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

how meritocratic is illu?
Nearly let this one slip by me, consider it an add-on to the above.

Very much, but he values certain things more or less- he doesn't see equal merit in all areas.

Best way I can think to describe it would be by his intended government structure (barring player intervention), which I think could be best described as: Technocratic Aristocracy operating alongside the founding Autocratic Overseer (that's you/Iluontar). With Aristocratic in the older, more Socrates-esque meaning of the word, not in the British aristocracy sense but in the "These are the Elites" meaning of the word, with "Elite" being judged on Technocratic means.

So like, the flow of power goes from You/Overseer at the top, a number of Aristocrats generally selected for their skills and technical knowledge who are approximately equals in a general sense, but bluntly outrank the others when within their own area of expertise, and whom you are expected to listen to if they advise you in something you don't know more than them on, same with others. Generally Iluontar plans on hand selecting them himself to start out, and if they prove good enough, simply ensuring their immortality means that finding replacements isn't much of a problem anymore. Then those Aristocrats will be mostly left to manage their particular areas of expertise with a fair chunk of autonomy- just plenty of surveillance/oversight. Like a "You can act mostly freely, but we are constantly watching and will know the second you even try to step out of line."

At absolutely no point within the things Iluontar actually cares about will there be a single vote- again, he is staunchly anti-democracy. He just, has no trust for average people to lead themselves well, so he's going to just take it out of their hands- in a very, very paternalistic/patronizing way, with some mild emphasis on the Patron part. Like, as mentioned by someone before, he's over 4,000 years old. He was a level 20+ Wizard back around the time when the oldest known fork would have been found. By the time humans figured out gears, Iluontar had figured out how to make a working Fusion Generator. To him, these people are small, dumb, tiny little mites that have so much potential, that just need to be watched over and given a proper guiding hand to reach it in a proper way, since he himself was just a human once himself.

So, yeah, something of a mix of extremely patronizing, a mild/moderate/what-in-the-goddamn sized God-ish Complex, and enough raw personal power and the brains to go with to effectively solo any nation that disagrees.

And y'all are the sods who've got to try and reign this thing in, or at least in a better direction.

and it risks causing unnecessary unhappiness and friction with Dragon, because, like. Maybe we're just allowing it to be gamified, but I think it's possible for Dragon to still be our friend and also be annoyed/not join us, and even hold a grudge.
He can be an asshole. But I wouldn't like him to be that.... ignorant.
Don't worry, he's not that bad. I think that there's been a few times he's even specifically just taken the time to be nicer or such to Dragon specifically. Like, if there's literally one living person he actually cares about, it's Dragon.

It wasn't mentioned in the above plan of his due to it not quite pertaining to nation-building and such, and it being more a personal thing, but part of that plan was specifically him spending more of his personal time with Dragon, and planning on slowly introducing the idea to Dragon, pitching it mostly in the Utopian vision thing. They have explicitly already spent some time hanging out, and even more explicitly have literally watched Star Trek, so he was planning on bringing up that sort of vision, "We could be the founders of our own Federation" and "It's going to be a risk, but we can do more than just patching up the symptoms- we can make a world that doesn't make more villains than heroes" kind of things.

So, don't worry, out of everyone on Earth Bet, Iluontar cares a lot about Dragon.

Like, I'll also reveal that there was a chance that instead of Canberra as normal, the Simurgh might've gone for Vancouver, to specifically target Dragon, basically trying to pull a second Sphere/Mannequin, but on Iluontar. Which, yeah, that would effectively be "Congrats, there's a 4th Endbringer now, except this one isn't sandbagging".

Edit: Found what I was thinking of, back in 6.1 was when you and Dragon spent a fair chunk of time together, back when you were helping her make that Fire-Forged Pyre Steel for her planned Ash Beast run, was when you both watched Star Trek. Funny enough that was also where the Socrates thing came from. And it was pretty much a full chapter and large chunk of time you spent explicitly spending time just for the sole purpose of helping Dragon. Yeah, Iluontar's very much attached, and he doesn't particularly plan on totally throwing it away.
 
