All Level, No Experience (Worm/Pathfinder Amnesia Quest)

How big of a firing range would you need if you were going to be testing multiple explosives with that kind of range.
Finding an area with no people ~20 meters around me would be piss easy for me, and I can't fly or burrow or teleport to remote locations. Especially during the night, I could do it in the middle of my town.

I'm not sure why are you choosing to die on this hill, to be honest. Just admit that your take about Wail being hard to test was bad and move on.
 
I'm not sure why are you choosing to die on this hill, to be honest. Just admit that your take about Wail being hard to test was bad and move on.
Okay it was a bad take let's move on.

Mmm do we want to try crafting anything? While we are there. Maybe carving out a preliminary stone base? It was our objective here.

You are very certain that you must find some fairly well fortified place where you yourself can personally hunker down for at least eleven minutes, well away from any public view with around a 70 foot radius away from anywhere someone might accidentally pass by (properly enclosed should also work), preferably both underground with the surrounding walls, floor, ceiling, and door containing a thin layer of lead. You needed to be able to do this within 168 hours of this moment, give or take about 15 minutes for the sake of sureness. Oh, and to make sure you still have your needles at the time.
 
Mmm do we want to try crafting anything? While we are there. Maybe carving out a preliminary stone base? It was our objective here.
My take is that we should just wait for memory action to get our Crafting back, or use TT. Crafting via trial and error is time consuming for unknown reward and we do have other things to do.

Regarding the other thing, some combination of Prismatic Sphere, burrowing and our tent should do the thing.
 
[X] Xses and Os
-[X] Find a mirror - perhaps in your tent, or one in mall after work hours. Check your entire body, especially any tattoos you might have. Investigate tattoos
-[X] Go through your inventory once again, focus on trying to find any hidden compartments and the like. Then go through your spellbook, and make a tally of reagents we are currently lacking.
-[X] Go through our scribed scrolls, try to understand their purpose.
-[X] Go to a remote location. Cast the spells that you have in higher slots, and try to understand what is different about each
-[X] Find some random person on the internet or newspapers, a celebrity of some sorts, and try casting Discern Location to find them by using information available online

We need to do some basic housekeeping before doing stuff.
I like this, but would like to spend a little more effort setting up a safe place first. My hope is that screen + Dimensional Lock might be enough to hide us from the gaze of powers.

Maybe go down 40+ feet and make a hidden base? There is no reason our base has to be accessible by anything but earth glide. Disintegrate seems like it would be rather good at clearing space.
 
I like this, but would like to spend a little more effort setting up a safe place first. My hope is that screen + Dimensional Lock might be enough to hide us from the gaze of powers.

Maybe go down 40+ feet and make a hidden base? There is no reason our base has to be accessible by anything but earth glide. Disintegrate seems like it would be rather good at clearing space.
I absolutely agree. In fact I would argue that our primary/most secure base shouldn't even be in BB, but rather somewhere like Antarctic or what have you. Teleportation is nice like that.

However with both that and go to PRT plan I first want to do the "check what we can do" stuff first, so we can make more well informed plan later.
 
I absolutely agree. In fact I would argue that our primary/most secure base shouldn't even be in BB, but rather somewhere like Antarctic or what have you. Teleportation is nice like that.

However with both that and go to PRT plan I first want to do the "check what we can do" stuff first, so we can make more well informed plan later.
Maybe our big more permanent base where we do crafting and things. But there is no reason why we can't have temporary bases scattered all over.
Earth glide like 100 feet down. Cast disintegrate one or more times to clear a pocket. Cast Screen and Dimensional Lock, plus whatever other defenses we settle on. Tada, safe house.

Can Greater teleport be used to get to Mars? A decent telescope and we could look at it directly.
It would put us past the usual reach of powers. As far as they could tell we would just vanish entirely.
 
Sadly we would need Interplanetary Teleport for that.

