, Stealth +90, Swim +54, Use Magic Device +75
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 42), Poison Use, Save Bonus Against Poison (+5), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, Swift Death, Angel of Death, Know Your Enemy, Additional Skill (x1) (Survival), Secret (x1) (Applicable Knowledge)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)
TREASURE/INVENTORY:

Equipped: 1 Artisan's Outfit, 1 Enchanted Adamantine Dagger, 1 Enchanted Belt, 1 Enchanted Cloak, 1 Enchanted Dark-Blue Crystal Staff, 1 Enchanted Glasses, 1 Enchanted Headband, 1 Enchanted Mithral Monowhip, 1 Enchanted Ring 1, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Jar of Endless Nectar, 1 Laurel Wreath, 1 Lord's Banner of Victory, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Ratcheting Gauntlets, 1 Ring of Freedom of Movement, 1 Robes of Xin-Bakrakhan, 1 Seven-League Boots, 3 Vial of Black Lotus Extracts, 2 Vial of Terinav Roots, 1 Divinity Drive (Tattoo)

Robe Pocket 1: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Amazing Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Flip Phone, 1 Folding Pole, 1 High End Laptop, 1 Ioun Wyrd Familiar, 1000 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools, 1 Type 2 Bag of Holding, 1 Flask of Simurgh Ichor, 2 Empty Vials

Type 6 Bag of Holding: 1 Coil's Body, 1 Coil's Costume, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Fork Attuned to Earth Bet's Plane, 1 Gem Containing the Soul of Jack Slash, 1 High End Desktop, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanuss, 3 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 12 Simurgh's Wings,

Type 2 Bag of Holding: 1 Type 6 Bag of Holding,

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

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

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

Finances/Money:
Bank Accounts (Public)$ 4,500
NM: Checking$ 10,977,005
NM: Savings$ 34,996,616
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 80,967,321
Cash$ 285
Total$ 80,972,106

Carrying Capacity (In lbs.)
Equipped Weight: 27
Robes Pocket 1: 68.75/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.75/6,000
Type 2 Bag of Holding: 150/500

Crystal Burst (Su): As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 20d6 points of piercing and slashing damage (Reflex DC 29 half). The save DC is Constitution-based.

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

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

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

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

Pure Destiny (Ex): Your mythic powers place you above destiny, and beyond the grasp of providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this ability.

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

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

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

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

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

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

----

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

----

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

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

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

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

Axiomatic

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

Impervious

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

Returning

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

Ricochet (Adapted from Ricochet Hammer)

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

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

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

Assassin's Dagger (Base Item)

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

Total Price: 64,000 GP

Enchanted With;

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

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

Description

This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +8. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Drinking from this earthen jar provides the drinker with one draft of Nectar of the Gods, affecting the imbiber as per that item. The nectar cannot be poured out from the jar, indeed, attempting to pour it out leads to no effect; it can only be drank directly from the jar.

Nectar of the Gods
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration

DESCRIPTION

This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
Enchanted Cloak (Wings of Flying+)

Total Price: 55,500 GP

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

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

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

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

Muleback Cords

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

DESCRIPTION

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

Total Price: 144,000 GP

Enchanted With;

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

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

Description

This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

This headband grants Skill Ranks in: Craft (Blacksmithing), Craft (Glass), and Craft (Jewelry)
Enchanted Glasses (Greater Sniper Goggles+)

Total Price: 50,000 GP

These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.

Enchanted With;

Sniper's Goggles, Greater

Description

These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Sniper Goggles

Description

The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip

Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP

Total Equivalent Enhancement Bonus: +2

Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch

----

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

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

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

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

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

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Blood Money (1 charge)
Greater Invisibility (1 charge)
Wall of Stone (1 charge)
Baleful Polymorph (1 charge)
Wall of Force (1 charge)
Quickened Mirror Image (1 charge)
Memory of Function (2 charges)
Greater Teleport (1 charge)
Polar Ray (1 charge)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (1 charge)
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Total Price: 2,500 GP

Enchanted With;

Ring of Sustenance (Base Item of the Ring)

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

Description

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))

Tech Capacity: 40
Tech Charge Usage: Varies by function

Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP

This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.