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It wasn't mentioned in the above plan of his due to it not quite pertaining to nation-building and such, and it being more a personal thing, but part of that plan was specifically him spending more of his personal time with Dragon, and planning on slowly introducing the idea to Dragon, pitching it mostly in the Utopian vision thing. They have explicitly already spent some time hanging out, and even more explicitly have literally watched Star Trek, so he was planning on bringing up that sort of vision, "We could be the founders of our own Federation" and "It's going to be a risk, but we can do more than just patching up the symptoms- we can make a world that doesn't make more villains than heroes" kind of things.
Fair enough. In all honesty, I suspect us being so helpful and powerful is a slight negative for getting Dragon to turn, given the point where she seemed most likely to do so was when she was incapable of doing something. But we should still be able to get to her.

Still, I do personally think that the benefits of going as loud as Ilu are outweighed by the harm. Hopefully his vote isn't too strong when it comes down to that, and we have a chance to outvote him. But we'd need at least 6 united voters most likely, probably more, right?
 
But we'd need at least 6 united voters most likely, probably more, right?
Possibly- Iluontar might not mind delaying a little bit, with 'little bit' having well more room than normal given the whole Immortal thing. So like, a solid few years even. Y'all might even, just possibly, be able to convince him to go a fully diplomatic route, of slowly and steadily accumulating political power of an endless lifetime, as one idea had gone.

As he is without your influence in this exact moment though? Yeah, like Ungoliant/Taylor said, he's got a certain edge/focus to him at the moment.

And if that encourages more people to vote to try and hold him back longer or steer him another way, then hey, the new voting mechanic is doing exactly what I openly stated I wanted it to do. From my view, great success.
 
@Sckribe You know in the vote template you put the brackets after the catagory, which I don't think will work correctly? I'm going to check after I post this, prepare for edit.

EDIT: No, doesn't seem to work.
Adhoc vote count started by thewhiteraven22 on Apr 8, 2024 at 5:03 PM, finished with 24 posts and 4 votes.
  • 4

    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
    -[X] The Dockworkers Union, and the constructs.
    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
    [X] [Method] Hire locally, that ought to be good publicity, as well.
    -[X] Mr. Hebert was head of the Dockworkers Union, they might appreciate the work.
  • 1

    [X] Use Simurgh ichor to craft another eleven Wings of Flying. Offer to rent or sell 5 to the Guild, 5 to the PRT, and consult with Dragon about finding another customer to rent, sell, or lend the 11th set to for testing. Mention to your counterparties that these were created with Simurgh ichor, which is aligned with flight, and which may be relevant to other concerns.
  • 1

    [X][Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
  • 1

    [X][Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
    -[X] Closer to downtown (Upper End)

[X] [Method] Hire locally, that ought to be good publicity, as well.
-[X] Mr. Hebert was head of the Dockworkers Union, they might appreciate the work.
[X][Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
[X][Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
-[X] Closer to downtown (Upper End)
 
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[X] [Method] Hire locally, that ought to be good publicity, as well.
-[X] Mr. Hebert was head of the Dockworkers Union, they might appreciate the work.
[X][Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
[X][Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
-[X] Closer to downtown (Upper End)
 
I knew I messed something up! Right, I'm going to go fix that then, thanks!
Edit: Right, okay, it should be fixed now, thanks again.
You should probably threadmark a post temporarily, explaining it so people who already voted will get a notification to fix their formatting. I would but it looks better coming from the almighty QM. :D
 
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Formatting error, heads up New
You should probably threadmark a post temporarily, explaining it so people who already voted will get a notification to fix their formatting. I would but it looks better coming from the almighty QM. :D
An exceptionally good idea, in fact:

Oy! Heads up to everyone who's already voted, you'll probably need to re-format it or send a different one in, since I mucked up the formatting of it initially! It's since been fixed, so if you haven't voted yet no worries, but if you've voted before reading this, yeah, heads up on that! I'm threadmarking this under both 'Informational' temporarily so hopefully y'all actually see it!
 