The best defense we can obtain is for sure Permanent Prismatic Sphere. With an aoe metamagic increase it would be large enough to hold our entire tent, and it would create defense I would truly feel comfortable relying on. We can't teleport inside our Sphere, but we can teleport next to it and just walk inside. This would require 22,500gp(plus metamagic costs) in diamond dust to make the sphere Permanent, so that is yet another reason to get diamonds.

Although now that I think about it, there is another funny use of Prismatic Sphere. Touching violet layer sends the creature to another plane. We have Plane Shift that is currently offline as we don't have a way to get metal rods attuned to a plane. So in theory we could use our Prismatic Sphere as Walmart Plane Shift to get randomly moved somewhere, bring along bunch of rods to attune to this plane, Plane Shift back to Earth Bet and voila, now we have bunch of charges for our Plane Shift so we can punt people we don't like to another dimension.
 
Vote closed
Scheduled vote count started by Sckribe on Nov 22, 2023 at 12:44 AM, finished with 24 posts and 4 votes.

  • [X] Xses and Os
    -[X] Find a mirror - perhaps in your tent, or one in mall after work hours. Check your entire body, especially any tattoos you might have. Investigate tattoos
    -[X] Go through your inventory once again, focus on trying to find any hidden compartments and the like. Then go through your spellbook, and make a tally of reagents we are currently lacking.
    -[X] Go through our scribed scrolls, try to understand their purpose.
    -[X] Go to a remote location. Cast the spells that you have in higher slots, and try to understand what is different about each
    -[X] Find some random person on the internet or newspapers, a celebrity of some sorts, and try casting Discern Location to find them by using information available online
    [X] Plan: Information Gathering v2
    -[X] Find a secluded mirror to examine your true form. Give yourself a Case 53 tattoo in a suitable location if you don't already have one.
    -[X] Check our belongings for hidden compartments and for what reagents and spell components we need to build a stockpile.
    -[X] Go through your spellbook and make sure you're familiar with all your spells. Mark down any you're unsure about for future testing.
    -[X] Continue you your language studies. The minority communities appear to have their own tongues, it shouldn't take long to discover them.
    -[X] Maintaining stealth, track the movements and valuable territories of these "parahumans" so that you may better study them and gain a grasp of the local political scene.

Edit 1: Right, so, these are perfectly tied, and both of these seem perfectly in character to the point that even I, the man wot made the character, can't decide between them. So, I'm throwing dice. A 1 or any other odd number means plan Xses and Os, a 2 or any other even number means plan Information Gathering v2.
Alright, Information Gathering v2 it is.
Sckribe threw 1 2-faced dice. Reason: Tiebreaker Total: 2
2 2
 
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Good idea about Prismatic Sphere.
Sadly we would need Interplanetary Teleport for that.
I'm not sure I entirely 'Get' this. Interplanetary Teleport is Interplanetary Teleport. But greater teleport doesn't have a range limit and Mars is right there. We have line of sight even.
Could we teleport up into orbit with greater teleport? Teleport from orbit down?
Teleport from orbit to the space between planets?
Teleport from the space between planets to orbit of another planet?
Edit: Or I guess if we get super rich we could just use wish for it.
 
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ALNE - 2.2
Scheduled vote count started by Sckribe on Nov 22, 2023 at 12:44 AM, finished with 24 posts and 4 votes.

  • [X] Xses and Os
    -[X] Find a mirror - perhaps in your tent, or one in mall after work hours. Check your entire body, especially any tattoos you might have. Investigate tattoos
    -[X] Go through your inventory once again, focus on trying to find any hidden compartments and the like. Then go through your spellbook, and make a tally of reagents we are currently lacking.
    -[X] Go through our scribed scrolls, try to understand their purpose.
    -[X] Go to a remote location. Cast the spells that you have in higher slots, and try to understand what is different about each
    -[X] Find some random person on the internet or newspapers, a celebrity of some sorts, and try casting Discern Location to find them by using information available online
    [X] Plan: Information Gathering v2
    -[X] Find a secluded mirror to examine your true form. Give yourself a Case 53 tattoo in a suitable location if you don't already have one.
    -[X] Check our belongings for hidden compartments and for what reagents and spell components we need to build a stockpile.
    -[X] Go through your spellbook and make sure you're familiar with all your spells. Mark down any you're unsure about for future testing.
    -[X] Continue you your language studies. The minority communities appear to have their own tongues, it shouldn't take long to discover them.
    -[X] Maintaining stealth, track the movements and valuable territories of these "parahumans" so that you may better study them and gain a grasp of the local political scene.

