@Goldfish, mind adding this to the vote?

[] Have the following forces crafted in the Forges throughout the month (assigned according to the plan):
-[] 578 Black Knights, (490 IM each) -- 283,220 IM.
-[] 722 Black Knights (mobility upgrade), (560 IM each) -- 404,320 IM.
-[] 111 Black Champions, (5,360 IM each) -- 594,960 IM.
-[] 3 Greater Bloodclot Mold - Black Champion controlling units (28,800 IM each) -- 86,400 IM.
-[] 44 Black Brutes, (4,700 IM each) -- 206,800 IM.
-[] 24 Necrotic Molds - Black Brute controlling units, (450 IM each) -- 10,800 IM total.
-[] 955 Spitter Swarms, (60 IM each) -- 57,300 IM.
-[] 234 Plant-Imbued Shadow Creature Cats, (1,200 IM each) -- 281,800 IM.
-[] 299 Verdant Wolves, (1,200 IM each) -- 358,800 IM.
-[] 117 Advanced Druid Creature Lotus Leshy, (2,400 IM each) -- 280,800 IM.
-[] 15 Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 36,000 IM total
-[] 55 Druid Creature Treants, (4,800 IM each) -- 264,000 IM.
-[] 690 Verdant Kingfishers, (300 IM each) -- 207,000 IM.
-[] 69 Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] CR 6, 6 HD, (1,200 IM each) -- 82,800 IM
-[] 159 Advanced Sorcerer Creature Snapdragon Leshy, (4,800 IM each) -- 734,400 IM.
-[] 10 Necro-Krakens, (4,880 IM each) -- 48,800 IM.
-[] 50 Spitter Swarms (Aquatic) - (60 IM each) -- 3,000 IM.
-[] 75 Advanced Druid Creature Seaweed Leshy, CR 6, 4 HD (1,200 IM each) -- 90,000 IM.
-[] 10 Advanced Plant-Imbued Sea Drake, CR 10, 7 HD (4,800 IM each) -- 24,000 IM.
-[] 20 Amphibious Quickling Vinespawn (CR 10, 12 HD) - 4,800 IM each (96,000 IM total).
-[] 10 Kelp Golems (Reskinned Aquatic Pumpkin Golem), CR 8, 8 HD (2,400 IM each) -- 48,000 IM.
-[] 10 Very Old Myrkdreki Dragons, CR 15 (28,800 IM each) -- 288,000 IM.
-[] 24 Wyrmling Myrkdreki Dragons, CR 3 (450 IM each) - 10,350 IM.
-[] 284 Tuogou, CR 4 (600 IM each) -- 170,400 IM.
-[] 12 Greater Blood Clot Molds (28,800 IM each) -- 345,600 IM.
-[] 69 Blood Clot Molds (4,800 IM each) -- 331,200 IM.
-[] 303 Necrotic Molds (450 IM each) -- 136,350 IM.
-[] 1,000 Necro-Cases, CR 1 (10 IM each) -- 10,000 IM.
-[] 50 Black Wardens, CR 8 (630 IM each) -- 31,500 IM.
-[] 10 Black Wardens, mobility Upgrade, CR 8 (700 IM each) -- 7,000 IM.
-[] 1 Half-Dragon Shipwrecker Crab -- 28,800 IM.
-[] 243 Hunter Jellyfish, CR 7 (1,800 IM each) -- 437,400 IM.
-[] 27 Advanced Dire Hunter Jellyfish, CR 10 (4,800 IM each) -- 129,400 IM.
-[] 1 Mighty Mind Dragon (CR 15) - (28,800 IM).
-[] Total Price: 6,256,350 IM.
 
