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.
Oh no, it was clear that we have body of robot without AI to run it. But as you say, animating it should be doable via Wish(GM dependent as usual). Given that robot is presumably a relevant companion for epic level character, burning a Wish to bring it online might be very well worth it, although there is of course an inherent degree of danger of what programming could do with us having incomplete understanding on what's going on and just going "I wish for a loyal servant", as well as possibility of Wish AI having very low scores.
Our dagger's stats imply that we are not Chaotic. Given that our goal is dominion, it is likely that we are Lawful Evil
Given that our robot got also AI wiped, it is likely that whatever way we got from our verse to Worm is highly damaging to mind. This is great because any potential pursuit might also suffer these consequences
Regarding Wish and diamonds, it is very likely that we can just google out a place there's a bunch of those(i.e. some british museum, some warlord's place in Africa, some company that works with greater quantities of diamonds etc), Greater Teleport in, steal as much as we want, Greater Teleport out. Not like anyone can stop us
One of our main goals short term is most certainly accessing our spellbook. Our current loadout is pretty reasonable, but we could be way more efficient with low level spell, and we also want to get access to some bangers(Simulacra, Greater Create Demiplane, Interplanetary Teleportation* etc.). I suspect that we might need Major Memory Action for this. I suspect that Wish can't be used to just get us Major Memory Actions. I also suspect that Wish can open our spellbook anyway, pending any other protections spellbook might have in place, thus effectively netting us a Major Memory Action. Any of these might be wrong, of course, but that is what I currently believe
The ?? - ?? below our 9th rank spells makes me think we have access to Mythic Spells. This would make opening our spellbook even more important
While conquest of BB is not hard, it is somewhat useful. We need a number of reagents that would be best gathered by other people, and we can also use them to find and capture capes with useful powers. We could do it covertly(take over Coil operation, or Merchants) or we can just declare ourselves rulers of the city and fight everyone. Depends on how our risk vs time assessment looks like
Our ability to produce items/potions is extremely valuable, we can trade it for reagents/useful capes
*Realistically the best way to create safe chamber would be to fuck off to Mars and use our powers to create required chamber
For me the question is - what do we want? To rule the world, yes, which means to get more power. How do we get there? Is the endgoal access shards directly so we can combine their deific energies with magic? Do we forgo magic and technology, using them only as means to access and usurp shard powers, or do we use shard powers to gain even greater magics that ones mere Wizard has? I don't have an answer just yet, so lets focus on short term for now.
Scheduled vote count started by Sckribe on Nov 12, 2023 at 6:18 PM, finished with 9 posts and 3 votes.
[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.
[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
Scheduled vote count started by Sckribe on Nov 12, 2023 at 6:18 PM, finished with 9 posts and 3 votes.
[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.
[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
You decided that above all else, the ability to communicate without relying on magic and info-gathering took priority in this instance, and so decided to go back up to study the language more directly, and possibly seek out how the locals gathered information, if they had any libraries or other equivalent convienent repositories of information. Soon enough you were skittering about in the early daytime, managing to keep yourself well hidden between alleys as you went, and based on the total lack of reaction you had been managing well enough to keep yourself hidden by sheer skill alone. That, and being able to simply feel footsteps around corners as well as a healthy dose of simply swimming under the ground for major parts of your travels, being able to simply come close to breaching and finding that you were more than able to listen in on conversations through the ground, that you were slowly but steadily beginning to pick up on, after one particularly well frequented location that a very quick and discreet check revealed to be the equivalent of the central market, called a 'mall' by the locals.
The discovery had actually practically spiked your speed of learning the language, as it was a source of a constant stream of novel conversations mixed with, by the sound of the tone alone, rote messages from employees to customers repeated almost exactly the same, which was exceptionally convenient. Especially as more people kept slowly filtering in, you had suspected that at this rate, if you simply spent half of the day here you could finish learning the language entirely by the end- one of the languages, as you realized a few others were being spoken as well, though not as often as the primary one that you were confident by now was called English. Well, later you caught what sounded like a complaint with 'American' pre-empting English, but you had quickly figured that it was likely a regional dialect of English as a whole.
