I must agree on this point, but also mention; things are going wrong already for your guys' character, the entirety of your memories at the moment span about three-ish minutes tops. I mean, it is a major, primary core aspect of the quest, it's going to have some major and nigh-constant knock-on effects.
Anyone have any thoughts on the ideas for later down the line?
I must agree on this point, but also mention; things are going wrong already for your guys' character, the entirety of your memories at the moment span about three-ish minutes tops. I mean, it is a major, primary core aspect of the quest, it's going to have some major and nigh-constant knock-on effects.
Anyone have any thoughts on the ideas for later down the line?
Except your saying it's a matter of ic, I'm saying it's a matter of ooc. If my plan doesn't work there is a fundamental miscommunication that's happening. Assuming no abilities he'll be looking for a sewer to set up shop and lead to line the walls with. That's still a plan of action.
Except your saying it's a matter of ic, I'm saying it's a matter of ooc. If my plan doesn't work there is a fundamental miscommunication that's happening. Assuming no abilities he'll be looking for a sewer to set up shop and lead to line the walls with. That's still a plan of action.
Ahh, I see, yeah, I do tend to think most always in IC, so that is understandable how a bit of a miscom could happen there. Also, I uh, didn't mean to imply that it was the overall plan of action that wouldn't work, I was more focused on the details and hadn't realized that that wasn't quite conveyed.
Also seperately, I just mean, even when a plan does at least partially work, that doesn't mean that, ooc, it's enough to fill a proper section of the quest- like, at the moment, I don't want to just post only 50-100 or so words for an entire turn. So those ideas I've mentioned are me trying to plan for the general future with the ideas I've proposed, as a Just-In-Case measure. the whole 'Better to have and not need' thing.
So, once more, does anyone have any thoughts or other ideas on how to handle something like what I'd described a few posts ago? Because I'd really rather not end up having to just fall back on 'Short post followed by another 24 hour-ish vote', but maybe there are benefits to doing it that way I'm not aware of. I'm leaning towards the second of the ideas I'd mentioned, but I genuinely do not know, this is the first quest I've ever run, which is why I am asking for other thoughts and such.
If it was easy, there wouldn't be any deliberation of struggle making the post rather short. In which case since the other plan isn't conflicting but is simply another course of action, and could be something else he does.
So, do both plans. Have him wander out, set up shop, and deliberate about his magic.
Scheduled vote count started by Sckribe on Nov 10, 2023 at 2:13 PM, finished with 16 posts and 4 votes.
[X][Plan] Lead Room in the Sewers
-[x] Using a divination spell Find a satisfactory room to set up base.
--[x] If that fails, use spells to create one, if we can employ telekinesis, or other spells like move Earth.
---[x] If even that fails, seek a nearby city or town, and investigate the sewers.
-[x] See about casting a fabrication, or transmutation spell to turn the walls or cover the walls with lead.
--[x] If that fails see about using a divination spell to find a nearby source of lead.
[X] Just Walk Away:
-[X] Move away from the site, using Stealth and whatever useful movement spells you might intuit
-[X] When you judge distance and area to be safe enough, mediate upon nature of your magic, trying to recall some of spells you have
-[X] Try crafting simple magic items using your magic and whatever random stuff you can find laying around
Scheduled vote count started by Sckribe on Nov 10, 2023 at 2:13 PM, finished with 16 posts and 4 votes.
[X][Plan] Lead Room in the Sewers
-[x] Using a divination spell Find a satisfactory room to set up base.
--[x] If that fails, use spells to create one, if we can employ telekinesis, or other spells like move Earth.
---[x] If even that fails, seek a nearby city or town, and investigate the sewers.
-[x] See about casting a fabrication, or transmutation spell to turn the walls or cover the walls with lead.
--[x] If that fails see about using a divination spell to find a nearby source of lead.
