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.
I love this post and all the thought that went into it, so because of that I will throw y'all a hint; in places where I thought that either of the absence or presence of a question mark or other mark would reveal information in and of itself, I either added or removed question marks to those particular locations. Meaning that the one question mark before the craft section could be only one skill, or, it could be more than that of the possible skills before Craft. Also meaning that you could have a different ranged option, or you don't, but you simply aren't sure yet.
The question marks or lack therof don't necessarily denote presence or absence of more info, only the uncertainty.
Except the fast healing thing, that was because I forgot xiomorns had it and had kept missing it, probably because I forgot it was formatted next to HP and not under special qualities. That was just a straight up mistake, and I'll add it to the sheet probably during the next update. That one's a freebie, y'all do infact have Fast Healing 5.
Also, so many things you said Wolfy are just, I am loving how you're so close. That and using Wish for the spellbook is- well if y'all ever end up remembering IC or figuring out OOC the trick to it after having used wish I will be cackling.
Also, so many things you said Wolfy are just, I am loving how you're so close. That and using Wish for the spellbook is- well if y'all ever end up remembering IC or figuring out OOC the trick to it after having used wish I will be cackling.
Nope, all you've done is pick it up from your haversack while rifling through it to take inventory, remember that it was in fact your spellbook, noted the lock, and put it back.
OOC I guess that the easiest way to get there is to use TT. In general her ability would help us with figuring out stuff so much. I can't explain how sad I am that we didn't have Detect Thought for her segment.
The best part is that she would become our servant willingly given all the shit we can give her.
Sadly I don't think that our encounter gives use enough of a reason to check in on her IC.
[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 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
[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 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
Last of your people you may be, but perhaps that only meant all the more that you should keep pushing onwards, living your life, keeping their indomitable spirits, of curiosity and innovation, with you. With such in mind, you set your mind on what you hoped ought to be a fairly simple task- properly get yourself a computer, some diamonds for Wish, and phone along the way. Best if you could do so with ones that nobody else would particularly miss. You also should probably get searching sooner than later, as it might take you some time to search for one of the devices without an owner.
Yes, with the memory of your greatest regret, you were more aware than ever that impatience would lead to folly. With it in mind, you rally, your resolve surging as you quickly dash out towards the sides, back towards the town where you had seen more than a few of what you recognize in hindsight as electronics shops, some even dedicated solely to phones and computers. Your first choice is not to rob them, but instead built on a few simple details; phones at the very least, based on what you were able to feel through the ground, are both commonplace and highly varied, meaning that it is quite likely they are a frequently altered at the least, if somehow not also innovated, product, and from the glances you've seen are a the higher-end likely something of a moderate luxury.
And the particularly well to do who don't have too much else to do almost universally have a tendency to desire anything new to replace the old with, while the shops they buy from are more than likely quite happy to repeatedly oblige. That, paired with the fortuitous timing of arriving on the turning of a new year leading to an almost certain spike in 'out with the old, in with the new', very much even including yourself of course, meant the stores would most definitely be bringing in new stock.
That and, given the mentions of 'end of year sales' you've overheard at the mall, almost certainly removing the old stock.
One man's trash, another man's treasure, the saying ringing particularly true in this moment. Indeed, it's only a half an hour until you catch the sight in one of your semi-frequent breaches of a small group of night-shift workers, most of which are inside an electronics shop, packing away old merchandise into cardboard boxes, while one with headphones on is on simple back and forth duty taking the boxes to an open semi-trailer that he steps into, putting them in the furthest back he can. You did listen in for long enough to hear what must be a long-time employee explaining to a junior what to do, and that these were just slated to be written off as a loss and sent off, whereupon you were quite glad to stop for a few moments.
You wait for another seven minutes, to be sure the simple monotony of it has set in for the runner who hasn't been replaced, likely on account of him spending more time waiting than walking back and forth due to the relaxed pace the inside team seems to be working at, and then when you spot your next opening you quickly dart in, and it's more a difficulty of not taking too much to draw notice than of taking too long to be spotted, as you very quickly manage to slip two laptops and a desktop, though you had to carry the heavier laptop under an arm as you made your escape as it wouldn't fit into the haversack with the other two. You would probably have to either leave some of your stuff in your tent the next time or make another carrying container soon enough. You certainly had enough powdered ruby on you to do so.
