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.
The biggest concerns are either an enemy sneaking in to steal the wildfyre samples, the formula, or straight up blowing it up. This is one of the areas where we can't be paranoid enough.
So when do we want to make the Wildfire Orb? Do we have enough HD to do that? Because Wildfire Golems that can self-destruct are the dream
We absolutely have enough HD to do it, but I don't want to spend it for golems. I want an Orb for Viserys an another one for Melisandre.
 
The biggest concerns are either an enemy sneaking in to steal the wildfyre samples, the formula, or straight up blowing it up. This is one of the areas where we can't be paranoid enough.

We absolutely have enough HD to do it, but I don't want to spend it for golems. I want an Orb for Viserys an another one for Melisandre.
We can take extra precautions with the Wildfire Production Facility; lead-lined walls, Forbiddance Warding, Greater Signs of Sealing, Hallow spells with Invisibility Purge linked to them, etc., including the substantial new guard force being grown in the Forges this month. Those are reasonable and useful precautions, but sheathing the entire inner surface of the equivalent to a modern chemical factory is not reasonable or economical.

As for a Wildfire Orb, one for Viserys would be great, and I'm sure we could find people to use a few more of them eventually, but Melisandre doesn't need one. Among the great gear she got from Burny is an amulet which makes all of her Fire spells automatically count as Searing and can even push beyond that to completely ignore Immunity to Fire, which even Searing cannot normally do.

The Last Ember (Amulet Slot)

A gift of the R'hllor himself to his most favored servant as she traveled deep into Valyria where the veil of the world is thin. This talisman allows one to speak with an echo of His voice in commanding fire and those begotten of it.

Effects:

  1. +6 Wisdom
  2. Counts as having +4 HD for the purposes of Rebuking and Commanding Fire Elementals
  3. All Fire Spells count as Searing.
  4. May channel the effects of any fire spell into the amulet to allow the damage to ignore all fire resistance and immunity, though the resulting magic can only affect one creature as a ranged touch attack with a long range regardless of the parameters of the original spell. Damage dice remain unchanged.
 
We can take extra precautions with the Wildfire Production Facility; lead-lined walls, Forbiddance Warding, Greater Signs of Sealing, Hallow spells with Invisibility Purge linked to them, etc., including the substantial new guard force being grown in the Forges this month. Those are reasonable and useful precautions, but sheathing the entire inner surface of the equivalent to a modern chemical factory is not reasonable or economical.

As for a Wildfire Orb, one for Viserys would be great, and I'm sure we could find people to use a few more of them eventually, but Melisandre doesn't need one. Among the great gear she got from Burny is an amulet which makes all of her Fire spells automatically count as Searing and can even push beyond that to completely ignore Immunity to Fire, which even Searing cannot normally do.
I am very jealous of her Artifacts.

Regarding the wildfyre, the reason I want Melisandre to have one is because I've got a sneaking suspicion the substance does extra damage against Winter. There's regular magical fire and then there's wildfire. Of course that's an unconfirmed suspicion on my end, but it feels like a reasonable assumption all things considered.
 
I think the only difference is that wildfire must be dispelled in order to smother it, since it's not a spell effect, but an alchemical byproduct. It's a materialized fire, rather than an insubstantial flame.

If the spell effect is counter-spelled, that's it. No damage dealt because it was halted at the source. It is much easier to avoid getting hit by a spell than it is to deal with being shelled by wildfire canisters. Once they release their contents, the entire area is on fire. There is no spell to counter.

That is what makes wildfire dangerous to powerful spellcasters like the Others. You can't erase superior firepower.
 
As a safety tool for the wildfire facility, how hard do you guys think a custom Telekinetic Assembly would be? It already relies on the knowledge of the caster to a certain extent, even if it does specify siege weapons, so it seems like it'd be a good base for an industrial telekinesis enchantment/spell.

We can reduce the amount of safety equipment we need if the people involved are manipulating the tools from 15 ft away in a 2 ft thick box of hardened quartz surfaced with suppressing walls or something.