Tiebreaker Die, Information Gathering v2

Right then, there's still some general setup and such to be done. Firstly, it doesn't hurt to double check if you actually are a Case-53, even if your gut repeatedly tells you you aren't, and of course if you aren't, it won't hurt to play into the belief anyhow and give yourself a suitable tattoo. It would certainly help with getting yourself an official identity down the road, as well. Of course, the first part in this would have to be getting to a mirror, to double check, preferably in private as well. You know you've seen a few abandoned homes in fairly desolate places of docks, where you should be more than able to slip in and take a look at yourself.

You slink away from your position, finding yourself almost automatically moving unseen, before slipping into a nearby alleyway after being certain that nobody could spot you dropping into the ground, the overall motion similar to someone simply walking off the edge of a board without bothering with the diving part, one apparent footstep after the other simply dropping down. It only takes about half an hour to find an equally suitable place to pop up in the backyard of an abandoned and for sale house, quickly and easily jimmying open the lock on the backdoor with only your hands, closing it behind yourself of course. From there, it only takes one or two doors of checking to find the bathroom, and this particular house must have had well doing owners at some point, or perhaps the most recent pair had simply driven themselves out in the price of having it redone, as the bathroom was fairly spacious, with a full body mirror as well.

Checking the lightswitch you find that the power to this house hasn't been cut off, as the lights flicker on, letting you see in full color rather than the dull monochrome typical of darkvision. For a few moments, you see only the illusion standing there, the body and face of Akil Bergschmidt the North American backpacker, before quickly dismissing the Veil spell, truly being able to see yourself.

What you had previously been able to see of your body is the same, your overall color that same dull grey as your hands, and overall very reminiscent in shape to a centair, or perhaps a drider might be more pertinent, given your more arachnid-esque lower half. Not entirely, however, as while they all are of a similar overall shape to those of a spider's, you only have four legs. You do decide to work your way up as you check, finding no tattoos anywhere on your lower half, quickly putting your boots back on after briefly having them off. Next, you remove your royal purple silk armor to check your upper body, and find that in appearance it is similar to the rest of you. Your body seems made up of dull-grey natural and segmented plates, and though from the feel of them against your clothes the past few days and tapping your own chest, you know that they are fully naturally a part of you, they make it appear as if your very body were made out of armor, although in some ways it is somewhat true as you move yourself around, seeing all the different ways your plates move around amongst eachother without impeding your movement in the slightest.

In fact, during this brief moment you find out that you are exceedingly both flexible and extremely well balanced, which is a nice self-discovery. Still, brief moment had, you return your focus to your main task, and with the aid of a hand-mirror left in a drawer you can confirm nothing on your back or… thorax, would probably be the term for the equivalent to the 'back' on your lower half. Yes, back and thorax should work to distinguish the two. None on the back of your neck, either- ah, there we are.

It is not of an Omega symbol, but you do in fact have a tattoo, on the front and center of your neck, of what appears like a solid blue sphere, and you know it is a sphere somehow. In fact, it is overall naggingly familiar, and oddly enough in a way similar to, off all things, the golden scrolls. Regardless, remembering you have Needles of Fleshgraving you keep in your upper left sleeve, you quickly mutter and wave up a Detect Magic, and can just barely make out the aura of faint transmutation magic coming from the tattoo, no longer covered up by your ceremonial robes. Based on all you know, from your near exactly one-week deadline you had discovered earlier, the requirement to be in that secured room for at least eleven minutes, and now this discovery, meant that you needed somewhere where you could have the item currently stored as this tattoo where it wouldn't be discovered, at least for long enough that you could return it to tattoo form.