Flashlight (Improved)

Price 30 gp
Usage 0, but must have at least 1 Charge available.

When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.

When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).

---

Enchanted With;

Fate-Woven Braid (Improved)

This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.

However, it is still subject to a three-fray limit.

Each single fray can be repaired at 1/3 the creation cost.

Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.

Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.

The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
Generator | Yield (Charges)Price (GP)
Fission Reactor | Yield 1,000500,000 GP
Fusion Reactor | Yield 500250.000 GP
Geothermal Generator | Yield 200100,000 GP
Graviton Reactor | Yield 800400,000 GP
Solar Generator | Yield 5025,000 GP
Divinity Drive | Yield ∞/Infinite????? GP

Lab | (Charges)Price (GP)
Cybernetics Lab | 100 Charges100,000 GP
Graviton Lab | 250 Charges250,000 GP
Medical Lab | 20 Charges20,000 GP
Military Lab | 100 Charges100,000 GP
Nanotech Lab | 150 Charges150,000 GP
Production Lab | 50 Charges50,000 GP
Robotics Lab | 200 Charges200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork)
Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46
DEFENSE
AC
43 Touch 19 Flat-Footed 32
HP 564 (37d12+120)
Fort +12 Ref +22 Will +12
Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27
Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects
OFFENSE
Speed
: 160 ft., fly 420 ft. (good), swim 160 ft.
Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid)
Space: 15 ft., Reach: 20 ft.
Ranged: Steam Blast (18d6 fire)
Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid)
Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill
STATISTICS
STR
42 DEX 27 CON - INT 9 WIS 11 CHA 6
BAB: +27 CMB: +45 CMD: 66
Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault
Skills: Fly +20, Perception +46, Swim +25
Languages: English; telepathy 100 ft.
SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone
ECOLOGY
Environment
: Any
Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith)
Treasure/Inventory: 1 Decanter of Endless Water

Special Abilities

Artificial Soul (Su): Though not the true soul of a living creature, Spice's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.

Energized Alacrity (Su): Once per minute as a swift action, Spice can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Energy Attacks (Su): Each of Spice's melee attacks deals an extra 1d6 points of acid damage on a hit.

Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).

Heat Management (Ex): When Spice ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).

Mithral: This variant of Clockwork Dragon loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its bse land and swim speeds increase to 70 feet, and its base fly speed increases to 200 feet with good maneuverability (already accounted for). In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.

Phrenic Stone (Su): Spice has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

Reach (Ex): The reach of all of Spice's melee attacks increases by 5 feet (already included in the above statblock).

Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against Spice or an adjacent ally, the enemy provokes an attack of opportunity from Spice.

Steam Blast (Ex): As a standard action, Spice can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 18d6 points of fire damage.

Steam Horn (Ex): As a standard action, Spice can unleash a loud blast of sound and of steam that deafens targets and deals 18d6 points of fire damage in a 30-foot cone. A target can attempt a Fortitude save (DC 28) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.

Steam Engine (Ex): Spice can remain active for 37 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.

Self Repair (Su): This modification allows Spice to use some of the innate magic that powers its body to repair damage to itself. As a swift action, it can gain fast healing 5. It can activate this fast healing for 18 rounds per day. These rounds do not need to be consecutive.

Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.

For a suitably powerful wizard, what could be a more fitting mount than a dragon? Of course, a lack of naturally occurring dragons doesn't deter a proper wizard, one who can simply build a dragon.

This glistening and silvery dragon, made solely of Mithral, is specialized in exceptional flight speed, capable of unimpeded underwater combat, and is very well suited to the task of quickly flying out and retrieving any given target. Willing or not.

Though this constructed dragon isn't particularly bright, nowhere near the person Dragon, and just a touch below even an average person, they do not need any particularly complex tactics. They are not made for subtlety, they are meant to be blaring and obvious. Their presence itself, a blatant, forceful, and unignorable declaration.