If we're luck we might even be able to enchant items that repeat a sequence of actions exactly when activated that we can use to automate anything in the process that doesn't involve actually casting things on the wildfire base. That'd be safer and easier to control information about.

A telekinetic assembly like setup could mix precursors, give them to workers who know one ritual to apply to said materials with no knowledge of how they are made, then repeats that process with the results and a different group of mages until the wildfire is refined. The people working there would only have knowledge of their slice of the product.

If we want to get really paranoid we could use Ring Gates to provide materials on an as needed basis. Though we've been avoiding any sort of portal magic like the plague for a reason, so that might not be worth it.
 
I am working on the "assignment of forces"-infothreadmark now, we direly need one.

Could someone get me the numbers on Rhango's full gathered force (outsiders excluded) and the full numbers on our Tritons now?
Thanks.
 
As a safety tool for the wildfire facility, how hard do you guys think a custom Telekinetic Assembly would be? It already relies on the knowledge of the caster to a certain extent, even if it does specify siege weapons, so it seems like it'd be a good base for an industrial telekinesis enchantment/spell.

We can reduce the amount of safety equipment we need if the people involved are manipulating the tools from 15 ft away in a 2 ft thick box of hardened quartz surfaced with suppressing walls or something.

If we're luck we might even be able to enchant items that repeat a sequence of actions exactly when activated that we can use to automate anything in the process that doesn't involve actually casting things on the wildfire base. That'd be safer and easier to control information about.

A telekinetic assembly like setup could mix precursors, give them to workers who know one ritual to apply to said materials with no knowledge of how they are made, then repeats that process with the results and a different group of mages until the wildfire is refined. The people working there would only have knowledge of their slice of the product.

If we want to get really paranoid we could use Ring Gates to provide materials on an as needed basis. Though we've been avoiding any sort of portal magic like the plague for a reason, so that might not be worth it.
Mage Hand can easily manipulate tools from within a warded and shielded area.

What we should consider is a way to smother the entire production floor beneath a tide of sand or something after the wildfire itself has been dispelled.
 
I am working on the "assignment of forces"-infothreadmark now, we direly need one.

Could someone get me the numbers on Rhango's full gathered force (outsiders excluded) and the full numbers on our Tritons now?
Thanks.
On the front page under the Auxiliaries tab where it shows Legion/Inquisition etc. info.

It's up to date.
 
@Azel, what was this one about, btw?
They were meant as guards / ornamental koi carp for the Purse Club.
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.
As far as the Flame Clove goes, we might as well mass produce it with plantforged cultivars.

...

@DragonParadox, can we modify Flame Cloves to add the effects of Pyre Salt and Incendiary Catalyst to them?
 
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.
     
    Last edited:
    @Goldfish, I sat down and made some stats for Wildfyre, greenlit by DP.

    Wildfyre
    This green substance will readily ignite when dispersed or coming into contact with flammable materials, producing a bright green flame that is magical in nature and will readily devour both magic and mundane materials to sustain itself.

    Wildfyre is usually used as ammo for siege weaponry, since few would dare to throw a flask of it manually. A siege shot of Wildfyre deals 4d8 damage to anything within 5ft. of where it hits and 2d8 damage to everything in a radius of 30ft. around that. A small flask that can be thrown manually is a splash weapon with 10ft. range increment and deals 1d8 of damage to anything it hits. Creatures adjacent to where this flask hits must pass a DC 10 reflex save or also take 1d4 damage. This damage is half fire and half profane damage.

    Once hit, any creature or object affected by Wildfyre takes the same damage it initially took each round. Furthermore, at the end of a round, any adjacent square, creature within a square or square where a Wildfyre affected creature stands is also set ablaze, taking damage one damage dice step lower then the source from that round onward. So a square burning with 1d8 of Wildfyre damage will set all adjacent squares on fire for 1d6 of Wildfyre damage at the end of the round and so on. A creature can attempt to extinguish itself by making a DC 15 reflex save. On a success, the damage it takes is reduced by two steps, on a failure it is still reduced by one step. A creature can also attempt to extinguish another creature or object as a full round action, lessening the damage take by two steps, but the creature must pass a DC 15 reflex save to not set itself ablaze. Wildfyre keeps burning even without fuel, lessening only by one damage die step per minute it has no fuel.