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@Goldfish, mind adding this to the vote?
[] Have the following forces crafted in the Forges throughout the month (assigned according to the plan):
-[] 578 Black Knights, (490 IM each) -- 283,220 IM.
-[] 722 Black Knights (mobility upgrade), (560 IM each) -- 404,320 IM.
-[] 111 Black Champions, (5,360 IM each) -- 594,960 IM.
-[] 3 Greater Bloodclot Mold - Black Champion controlling units (28,800 IM each) -- 86,400 IM.
-[] 44 Black Brutes, (4,700 IM each) -- 206,800 IM.
-[] 24 Necrotic Molds - Black Brute controlling units, (450 IM each) -- 10,800 IM total.
-[] 955 Spitter Swarms, (60 IM each) -- 57,300 IM.
-[] 234 Plant-Imbued Shadow Creature Cats, (1,200 IM each) -- 281,800 IM.
-[] 299 Verdant Wolves, (1,200 IM each) -- 358,800 IM.
-[] 117 Advanced Druid Creature Lotus Leshy, (2,400 IM each) -- 280,800 IM.
-[] 15 Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 36,000 IM total
-[] 55 Druid Creature Treants, (4,800 IM each) -- 264,000 IM.
-[] 690 Verdant Kingfishers, (300 IM each) -- 207,000 IM.
-[] 69 Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] CR 6, 6 HD, (1,200 IM each) -- 82,800 IM
-[] 159 Advanced Sorcerer Creature Snapdragon Leshy, (4,800 IM each) -- 734,400 IM.
-[] 10 Necro-Krakens, (4,880 IM each) -- 48,800 IM.
-[] 50 Spitter Swarms (Aquatic) - (60 IM each) -- 3,000 IM.
-[] 75 Advanced Druid Creature Seaweed Leshy, CR 6, 4 HD (1,200 IM each) -- 90,000 IM.
-[] 10 Advanced Plant-Imbued Sea Drake, CR 10, 7 HD (4,800 IM each) -- 24,000 IM.
-[] 20 Amphibious Quickling Vinespawn (CR 10, 12 HD) - 4,800 IM each (96,000 IM total).
-[] 10 Kelp Golems (Reskinned Aquatic Pumpkin Golem), CR 8, 8 HD (2,400 IM each) -- 48,000 IM.
-[] 10 Very Old Myrkdreki Dragons, CR 15 (28,800 IM each) -- 288,000 IM.
-[] 24 Wyrmling Myrkdreki Dragons, CR 3 (450 IM each) - 10,350 IM.
-[] 284 Tuogou, CR 4 (600 IM each) -- 170,400 IM.
-[] 12 Greater Blood Clot Molds (28,800 IM each) -- 345,600 IM.
-[] 69 Blood Clot Molds (4,800 IM each) -- 331,200 IM.
-[] 303 Necrotic Molds (450 IM each) -- 136,350 IM.
-[] 1,000 Necro-Cases, CR 1 (10 IM each) -- 10,000 IM.
-[] 50 Black Wardens, CR 8 (630 IM each) -- 31,500 IM.
-[] 10 Black Wardens, mobility Upgrade, CR 8 (700 IM each) -- 7,000 IM.
-[] 1 Half-Dragon Shipwrecker Crab -- 28,800 IM.
-[] 243 Hunter Jellyfish, CR 7 (1,800 IM each) -- 437,400 IM.
-[] 27 Advanced Dire Hunter Jellyfish, CR 10 (4,800 IM each) -- 129,400 IM.
-[] Total Price: 6,227,550 I
M.
Looks like the Scholarium Mind Dragon is missing from your list.

I can add it all when I get back to my computer.
 
With all the discounts Lya has for crafting elements, what is the cheapest she could go in creating a living thing?

I am mostly curious, as she does feel like a genius.
 
For the moonchasers and similar vessels do enchantments that are immobile fix themselves relative to the ship if they are integrated into it? I ask because Radiant Panels could be useful for ablative armor that doesn't require crew control. For the smaller ones twinned cubes of force might work, supposing we could make some that all have useful sides instead of stuff like a gas filter.

On the armament end, how do you guys feel about lacing our incendiary devices withPyre Salt? For 70 IM anyone or thing destroyed by the flames it's tossed into can only be magically restored if the caster makes a DC 20 CL check. It also doubles the damage that fire does for one round.