To avoid confusion, they have since been named Spice.
A.C.E.S. Clockwork Soldier CR ~13
LN Medium Construct (Augmented, Clockwork)
Initiative: +14 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, Perception +3
DEFENSE
AC
28 Touch 18 Flat-Footed 20
HP 204 (12d12+120)
Fort +4 Ref +12 Will +4
Defensive Abilities: DR 5/adamantine; fortification 50%; Immune construct traits; Resist fire 10;
Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects
OFFENSE
Speed
: 80 ft., Climb 30 ft., Swim 30 ft.
Space: 5 ft.; Reach: 5 ft.
Ranged: +1 Light Machine Gun +17/12 (2d6+1/x4)
Special Attacks: Latch, Steam Blast, Steam Horn (30-ft. cone, 6d6 fire damage, Fortitude DC 16 half, usable every 1d4 rounds), Extra Attack, Precision
Spell-Like Abilities: (CL 12th, Concentration +10)
12/day— abundant ammunition
3/day—mind probe (DC 12), mindlink (DC 9), telekinesis (DC 13), dimensional lock, dimension door,
1/day—mental block (DC 10),
0/day—mind thrust V (DC 13)
STATISTICS
STR
36 DEX 23 CON - INT 6 WIS 11 CHA 3
BAB: +9 CMB: +22 CMD: 40 (42 vs. Disarm)
Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Point Blank Shot(B), Precise Shot(B), Rapid Shot(B), Snap Shot(B), Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Overwatch Style, Overwatch Tactician, Rapid Reload (Two-Handed Firearms), Combat Reflexes
Skills: Acrobatics +9 , Climb +24, Perception +3, Swim +24
Languages: English; telepathy 100 ft.
SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone
ECOLOGY
Environment
: Any land, Urban
Organization: solitary, pair, trio, patrol (5–8), company (9–12), battalion (40-50), or army (A Lot).
Treasure/Inventory: 1 Decanter of Endless Water, 5 Metal Cartridge (30 Bullets Each)s, 1 Gunsmith's Kit, 1 +1 Greater Reliable Light Machine Gun, 1 Unlimited Use Scavenger's Stone, 1 Handy Haversack

Special Abilities

Artificial Soul (Su): Though not the true soul of a living creature, an A.C.E. Clockwork Soldier's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.

Energized Alacrity (Su): Once per minute as a swift action, an A.C.E. Clockwork Soldier can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Extra Attack (Ex): When using the full-attack action, an A.C.E. Clockwork Soldier can make one extra attack per round at its highest base attack bonus.

Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).

Heat Management (Ex): When an A.C.E. Clockwork Soldier ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).

Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.

Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct's Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice At 12 Hit Dice, an A.C.E. Clockwork Soldier can use Mind Thrust V.

Phrenic Stone (Su): An A.C.E. Clockwork Soldier has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

Precision (Ex): An A.C.E. Clockwork Soldier rolls twice to confirm critical hits, taking the more favorable result.

Proficient (Ex): An A.C.E. Clockwork Soldier is proficient with all simple and martial weapons.

Standby (Ex): An A.C.E. Clockwork Soldier can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration.It can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.

Steam Blast (Ex): As a standard action, an A.C.E. Clockwork Soldier can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 6d6 points of fire damage.

Steam Horn (Ex): As a standard action, an A.C.E. Clockwork Soldier can unleash a loud blast of sound and of steam that deafens targets and deals 6d6 points of fire damage in a 15-foot cone. A target can attempt a Fortitude save (DC 16) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.

Steam Engine (Ex): An A.C.E. Clockwork Soldier can remain active for 12 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.

Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.

Any kingdom needs an army, yours will be no exception. A Clockwork Soldier serving as a strong foundation, building on it creates an exceptional soldier, and oddly, due to the nature of mass producing enlightened constructs, there is also a similar variety in personality and ability amongst an A.C.E. Clockwork army as there would be in a more human one, with a similar chain of command naturally likely emerging over time. After all, you can be certain of the loyalties of a soldier who you've painstakingly assembled gear by gear, especially one that knows you did so and can understand what that means.