The need to have it well away from anywhere anyone might coincidentally walk near also tells you a touch about it, that being merely nearby is enough to cause notice, if not potentially harm, but also that whatever it does, you were confident in your own capabilities to withstand it point-blank for ten straight minutes. Still, with this knowledge, you no longer have to wait to handle it, and if you can find a suitable place or change your mind about what would count as suitable, you could handle this business early.

Putting that thought aside for now, you needed to give yourself a case 53-Tattoo, and after a few minutes of moving through the thankfully furnished home and lightly raiding the office's printer for it's black ink and the kitchen sink for a few other chemicals, using the thankfully porcelain bathroom sink it only takes you about half an hour to whip up a single batch of actual, quality ink that you'd be willing to use on yourself, finding yourself a deft hand with the various chemicals even when using improvised tools, and not resorting to Arcane Reinforcement on this either. Regardless, it's more than enough to give yourself a Case-53 Omega tattoo on yourself.

Specifically, over the course of six and a half minutes you put it-

[ ] [Tattoo] (Write in the tattoo location, and other details you'd like regarding it.)

With that done, you also give all of your belongings another quick once-over, hoping that perhaps you'd missed a hidden compartment containing something useful before, but sadly, you had not, and there were no such compartments to find. A check through your spellbook for certainty also finds you completely and intimately familiar with all of your spells, certain in their function. Heck, even Sarzari Shadow Memory, which many thought required calling upon ________ for knowledge required no such thing, the knowledge could simply be pulled on from the general forces of magic itself, the above method simply was the most traditional way it had been done.

Now then, with that business done, and the remaining evidence in the form of the leftover ink summarily sent down the sink, you slink back out, lock the door on the way out again, and dive back into the earth from the backyard, you move with the intention of trying to learn the not as used tongues used by the various asian minorities in the area, trawling around what is almost certainly ABB territory along the rooves, listening in. However, sadly, it appears that your earlier success with English was in one part due to it's many odd similarities with Common, of which none of the languages you hear spoken share such similarities, being of very different structures, in another part that you were able to quickly find access to a physical dictionary of English once you had reached a certain base of proficiency, and lastly, where you had learned English beneath the mall, it was the only language spoken, and in primarily one dialect at that. Here, you are witnessing many, many superficially similar but quite distinct languages at play, and in some cases conversations are held between people where one speaker speaks one language, and the other responds in a different language, maintaining that, meaning that often times it is less like listening to one single conversation and instead to two halves of two distinct conversations. A task your mind is more than capable of handling, but is not particularly conducive to unnaturally fast language learning.

No, while this has taught you quite the amount about your own comprehension of linguistic nuance, in order to properly learn these languages it would take you a solid 160 hours each, assuming you either had a trainer or suitable book to learn from as well.

Regardless, it hasn't been a total waste, as for the next few hours you find yourself fairly capable of seeing where the obvious ABB gang members won't go, and upon crossing that border yourself finding where the obvious E88 Members themselves avoid, and from there again finding where the obvious Merchants tend to keep themselves, and from the overlap in where none of them go deduce where the local heroes have things under control, both Protectorate and New Wave.

Actually, thinking of them, you manage to spot, some solid ways away on the ground, moving at a mild pace, Miss Militia, clearly partway through an evening patrol, given that it is by now at least 7:30 PM, and she very clearly hasn't seen you. In fact, you're a touch ahead of where she is now, and it seems she's just entered the latter half of her patrol. Your tattoo has already settled to the point it looks like you've always had it, as well. Still, the decision lies in your hands, as this certainly isn't the only opportunity you'll get, and you may want to wait for a different Hero to be your first introduction, if you do decide to approach the PRT at all.

What now?

[ ] [Plan] Write In.