Regardless, during what you recognized as being near the peak hours, you ducked further into the ground- having to carefully and constantly maneuver around the various pipes, wires, and other non-earth or stone materials- so you could be absolutely certain no errant sounds would travel as you attempted to cast your only other prepared Comprehend Languages to ensure you didn't miss any truly vital information.
And oh, what information it was. The year was 'twenty-ten', though the very last day of it, going on to 'twenty-eleven'. There were quite a few parties, gatherings, and celebrations going on for it, which certainly made sense, the people in ____ ___ would always throw immense fireworks displays and the like for the coming of a new year. Quite a lot of people had even left, driving down to 'New York' to see 'the countdown' in person. It was even known that Legend (not a legend, but simply Legend, in the singular) was going to be there this year, like he had been a few times.
On the knowledge front, there were multiple schools in the city alone and a college on one of the edges of the 'nicer part' as well, which a part of you found quite approving of, though based on some of the (thankfully in this case) endless flow of conversation from various teens you found yourself feeling a fair amount of approval for this 'Arcadia', and in equal if not greater measure disapproval with this 'Winslow'. Perhaps if you really did go through with pre-Amnesia you's goal you'd include improving that place as a part along the plan.
More than that, magic was simply cultural fiction here, though you suspected that these Capes who gain powers when- well there was quite the disagreement on just what caused it- were perhaps some odd variation on hyper-specialized sorcerers (or bloodragers, in some instances). There had even been an instance where you realized there was one within the mall, as you listened in on a young man's voice speaking with a young woman's, where only the man's voice had footsteps beneath it, and he had thankfully asked her if she had to fly everywhere, where she had responded in the affirmative. You felt quite curious on the matter, especially now that there was a cape so nearby, and so decided that it wouldn't hurt to follow them where you could. An extended dialogue between two familiar people would also serve as a useful learning context.
Thankfully, the mall was only single story, so it proved not too difficult to follow and listen, soon learning their names were Dean and Vicky respectively- dean and Victoria, actually, as Vicky appeared to simply be a nickname. For a few moments they had gone silent, though that seemed to be from Dean having a conversation via Text on his phone- and oh what phones were! Things that were overall an improvement on the commset for nearly all purposes, perhaps their only downside being requiring some external signal to piggyback off of, but an issue clearly solved simply by proper infrastructure. While you were fairly certain you had the majority of the idea from a glance, you considered at some point that you ought to get yourself one, perhaps even integrate it into the commset. They were so much more efficient, too, not even taking a single megawatt to run and- oh, he had stopped texting and returned to speaking with his girlfriend. Interesting. Hm, chiding her over some sort of 'aura'? Odd, you hadn't noticed anything of the sort.
Oh, and even with your abysmal social skills, by the way she seemed to have landed on the ground, they seemed to be about to have something of a lover's spat. Right, not overly glad to rediscover the feeling of secondhand embarrassment, you elected to leave for elsewhere. You didn't manage the full half-day you'd need beneath the floor here, but you were more than confident at this point that with an actual dictionary, perhaps even an encyclopedia or two, you could almost certainly figure out the language by the end of the night.
Quite soon enough, that's what you did, smoothly making your way to said library, with about twenty minutes left on your Comprehend Languages, having learned from the first casting that each one lasted for 350 minutes straight, and what do you know, it was a delightfully slow day. Making it more than simple enough to find a place out of the way to slip up from the ground, and apply a simple Invisibility spell. From there, it was easy enough to slip forwards and enter right behind a dark haired and vaguely owlish girl, who quickly went to-
Oh, so that was what a computer was. It was glorious, and sure, you could already see a number of improvements, but you had overheard these were outdated by the standards of the locals, and even then it was certainly exceptionally impressive.