These are built to be your feet on the ground, able to effectively hold territory that's been built around human habitation.

The above statblock depicts the absolute worst possible ability scores with an Intelligence of 6 and a Charisma of 3. Even though it is a dreg, with their inbuilt loyalty to the death negative morale at such a sad state of existence isn't a thing with these soldiers, and acceptance of their position is nearly guaranteed- at the very least, even if it does hold aspirations, it is absolutely certain that they would never deliberately disobey orders or revolt. As intelligence goes up, skill points are equally spread between Acrobatics, Climb, Perception, and Swim, up to Intelligence 15.

Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: Funny enough, with Loremaster adding in Perform, your only non-class skill remaining is ride. Literally every single other skill has been a class skill for you at this point.

On the moat thing, that one is kind of on me. Because uh, I kind of ended up forgetting that uh, yeah, the rate at which the ichor flows from the wings I had already decided on, and a moat is not a small amount of liquid. So I ended up doing the math on it (so much math was done for this chapter). So, sorry for getting anyone's hopes up, it legit slipped my mind: in exchange, as something of an apology, y'all get, let's say, an omake reward or so each, until the time of the next chapter. So, ask away about how Iluontar would handle certain situations (as he currently is), or again, any question without restriction about the other guy, for anyone curious.

I'm also lumping that in with me finally remembering to accurately update the dang staff in the inventory, as well as the last few skills that ought to have been revealed since you've literally used them, and that extra 1 BAB from Student of War that got missed in the sheet's formulas, but I forgot to do so. Ah, and the skill modifiers do not include, on the sheet, what will probably be the near-ubiquitous +2 Morale bonus from the lord's banner.

Also, I do plan on actually trying to make something of a battlemap of your base as you guys have started fleshing it out and such. I'm torn between either Inkarnate or Dungeon Alchemist since I use both, so I'll probably test that out a bit on my own and see which one I like the look of better (or even has all the stuff needed).

Anyhow, said base: It's currently got a lava moat, a graviton generator producing a yield of 800 (45 dedicated to the moat, and 50 dedicated to the production labratory), and a Production Lab. I should probably add a base section to your character sheet at another point, maybe.

Regardless, hope y'all've enjoyed!
 
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without even a cent from your bank accounts
Wow, that's a few hundred k of GP I thought we'd need to pay for manuallly.
I wonder what would people think of us selling metal raw materials via the Whitelist?

[X] Establishing a baseline for future tests.
Seems like a no-brainer for me? Need a baseline if we want to get data that we can fit into a coherent whole for the future and all.


On the moat thing, that one is kind of on me.
Eh, could just fluff it as "thing you could try, that didn't happen to work out" in this case - I don't think its something that needs an apology at all.

But if you really want to offer an Omake psuedo-reward to each individual reading...
[O] How would Iluontar go about eliminating his remaining material/time limitations legally?
(Read: Gemstones or more generally stuff he can't generate ex-nihillo, and crafting time requirements [I know there were two possible solutions suggested already, but what would Iluontar decide on?], that sort of thing)
 
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It is neat to know that our summoning spells work as expected.

[X] Observation of powers in use.

Both powers are quite interesting - Alex's offers body manipulation and ultimately ability to share senses, and Lisa of course has her Thinker power with everything that entails. Understanding how both operate should help us a lot with understanding parahumans.
 
Both powers are quite interesting - Alex's offers body manipulation and ultimately ability to share senses, and Lisa of course has her Thinker power with everything that entails. Understanding how both operate should help us a lot with understanding parahumans.
We can just pay some random schmuck off the street for this though (or ask Dragon for random surveillance footage), a baseline to compare with is more valuable right now?
 
We can just pay some random schmuck off the street for this though (or ask Dragon for random surveillance footage), a baseline to compare with is more valuable right now?
Tbh I don't quite see the difference between what the options are supposed to do, so for me either is fine. Really we only need Ilu to make preliminary insights, at which point we can direct him to most suitable parahuman to continue his research on(i.e. Citrine, one of Trumps in quarantine zones etc).
 