It only gives a minimum size fire for the effect, so we might be able to get some significant mileage out of each dose. If we could work it out a double damage SoD would be fun, but you can't activate it by casting on it, and SoD usually kills everyone who's going to bite it in one round.

It's use case would be sort of narrow, but making it more costly to recover from raids or decapitation strikes could be useful.
 
FFS, again?!
*storms off to edit shit*

EDIT: EDITED.
Added your order to my plan. Thanks for compiling all of this stuff, dude.
With all the discounts Lya has for crafting elements, what is the cheapest she could go in creating a living thing?

I am mostly curious, as she does feel like a genius.
She can create living beings in the form of intelligent items and free-will Constructs, but she doesn't have the requisite feats or interests needed to create living beings wholesale. That's more Vee, Qyburn, and Elaheh's area of expertise.
For the moonchasers and similar vessels do enchantments that are immobile fix themselves relative to the ship if they are integrated into it? I ask because Radiant Panels could be useful for ablative armor that doesn't require crew control. For the smaller ones twinned cubes of force might work, supposing we could make some that all have useful sides instead of stuff like a gas filter.

On the armament end, how do you guys feel about lacing our incendiary devices with Pyre Salt? For 70 IM anyone or thing destroyed by the flames it's tossed into can only be magically restored if the caster makes a DC 20 CL check. It also doubles the damage that fire does for one round.

It only gives a minimum size fire for the effect, so we might be able to get some significant mileage out of each dose. If we could work it out a double damage SoD would be fun, but you can't activate it by casting on it, and SoD usually kills everyone who's going to bite it in one round.

It's use case would be sort of narrow, but making it more costly to recover from raids or decapitation strikes could be useful.
Radiant Panels wouldn't really work for our purposes, IMO. Too expensive for too little effect, plus the mechanics of the item specifically say that moving them after activated causes the Force barrier to shatter.

Pyre Salt is new to me. It's an enchanted item, which is less than ideal, but it's a very cheap one. I've also been thinking about producing Incendiary Catalyst in large quantities to use in conjunction with Alchemist's Fire and Wildfire.

EDIT: @BronzeTongue, Add these to your goody page, please?
Incendiary Catalyst
Price
40 gp; Weight 1 lb.
Incendiary catalyst can be thrown at a creature as a ranged touch attack with a range increment of 10 feet. On a hit, the target is doused with accelerants that give the target vulnerability to fire for 1 round. Incendiary catalyst does not affect creatures that are already vulnerable to fire, and the target's fire immunity and resistances apply as normal. Crafting this item requires a successful DC 20 Craft (alchemy) check.
@Azel, what do you think of Wildfire bombs that are doped with Incendiary Catalyst and Pyre Salted? They would be more expensive, but well worth the effect.

Although we still don't know the exact mechanical stats for our superior formulation of Wildfire, just using our standard Alchemist's Fire bombs as a base shows what we might be able to expect. Doubled damage plus the added effect of being made temporarily Vulnerable to Fire (+50% damage), isn't too shabby.
  • Alchemist's Fire:Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
A #4 bomb could go from 10d6 damage to 20d6 * 1.5, for average of 105 Fire damage.
We can Persist it, then.
Well, we'd need a Metamagic Rod of Persist spell somehow... And finding + buying that risks being harder than just buying the scrolls in the first place.
I'm pretty sure there is no such thing as a Metamagic Rod of Persistent Spell, at least for the D&D 3.5 version of the feat rather than the very different PF version. And like you said, by the time this could all be arranged, Lya will have leveled and be able to make them herself or we'll have found somewhere to purchase them outright.
 
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@Goldfish, @Azel, you two do take into consideration that we have Flame Clove growing in our Empire and could arguably add the effect freely to pretty much anything fire-based at this point?
Flame Clove
A favorite with travelers, flame clove is a garlic-like herb imbued with energy from the mental Plane of Fire.