[X] [Cheapness] Bugger cheapness, there is a point to be made. A full square mile like you'd envisioned will cost you anywhere from $2,000,000 to $4,000,000 dollars, depending on what's even available close together. In the view of nearly any and all Brocktonites. Whatever you do with this effectively cannot be ignored, for better or worse
[X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
-[X] The Dockworkers Union, and the constructs

Sadly I have never played pathfinder, my main ttrpg experience has been 5th edition d&d. Great quest btw.
 
Iluontar is, as he is without player intervention, straight up anti-Democracy.
Well, it's not surprising in the slightest: He very well still remembers what happens when he left his people to their own devices (whether Democracy was the failure here is a separate question though)

[X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
-[X] The Dockworkers Union, and the constructs.
[X][Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
[X][Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
-[X] Closer to downtown (Upper End)

Some moderation should be a good thing, so...
 
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Revote with formatting:

[X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
[X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
[X] [Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
 
Vote closed New
Scheduled vote count started by Sckribe on Apr 8, 2024 at 4:50 AM, finished with 36 posts and 6 votes.
  • 6

    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
    -[X] The Dockworkers Union, and the constructs.
    [X] [Method] Hire locally, that ought to be good publicity, as well.
    -[X] Mr. Hebert was head of the Dockworkers Union, they might appreciate the work.
    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
  • 6

    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
    -[X] Closer to downtown (Upper End)
    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
    -[X] Further from downtown (Lower End)
    [X] [Cheapness] Bugger cheapness, there is a point to be made. A full square mile like you'd envisioned will cost you anywhere from $2,000,000 to $4,000,000 dollars, depending on what's even available close together. In the view of nearly any and all Brocktonites. Whatever you do with this effectively cannot be ignored, for better or worse
    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
  • 5

    [X] [Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.
 
ALNE - 8.6 New
Scheduled vote count started by Sckribe on Apr 8, 2024 at 4:50 AM, finished with 36 posts and 6 votes.
  • 6

    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
    -[X] The Dockworkers Union, and the constructs.
    [X] [Method] Hire locally, that ought to be good publicity, as well.
    -[X] Mr. Hebert was head of the Dockworkers Union, they might appreciate the work.
    [X] [Method] A mix, hire locally and give them (limited) oversight of the juggernauts and soldiers. It would also acclimate people more to them, as well.
  • 6

    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
    -[X] Closer to downtown (Upper End)
    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
    -[X] Further from downtown (Lower End)
    [X] [Cheapness] Bugger cheapness, there is a point to be made. A full square mile like you'd envisioned will cost you anywhere from $2,000,000 to $4,000,000 dollars, depending on what's even available close together. In the view of nearly any and all Brocktonites. Whatever you do with this effectively cannot be ignored, for better or worse
    [X] [Cheapness] Hm, you're willing to stretch a touch. A square mile in the Docks should run you between $300,000-$500,000, based on how close to downtown or the boardwalk you wanted. Mildly out of the way.
  • 5

    [X] [Usage] A village within the city, one that will showcase your competence and benevolence- benevolence towards those people that are yours and are willing to heed your word, at the least. It will be a vision of your goals in miniature.

Your plan came to you fairly quickly, and even the fragmented parts of your mind went unanimously with your main idea for it, which was quite nice- you had actually been expecting something of a conundrum about it and so had wrenched up your will on the matter, which was, draining, in some ways. Not of anything particularly tangible, but in a vein similar to a dragon's breath. No, you were fairly certain you couldn't muster that up again for at least a day or two, possibly longer.

Regardless, you were absolutely going forward with the 'town within a city' plan, although, you could also see it as simply building out the first district of your eventual city-state, and of course your Empire, if that was far later down the line. Hm, still, you would have to settle on a name for it eventually, but that was an issue that was, at a minimum, months away. Anyhow, you were going to take that square mile, and you were going uplift it, to something that might actually get closer to your own standards. It would certainly take a fair amount of time, but it would be worth it, to truly begin to see your vision form. To actually take up the mantle of leader that your people had deemed you worthy of- and to live up to it, too. After all, it wouldn't really be a fitting reunion party for when you got them back if you didn't have the resources to keep it going for at least a few centuries.

Potential exaggeration aside, you had also ended up decided on purchasing your district in the region of the Docks, although you elected to stretch just a touch and aim for an area a touch closer to downtown, for that square mile- which you are realizing now is not at all a possible proportion while remaining inside the city. As in, a full square mile would be around a full quarter of the city.