Regardless, you continued along, finding it even easier to get a few phones, three smartphones and a flip phone among another group slated for disposal. Although, with this many times in close quarters it was impossible for you to not realize, you were rather large. As in, based on a glance at a ruler as well as some amount of math, you figured yourself to be at a height of 9' 7". Regardless, with that confirmation out of the way and your second prize in hand, recently with gems on your mind, you go searching around for diamonds-
And find disappointments. On anything more than a cursory glance, many of the diamonds in the pawn shops you've passed are of too low quality to be worth anything in magical use, if they even are proper pure diamonds at all and not clearly impure and therefore worthless for magical purposes. That would be even if it weren't blatant theft which, while you don't seem to feel any extreme compunctions against, you would prefer not to if not a particularly urgent matter. Furthermore, many of the sources are what appear to be wedding rings, and even the idea of destroying a wedding ring feels, wrong. Not overpoweringly so, but still, something most accurately expressed by way of a vague noise, like perhaps a low heeugh.
With your immediate plans fulfilled, you soon set back for your nook in the sewers, finding it soon enough, though the now certain knowledge of perfectly unclaimed warehouses on the surface makes the smell of it just a touch more noticeable than before, but certainly nothing you can't ignore.
Well then, with all of that business handled, it is currently the early morning, approximately 3 AM, of the 1st of January 2011. You really should consider what to do next.
What do you do next?
[ ] Write In
Iluontar, Unique Xiomorn Wizard ? | CR ?
?? Large Outsider (Earth, Elemental)
Initiative: ? Perception: ? Senses: Darkvision 60 ft., Tremorsense 120 ft., ?
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, Natural Armor +?,)
HP ? (?)
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR ?; Immune: Elemental Traits, ?; SR ?
OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average), ?; earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2), ?
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spells Prepared:
Cantrips — Arcane Mark, Prestidigitation, Acid Splash, Read Magic
1st (DC 30) — Comprehend Languages (2), Mage Armor (2), Magic Missile (4), Shield (4)
2nd (DC 31) — Locate Object (2), Mirror Image (5), See Invisibility (2), Invisibility
3rd (DC 32) — Arcane Reinforcement (2), Battering Blast (4), Dispel Magic (2), Fly
4th (DC 33) — Bestow Curse (2), Dimension Door (2), Greater Invisibility (3), Phantasmal Killer (3)
5th (DC 34) — Baleful Polymorph (3), Break Enchantment (2), Dominate Person (3), Teleport (2)
6th (DC 35) — Disintegrate (5), Eyebite (3), Veil, Antimagic Field
7th (DC 36) — Ethereal Jaunt, Finger of Death (3), Greater Teleport (2), Prismatic Spray (2)
8th (DC 37) — Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank (2), Polar Ray (3)
9th (DC 38) — Dominate Monster (2), Time Stop (3), Wail of the Banshee (3), Wish
?? — ??
STATISTICS
STR ? DEX ? CON ? INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: ?
Skills: ?, Craft (?, ?, Mechanical, ?, ?) +89, Craft (?) +97, Knowledge (Arcana) +100, Knowledge (Engineering +86), Spellcraft +122, Stealth +89, ?
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
SPECIAL QUALITIES
Item mastery, Item shaper, ?
ECOLOGY
Environment: ?
Organization: Last of Your Kind (Alone)
Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 50 Golden Scrolls (10 Blank), 1 Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 Medium End Laptop, 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone
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.
Okay so diamonds may be more of a later thing. Maybe once we get our spell book open we teleport to a diamond mine and use magic to grab a bunch?
Unless magic works with artificial diamonds? If so that would be a massive cheat. We could probably pull apart and massively improve the machines for making artificial diamonds.
Anyway now I would say to disassemble and analyse our spare electronics? Thoroughly investigate their functioning.