Raw flame clove contains a mild but unpleasant poison (ingested; Fort DC 13 initial damage 1d6 fire, secondary damage 1 Dex). When boiled in salt water and crushed and blended into food, however, flame clove has a taste similar to garlic and keeps hot food hot for 1d4 days without drying out and with no outside heat source.

Adding a sprig of flame clove to alchemist's fire (which must be done when crafting the alchemist's fire originally) makes for a more potent batch. This enhanced alchemist's fire deals double the damage of normal alchemist's fire and burns for twice as long.

Flame clove is remarkably easy to grow and reaches maturity a mere five weeks after planting and remains viable for three weeks after that.

A single healthy mature bulb sells for 20 gp.
I'd argue that with it we could enhance Wildfire as well, if to a lesser degree.
 
Bit of a random idea, but it could turn out very good for us.

What if we had Melisandre figure out how to enhance Wildfyre with R'hllor's own wrath to deal even more damage against the Void?

Not the highest priority, but damn if I'm not having fun imagining it.
 
@Goldfish, @Azel, you two do take into consideration that we have Flame Clove growing in our Empire and could arguably add the effect freely to pretty much anything fire-based at this point?

I'd argue that with it we could enhance Wildfire as well, if to a lesser degree.
I keep forgetting about that stuff. If our cultivation has reached a useful level, I would be all for adding it to all of our Alchemist's Fire and Wildfire.

A #4 Alchemist's Fire bomb with Flame Clove, Pyre Salt, and Incendiary Catalyst could potentially inflict 30d6 * 1.5 damage, for 157 average.
 
Inserted tally
Adhoc vote count started by egoo on May 4, 2020 at 8:16 PM, finished with 35 posts and 4 votes.

  • [X] We will commission single-use Blinding Glory charms from our extraplanar allies, enough to equip each Moonchaser-class vessel with three of them, and more besides that for use by our other forces. The charms can be used by anyone, with no need for one highly proficient in the Use Magic Device skill.
    -[X] Commission 20 single-use Blinding Glory charms (765 IM each) for a total cost of 15,300 IM.
    [X] Have the following forces crafted in the Forges throughout the month (assigned according to the plan):
    -[X] 578 Black Knights, (490 IM each) -- 283,220 IM.
    -[X] 722 Black Knights (mobility upgrade), (560 IM each) -- 404,320 IM.
    -[X] 111 Black Champions, (5,360 IM each) -- 594,960 IM.
    -[X] 3 Greater Bloodclot Mold - Black Champion controlling units (28,800 IM each) -- 86,400 IM.
    -[X] 44 Black Brutes, (4,700 IM each) -- 206,800 IM.
    -[X] 24 Necrotic Molds - Black Brute controlling units, (450 IM each) -- 10,800 IM total.
    -[X] 955 Spitter Swarms, (60 IM each) -- 57,300 IM.
    -[X] 234 Plant-Imbued Shadow Creature Cats, (1,200 IM each) -- 281,800 IM.
    -[X] 299 Verdant Wolves, (1,200 IM each) -- 358,800 IM.
    -[X] 117 Advanced Druid Creature Lotus Leshy, (2,400 IM each) -- 280,800 IM.
    -[X] 15 Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 36,000 IM total
    -[X] 55 Druid Creature Treants, (4,800 IM each) -- 264,000 IM.
    -[X] 690 Verdant Kingfishers, (300 IM each) -- 207,000 IM.
    -[X] 69 Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] CR 6, 6 HD, (1,200 IM each) -- 82,800 IM
    -[X] 159 Advanced Sorcerer Creature Snapdragon Leshy, (4,800 IM each) -- 734,400 IM.
    -[X] 10 Necro-Krakens, (4,880 IM each) -- 48,800 IM.
    -[X] 50 Spitter Swarms (Aquatic) - (60 IM each) -- 3,000 IM.
    -[X] 75 Advanced Druid Creature Seaweed Leshy, CR 6, 4 HD (1,200 IM each) -- 90,000 IM.
    -[X] 10 Advanced Plant-Imbued Sea Drake, CR 10, 7 HD (4,800 IM each) -- 24,000 IM.
    -[X] 20 Amphibious Quickling Vinespawn (CR 10, 12 HD) - 4,800 IM each (96,000 IM total).
    -[X] 10 Kelp Golems (Reskinned Aquatic Pumpkin Golem), CR 8, 8 HD (2,400 IM each) -- 48,000 IM.
    -[X] 10 Very Old Myrkdreki Dragons, CR 15 (28,800 IM each) -- 288,000 IM.
    -[X] 24 Wyrmling Myrkdreki Dragons, CR 3 (450 IM each) - 10,350 IM.
    -[X] 284 Tuogou, CR 4 (600 IM each) -- 170,400 IM.
    -[X] 12 Greater Blood Clot Molds (28,800 IM each) -- 345,600 IM.
    -[X] 69 Blood Clot Molds (4,800 IM each) -- 331,200 IM.
    -[X] 303 Necrotic Molds (450 IM each) -- 136,350 IM.
    -[X] 1,000 Necro-Cases, CR 1 (10 IM each) -- 10,000 IM.
    -[X] 50 Black Wardens, CR 8 (630 IM each) -- 31,500 IM.
    -[X] 10 Black Wardens, mobility Upgrade, CR 8 (700 IM each) -- 7,000 IM.
    -[X] 1 Half-Dragon Shipwrecker Crab -- 28,800 IM.
    -[X] 243 Hunter Jellyfish, CR 7 (1,800 IM each) -- 437,400 IM.
    -[X] 27 Advanced Dire Hunter Jellyfish, CR 10 (4,800 IM each) -- 129,400 IM.
    -[X] 1 Mighty Mind Dragon (CR 15) - (28,800 IM).
    -[X] Total Price: 6,256,350 IM.
 