Well then, actually looking further into things in these hours before everything began, you were able to find a nice 1,050 ft. by 1,050 ft. square of properties and land near the south of the docks, a touch down from the Hebert household and the Undersiders' Lair and up from Arcadia High, that had been, as far as things went officially, effectively abandoned, with a rather surprising number of shipping containers that had made their way there.

As things went, once the time came, while it took most all of the day in various meetings (bar the hours spent on your trainee, of course), you had been able to acquire everything for only $450,000, as well as to figure out with the city that they could get a brief redirection of certain traffic and escort for the 'heavy construction equipment' you would be bringing in tomorrow/later that night, in advance of hiring the workers as well who'd be operating it amongst the other work. Which was, well, technically true, as that was what the juggernauts would be used for. Just, not their sole purpose, and all of the clockwork soldier except Braun would also be joining them, although they were explicitly security first.

As well, you were able to slip in some time upon returning Ungoliant- Trainee Hebert now that she was 'off the clock' by cape standards- to actually speak with Mr. Hebert.

His worry at you mentioning you wished to speak with him had quite quickly turned to surprise when you stated that you simply wished to either speak with him now about hiring primarily Dockworker's Union workers for a fairly large construction project you had planned, or arrange a meeting at a later time to work it all out. After a moment of consideration, he took a rather deep breath and asked if working it out throughout Sunday would work for you.

Ah, he must have been a touch worried about delaying someone of particular personal power, nevermind that you naturally physically towered over the man. You, however, weren't an entirely impatient or uncivil beast, and so of course accepted the timeframe, as well as mentioned that the specific equipment and security you would be providing could be observed on-site by said day, and made your way about the rest of your day, which wasn't much from there.

Well then, you've returned to your lair at 7 PM after a fair enough day, and you have two things to consider- how to spend the rest of today and the time you had Saturday, as well as how you intended to approach the upcoming Union negotiations and what you intended to bring to the table.

As for your upcoming day? (No specific number win or lose)

[ ] [Day] Order around the Undersiders
-[ ] Send them on a heist.
-[ ] Have Lisa do some research for you.
-[ ] Have Lisa adjust the apparent mercenary's 'territory' to visibly exclude yours.
-[ ] Set Tattletale and Alec on public manipulation duty.
-[ ] Other.
[ ] [Day] Hand the reigns to Iluontar.
[ ] [Day] More Constructs.
-[ ] More Clockwork Soldiers.
-[ ] Some Terraformer Robots.
-[ ] 1 Advanced Surgeon Robot, for yourself.
-[ ] Some Collector Robots.
[ ] [Day] Research the technology you have on the backburner.
-[ ] Research the Divinity Drive (Progress: 0/???)
-[ ] Research the Overlord Robot Frame (Progress: 0/???)
[ ] [Day] Campaign Measures
-[ ] Create Collector Robots & Green Hologram Generators (Propaganda & Surveillance. Cheaper than Observer Swarms, Worse at Surveillance, Requires External Power for Propaganda)
-[ ] Create Observer Robot Swarms & Individual Observer Robots (Propaganda & Surveillance, More Expensive, Effective Surveillance, Doesn't Require External Power)
-[ ] A Fusion Generator & Decanter of Endless Water (Model District, Provides Self-Sufficient Electricity, excess yield can be sold or donated back to the city or country).
-[ ] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)
-[ ] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
-[ ] A few Advanced Surgeon Robots (Model District, Provides Self-Sufficient Healthcare)
[ ] [Day] Talk and try to hang out with Dragon. Mention you're running for mayor, and that you're starting on a project related to that.
[ ] [Day] Y'know, him and you actually got along fairly well, check back in on Armsmaster. Maybe offer him a Ring of Sustenance, while you're at it.
[ ] [Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
-[ ] Specifically the Dallons.
-[ ] Specifically the Pelhams.

And for the upcoming negotiations? (Only 1 of below wins)

[ ] [Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
[ ] [Approach] Neutral and even. You will treat them essentially neutrally, and you will expect the same from them.
[ ] [Approach] As shrewdly as you can. You will be getting the maximum value of every last penny you have.