[X] Just Walk Away:
-[X] Move away from the site, using Stealth and whatever useful movement spells you might intuit
-[X] When you judge distance and area to be safe enough, mediate upon nature of your magic, trying to recall some of spells you have
-[X] Try crafting simple magic items using your magic and whatever random stuff you can find laying around
Very quickly, perhaps a second or two at most, you have a good few ideas on handling that business within the week. Your immediate instinct is of course to use magic to solve the location issue, only for you to realize not that you do not know any such spell to do so (though even a quick glance of thought to the matter proves that creating such a spell may be possible, perhaps working off the basis of a Find the Path derivative?), but instead that the problem runs deeper, in that you do not even know if you don't know such a spell, let alone whatever it is you would need to do in order to cast such a spell. With that foiling a few of your more immediate plans, you instead elect to search way for a nearby city.
As you begin to move away from the sight and towards where the intermittent sounds are coming from in hopes of finding it to be a hint of civilization (such that perhaps you might set up the humble yet classic sewer lair as a starting point and potential solution to your within the week issue (whatever it is), and having no better clues at this point, absentmindedly tucking away the vial and baton into their respective pocket sleeves, you allow yourself to move and act without excessive thought, in the hopes that perhaps simply doing by intuition will allow you some measure of results.
Soon enough, you are slinking amongst the shadows with a preturnatural familiarity and grace. You feel very confident that you are utterly hidden as you move, and after fifteen seconds of movement, you realize that you are about to make a sudden lunge both forwards and down, but allow the movement to go through without thinking on it. And then, it works, as without even the faintest sign of your passage you are now moving almost as if swimming through the dirt, though a few times you find yourself bumping into the roots of trees. Yet, not bumping into enough, you realize, pondering on this as you move, realizing that you can ever so faintly sense where the roots are as you move, in fact you can sense nearly everything the ground touches in quite the detail, to what you'd estimate is 100 and some extra feet out.
With that, you fully duck your head as well into the dirt for the remainder of the trip, thinking of holding your breath before realizing that all of this time you have not been breathing. Every so often for a few seconds you'd duck your head back our, as if a dolphin breaching the water, to view your surroundings, and quite soon you are seeing through the edge of a treeline at what is very clearly a road of very high quality. Large metal carriages bearing people at quite the appreciable speed occasionally swoosh by, revealing themselves to be the source of the occasional sounds of displaced air. Even at a glance, you realize you have near entirely figured out the general mechanisms it operates on, and could likely recreate one yourself if given the resources and time. Almost certainly improve the ruddy thing, too. On the opposite side of this road in the distance you can see a coastline.
You can also see large green signs with white text over said road at this point, facing in opposite directions. And you don't know the language they're written in, as it's not even one out of the eleven you do know. However, it isn't particularly long or difficult to reason out what these are- signposts denoting distance to two nearby cities along this road. Given that this is your first time encountering this language and the names of these cities would likely be proper nouns, you cannot make out what they are called themselves, only roughly that the one that you've seen more people going towards than going away from is the further of the two at what you'd say is perhaps 30 miles, and the other is the closer at 25 .
With that in mind, you fairly quickly decide which direction to go in.
[ ] [City] The further one that has more incoming travelers.
[ ] [City] The closer one that has fewer incoming travelers.
With that, you turn in that direction, and very deliberately let yourself move into a flow state, your lower left hand making some specific gestures while your mouth quietly mutters nonsense-
And seconds later it finishes, and you are now in a different location, the edge of your chosen city only about ten more minutes out on foot by your own guess. Quickly, you review your prodigious memory, and immediately recognize the spell as being Greater Teleport, and that you should be able to use it twice more before-
Before something, you aren't sure.
Regardless, with that, it isn't long before you quickly slip into the edges of the city and find exactly what you were looking for, a circle of metal in the ground that seems to be the universal sign of sewer entrance. While you find you can't swim through the metal, you are able to swim through the black road around it and under, soon dropping into a sewer- thankfully onto a walkway and not into sewage directly.