I keep forgetting about that stuff. If our cultivation has reached a useful level, I would be all for adding it to all of our Alchemist's Fire and Wildfire.

A #4 Alchemist's Fire bomb with Flame Clove, Pyre Salt, and Incendiary Catalyst could potentially inflict 30d6 * 1.5 damage, for 157 average.
There's "stupidly flammable " and then there's that. I think that's all the major readily produced fire damage alchemical stuff and plants.
Pyre Salt is new to me. It's an enchanted item, which is less than ideal, but it's a very cheap one. I've also been thinking about producing Incendiary Catalyst in large quantities to use in conjunction with Alchemist's Fire and Wildfire.
I was surprised to see an enchanted consumable material like this too, it seems like it should be an alchemy thing. There are some other good ones though, like Sterling Salt. It'd be kinda hilarious to arm any devil casters we get with this stuff and send them after our various evil enemies.

A devil, upon dealing 'good' damage by eviscerating a daemon with blood wind: "This is a perversion of the natural order that even Hell didn't prepare me for... I love it "
:V
edit:
[X] Goldfish
 
Yeah alchemy is pretty bullshit for matters of scale, if you think about it. I mean it adds up to being pretty expensive, but not beyond the budget of a military industrial complex.

Whereas pretty much all enchanted equipment is disproportionately expensive in comparison to its raw utility. Absolute game changer for a small scale knife fight between minor demigods, but not going to win any wars on its own TBH.

Super Alchemical Bomblets teleported into enemy faces? Now you're getting tactical.

Carpet bombing enemy mooks with larger payloads? Now you're getting strategic.

Building production facilities to outproduce your enemies in an arms race? Now you're getting economical.
 
@Goldfish, special notes for the wildfire production facility.

You need to make all the equipment and possibly the walls and floors out of Valyrian Steel. To date it is the only material utterly impervious to Wildfyre.

And we will want much better than average security for this facility for obvious reasons.
 