Lastly, any particular benefits you'd like to offer at said negotiations? You are already providing the constructs and security, and believe that around 500 union workers will be the amount you need to get the project done in the rapid timeframe you're looking for, including people such as supervisors, people with specific permits, that sort. (All that get 3 or more votes win/will be considered.)

[ ] [Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
[ ] [Benefits] Free on-site Healthcare services for union workers and direct family, provided by your own Surgeon Robots. (You will have to build said robots.)
[ ] [Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.
[ ] [Benefits] Any Others? (Write In- nothing extreme, like 'Everyone gets a complimentary Resurrection' is a no-go.)

(Iluontar gets: 1 Vote)

Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft.
Aura: Frightful Presence (30 ft., DC 25)

DEFENSE
AC 48 Touch 20 Flat-Foot 37
HP 980 (19d10+35d6+10d8+678)
Fort +30 Ref +36 Will +37
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76

OFFENSE
Speed
: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide
Melee: 4 claws +54 (2d4+11 plus Crystallization), or, Enchanted Monowhip +55/50/45/40 (3d6+10 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities
Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest
Vault Builder Spell-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 +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), 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 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force (3)
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Limited Wish (8), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2)
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3)
STATISTICS
STR
33 DEX 31 CON 30 INT 57 WIS 20 CHA 22
BAB: +44 CMB: +79 CMD: 100
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), ?, Mythic Weapon Finess(M)
Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76
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, Divine Source
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, Channel Power
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), 1 Concealable Thieves' Tools

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, 670 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 (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack)

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, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 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, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 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$ 10,204,085
NM: Savings$ 34,999,533
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 80,197,318
Cash$ 285
Total$ 80,202,103

Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
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.

Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.

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.

Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.

Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).

Divine Source Domains (Subdomains): Law, Nobility

Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
SpellbookPages UsedTotal Spells in Book
Blessed Book479/1,00093
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
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 38, 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.

(X) 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.

(X) 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.
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

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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: 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).

You currently have 11 A.C.E. Steam-Powered Clockwork Soldiers, including Braun.
You have 13 Juggernaut Robots.

Not shown here are your (Numerous) Construction Poppets, and 198 Terra-Cotta Assistants. Statblocks for those coming: Eventually, maybe.
TaskTimeframe (If Applicable)
Divinity Drive Tattoo RefreshFridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral Campaign
AN: By everything new and old, I took a while trying to figure out the actual scale of the brockton bay map, to the point I yoinked the Ripdrime HD remakes, zoomed in on one building, made the educated assumption the street-facing side of it was 50 ft. long, counted it out at 7 pixels, then because it was diagonal to the image as a whole broke out Pythagoras' to approximate 35 ft. per 6 pixels, then used that to make a 700 ft.-per-section bar scale on it, then used some algebra that I kept getting wrong by straight out forgetting a 0 on one of the numbers like 5 times in a row, then at long last getting a Brockton Bay scale with Miles, and promptly discovering Brockton Bay is, in fact, from Bay to visible edge of Captain's Hill, like 2.1 Miles in a straight line. Meaning that, let's just assume Iluontar was really out of it when thinking of getting a full square mile within the Docks, because a full square mile is like a quarter of the city.

Also, for some reason my first thoughts went to Spice, and now I know that Spice could fly straight across the city in about half a minute.

Also, this one just, absolutely kicked me, completely. I have been just, very tired. PS. Oh, so it turns out I ended up writing a full chapter anyway, ha.

Write ins only accepted for the last one, just to keep things simpler on my end. I think I got the formatting right this time.

Hope y'all enjoyed!

Edit: Oh goddamnit I didn't know there was a Time thing in the forum stuffs, fixing that.
Edit 2: Aight, fixed that mess, for those who say a Task labeled [Ti-me] (without the dash), allow me to say, No you didn't. It's Day and always has been.
 
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[X] [Day] Hand the reigns to Iluontar.
[X] [Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.

That's way, way too many options to look through for me unfortunately, no grey options for Iluontar now, or is that the "one day or two" thing in the update?
 