I bet we could go really far with coding.
That or just do some basic examination and then connect to the internet to do more research. Learn more about the state of the world, any notable recent events, and maybe more on where we can get diamonds.
Also how long has it been since our last casting of Mind Blank? I expect we don't ever want it to drop.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
You cast the first Mind Blank at about 5:00 AM yesterday, so it is starting to get a touch low on duration.
Also, allow me to go on a brief side tangent since you reminded me; the power generation capabilites of Androffan/Pathfinder technology is absurdly good. I had actually done the math some time well before I got the idea to do this quest, 1 Pathfinder charge lines up almost perfectly with 1 Megawatt. This has some implications, namely that the Androffans did not give a damn about absurd power requirements or power efficiency like we have to. Seriously, with this in mind, an Androffan lighter, like you know a regular pocket lighter that someone might use for say a cigarette or firewood or the like, not only uses an entire megawatt of power, but is built holding ten.
An Androffan Solar panel generates 50 Megawatts an hour. A real-world modern-day solar panel in optimal conditions generates only 400 watts an hour. One watt is a millionth of a Megawatt, an Androffan solar panel is about 125,000 times better than a regular one. Heck, being more pessimistic than even the worst number I could find with a bit of googling, you can support about 50 households with 1 megawatt per hour of energy. A single Androffan solar panel could support 2500 homes with contemptuous ease. And that's the least of the power generators.
That's not even getting into how they apparently cracked Fusion Reaction, or the sheer bloody apex of practical energy generation that is the Graviton Reactor, a.k.a, 4/5ths the output of a Nuclear Reactor, at absolutely no fuel cost, emitting no radiation even in the worst most catastrophic circumstances, forever, at effectively no maintenance and of a size that you could fit easily one in a boiler room.
And to tie it all back to Worm as well, none of it is Tinkertech. Hyper-Advanced to a pure Sci-Fi degree? Yes. But still, it uses theoretically learnable physics or the like (within the setting, I mean. I'm about 70% confident that gravitons aren't an actual real life thing, but I'm no physicist). It's crazy.
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.
For some reason, I forgot to add feats in my analysis. The important one is that we likely have Weapon Finesse for our whip, which means that our Dex is likely high. Additionally, our Item Shaper is Keeper and not the Builder one, which means that we don't in fact have Mythic power.
Diamonds being trash was expected, if unfortunate. The question is do we want to force it - probably not.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
Alright, I have created alternative and hopefully slightly more efficient version of this vote. Feedback as always appreciated:
[X] Plan Total Recall
-[X] Recast Mind Blank
-[X] Based on your current knowledge, try to deduce what kind of lock you would put on your spellbook. Try to experiment on lock - touch it with your limbs, try to scan your eyes, power it up with electricity/magic/radiation, use water/sunlight/earth/dust etc against it and so on.
-[X] Refresh your spells. If spellbook is unlocked, choose load out more suitable for infogathering we are trying to do
-[X] Do an investigation on the functioning of the technology. Use relevant magics here(i.e. Arcane Reinforcement if we are doing crafting to upgrade tech)
-[X] Use acquired tech for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
I've added explicit votes for refreshing spells after using Mind Black and using spells on our tech vote. Most importantly, I think that we should put some effort(~1h) into trying to open our spellbook. While we can't force memories, we can use our superhuman intellect and current knowledge to try and guess solution, and if that doesn't work just run a bunch of random experiments in hope that some will work. Might not work, but the reward we would get from spellbook is just too good not to try.
Interesting plan, and do allow me to mention one detail; Yet. You can't manually try for more memories without taking some serious (unknown) risk(s), yet. It's just been a touch too soon to do so.
To put it in a simile, it's like a long-lasting wound- occasionally going in and cleaning the wound, replacing bandaging or such, is good. Doing so too often and to an excessive degree runs the risk of worsening the issue or adding a new one.