Wyvern-Class Anti-Gravity Fighter

The body of the fighter is an ellipsoid measuring 5 feet (1.5 m) in diameter and with a length of 20 feet (6 m). At the front sits a Hardened, conical Quartz cupola that contains the cockpit, thus allowing the pilot an unobstructed view of his surroundings. Folding out from the front of the fighter are two large, swept wings which do not generate lift, but are instead intended to aid in maneuvering. It has a wingspan of nearly 33 feet (10 m) with the wings increasing the full length of the fighter to 30 feet (9m). The wings can be folded close to the fighter's body, thus allowing it fit in a much smaller space than is immediately apparent, such as the cargo bay of a larger vessel.

Due to its Anti-Gravity propulsion system, the fighter can hover in a stationary position, though its single propulsion unit makes this a challenge. It's generally easier and safer to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. The independent control surfaces on each wing are controlled remotely by the pilot via a minor Telekinetic effect. Due to the exceptional thickness and durability of its armor, as well as it being able to form a perfect environmental seal, the fighter can operate in nearly any environment, including underwater or in outer space.

  • Core-Systems
    SystemCostEnchantment CL
    AG-Engine
    5,500​
    Ritual
    Engine Controls
    1,000​
    Ritual
    Flight Controls
    1,000​
    5​
    Communication Equipment
    600​
    5​
    Visual Enhancement
    425​
    3​
    Total
    8,525​
    -

    Sub-Systems
    SystemCostEnchantment CLType AType BType C
    Basic Systems
    8,525​
    -XXX
    2x Launchers
    360​
    1​
    X
    2x Advanced Launchers with Magazine of Holding
    4,900​
    10​
    XX
    Ghost Ward
    400​
    3​
    X
    Planar Adaptation with Ghost Ward
    1,900​
    9​
    XX
    Optical Camouflage
    270​
    3​
    XXX
    Planar Travel
    3,500​
    9​
    X
    Air Supply System
    725​
    9​
    XX
    Advanced Flight Controls
    250​
    5​
    XXX
    Guardian System
    270​
    3​
    XXX
    Energy Shot System
    1,620​
    9​
    X
    Total--
    21,960​
    16,840​
    10,075​
    Enchantment Time (days)--
    77.3​
    51.7​
    17.875​
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 21,960 IM (6,500 IM via ritual magic & 15,460 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 21
    • Hit Points: 360 (gains the Broken condition at 180 HP); 60 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Advanced Launcher with Magazine of Holding (forward mounted on hull)
    • Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • 4 Beetle Bombs (external mounts on wings)
    • Energy Shot System
    SPECIAL:
    • Planar Travel
    • Air Supply System
    • Advanced Flight Controls
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 16,840 IM (6,500 IM via ritual magic & 10,340 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 21
    • Hit Points: 360 (gains the Broken condition at 180 HP); 60 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Advanced Launcher with Magazine of Holding (forward mounted on hull)
    • Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • 4 Beetle Bombs (external mounts on wings)
    SPECIAL:
    • Air Supply System
    • Advanced Flight Controls
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 10,075 IM (6,500 IM via ritual magic & 3,575 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 17
    • Hit Points: 240 (gains the Broken condition at 90 HP); 40 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Launcher (forward mounted on hull)
    • 4 Beetle Bombs (external mounts on wings)
    SPECIAL:
    • Advanced Flight Controls
    • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
    • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
    • Flight Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control small control surfaces on the wings to aid in steering when flying at high velocities.
    • Communication Equipment (600 IM, CL 5): A Wyvern pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
    • Visual Enhancement (425 IM, CL 3): The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructions, as per the spells Fire Eyes and Snowsight.
  • Weapons
    • Launcher (180 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Advanced Launcher with Magazine of Holding (2,450 IM): This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Beetle Bombs: When activated, these constructs use a Teleport effect to immediately transport themselves to the target chosen by the pilot and then detonates it's alchemical payload.
    • Energy Shot System (1,620 IM): This Launcher enhancement may be activated by the pilot 1/Day. The enhancement persists for up to 90 minutes, during which time all bolts fired from the Launchers inflict the selected damage type (Acid, Cold, Electricity, Fire, Force, or Sonic) along with the corresponding effect described below.
      • Acid: The attack also deals 2d6 Acid damage in a splash to all creatures and unattended objects within 15 feet. Creatures can halve the splash damage with a DC 17 Reflex saving throw.
      • Cold: The attack creates an ice sheen within a 20-foot-radius burst around the target. That sheen lasts 1d6 rounds. Creatures within the ice sheen are Entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
      • Electricity: Creatures hit by the attack or who are within 15 feet of the attack are Staggered for 1 round.
      • Fire: Creatures and wood objects within 15 feet of the attack may catch on fire if they fail a DC 15 Reflex saving throw. Burning creatures and objects take 1d6 Fire damage each round until the fire is extinguished.
      • Sonic: Creatures hit by the attack or who are within 20 feet of the attack must succeed at a DC 17 Fortitude saving throw or be Deafened for one hour.
      • Force: No extra effect.