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[X] [Day] Order around the Undersiders
-[X] Power Research
[X] [Day] Afterwards, hand the reigns to Iluontar.
[X] [Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.

That's way, way too many options to look through for me unfortunately, no grey options for Iluontar now, or is that the "one day or two" thing in the update?
He's just chosen not to make any votes, that's seperate from the surge 'cooldown'. Also, reminder,
Write ins only accepted for the last one
Last one referring to the last of the listed ones. Benefits.
 
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[X][Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
[X][Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
[X][Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.
[X][Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
[X][Day] Order around the Undersiders
-[X]Set Tattletale and Alec on public manipulation duty.
[X][Day] Research the technology you have on the backburner.
-[X] Research the Divinity Drive (Progress: 0/???)
[X][Day] Campaign Measures
-[X] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
-[X] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)

That's my first impulse, I'll check back after a while.
 
Brainstorming a possible benefit: Everyone who wants gets an Extended Heroism spell cast on them at the start of the workday.
(I wanted to suggest a Mass buff, but there's no Mass Heroism and Mass Spell Metamagic is third party, most individual mass spells are 1 min/level but lasting through the workday needs it to last 10 min/level)
Edit: never mind that, 500 is too many people, I was skimming.

[ ] [Day] Y'know, him and you actually got along fairly well, check back in on Armsmaster. Maybe offer him a Ring of Sustenance, while you're at it.
Oooof. Armsmaster would be very happy (once he trusts it) and the rest of the PRT would probably imagine a deliberate plot to make Armsmaster dependent, because he is never going to take that off once he finds uses for the extra time. They might even suspect a master effect on the ring. :lol:
 
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[X][Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
[X][Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
[X][Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.
[X][Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
[X][Day] Order around the Undersiders
-[X]Set Tattletale and Alec on public manipulation duty.
[X][Day] Research the technology you have on the backburner.
-[X] Research the Divinity Drive (Progress: 0/???)
[X][Day] Campaign Measures
-[X] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
-[X] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)

Looks good.
 
[X][Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
[X][Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
[X][Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.
[X][Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
[X][Day] Order around the Undersiders
-[X]Set Tattletale and Alec on public manipulation duty.
[X][Day] Research the technology you have on the backburner.
-[X] Research the Divinity Drive (Progress: 0/???)
[X][Day] Campaign Measures
-[X] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
-[X] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)

I just read through the whole quest and it was quite fun. I haven't played this version of and so I can't really offer insight into specific plans of actions that involve specific spells or items. But this plan looks good to me! It will provide a tangible example of the good he can do for the city while starting on his over arching goal of ruling the city.
 
Vote closed New
Scheduled vote count started by Sckribe on Apr 12, 2024 at 4:49 AM, finished with 6 posts and 4 votes.
  • 4

    [X][Day] It's not particularly near to them, but it is between their known grounds and Arcadia, so go introduce yourself to New Wave, and ask that they not fly over the construction site.
    [X][Day] Order around the Undersiders
    -[X]Set Tattletale and Alec on public manipulation duty.
    [X][Day] Research the technology you have on the backburner.
    -[X] Research the Divinity Drive (Progress: 0/???)
    [X][Day] Campaign Measures
    -[X] Improved Cauldrons of Plenty (Model District, Provides Self-Sufficient Food)
    -[X] 30 Decanters of Endless Water (Model District, Provides Self-Sufficient Water)
    [X] [Day] Hand the reigns to Iluontar.
  • 4

    [X] [Approach] Approving and benevolent. A union on the whole aligns fairly well with your beliefs, and for you, neither wealth nor other material issues are a concern for you.
  • 3

    [X][Benefits] 3 free (if bland) meals offered a day for all union workers on-site. Water too, of course. (Will require a few Improved Cauldrons of Plenty, and a Decanter of Endless Water)
    [X][Benefits] Union workers on the project will receive first priority for moving into the new housing for the first three weeks post-completion.

Edit to roll a die for which New Wave family: Evens are Pelhams, Odds are Dallons.
Sckribe threw 1 20-faced dice. Reason: Odd: Dallons, Even: Pelhams Total: 18
18 18
 
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