Regardless, the more immediate task, you continued onwards towards the wonderfully high stacks of books, the feeling of a library simply being correct within a deep, near fundamental part of yourself. The dictionaries (they updated them! Regularly! And kept the past editions around for reference!) and encyclopedias very much in the far back. So, thankfully being hidden by a few corners, invisible yourself, and more than able to sense if anyone stepped nearby, you quickly took out the most recent dictionary to peruse, and soon enough after a nice three minutes had it memorized and put it back where you found it, now having a full comprehending of the English language, you'd simply need to speak a few sentences to get the correct flow of pronunciation once you had a moment, likely back in the sewers or anywhere else you'd like to call a base of operations in the meanwhile- there had been a surprisingly plentiful variety of choices in abandoned warehouses that could be fairly easily converted.
With your newfound understanding, you were deeply tempted to try and use a computer yourself, but couldn't find a good opportunity to cast a spell without the invisibility dropping, and the quiet of the library would make the sound of your spellcasting exceptionally obvious. It was also a touch too slow of a day, as you made your way to the front doors, but ten, then twenty minutes passed and nobody else had entered or left in that time for you to slip by. You were starting to get dangerously low on time with your Invisibility as the thirtieth total minute came sine entering- There!
Another young woman, dark blonde hair, green eyes, based on the overall features possibly a disguised kitsune of some sort, who appeared puzzled over something (which was fair enough, she was going to a library) had just opened the door, and for some particular reason paused as she examed a part of the old shag carpet in the entranceway. Regardless of what that was, probably an odd pattern or something, you immediately took the opportunity to slip past and out, requiring a touch of surprisingly well done contortions on your part, before you soon made it out into the setting sun, quickly diving from the top of the stairway leading to the library proper directly into the dirt next to it, only a couple minutes left of invisibility.
You were tempted to immediately go back to the sewers, but instead decided to go listen in, beneath the large public celebration at a park in the nice part of the town. It was slow gathering at first, but some hours later it was going quite well along, and well, you were here in part because, a deep part of you wanted to be here.
In one of the hearts of this community,
"5!"
One step over in an unusual direction,
"4!"
But still a part of it, with the people, around you,
"3!"
That you would walk with and ahead of, leading the way, with them at your back,
"2!"
Into a new and bettter community, All shall be United. Into a new and better city, All shall be Supported. Into a new and better them, All shall be Prosperous. All under a new leader, All shall be Guided. A new You.
"1!"
Except, to be New, one needs something Old, first. A point of comparison.
"Happy New Year!"
A new Memory.
[ ] What were my greatest accomplishments? (Remember some of your past legendary deeds.)
[ ] What was my most regretful failure? (Remember what you feel is among your greatest failures.)
[ ] Something Else? (Write In)
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
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This jet-black blade is curved viciously, and is dull, never glinting in the dark.
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Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
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
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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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.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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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.
At the time I mostly ignored the question since it was already answered, but later on I decided to actually hit the book and check which spells, exactly, require these ingredients. Some spells were already listed, however there was another spell that requires ruby dust. A very fair and balanced spells that every GM just enjoys having to play around, called "Simulacrum".
The important part of the spell is that it allows us to make a loyal copy of any creature we can sculpt, which lasts forever and has half of its powers. We have 100x 500gps worth of ruby dust, which translates to likely a decent amount of cape clones given that they are just dudes with powers. Needless to say, this is completely busted, and ability to copy Worm capes at will is easily abused. Now you could think of all possible combos we could do or how we could copy Endbringers etc, but luckily for us, this was already solved in canon. There is Chinese cape called Two, with ability to enhance power of all other capes around them, including themselves. So we just clone Two bunch of times, even weakened their powers enter amping feedback loop, clone or capture Phir Se, have heavily amped Phir Se open gate far back in the past as he can. Back in past, create additional clones and cast our Wishes then repeat that process any amount of times, gaining whatever Worm powers we want and arbitrary amount of wish procs along the way.