With that, you walk around for some time getting a look around, and yep. These are sewers, not particularly much to see, at least that you've found. You've not run into any pre-existing lairs yet, at least, which would have been significantly convenient. Then again, you haven't searched all of it, simply until you found a nice spot well out of the way of any visible access points or straight paths beneath. With that, you find yourself confident you are secure, at least for a time,
With that, you pause, and deliberately think, meditate even, on your own magic, the examples from earlier, and try to piece yourself together again, just a little.
It's all still too soon, too soon without the right triggers to get the whole idea, but you can get some details. You can pick up most of what you have prepared right now, the earlier twice more simply being how many more Greater Teleports you had left, and that your spellbook should be in your belongings, but attempting to manually and directly push your memory further too soon could risk serious repercussions. It has only been a couple of hours, since the last revelations, after all.
So, you stop, for now. Sadly, at no point along the way did you come across anything you deemed usable for the creation of even the least magic item. Well, except, you did see some shop of assorted wares for a few moments, that had gemstones and gold and jewelry and such, which if you stole could perhaps work with, if you only had the proper tools. Which you might, you aren't sure.
Two of the major memory options were our equipment and our luggage. While trying to remember them directly would be a bad idea right now, with our amazing intellect we can probably figure out what most of it is like we did the car. Perhaps even deduce more about our self Sherlock Holmes style.
Besides that, maybe cast Mind Blank just as a precaution?
[X] [City] The closer one that has fewer incoming travelers.
Given our Spells, Locate Object isn't good enough. Seeing as how that's a basic assumption we need to figure out an item we possess, or find lead within the city. They're our best bets.
[X] [City] The closer one that has fewer incoming travelers.
[X] [Plan] Our Only Route to Success.
-[x] Navigate the sewers to get a better lay of the land, and see if you can find the room by chance. Create a map while doing so.
-[x] With the sewer navigated with or without success on the room we're searching for. Look in our pockets, for two easily findable items. One being a storage space, like a bag that can contain more than it should, the other is the lead we need to line a room with.
--[x] Assuming that fails, all we need is lead. So, find where the garbage is thrown out in this city, to procure the lead. This would be a dirty job, but completely possible.
-[x] If this somehow doesn't work, all routes have failed, use wish.
-[x] Once this plan works, Because they're our only possible methods of accomplishing the goal, make the room we need.
More people means more opportunities:
[X] [City] The further one that has more incoming travelers.
Wish is kinda overkill. For all we know we might have brought something to aid in constructing a base.
We still have a significant amount of time until we need the room, so no need to rush. We need it in a week, and it hasn't even been a full day.
Hmm, we have comprehend languages. Maybe use that plus our intellect to build a translation dictionary and learn the local language?
[X] Plan: Take inventory
-[X] Examine your equipment and personal effects. Don't stress your memories but instead attempt to deduce what you can. Be careful.
-[X] Navigate the sewers and city to get a better lay of the land. See if you can find the room by chance. Create a map while doing so.
--[X] Things of interest to note: Places where you might acquire lead. Places with high concentrations of information to aid in learning the local language. Places of interest to the local population.
-[X] If you can source sufficient samples of the local language, first study it unaided to draw what inferences you can. Then cast Comprehend Languages and use it to build understanding.
[X] Your A Wizard `arry, use your fucking spells
-[X] Cast Mind Blank
You guys can fill in the gaps with other shit because that is infinitely less relevant. Using Mind Blank literally NOW is by far the most important thing we can do since this is Worm and everything capable of being threat to us runs info gathering for ages, plus whatever shit might be chasing us from our starting realm.
Regarding Worm in general, we are too powerful to care about most of the narrative. Capes are resources, and we have a couple of powerful beings that are our competition(Scion, Unleashed Dragon, Cauldron etc). Certain capes have extremely useful abilities, so capturing them should prove a huge boon - capes like Phir Se, Echidna etc. Our main focus should be discovering and capturing capes whose abilities would work exponentially well with ours, as cape powers can interact with our magic in broken ways i.e. getting to draw power from any of "breaks universe in half" absolute powers would be awesome. Then we can go into more meta aspects of Worm powers, which should ideally end up with us becoming multiversal deity.