Alright, I have created alternative and hopefully slightly more efficient version of this vote. Feedback as always appreciated:
[X] Recast Mind Blank
[X] Based on your current knowledge, try to deduce what kind of lock you would put on your spellbook. Try to experiment on lock - touch it with your limbs, try to scan your eyes, power it up with electricity/magic/radiation, use water/sunlight/earth/dust etc against it and so on.
[X] Refresh your spells. If spellbook is unlocked, choose load out more suitable for infogathering we are trying to do
[X] Do an investigation on the functioning of the technology. Use relevant magics here(i.e. Arcane Reinforcement if we are doing crafting to upgrade tech)
[X] Use acquired tech for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
I've added explicit votes for refreshing spells after using Mind Black and using spells on our tech vote. Most importantly, I think that we should put some effort(~1h) into trying to open our spellbook. While we can't force memories, we can use our superhuman intellect and current knowledge to try and guess solution, and if that doesn't work just run a bunch of random experiments in hope that some will work. Might not work, but the reward we would get from spellbook is just too good not to try.
Scheduled vote count started by Sckribe on Nov 15, 2023 at 11:48 PM, finished with 11 posts and 5 votes.
[X] Plan Total Recall
-[X] Recast Mind Blank
-[X] Based on your current knowledge, try to deduce what kind of lock you would put on your spellbook. Try to experiment on lock - touch it with your limbs, try to scan your eyes, power it up with electricity/magic/radiation, use water/sunlight/earth/dust etc against it and so on.
-[X] Refresh your spells. If spellbook is unlocked, choose load out more suitable for infogathering we are trying to do
-[X] Do an investigation on the functioning of the technology. Use relevant magics here(i.e. Arcane Reinforcement if we are doing crafting to upgrade tech)
-[X] Use acquired tech for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
Scheduled vote count started by Sckribe on Nov 15, 2023 at 11:48 PM, finished with 11 posts and 5 votes.
[X] Plan Total Recall
-[X] Recast Mind Blank
-[X] Based on your current knowledge, try to deduce what kind of lock you would put on your spellbook. Try to experiment on lock - touch it with your limbs, try to scan your eyes, power it up with electricity/magic/radiation, use water/sunlight/earth/dust etc against it and so on.
-[X] Refresh your spells. If spellbook is unlocked, choose load out more suitable for infogathering we are trying to do
-[X] Do an investigation on the functioning of the technology. Use relevant magics here(i.e. Arcane Reinforcement if we are doing crafting to upgrade tech)
-[X] Use acquired tech for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
[X] Do an investigation on the functioning of the technology. Then use it for research. Topics of note: Current power structure of the world. Possible threats in the world. Current power structure of the local area. Possible sources for diamonds. Possible sources for other useful materials. Any notable recent events that might be actions of other off-world arrivals.
-[X] Make sure to recast Mind Blank if the duration is running out.
First thing's first, you very much immediately go about casting Mind Blank, more than glad to it overlapping, although a part of you feels like even two hours was cutting it close to the line of comfort. With that done, you turn to a fairly pressing issue for a wizard, your spellbook. Namely, in how it is very much locked, without any key you can find. A brief shuffle through your things has it out in your hands, with you very carefully inspecting the lock again, as although ideas of eye-scanners and esoteric material requirements go through you, knowing even what you do of yourself, none of those feel right. For good reason, you find yourself thinking, some of those ideas ran the risk of damaging the spellbook in just trying to get it open!
The memory of your failure had, in bringing some context with it, given you a longer span glimpse of your history than any other piecing together's had, and while you get the vague feeling that perhaps that in, your gut says your teenage years or so, you would've gladly rigged your spellbook with a thousand glyphs and a fission reactor if you could, leaving the thing practically a beacon for anyone with the slightest bit of ability to detect magics, as well as very obviously different and defending, you know that you'd changed since that time. In some ways outright smarter, but more importantly, just a touch cleverer.