Iluontar, Unique Xiomorn Wizard ? | CR ?
?? Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 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 (1), 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: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Knowledge (Arcana) +100, Knowledge (Engineering +86), Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, 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 High-End Laptop, 3 Smartphones, 1 Flip-Phone

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 29.0
Handy Haversack: 116.5/120

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.
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Haste, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish
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.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

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.
Enchanted Boots (Boots of Vaulting)

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 3,500 gp; Weight 1 lb.

Description

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.

Enchanted With;

Wings of Flying (Base Item of the Cloak)

Aura moderate transmutation; CL 10th; Slot shoulders; Price 54,000 gp; Weight 2 lbs.

DESCRIPTION

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.

Muleback Cords

Aura faint transmutation; CL 3rd; Slot shoulders; Price +1,500 gp; Weight -.

DESCRIPTION

These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)

Total Price: 50,000 GP

These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.

Enchanted With;

Sniper's Goggles, Greater

Description

These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Sniper Goggles

Description

The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip

Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP

Total Equivalent Enhancement Bonus: +2

Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch

----

A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.

Impervious

Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.

Resizing

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

Total Price: 176,680 GP
Total Equivalent Enhancement Bonus: +10

Max HP: 105
Hardness: 20

Weight 4 lbs.
Armor Bonus +6; Max Dex Bonus —; Armor Check Penalty 0
Arcane Spell Failure Chance 0%; Speed 30 ft./20 ft.

Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.

Burdenless

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).

Comfort

Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).

Ghost Touch

Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Impervious

Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.

Shadow, Greater

Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."

Slick, Greater

Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))

Tech Capacity: 40
Tech Charge Usage: Varies by function

Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP

This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.

Flashlight (Improved)

Price 30 gp
Usage 0, but must have at least 1 Charge available.

When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

This function 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).

---

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: Vote will be tallied by Task.
 
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I guess we could deal with back tattoo now? I don't know how to test for metamagic. Still don't think we should contact the PRT yet, there's still more information to gather about ourselves.

I guess we could make base off world with greater teleport/teleportation circle? Probably take a lot of effort and crafting to make something suitable.

Just realized that's it's odd Lisa already knows Calvert identity, don't think she found that out until much later in the canon timeline, but maybe we could spy on his civilian identity.
 
Just realized that's it's odd Lisa already knows Calvert identity, don't think she found that out until much later in the canon timeline,
I'll be direct here, I couldn't find mention of when/where she figures out Coil's identity on the wiki, so I figured that with her power and what it's generally capable of, such as finding out stuff about Endbringers on a first-go at seeing Leviathan, I figure that she'd probably have to have realized what Coil's civilian identity is after enough time. That, and as much as I like the overall of it, I am similar to a number of people who are in the Worm sphere, and have never actually read the original Worm myself.
 
I'll be direct here, I couldn't find mention of when/where she figures out Coil's identity on the wiki, so I figured that with her power and what it's generally capable of, such as finding out stuff about Endbringers on a first-go at seeing Leviathan, I figure that she'd probably have to have realized what Coil's civilian identity is after enough time. That, and as much as I like the overall of it, I am similar to a number of people who are in the Worm sphere, and have never actually read the original Worm myself.
That's fair, and I don't think he'd have that much reason to put a ton of effort into hiding his identity after a point.
 
You do you, but I have read Worm. I thought back and if I'm remembering right they found out his identity when he became PRT director and for some reason invited the Undersiders to meet him in secret and tell them???

I mean he also showed a bunch of capes with very loose loyalty (he barely knew the Travelers at all!) he'd drugged and enslaved tween Dinah for her powers when he absolutely did not have to do that, which was the whole reason Skitter turned on him even after she committed to villainy!

But yes, Coils problem seems to be he's so obscenely arrogant thinking his power lets him create and destroy timelines that he just lets opsec fall to the wayside as he increasingly thinks he's invincible. His head is totally up his own ass.

But wow, yeah, I'm pretty sure he had the hubris to reveal his identity just to brag he took over the PRT.
 