    Defensive
    • Ghost Ward (400 IM): This armor enhancement grants the hull of the Wyvern a +1 Enhancement bonus (Hardness 17, HP 40 per square) and makes it impassable for Incoporeal creatures.
    • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 60 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
    • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).

    Other Systems
    • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
    • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
    • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
    • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.


Manticore-Class Anti-Gravity Fighter-Bomber
The body of this craft is elongated and vaguely dagger-like with a length of 30 feet (9m), a width of 16 feet (5m) and a height of 8 feet (2.5m). The cockpit sits on the top of the vessel, about one-third of the length from the back. It furthermore has two more quartz cupolas in the front and back, each housing a turret. Unlike the Wyvern, this craft has no wings and instead uses a steam powered gyroscope system to stabilize itself, which also allows it to hover with nigh perfect stability and even lets it operate at ground level.

A Manticore is heavily armed, having two Launchers with Magazines of Holding in both the front and the back cupola and with two Steam Cannons as it's main armaments. Like the gyro stabilizer, these cannons draw water and heat from an integrated water supply system and an Everflame Boiler. To operate, the craft requires a crew of five people. The pilot, two gunners for the turrets and two loaders / engineers who operate the Steam Cannons. Lastly, the craft is equipped with multiple bomb bays and an internal Beetle Bomb rack.


  • System Cost Enchantment CL
    AG-Engine
    5500​
    Ritual
    Engine Controls
    1000​
    Ritual
    Gyro Controls
    1000​
    5​
    Communication Equipment
    600​
    5​
    Cockpit Visual Enhancement
    425​
    3​
    Front Turret
    - 2x Launchers with Magazine of Holding (Front)
    1360​
    3​
    - Targeting Optics (Front)
    425​
    1​
    Back Turret
    - 2x Launchers with Magazine of Holding
    1360​
    3​
    - Targeting Optics
    425​
    1​
    Hardmounted Weaponry
    - 2x Steam Cannon
    1200​
    1​
    - Water Supply System
    8100​
    9​
    - Everflame Boiler
    2000​
    Ritual
    Planar Adaptation with Ghost Ward
    1900​
    9​
    Optical Camouflage
    270​
    3​
    Planar Travel
    3500​
    9​
    Air Supply System
    725​
    9​
    Advanced Flight Controls
    250​
    5​
    Guardian System
    270​
    3​
    Energy Shot System
    1620​
    9​
    Total
    31930​
    Enchantment Time (days)
    117,15​