For a moment, you decide to ask yourself, 'How do you get past a lock that you don't have a key for?'. The obvious answer springs to mind, 'Well, try picking the lock.', then, you consider that it's the lock on what might possibly be the most important thing a wizard owns, of course it would be more complicated than that. Then, you consider- if someone already has the physical book, and knows what it is, and is your foe, the only reason they'd want to open the lock, is if they're not going to just destroy it. So, the lock doesn't protect the book per se, it simply delays (perhaps indefinitely) whomever is trying to get at the spells inside.
That person is probably also a wizard themselves, which, being one, have some tendencies, one of which is that with their lives so constantly steeped in magic, they tend to think of esoteric or unusual ideas first, and sometimes only. Particularly since many would consider themselves above such things, their vast intellects meaning that they could most certainly see past the surface level examinations that anybody could do, and delve deep into the lore behind the shape of the lock and its material's arcane significances, perhaps even finding historical accounts of similar magical locks, going further and further along in that vein, often very lengthy processes. With the profile of the kind of person this lock would be meant to delay, you then think, what would they not consider?
Lastly in your thought process, you go back to evaluating yourself again, not just your own past and present mentality, but capabilities, as very recently you've found you're quite good in hiding, and rather skilled in quickly pilfering things away, already knowing yourself to be in possession of two of the major skills needed in what else, but a common thief, the third of course being lockpicking. Almost exactly the kind of person a wizard would perhaps hire to steal the book, but of course dismiss them as out of their element in such arcane matters. With that considered, you try the obvious solution, that any competent wizard would immediately dismiss out of hand, on the simple assumption that their rival wasn't a complete dithering fool.
Your claws slip into the lock, pick it, and it opens with a satisfying click.
Well. That wasn't so complicated. With that done, you set yourself down to rest for some time, peruse your spellbook whereupon the formulae and writing within it simply feels correct, exactly as you would make them, all contained not in words but in delightfully precise geometry, which makes sense you suppose. Sadly, it appears to lack any further hints as to your own identity, with no notes in the margins or the like.
A good eight hours of rest, very quickly confirming you don't require sleep, and a brief test during the period where you had absconded yourself into a wall shows yourself as fully incapable of it even, though you were able to reach a relaxed state fairly easily.
Once the time was over, and you could feel your renewed energies, you slipped out of the wall and quickly prepared with information gathering in mind.
Very quickly, in fact. It only took you fifteen minutes to do so, preparing your spells from first to ninth level in your best attempt to put together an information gathering suite from your spellbook, which seemed a touch, eclectic, but not in by way of being all-encompassing like you'd hoped. Then, on previously unknown habit, you kept going, preparing spells of your next level, and next, and so on, until you finally stopped at the fifteen minute mark after having prepared two 17th LevelWail of the Banshees. It was a mite much. Though, informative, probably. You'd have to mull on that, possibly.
After that it was time to study the technology you'd managed to nick- to a degree. You were able to figure out even with just some external looks well enough how to recreate the principles at work in all of the devices, though the exact materials you'd need eluded you until, knock, you gave each one an undamaged but firm tap and listened closely.
Hm, fair amount of lithium, good bit of copper, comparatively trace amounts of gold, altogether an interesting enough mix, particularly in the processing centers.
That glance was also enough to tell you that unlike the phones and laptops, you wouldn't be able to work with the desktop right now for two immediate reasons. Firstly, it needed to be plugged in to an outlet, and while it wouldn't be much of a difficulty at all to convert one of your spare power cables to an outlet strip compatable with local electronics, especially as you'd need to do so anyhow to recharge the laptops and phones, the second issue was a touch more pressing.
You forgot to get a monitor or connecting cable, and while a power cable was an easy enough conversion, data transfer would be a bit of a different matter. It wasn't as though it was a horrible rush, so, you sat yourself down with the higher quality laptop, went through the given steps on the startup, and-
Promptly were reminded that you did not, in fact, have an internet connection down here with which to research. Right, and you wouldn't exactly have a phone plan with the smartphones since you did pilfer them, even if you did get signal down here. Although you were still able to, after a lot of exceptional annoyance with your claws tapping the screen and not registering, having to wad up the sleeve of your armor to maybe get a response half the time, get one of the smartphones active at least.