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But wow, yeah, I'm pretty sure he had the hubris to reveal his identity just to brag he took over the PRT.
Huh, that does sound kind of familiar. Which, by everything, wow. Well, maybe that's just when canon Taylor learns it and TT just never brought it up, for, some reason. Yeah, I've got nothing for that, just, in any direction, that is, just, huh.
 
So we just didn't do smart stuff that would give us a relevant information about our character in favor of dumb stuff that would obviously do absolutely fuck all. Neat. Now I have to make same plan again once we get to our next downtime, and in the meanwhile we have to play with less information. For no gain at all. I might be irritated a tad. The funniest part is that only things that weren't useless in this update were parts directly cannibalized from my plan. Yet we didn't tally the resources, or check the scrolls, or figured out our metamagics, or test if we can use TV for Discern Location. Bloody hell.

Well. Whatever. New stuff are: Acrobatics +78, Crafty: Alchemy, Escape Artist +93, Linguistic +31. We have more information on what our tattoo is, so that is something to research. Perhaps a Seed?

[X] [Tattoo] Put Tattoo on high your forearm equivalent, so it is easy to show when needed, but also something you can conceal so there is no constant scrutiny over your ink work
[X] [MM] Introduce yourself to MM at opportune moment. Make basic introductions and try to gain means of communication. Play that you are distrustful of PRT currently and try to part on amicable terms. Make your general distaste to lawbreakers known

MM interactions should be fun to read

Now, all of that aside - we have four legs! F O U R. Four of them things. Do you guys know how big this is? We are a Vault Builder. CR 20 train of fuck you base, and then epic spell casting and lmao rogue levels of sneak on top of that. This means that we do in fact have Frightful Presence and stuff, but way more importantly, we both (potentially) have access to Secret of the Vault Seeds and Mythic power.

Mythic spellcasting. Now that's something.
 
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Eh, I can understand the irritation, but I wouldn't call it completely useless- although admittedly some parts were a bit of just confirmation with pre-existing knowledge, the main discovery is that your time-sensitive task is securing/re-securing whatever it is you've got tattoo-ed, that it's covered up when wearing your armor, and what it generally looks like (light blue sphere. Like, perfectly spherical).

Also, as for the spellbook check/reagent check, those are just as per each spell, findable on Aonprd (1e, not 2e, nor Starfinder). As for the tally, well since that's possible to just double check- y'know, I was going to say y'all could check, but I might as well just be nice and do it myself real quick, won't hurt me none. If I end up mistyping a number or forgetting a spell down there, it's because it's fairly late where I am, assume Aonprd gives the right number before I did.

Arcane Lock - No Gold Dust (25 GP per cast)
Nondetection - No Diamond Dust (50 GP per cast)
Sepia Snake Sigil - No Powdered Amber (500 GP per cast)
Stoneskin - No Diamond Dust (250 GP per cast)
Permanency - No Diamond Dust (Varies per cast)
Symbol of Pain - No Powdered Diamond and Opal (1,000 GP per cast)
True Seeing - No Eye Ointment (250 GP per cast)
Sarzari Shadow Memory - No "Work of art bearing [your target]'s likeness" (1,500 GP per cast)
Limited Wish - Diamond Dust, Again (1,500 GP per Cast)
Awaken Construct - No Herbs & Oils (Varies per cast)
Memory of Function - No Powdered Skymetal (10,000 GP per cast)
Plane Shift - No Attuned Tuning Forks (No cost listed Focus)
Trap the Soul - Actually you do legit have this one, (Gem worth 1,000 GP per HD of target, you have the equivalent of 5 casts at 30 HD each)
Soul Bind - Again, you have this one, (Black Sapphire worth 1,000 GP per HD of target, Non-Consumed Focus, up to 30 HD with current gems)
Teleportation Circle - No Amber Dust (1,000 GP per cast)
Wish - The Goal, for many. No Diamond Dust (25,000 GP per cast)

Hope that helps!

Also, funny enough,
Now, all of that aside - we have four legs! F O U R. Four of them things.