[O] How would Iluontar go about eliminating his remaining material/time limitations legally?
(Read: Gemstones or more generally stuff he can't generate ex-nihillo, and crafting time requirements [I know there were two possible solutions suggested already, but what would Iluontar decide on?], that sort of thing)
Neat idea on the O, before I answer.
As for that, those are two questions, so I'll just answer the one for crafting time: Iluontar would generally sit himself down, research Create Greater Demiplane, bring himself to the Ethereal Plane, then slap down a demiplane with that, Permanency it, rest an hour, and give it the flowing time trait so it moves at double speed compared to the material plane. Then, he'd attempt to double it again, and depending on if that worked, figure out from there.

Edit: Also, seems like autocorrect keeps hitting people on Alec's name. Alec.
 
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Looking at our char sheet, the only Skills we don't have are Handle Animal, the various Knowledge subtypes, Perform, Profession subtypes and Ride - I cannot think of what we'd particularly want to raise if we decide to go for another Ascension ritual lol.

(Also, we should get to making the electronic lockpick next cycle before we forget again)
 
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[O] How would Iluontar go about eliminating his remaining material limitations legally?
The easiest way to reliably produce gems and such is via Staff of Wishing. Wish can reproduce effects of lower level spells up to 25k worth of materials, so you can just use Wish to Fabricate diamond worth 25k gold(actually since it would be 25k gold of uncut diamond and you would make Fabricate make it cut it would be somewhat more valuable, but that is beside the point).
If we can get more Archmage levels, wouldn't Transformative Familiar solve the Staff Of Wishing problem? Perfect Prep would eat the Spellbook weakness, and Rapid Prep would save us a lot of time if we want to change loadouts (though I'm not sure these two are worth)
Regarding Staff of Wishing and security:
  • to begin with, remember that to cast Wish contained in the Staff, you need to either know Wish or you need to have ability to cast it anyway, such as our Item Mastery. In theory Contessa alone might circumvent it somehow or reproduce our ritual, or some other cape, but overall even if our staff is stolen getting to use it is still a challenge
  • we can build in some fucked up security. I.e. since we have Pure Mind, we can just put some crazy mindfuck that attacks the user, or some other stuff we are immune to that other people are not, or have some complex Xiomorn only thing required to actually cast spells etc. This would make it even harder to steal the staff since thief would have to be immune to all that stuff
  • we can use first Staff of Wishing to generate materials for future Staves of Wishing, which we can choose to either keep in form of materials and forge new staff if old one gets stolen, or craft them and then keep them on some other planet once we get Interplanetary Teleport and such. Thanks to its ability to generate stuff we won't lose much if staff itself gets stolen as staff itself can generate materials needed to replace it
  • As for staff getting stolen itself, it is not as big of a deal as you'd think. We are well past the point where Wish alone is scary, and even Contessa with endless Wishes would get owned in pure 1v1. Funnily enough, the best thing they can do with the staff is spam Simulacra of Iluontar. Mind it is an issue, but more something annoying than something existential
  • If you are really really afraid, we can just Craft Staff of Wishing, use it a couple thousand times to get bunch of Wish gems and then immediately destroy the staff beyond the possibility of recovery
To be honest I am much more afraid of Staff of Infinite Time getting stolen.
 
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Eh, given that that's one of those weird areas, where fabricate is oddly written in that its target and material component are the same which causes an oddity or two in pure RAW, I rule that as a GM, wish or limited wish to fabricate does bring the cast time down, but doesn't itself let you generate stuff from nothing.

Funny enough depending on what you make, Fabricate actually net loses material sometimes, since the input has to be as valuable as the output- meaning if iron is one dollar per pound, but an eighty pound iron shield has a price of 100 dollars, the fabricate leaves 20 less pounds of iron in the world after all is done.

So, sorry, but not quite that simple.
 
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