Simulacrum itself is likely locked inside our spellbook, so we would have to find a way to access it either by using Wish to open the spellbook, or by finding a way to do it in story. Additionally casting it takes a lot of time(~12h), so it might make sense to copy that Brute that can create time acceleration bubbles to speed the process up. Alternatively we could ignore all of that, rob diamond mine and just spam Wish to create clones instead. We would also need to use our Divination spells to find these exact capes and perhaps to capture them as well, or at least capes with similar abilities that would let us set up positive feedback time loop. However should we do this correctly, it is likely that before the time even comes to do our short term goal in about ten days, we will be capable of generating ourselves infinite value as long as this doesn't trigger Scion, limited only by amount of time travel Phir Se's shard is capable of providing.
Provided that for some reason GM doesn't just ban Simulacrum on account of it being obviously broken and easy to abuse, and that it can indeed copy capes with 50% of their abilities, the only real worry would be how to deal with our own temporal clones. If we have that resolved then we are well on our way to become a ultimate being.
Even without that spell, with just Two and Phir Se setting up a time loop should still be doable, we would just need a little more effort. Granted we need to know about those two capes first, which should prove to be more of a challenge. But yeah, this shows how you can combine Worm powers and our magic to quickly and easily transcend our current level of power. Turns out time travel is busted, who would've known.
The party chatters above you, but your mind is far elsewhere. In this moment, you remember your greatest failure, and the context around it.
In your earliest days, you grew, first all but isolated, only yourself and your father and no others, in a tower in the middle of nowhere. Then, your apprenticeship came to an end, and you were off, into the world. You lived, and acted, and though you took and gave orders in parts and places, you had never yet found your place. You lashed out, at anything you could, though at the time you had not yet realized it, rationalizing away your rage, particularly at the gods, as disdain for them not 'having earned' their power.
For an unknown reason, you are certain of the fact that it was utterly hypocritical.
In your loathing, a billowing mountain wind that carried neither snow nor ice nor rain, biting and cold and clear and constant, you made what you believed to be allies of convenience, but only later realized were simply using you. Until your actions, doing everything in your power to make any and every aspect of that world that you could break under your will, caught up to you.
Sold out by your previous greatest ally, and hundreds of Righteous sacrificing themselves to pull off a sudden and immense ritual, one only possible by you having made enemies of even The Overdeity.
And so, you had been laid low, again and again, and when you had managed to slink off, greatly dimished, you were left with only foes in that world, until at some point by some means you had left it behind. But still, you regretted very little of it, and it was not in itself your greatest failure. Simply context, for now.
In your second world, bereft even of what purpose you had had, realizing the betrayal, and without the constant harrying forces, you had time to truly think, to come to terms and look at yourself. So, you took up simple labor, for a time, and found yourself woeful in most any physical task, though eventually found a suitable job. The exercise was enlightening, at the time. Then, you got yourself back up, and went on another adventure, investigating a spire of green crystal, going down, down. Realizing and marvelling at something you didn't understand.
Then, at the bottom, you found the person who would become your first friend, driven mad by his circumstances. Cold and without emotion was his first conversation with you, without pretense of greetings, all but an interrogation upon what you were, until he decided he was done with speaking, and began the fight. You had, by then, come to know his own plans.
They were what had stayed your hand, to make the effort to incapacitate, and not kill. Since you had seen in his madness what you once were, and so decided not only to give him another chance, but that you would help him. Whether he wanted to let you or not, knowing what you would have done at that point in your life.
And so, you did. It took a great span of your life, on and on, weeks on end of daily attempts to murder you, several months of every type of verbal tactic he could think of. Another set of years where it was only you and one other, alone in a tower in the middle of nowhere.