The flip phone on the other hand was delightful and satisfying in your hands, and you distinctly remember seeing the options for prepaid SIM cards, which would be much simpler to get by just using local cash than trying for a credit card.
Although, there was a part of you that did want to see if you could set up a bank account as just, yourself, xiomorn and all, no fake identity. You weren't sure if it was a silly or proud thought. Maybe both.
Regardless, you know you'd seen a few places up on surface that offered free Wi-Fi as long as you were a paying customer, you'd only need about five, perhaps ten dollars to be sure, in order to pay for a coffee to sit down and research, something much more possible to do thanks to having Alter Self and Veil in your arsenal. You'd considered the Library, but sadly they'd require a library card and other such that you didn't have at the moment.
You suppose you had most of a plan ready to go, just a few details left.
How to acquire about five or ten dollars, what your human identity should look like, and whether you should go for a place providing Wi-Fi in either the upper-class section of town or middle-class section?
[ ] Write in
Iluontar, Unique Xiomorn Wizard ? | CR ?
?? Large Outsider (Earth, Elemental)
Initiative: ? Perception: ? Senses: Darkvision 60 ft., Tremorsense 120 ft., ?
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, Natural Armor +?,)
HP ? (?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR ?; Immune: Elemental Traits, ?; SR ?
OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average), ?; earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2), ?
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (6), Mage Armor (2), Magic Missile (2), Shield (2)
2nd (DC 31) — Locate Object, Mirror Image (2), See Invisibility, Invisibility (2), Alter Self (5)
3rd (DC 32) — Arcane Reinforcement (2), Arcane Sight (3), Battering Blast (2), Dispel Magic (3)
4th (DC 33) — Bestow Curse, Dimension Door (2), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas (2)
5th (DC 34) — Baleful Polymorph, Break Enchantment (2), Dominate Person (5), Teleport (2)
6th (DC 35) — Disintegrate (5), Mislead, Veil (2), Antimagic Field, Sarzari Shadow Memory
7th (DC 36) — Ethereal Jaunt (2), Finger of Death (2), Greater Teleport (3), Prismatic Spray (2)
8th (DC 37) — Dimensional Lock (2), Discern Location (3), Mind Blank (3), Polar Ray
9th (DC 38) — Dominate Monster (3), Time Stop (3), Wail of the Banshee (3)
10th (DC 39) — Polar Ray (4)
11th (DC 40) — Polar Ray (3)
12th (DC 41) — Polar Ray (3)
13th (DC 42) — Wail of the Banshee, Finger of Death (2)
14th (DC 43) — Wail of the Banshee (3)
15th (DC 44) — Wail of the Banshee (2)
16th (DC 45) — Wail of the Banshee (2)
17th (DC 46) — Wail of the Banshee (2)
STATISTICS
STR ? DEX ? CON ? INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Heighten Spell, ?
Skills: ?, Craft (?, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Knowledge (Arcana) +100, Knowledge (Engineering +86), Sleight of Hand +78, Spellcraft +122, Stealth +89, ?
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
SPECIAL QUALITIES
Item mastery, Item shaper, ?
ECOLOGY
Environment: ?
Organization: Last of Your Kind (Alone)
Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 50 Golden Scrolls (10 Blank), 1 Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 Medium End Laptop, 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone
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
----
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.
AN: There's your available spellbook now also in your character sheet, I prepped the most 'Info Gathering' out of the lot that I was able, except for the ones at 10th and above since those were done automatically by ingrained habit, revealing them in the first place. In the future, if y'all would like to specify any spells or even down to the loadout, feel free! You have no expended slots at the moment, so totalling up the prepared's will get you how many of each level you can prep.
That aside, hope y'all enjoyed this one!
P.S. Also, I'll tally the next vote using Task separation, in case y'all want to separate things like chosen Wi-Fi spot with money acquisition or the like.
Could pawn some gold pieces or jewels. Our Appraise trained or not will be through the roof. Take a few minutes watching them exchange currency and use a disposable identity to get some quick cash.
It's not even in the same universe as subtle but- they won't be able to track us when we are earthgliding.