  • Colossal Air vehicle
    Squares 12 (20 ft. by 30 ft. / 5 m x 9 m);
    Crew: One pilot
    Weight: 440,925 pounds (200 tons)
    Cost: 31,930 IM (8,500 IM via ritual magic & 24,430 IM via enchanting, 70 tons of steel & 100 tons of mercury)
    DEFENSE:
    • Armor Class:21 (+3 Enhancement, -5 Size) + Pilot Dexterity Bonus, Flat-Footed: 17
    • Hardness: 21
    • Hit Points: 1.440 (gains the Broken condition at 720 HP); 120 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Launcher with Magazine of Holding (front turret)
    • 2x Launcher with Magazine of Holding (back turret)
    • 2x Steam Cannon (hard-mounted frontal)
    • 2x Ammo Rack - 1,000 pound (453 kg) capacity
    • 16x 1m³ water storage tank
    • 2x Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • Bomb Bay/Cargo Hold - 2,000 pound (907 kg) capacity, or 16 Beetle Bombs
    • 16 Beetle Bombs (internal rack mount)
    • Energy Shot System
    SPECIAL:
    • Planar Travel
    • Air Supply System
    • Advanced Flight Controls

  • Core-Systems
    • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
    • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
    • Gyro Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control the steam powered gyroscope that stabilizes the craft and allows for turning.
    • Communication Equipment (600 IM, CL 5): The pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
    • Visual Enhancement / Targeting Optics (425 IM, CL 3): The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructions, as per the spells Fire Eyes and Snowsight.
    • Everflame Boiler (2,000 IM, Ritual): Using an Everflame enchantment, this boiler heats water for use in steam powered machines.
    • Water Supply System (9,100 IM, CL 9): This part generates slightly more then 1 m³ of water per round, which powers the gyroscope and the steam cannons.
    Weapons
    • Launcher with Magazine of Holding (680 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Steam Cannon (600 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. For each shot, the cannon requires 1 m³ of supercritical water. The craft is protected from the waste heat by Endure Elements enchantments. / Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit; uses Steam Cannon attack rules.
    • Beetle Bombs: When activated, these constructs use a Teleport effect to immediately transport themselves to the target chosen by the pilot and then detonates it's alchemical payload.
    • Energy Shot System (1,620 IM): This Launcher enhancement may be activated by the pilot 1/Day. The enhancement persists for up to 90 minutes, during which time all bolts fired from the Launchers inflict the selected damage type (Acid, Cold, Electricity, Fire, Force, or Sonic) along with the corresponding effect described below.
      • Acid: The attack also deals 2d6 Acid damage in a splash to all creatures and unattended objects within 15 feet. Creatures can halve the splash damage with a DC 17 Reflex saving throw.
      • Cold: The attack creates an ice sheen within a 20-foot-radius burst around the target. That sheen lasts 1d6 rounds. Creatures within the ice sheen are Entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
      • Electricity: Creatures hit by the attack or who are within 15 feet of the attack are Staggered for 1 round.
      • Fire: Creatures and wood objects within 15 feet of the attack may catch on fire if they fail a DC 15 Reflex saving throw. Burning creatures and objects take 1d6 Fire damage each round until the fire is extinguished.
      • Sonic: Creatures hit by the attack or who are within 20 feet of the attack must succeed at a DC 17 Fortitude saving throw or be Deafened for one hour.
      • Force: No extra effect.
    Defensive
    • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 120 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
    • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).
      Other Systems
      • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
      • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
      • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
      • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.
     
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    I'll hold off on that until @DragonParadox says it's necessary. Each facility is meant to be a large industrial scale work site, with proper precautions and equipment. For superior Wildfire, which I would expect to be less stupidly volatile than the common stuff when properly stored and handled, there shouldn't be any issue with using standard Alchemical production tools, which is going to involve a lot of Hardened glass. If Valyrian Steel is needed, I would expect it to be in storage vessels and vaults, not all of the walls, floors, etc.
    TBH you would not go awry being more cautious than that, because sabotage is still a thing and it would be really bad PR to have anything bad happen related to wildfire, period. Emergency shutoffs via Anti-magic field and some dispel sprayers would be pretty good I think.

    Edit: IIRC to put out wildfire, you need to dispel it, and then snuff it out.
     
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