You later learned that that was the tipping point, when he recognized how you had kept yourself purposefully imprisoned there, beside him, and how you would be stubborn and capable of simpy staying there, holding him off while staying beside him, perhaps forever. And so, Iluchtewhar was the first being you had ever called a friend.
Through him, you met others of his kind- no, of your kind, even if at that period your flesh did not match theirs. In mind, in soul, you and they were of the same, and they saw it too. Finally you had had a people.
But, this is only context for your greatest failure.
You had created something, your greatest achievement, though you cannot remember what it was, only that it was immense and grand and wonderful. For it, you had been praised, accolades upon you, an achievement of the type that gives people their names- where you had cast off whatever you had been called, and gaining the name you have now come to remember, that finally resonated with who you were. You had even been offered, for your achievement, a place amongst the highest council of your people, your knowledge valued.
In your greatest, most regretful failure, you rejected the call to leadership.
You had believed yourself best suited to simply be directed. A wellspring of logistics to tap on homeground, a blade that never glints in the dark when directed elsewhere. Because of this, you were not able to help them again, to council them away from an action you yourself would have known to be foolish, that you could have been able to prevent, even by force if it had been necessary.
They had long feared a prophesied downfall of their people, and in making one single move just a touch too quickly, with just a slightest bit of error, ran right into it. You were not there to learn of it until the very end, to witness your best friend fall in a battle where five tall old crones with blonde hair and silver shears observed from the side, who only joined to try and fell you too, to try and prevent you from bringing him back.
You proved victorious over them and the rest in that battle, but still you were too late. Your best friend, and all the rest of your people were dead, their souls already judged and unrecoverable to the last. You were the only survivor of the fate long ago laid against your people.
Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal ? points of piercing and slashing damage (Reflex DC ? half). The save DC is Constitution-based.
Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take ? points of Dexterity drain. On a critical hit, a target that fails its save instead takes ? points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.
Item Mastery (Ex) Iluontar can always activate spell trigger and spell completion items as if the spell were on his class list.
Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats.
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
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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
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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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.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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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.
I mean, you never have to if you don't want to, but that would be a slightly odd choice for a wizard. They're not going to expire if left uncast, certainly not in Pathfinder at least.
Doing exploration tactics feels kinda terrible without Detect Thoughts. Lack of that spell was super glaring during last update, especially during TT segment.
Well, dunno. Since it's night we could just go around stealing shit. We could just refresh our Invis/Arcane Sight and go to sleep. Or we could walk around and try to trigger a cape encounter to have some combat. I'll think a bit more.
Alright, so we could rest, or get diamonds, or do any of boring and practical things that would help us safely do the things want to do.
Or we could just
[X] Seek and Destroy
-[X] To become ruler, first you need to find subjects
-[X] Search for a gang you find most suitable, defeat their leadership and take over
-[X] Do not hide your form. You are last of your people; let everyone know who xiomorn are
[X] Seek and Destroy
-[X] To become ruler, first you need to find subjects
-[X] Search for a gang you find most suitable, defeat their leadership and take over
-[X] Do not hide your form. You are last of your people; let everyone know who xiomorn are
[X] Go acquire a computer, diamonds,a phone. Preferably ones that won't be missed.
Eh, bandits don't make good subjects, and Iluontar hardly needs their services anyway. Not to mention, the gang's reputation would tarnish Iluontar's reputation by association.
A Vault Keeper's crystal burst deal 12d6 points of damage.
Crystallization (Su)
A creature struck by a Vault Keeper's claw must succeed at a DC 25 Fortitude save or take 1 point of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. This ability otherwise functions as the Vault Builder version.
Item Mastery (Ex)
A Vault Keeper can always activate spell trigger and spell completion items as if the spell were on its class list.
Item Shaper (Ex)
For the purposes of crafting magic items or constructs, a Vault Keeper is treated as though it had all item creation feats.