    Furthermore, Widlfyre resists attempts to magical extinguish it and actively damages enchantments and ongoing magical effects. Each round a creature or object takes damage from Wildfyre, it is subject to an affect equal to a Dispel Magic with a caster level equal to half the damage taken by the Wildfyre. When attempting to magically extinguish Wildfyre, roll the damage for the fire and deduct that number from the caster level of the spell or affect as the Wildfyre consumes the magic it is made up of. If the effect is reduced to a caster level of 0, it fails entirely. When hit by a Dispel effect that overcomes a DC of 15, Wildfyre flames in the affected area become mundane fire for 1d4 rounds and can be extinguished as normal. After that time, it regains its magical properties but looses one damage die step per round it was suppressed.

    Wildfyre deals full damage against objects and ignores hardness below 20. Valyrian Steel and Imperial Steel are immune to the effects of Wildfyre.
    Cost: 500 GP per flask, 5,000 GP per siege shot, DC 30 Craft Alchemy
     
    Furthermore, Widlfyre resists attempts to magical extinguish it and actively damages enchantments and ongoing magical effects. Each round a creature or object takes damage from Wildfyre, it is subject to an affect equal to a Dispel Magic with a caster level equal to half the damage taken by the Wildfyre. When attempting to magically extinguish Wildfyre, roll the damage for the fire and deduct that number from the caster level of the spell or affect as the Wildfyre consumes the magic it is made up of. If the effect is reduced to a caster level of 0, it fails entirely. When hit by a Dispel effect that overcomes a DC of 15, Wildfyre flames in the affected area become mundane fire for 1d4 rounds and can be extinguished as normal. After that time, it regains its magical properties but looses one damage die step per round it was suppressed.
    One important thing to know would be how it interacts with Quench and similar effects, which do not Dispel but extinguish regular fire.

    I think the Wildfire in our city was still affected by it, if not as much as it should?
     
    One important thing to know would be how it interacts with Quench and similar effects, which do not Dispel but extinguish regular fire.

    I think the Wildfire in our city was still affected by it, if not as much as it should?
    Here's the ability text:
    Drench (Ex)
    The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
    So, yes, it extinguishes Wildfyre, but it needs to make Dispel checks against it and since it mimics Dispel Magic, it's at most 10 + 1d20 vs DC 15.

    So it has a 80% chance to extinguish 4 squares worth of Wildfyre per round.
     
    Last edited:
    Here's the ability text:

    So, yes, it extinguishes Wildfyre, but it needs to make Dispel checks against it and since it mimics Dispel Magic, it's at most 10 + 1d20 vs DC 15.

    So it has a 80% chance to extinguish 4 squares worth of Wildfyre per round.
    I think he meant the Quench spell, which we used via Limited Wish gem to help extinguish the Wildfire burning in SD a while back.
     
    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
    TBD

    • TBD
    • SystemCostEnchantment CL
      AG-Engine
      5500​
      Ritual
      Engine Controls
      1000​
      Ritual
      Flight Controls
      1000​
      5​
      Communication Equipment
      600​
      5​
      Visual Enhancement (Pilot)
      425​
      3​
      2x Launchers with Magazine of Holding (Front)
      1360​
      3​
      Targeting Optics (Front)
      425​
      1​
      2x Launchers with Magazine of Holding (Back)
      1360​
      3​
      Targeting Optics (Back)
      425​
      1​
      2x Steam Cannon
      1200​
      1​
      Water Supply System
      8100​
      9​
      Everflame Boiler
      2000​
      Ritual
      Planar Adaptation with Ghost Ward
      1900​
      9​
      Glamered
      270​
      3​
      Planar Travel
      3500​
      9​
      Air Supply System
      725​
      9​
      Advanced Flight Controls
      250​
      5​
      Guardian System
      270​
      3​
      Energy Shot
      1620​
      9​
      Total
      31930​
      -
      Enchantment Time (days)
      117,15​
    This is great, dude. I've linked your post to the Wyverns in my Armor section. I've gone ahead and scheduled the Ghost Ward armor upgrade for our 27 Type A Wyverns this month to bring them up to full spec.
     