Regarding our enemies, we don't have Create Demiplane or whatever the pathfinder version of that is. One thing to note is that most of Worm is planetbound, so if we Greater Teleported to say Mars, our enemies would basically be reduced to just Scion. We don't really have In Character reason to know that though.
Does Pathfinder use whole Concentration mechanic? Aka do we only get to run Mind Blank, or can we afford to also have Eyebite, Veil, Greater Invis etc all at the same time?
(...) Does Pathfinder use whole Concentration mechanic? Aka do we only get to run Mind Blank, or can we afford to also have Eyebite, Veil, Greater Invis etc all at the same time?
Funny enough, Create Demiplane is the Pathfinder version, the D&D one was called Genesis (and had slight differences between the magic and psionic versions, with Word of Genesis being it's own also similar thing) up until 5th edition which changed it to just Demiplane. Concentration in PF is pretty much almost entirely a reactionary check that only comes up to be rolled when something is trying to interrupt your spellcasting when trying to initially get the spell off (weather, targeted disruption, violence, targeted violent weather, etc.)
Otherwise? It's actually one of the mildly infamous things about older schools wizards and the like, in that you can absolutely stack buffs on buffs in a row. So, unless the spell is specifically noted as only lasting if you concentrate on it, it just lasts as long as it lasts, which most of the time scales with caster level (unless dispelled, I suppose). Which for a Mind Blank, is 24 hours straight. You could also have the other spells up at the same time, the only possible issue would be timing the casting so they'd still be up when you need them. Except Veil, I suppose, Veil lasts for a stupidly long time.
Cast Greater Invis and go out to see city, learn language, find out current level of technology and capes ic
Use that info for correct Veil
Spelunking around sewers is mostly just a massive waste of time, since we have a whole week until we need a base. And for that we likely want to use our Earth Glide to make underground chamber we can teleported to and from.
We are epic level spellcaster. Our only issue right now is lack of info to correctly leverage our ludicrous power. So getting to know stuff IC is an absolute priority.
Also we need to make sure that we have items required to cast Wish. If not we really want to go to big city to steal some gems in order to get Wisg online. It's kinda important.
[X] [Plan] Our Only Route to Success.
-[x] Navigate the sewers to get a better lay of the land, and see if you can find the room by chance. Create a map while doing so.
-[x] With the sewer navigated with or without success on the room we're searching for. Look in our pockets, for two easily findable items. One being a storage space, like a bag that can contain more than it should, the other is the lead we need to line a room with.
--[x] Assuming that fails, all we need is lead. So, find where the garbage is thrown out in this city, to procure the lead. This would be a dirty job, but completely possible.
-[x] If this somehow doesn't work, all routes have failed, use wish.
-[x] Once this plan works, Because they're our only possible methods of accomplishing the goal, make the room we need.
[X] Plan: Take inventory
-[X] Examine your equipment and personal effects. Don't stress your memories but instead attempt to deduce what you can. Be careful.
-[X] Navigate the sewers and city to get a better lay of the land. See if you can find the room by chance. Create a map while doing so.
--[X] Things of interest to note: Places where you might acquire lead. Places with high concentrations of information to aid in learning the local language. Places of interest to the local population.
-[X] If you can source sufficient samples of the local language, first study it unaided to draw what inferences you can. Then cast Comprehend Languages and use it to build understanding.
[X] [Plan] Our Only Route to Success.
-[x] Navigate the sewers to get a better lay of the land, and see if you can find the room by chance. Create a map while doing so.
-[x] With the sewer navigated with or without success on the room we're searching for. Look in our pockets, for two easily findable items. One being a storage space, like a bag that can contain more than it should, the other is the lead we need to line a room with.