ECOLOGY
Environment any Organization solitary, pair, or cabal (3–6 plus 4–12 pechs and 2–6 earth elementals) Treasure double
Xiomorns comprise two castes: the four-legged mythic Vault Builders and the two-legged non-mythic Vault Keepers.
Both are among the most ancient forms of life—primeval elemental beings who travel to raw, new worlds upon the Material Plane, pursuing strange ecological investigations into the nature of life. The worlds these enigmatic beings have visited feature strange ruins in remote regions and immense, vault-like caverns deep underground where ecologies that shouldn't exist flourish. Xiomorns have little interest in protecting a world's indigenous life, except as necessary for their experiments' goals, and wage war against such races when native empires encroach upon the xiomorns' experimental realms.
[X] Go acquire a computer, diamonds,a phone. Preferably ones that won't be missed.
Eh, bandits don't make good subjects, and Iluontar hardly needs their services anyway. Not to mention, the gang's reputation would tarnish Iluontar's reputation by association.
[X] Seek and Destroy 2: Pedal to the Metal Edition
-[X] Find yourself a diamond to have Wish available
-[X] Use Greater Teleport to teleport yourself to meeting of this "US Senate" council
-[X] Declare yourself as to the entire world as their future ruler
-[X] Take on ALL the challengers
Hey, yeah, I hate to so explicitly burst a bubble, but at no point have you discovered what the US Senate is IC, and have not passively picked it up. While it's a more than somewhat expected/partially a key point of the quest to use OOC knowledge to deduce things about the character, their surroundings, and the ways various things interact, (like say, you suspect you have ranks in a trained-only skill so give it an attempt, or the like), just straight up plucking things you don't know IC isn't a thing that'll work. As in I will bluntly and straight up veto that when the time comes and just move on to the next valid option.
Edit: At the time I wrote the above, I hadn't realized it was a joke. Kind of ended up reading it completely seriously. Uh, whoops? Hey, it's text on the internet, sometimes you make the wrong guess. In hindsight, it is fact actually an extremely funny image, to imagine an extremely boring, standard senatorial meeting interrupted by a god-damned xiomorn teleporting in.
Jokes aside, one thing to consider is that we still don't know a lot about our abilities, which is problematic since our actions are very inefficient right now. For example, last turn exploration action would be way better if we had Detect Thought running so we could read TTs mind.
Lets go through our question marks, and see if we can guess what they are, or if there are ways to test them. I will be assuming that we are stronger than Builders here. Please add your inputs:
The "?? ?" likely stands for Lawful Neutral Medium.
Our initiative and perception should be much higher than Builders(so at least 10 and 26). Last ? could be frightful presence like Vault Builder. We could in theory test this, but in practice we are scary murder bug so people would just be scared of us regardless.
Lack of Extraplanar is also interesting.
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, Natural Armor +?,)
HP ? (?)
Fort ? Ref ? Will ?
Interesting that we don't have ? for fast healing(Keepers also have it, so we should too) or to Defensive Abilities.
We are likely absurdly durable given our damage resist, AC, healing and so on. One thing to note that we are a elemental, so we might not need to breathe, sleep or eat. If this is the case, then we have a huge advantage.
Outside of raw numbers, we have second ranged option we are not aware of. Additionally we have Wizard Spellcasting and not Xiomorn Spellcasting, which is alright.
First of all, our stats are just stupid. Like insanely bigly number. Cross comparing stat sheets, first ? should either be Acrobatics or Climb, one of our Crafts should be Sculpture, and rest are probably Alchemy and maybe Craft Wondrous Item. Last one is likely Use Magic Device.
Finally, we have a final Special Quality. Command Stone or secret of the Vault Seeds perhaps?
I maintain that our focus should be on recovering our spellbook first, even if it means using Wish on it(it would be hilarious if our book was warded enough to resist it). Info gathering would be way easier if we had Detect Thoughts, any Detect X, Legend Lore or Mind Probe.