    @Goldfish, I sat down and made some stats for Wildfyre, greenlit by DP.

    Wildfyre
    This green substance will readily ignite when dispersed or coming into contact with flammable materials, producing a bright green flame that is magical in nature and will readily devour both magic and mundane materials to sustain itself.

    Wildfyre is usually used as ammo for siege weaponry, since few would dare to throw a flask of it manually. A siege shot of Wildfyre deals 4d8 damage to anything within 5ft. of where it hits and 2d8 damage to everything in a radius of 30ft. around that. A small flask that can be thrown manually is a splash weapon with 10ft. range increment and deals 1d8 of damage to anything it hits. Creatures adjacent to where this flask hits must pass a DC 10 reflex save or also take 1d4 damage. This damage is half fire and half profane damage.

    Once hit, any creature or object affected by Wildfyre takes the same damage it initially took each round. Furthermore, at the end of a round, any adjacent square, creature within a square or square where a Wildfyre affected creature stands is also set ablaze, taking damage one damage dice step lower then the source from that round onward. So a square burning with 1d8 of Wildfyre damage will set all adjacent squares on fire for 1d6 of Wildfyre damage at the end of the round and so on. A creature can attempt to extinguish itself by making a DC 15 reflex save. On a success, the damage it takes is reduced by two steps, on a failure it is still reduced by one step. A creature can also attempt to extinguish another creature or object as a full round action, lessening the damage take by two steps, but the creature must pass a DC 15 reflex save to not set itself ablaze. Wildfyre keeps burning even without fuel, lessening only by one damage die step per minute it has no fuel.

    Furthermore, Widlfyre resists attempts to magical extinguish it and actively damages enchantments and ongoing magical effects. Each round a creature or object takes damage from Wildfyre, it is subject to an affect equal to a Dispel Magic with a caster level equal to half the damage taken by the Wildfyre. When attempting to magically extinguish Wildfyre, roll the damage for the fire and deduct that number from the caster level of the spell or affect as the Wildfyre consumes the magic it is made up of. If the effect is reduced to a caster level of 0, it fails entirely. When hit by a Dispel effect that overcomes a DC of 15, Wildfyre flames in the affected area become mundane fire for 1d4 rounds and can be extinguished as normal. After that time, it regains its magical properties but looses one damage die step per round it was suppressed.

    Wildfyre deals full damage against objects and ignores hardness below 20. Valyrian Steel and Imperial Steel are immune to the effects of Wildfyre.
    Cost: 500 GP per flask, 5,000 GP per siege shot, DC 30 Craft Alchemy
    Damn, that is some seriously nasty stuff. Incredibly expensive, though. I've added a link to your post in the Weaponized Alchemy section of the Armory page.

    I just did the math for producing Wildfire in our industrial facilities. Each facility will be able to produce 216 flasks per month. Definitely going to want to convert one of our Liquid Ice facilities in addition to opening up a new one for Wildfire production this month.
     
    Damn, that is some seriously nasty stuff. Incredibly expensive, though. I've added a link to your post in the Weaponized Alchemy section of the Armory page.

    I just did the math for producing Wildfire in our industrial facilities. Each facility will be able to produce 216 flasks per month. Definitely going to want to convert one of our Liquid Ice facilities in addition to opening up a new one for Wildfire production this month.
    Quality has its price.

    How much of the air-force crafting budget is left after the upgrades?
     
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