--[x] Assuming that fails, all we need is lead. So, find where the garbage is thrown out in this city, to procure the lead. This would be a dirty job, but completely possible.
-[x] If this somehow doesn't work, all routes have failed, use wish.
-[x] Once this plan works, Because they're our only possible methods of accomplishing the goal, make the room we need.
[X] Plan: Take inventory
-[X] Examine your equipment and personal effects. Don't stress your memories but instead attempt to deduce what you can. Be careful.
-[X] Navigate the sewers and city to get a better lay of the land. See if you can find the room by chance. Create a map while doing so.
--[X] Things of interest to note: Places where you might acquire lead. Places with high concentrations of information to aid in learning the local language. Places of interest to the local population.
-[X] If you can source sufficient samples of the local language, first study it unaided to draw what inferences you can. Then cast Comprehend Languages and use it to build understanding.
As you stood there in the sewers of the closer city, you decided that with a moment of more certain calm, you could take the time to properly get a look at everything you have on you, although first and immediately, one much larger matter. With well-ordered gibberish and hand gestures as fast as you are capable of making them, you immediately cast Mind Blank on yourself, feeling the protection wash over you, familiar like a favorite coat.
Next then, to take stock of all you have on you. With a few moments to spare to properly look, even before moving on to examine anything with magic you can figure quite the amount. Firstly, you bring out the vials from your lower sleeves' pockets and the baton from the upper right, and upon checking find a pair of what appear to be tattooing needles in your upper left sleeves, and also find a dagger hidden in your boot. It isn't long at all to recognize the vials, one that same thin pitch black and the other of a more honey-like sheen, as two fairly potent poisons, three vials of Black Lotus Extract and two of Terinav Root, in fact. For a moment you wonder at the disparity, until a very close look at the dagger, tilting it just so in your vision, reveals a faint sheen marking it as still having an applied dose of Terinav Root.
And what a dagger it is. A sleek, wicked, and vicious-looking thing with a curve that feels just right for slipping into the most lethal spots through nearly any gap in armor. It is, admittedly, small in your hands even for a dagger, but from what you saw of doorways in your quick slink to the sewers it is more likely that you yourself are simply quite large.
Putting the vials back away, you focus on the metal 'baton', now focused realizing it is no baton at all, but rather with a quick and subtle movement to activate it- nothing happens, as with another check you realize the power slot is empty, and it must be out of energy. That only dampens your enthusiasm slightly, however, as your Monowhip feels correct in your hands, as you know it is an exceptionally potent weapon.
With more time, you can now also see that the lone bracer on your upper left arm is in fact quite the technological creation, gently pressing around manages to find you all of its functions, only utilizing them for the splittest of seconds possible to use up only the minimal charge to confirm it's still working, as it too has an empty power slot. And oh, it has a good few features, though you feel like some of them had to be built in as a joke. Primarily it has a very well-sized section that flips up to reveal a screen that ought to allow it to function as a Prismatic Grade Chipfinder, though with no tracking chips within range, an audio/video Commset as well by that same screen, even capable of splitting the display to run the two side by side, though also capable of remaining audio-only on the commset side by simply closing the screen or turning that setting off, a surprisingly useful and efficient flashlight function at the wrist-facing end of it that didn't eat any charge but still required it to have some in order to function, and what you're most certain had to have been built in as a joke, a fire extinguisher, using some actually excruciatingly clever chemical and electrical reactions for the purpose of having a rechargeable fire extinguisher.
There is surprising yourself, and then there's shit like this.