The four legs this has been a bit of a hiding in plain sight/Where's Waldo situation, since, well,
ALNE - 1.0 (Underlined for Emphasis) said:
and down to the bottoms of each of your four spider-like legs
It has been waiting here, a few innocuous words, all this time, for someone to notice. There's actually a couple things like that still in the air, funny enough. Just, waiting there to burst out and declare, in the words of a game-show host, "I've been here the whole time."
 
Arcane Lock - No Gold Dust (25 GP per cast)
Nondetection - No Diamond Dust (50 GP per cast)
Sepia Snake Sigil - No Powdered Amber (500 GP per cast)
Stoneskin - No Diamond Dust (250 GP per cast)
Permanency - No Diamond Dust (Varies per cast)
Symbol of Pain - No Powdered Diamond and Opal (1,000 GP per cast)
True Seeing - No Eye Ointment (250 GP per cast)
Sarzari Shadow Memory - No "Work of art bearing [your target]'s likeness" (1,500 GP per cast)
Limited Wish - Diamond Dust, Again (1,500 GP per Cast)
Awaken Construct - No Herbs & Oils (Varies per cast)
Memory of Function - No Powdered Skymetal (10,000 GP per cast)
Plane Shift - No Attuned Tuning Forks (No cost listed Focus)
Trap the Soul - Actually you do legit have this one, (Gem worth 1,000 GP per HD of target, you have the equivalent of 5 casts at 30 HD each)
Soul Bind - Again, you have this one, (Black Sapphire worth 1,000 GP per HD of target, Non-Consumed Focus, up to 30 HD with current gems)
Teleportation Circle - No Amber Dust (1,000 GP per cast)
Wish - The Goal, for many. No Diamond Dust (25,000 GP per cast)
Huge thanks!

The four legs this has been a bit of a hiding in plain sight/Where's Waldo situation, since, well,

It has been waiting here, a few innocuous words, all this time, for someone to notice. There's actually a couple things like that still in the air, funny enough. Just, waiting there to burst out and declare, in the words of a game-show host, "I've been here the whole time."
I suspected as much. Indeed it is one reason why I wanted to check ourselves, just to make sure which Vault creature we are.

Regarding the tattoo, I am currently theorizing it is a Seed, and our scrolls are spells required to nurture it. Thus last ten scrolls would be something we need to scribe to complete the game - main quest, as it were. But I will see if I can find something else.
 
Regarding the orb - once we are done with MM and we are ready to go and rest, we can just burrow, cast Prismatic Sphere and check the orb. We should, rather.

Another thing is crafting. As Builder our crafting is absolutely absurd. We have advanced version of Item Shaper which, on top of giving us ALL crafting feats, also increase crafting speed by 8x, or even 16x if we are using earth/crystal materials. Use Wish to create temporally accelerated Demiplan for 32x, and then we might have some other bonuses on top of that. This is absolutely fucking nuts, and it completely changes my stance on crafting.

Also, we do have Command Stone. Why is this important? Our claws cause Crystallization which, among other things, turn affected creature into earth creature, which we can then freely dominate with Command Stone. Realistically there are not many things that can just survive our claws, but for few that can we can get a free Dominate Monster against. That's neat.
 
[X] [Tattoo] Put Tattoo on high your forearm equivalent, so it is easy to show when needed, but also something you can conceal so there is no constant scrutiny over your ink work

[X] [MM] Introduce yourself to MM at opportune moment. Make basic introductions and try to gain means of communication. Play that you are distrustful of PRT currently and try to part on amicable terms. Make your general distaste to lawbreakers known
-[X] Cast Arcane Sight before emerging. For all she knows your eyes normally glow.
-[X] Take the chance to examine her equipment too.
 
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[X] [Tattoo] Put Tattoo on high your forearm equivalent, so it is easy to show when needed, but also something you can conceal so there is no constant scrutiny over your ink work
[X] [MM] Introduce yourself to MM at opportune moment. Make basic introductions and try to gain means of communication. Play that you are distrustful of PRT currently and try to part on amicable terms. Make your general distaste to lawbreakers known
 
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