Still, before casting your only prepared Arcane Sight, since the pre-amnesia version of you must not have anticipated requiring Detect Magic today, you look through all you have before doing so. The backpack before your remaining pockets reveals itself to have a surprising amount of what seems to be camping equipment, but no tent, a spyglass, a foot-long iron bar with a lot of odd plates and such, a crowbar, a decanter, a small 2 by 3-inch flag and banner supported by an equally small wooden dowel, a change of clothes in the form of what look like a blacksmith's workclothes (if in your size and shape), what must be your Spellbook with an inbuilt lock on it (though a total lack of any key), a foldable and unfoldable ten-foot pole that feels humorously obvious in an odd way, two and a half full pounds of what you recognize as ruby dust totaling to around 50,000 GP in value (and not diamond which would have been much more helpful quite frankly), and five extremely carefully bound sets of ten golden scrolls each, though a quick and instinctively reverent glance at these makes it appear that one set simply has absolutely no text on it whatsoever. Further, there are five Black Sapphires that you'd suspect to be worth about 30,000 GP each,
Lastly, in a pocket of the dark blue explorer's outfit you are wearing beneath what you've identified as Silken Ceremonial Armor, you find a small piece of folded black cloth.
Then, you cast Arcane Sight, and immediately put the backpack down and step a solid few feet away with the cloth you can now identify as a portable hole, knowing that it and the Handy Haversack you identify your bag as are absolutely not at all to be mixed, ever.
Still, you lay down the portable hole, noticing a faint humming sound as you begin to unfold it, as looking into it-
That is a Graviton Reactor. You are, or were at least, the kind of person to just casually carry around a gods be damned Graviton Reactor in your pocket. The reactor is in the dead center of the portable hole, secured to its relative place by no less than 16 Immovable Rods, such that you could open this hole on the ceiling and it wouldn't fall out. Simply tied to another four Immovable Rods is the clearly inactive frame to an exceptionally well made robot- however even at a glance it's clear that while it is physically impeccable, there would be no guiding intelligence to it even if you powered it up, closer to a statue than anything else at the moment, and you personally have no clue how to create an intelligence that could inhabit it. Hopping into the hole for a moment to look inside a small wooden crate, tied to another four Immovable Rods and openable from seemingly any side by its series of hinges and slide, reveals three fifty-foot long power cables, an active signal booster with a power receiver plugged into it's power slot, and three more unused power receivers.
Seeing no reason to delay, you quickly sync up the power receivers with the Graviton Reactor and place them into your bracer and monowhip, the bracer's screen showing available power quickly spiking to maximum, and testing the monowhip showing it activating again as the small weight drops, revealing the long mithral monofilament, ready to be put to devastating use.
As well, it reveals both to be enchanted as well, the bracers an improved variation on a Fate-Woven Braid of the Norns, the monowhip being in totality a +1 Agile Impervious Mithral ResizingMonowhip. A look at the dagger again showed it to be a far more thoroughly enchanted +2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger. The needles were Needles of Fleshgraving.
Your boots are Boots of Vaulting, your cloak functions as both Wings of Flying and Muleback Cords at once, taking off your glasses reveals them to be enchanted as Greater Sniper's Goggles (explaining the crosshair designs), and your armor is perhaps your single most enchanted piece of gear as +5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor, which was an absolute mouthful, especially when combined with all the rest, so for now you resolved to simply refer to them all as 'Enchanted' and be done with the wordy mess unless necessary.
A second check of the backpack once you were out and had put away the portable hole, finding that folding it up and putting it into your pocket didn't disrupt the signal between the reactor and power receivers (which was probably why you had used it in the first place, as well as the overall size of the damn thing), had revealed not too much else to be enchanted. The decanter was a decanter of endless water, the iron bar to be a Traveler's Any-Tools, and the small flag to be a particularly useful combination of an Expedition Pavillion and a Commander's Tent.
With that, you were able to quickly set it down in your nook of the sewers, and while you had forgotten what the proper command word for it was, you were more than capable of simply saying something you believed it should be, and it complied, expanding out in a single moment to become a large 10x10 foot tent, though stepping inside revealed it to be 30x30 on the inside, and after a small vestibule was the well-lit central area, containing a central table as well as several chairs and cushions, and three small "bedrooms" separated by curtains along the back wall. The central table held a blank map, what you were looking for, where with another improvised command it word soon showed an aerial view of the surrounding mile, which you nigh-instantly memorized.
Sadly, given that it was an aerial view, you'd have to acquaint yourself with the sewers manually, and given it was only a mile in distance and this was a larger city, you'd still need to travel the surface yourself as well, as that map function only worked once a week.
Regardless, you soon enough got to work, finding your exceptional intellect capable of memorization to the point that you simply did not need a physical map. Given the time passing, you stopped exploring the rather uninteresting sewers in order to try and get as much of your surface examining done as you could before sun-up, taking special note to try and piece together as much of the language as you could- which for a few hours of sneaking about after clambering up onto a rooftop was a surprising amount. Not enough to learn the language to full fluency, for that you'd need about 32 hours of relatively active study, but enough to pick up on what were names and not and such. Still, you paused to quickly cast Comprehend Languages to double-check your understanding.
You had gotten some details wrong, but with practice it would go away. Funnily enough, while you had been keeping an eye and ear out for sources of lead, you had overheard one man complaining that there was lead in the tap water, and while he may have probably been lying to justify the sheer amount of alcohol he had reeked of even from a distance (the minor woes of having exceptional senses, you supposed) his companion had hit him upside the head and said the only place there was lead in the water was "Prob'ly in the boat graveyard or somethin'".
It was a place that came up a few times as a location mentioned with regularity, alongside a few other points of interest, a few territories of what sounded like gangs going by the names E88, Empire, New Wave, PRT, Protectorate, Merchants, and ABB, and one man named 'Lung', though you were fairly sure that E88 and Empire were the same, this Lung was probably the leader of ABB, PRT and Protectorate appeared to be close allies if not separate branches of the same thing, and how by the subtle difference in how New Wave and Protectorate 'patrolled' compared to the others, they might have the most official backing.
Overall, the city seemed in a very sorry state even for their level of technology. You'd certainly improve things once you ruled.
However, that was all the information you could gather before sunrise began peeking up, so you found yourself quickly ducking back into the sewers to complete your rounds. It was around five hours later that you were confident you had mentally mapped out the entirety of the sewers, returning to the same nook you had found before.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.
Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP
Description
This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.
Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).
The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6
Max HP: 43
Hardness: 28
Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal
----
This jet-black blade is curved viciously, and is dull, never glinting in the dark.
----
Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
----
A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
----
Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
---
Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function opens a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
---
Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
AN: I don't know why but when I preview it it's including the previous votes for no reason I can find. If I can figure out how to edit that part out, I will Nevermind, all good. Anyhow, this one took a while and was a doozy, because you've all looked into the absolute amount that you happened to be carrying. So yeah, best of luck with that, and I hope it raises more questions than it answers, and take that however you will. I'll probably leave this vote open longer than the last one since it'll no longer be the weekend and I'll have like, actual stuff to do during the day tomorrow. Until then, and I hope y'all are still enjoying! Also, I really hope the spoilers don't bloat the actual wordcount. They don't, thank goodness. It's a solid few thousand words in there with the item descriptions.
Can you tell this character is perhaps a mild touch item focused?
*whistles* That is a lot.
Any ideas about which spells the ruby dust or black sapphires may be for? Not super well read on pathfinder.
Anyway what should we do next? Acquire more resources? Continue learning the language?
Remembering how to prepare spells before we run out of mind blank will be important, but we can't rush that.
I would say language. Once we have that we can interrogate ask some of the locals more about the world situation. Getting access to a library or the internet would be great too.
Once we learn about capes then studying them would be a good goal.
Ruby dust is probably either Unwilling Shield or Force Cage, could also be Torchbearers or Continual Flame but that's unlikely, Black saphire is almost certainly Soul Bind.
We need diamonds to get our Wish online. Wish can be used in myriad of useful ways - we can us it to instantly learn language, create demiplane, get our robot back on, unlock our spellbook etc. and most importantly, of course, use it as get out of fail free card if shit hits the fan.
Does BB have good enough diamonds? That remains to be seen. In long term we want to find a good enough seller for the diamonds so we don't need to run around collecting them.
[X] Wishful Thinking
-[X] Cast Veil on ourselves to take appearance of a human
-[X] Head out on the city looking for a place selling or guarding diamonds, utilize Locate Object if required
--[X] Along the way try to listen in on conversations, especially focused on "capes"
-[X] If we find correct gems, use Greater Invisibility to steal them without leaving any trace
-[X] Learn as much about language and the city as possible, then retreat back to our camp to end the day
So, Brockton Bay. Basically nothing here is a threat to us, however there are some things that might prove useful. Tinkers might have some technology or materials we could find useful, of course, Othalla is a free buff if we dominate her then put her in a jar, MM's weapon replication might allow us to do some crazy stuff if it works on magic and so on. The most interesting parahuman is for sure Coil, as theoretically we could use his power to Wish in other timelines to get all kinds info, without actually expending Wish in real timeline.
But that is for future updates. What might be a threat to us is something following us from our plane - epic level party, prismatic dragon, avatar of some deity etc. Something to consider. Even in that case, getting Wish online is probably the most we can do right now.
We need diamonds to get our Wish online. Wish can be used in myriad of useful ways - we can us it to instantly learn language, create demiplane, get our robot back on, unlock our spellbook etc. and most importantly, of course, use it as get out of fail free card if shit hits the fan.
Does BB have good enough diamonds? That remains to be seen. In long term we want to find a good enough seller for the diamonds so we don't need to run around collecting them.
[X] Wishful Thinking
-[X] Cast Veil on ourselves to take appearance of a human
-[X] Head out on the city looking for a place selling or guarding diamonds, utilize Locate Object if required
--[X] Along the way try to listen in on conversations, especially focused on "capes"
-[X] If we find correct gems, use Greater Invisibility to steal them without leaving any trace
-[X] Learn as much about language and the city as possible, then retreat back to our camp to end the day
So, Brockton Bay. Basically nothing here is a threat to us, however there are some things that might prove useful. Tinkers might have some technology or materials we could find useful, of course, Othalla is a free buff if we dominate her then put her in a jar, MM's weapon replication might allow us to do some crazy stuff if it works on magic and so on. The most interesting parahuman is for sure Coil, as theoretically we could use his power to Wish in other timelines to get all kinds info, without actually expending Wish in real timeline.
But that is for future updates. What might be a threat to us is something following us from our plane - epic level party, prismatic dragon, avatar of some deity etc. Something to consider. Even in that case, getting Wish online is probably the most we can do right now.
Wish is indeed very powerful, but being expensive better to save for those get out of jail free moments rather then small things we can probably find another solution to.
I would rather get more information first before taking any overt actions. Knowledge is power, and we are very very well suited to it's acquisition. If there is some threat after us, then caution is prudent, and access to the local information networks might let us identify them. Especially if they show less subtlety then us.
Coil might not work right as long as we keep mind blank up, which I assume we plan to.
Still, seeing as prior votes seem to be more additive then anything, I would add:
[X] Information is power.
-[X] Continue your efforts to learn the local language.
-[X] Investigate where/how locals acquire/store information. Direct review of a library, news archive (or the internet) should be faster then eavesdropping.
Right, I'll admit, the primary reason I've done it like that those couple of times is mainly because it seemed like something more than reasonable enough to tack on in the mind blank case, and due to the whole section length worry thing. Beyond that, however, it would be helpful on my end for whatever a particular plan is to be given generally as a whole- to my knowledge either going back and editing the post or making a new one does change the vote you made, so doing that so it's all in one place is easiest on me.
I was about to say that I might not have given the best description of how the thing with the robot is it's basically empty, like the technological equivalent of a Golem body that hasn't had the animating magic applied perhaps would be a comparison, except on further thought on the particulars, I do realize that Wish actually could get that frame into being a proper robot, back online, funny enough.