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

It is not efficient(that would probably be going down and checking out tattoo and scrolls so we can start Seeding). It will, however, be very fun to read. Who knows maybe we can even have an encounter and see Iluontar roll some fools.
 
Well, it would also be a chance to examine a more obvious power manifestation up close.

Ah! we should cast arcane sight first to see what we see.

Also interesting synergy between us and MM. We should instantly reverse engineer any weapon she shows us.
We should try that trick on any other equipment she has too. Maybe she has containment foam?

[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
-[X] Cast Arcane Sight before emerging. For all she knows your eyes normally glow.
-[X] Take the chance to examine her equipment too.
 
Since the vote seems pretty close, there's no need to add this to the vote, but uh, y'all got a preference for which arm? Y'all do have 4 after all.
Edit: I'm defaulting to Upper Right, also, if there's no preference.
 
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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
-[X] Cast Arcane Sight before emerging. For all she knows your eyes normally glow.
-[X] Take the chance to examine her equipment too.
 
Vote closed
Scheduled vote count started by Sckribe on Nov 23, 2023 at 12:21 AM, finished with 20 posts and 6 votes.
  • 6

    [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
  • 6

    [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.
    [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
 
Let us engage in socialization! The Thing we know we are specifically bad at :3

I look forward to it immensely.
 
ALNE - 2.3

You decide that Miss Milita, from what you've seen, is probably one of the better PRT capes to have a first encounter with, especially with your tattoo having settled on the forearm of your top-right arm, the Omega symbol located just about next to the pit of your arm- visible if you wore short-sleeves, but otherwise fairly easy to hide when necessary. Yes, there was an opportunity right here, and while you could think of some reasons to wait for another one, you also couldn't quite think of any exceptional reasons not to take this one, just with a mite of caution.

So, you quickly and quietly as you can, which isn't all that quietly but enough when you position yourself directly next to an active air conditioner for this part, elect to cast Arcane Sight on yourself beforehand to perhaps get a proper look at her power and how it expresses itself.

With that set up in only a few seconds, you skitter yourself down from the roofs into an unoccupied alley only a block or two ahead of what you believe should about be her route, and then, for the first time without hiding or disguising yourself in any way, step out onto the streets in public.

As it turns out, the sight of a 9'7", seemingly armored, insect-like being with glowing blue eyes, wearing obviously high-quality silk clothes and a pair of glasses, apparently is capable of drawing quite the amount of attention very quickly, quite a few of these generally middle to upper class people adding some amount of extra distance as you skitter out from the alleyway, although there are a few who've gotten their phones out to catch pictures as they leave, and in one case a young teen boy is just standing where he was, more concerned with getting a good recording than anything else by the look. You briefly glance at the cameras, but find them of a generally low quality and uninteresting- by your own standards at least- and so simply decide to look around you for a moment as you wait for Miss Milita's arrival, while trying not to make it look like you are explicitly waiting as such.

Thankfully, between the short distance you chose and her own clearly fit self, she arrives in barely any time at all. You pause from your idle examination of your surroundings when she walks in what is clearly your direction, and yourself walk closer, raising your hand, and giving a wave and what should be a fairly natural greeting.

"Hello there! How do you do today, Ms. Miss Militia?" Nailed it.

Simultaneously, you are observing her with Arcane Sight, and-

No magic. Not even the faintest speck of a lingering aura, whatever it happening with her weapon currenly on her hip (it has shifted from it's previous combat knife into some form of high-caliber pistol), there is absolutely no magic involved whatsoever. You can't recognize any technological principles you are aware of either- it is either catastrophically more advanced than you, or some other thing. You turn your attention back to Miss Militia, though you have managed to conceal any outward signs it had wavered.

She pauses her already fairly measured steps towards you, the both of you standing about fifteen feet apart in distance, the number of cameras recording has spiked up you can see with her arrival as well.

She says, as far as you can tell completely amicably, "Fairly well, actually. New year's has been nice to me. How about you?"

You say, "Given my circumstances, I have also been doing well, thank you for asking."

She asks, "Amnesia, if I had to guess?"

You nod once and pull down your sleeve for a few moment to reveal the omega in plain view, to which you can't tell how she reacts, that being both not your strong point nor helped by the mask, you say, "Yes, Focal Retrograde Amnesia, if I'm getting the terms correct, in order to be as precise as possible. I believe based on what I've been able to discern I would be a Case 53 in PRT nomenclature, yes?"

She nods once, and says, "Yes, exactly. We could help you, if you'd be willing to come with me to HQ?"

You shake your head once and say, "Ah, I'm afraid that while I have seriously considered perhaps signing as an Independant Hero, I am not quite that willing to trust the PRT or Protectorate to that or this extent just yet. It's nothing inherently against you or your employers, I assure, simply that in getting my bearings and researching my surroundings, I've found a few key procedures, documents, rulings and the like, to be generally unavailable or opaque, and I otherwise lack the residual cultural trust that would come from past memories. However, I can still say that I do appreciate the work you do, powers or no, those with a blatant and disruptive disregard for Law and Order should not be left to roam unchecked, on that fundamental matter I find myself in thorough agreement with your organization. In fact, I am hoping that perhaps we can at least maintain an open line of communication."

She blinks, then after a moment she says, "That is probably the most articulately I've ever heard someone express a lack of trust with the PRT. I… can't even fault you when you lay it out so clearly like that, those sound like fairly reasonable concerns, and you're still trying to reach out. How were you hoping to do so anyhow?"

You say, "I have a phone in my pack, if you don't mind me reaching for it?"

She for a split second glances down at her weapon, which quickly shifts back to it's previous patrol knife, before she says, "No, not at all."

You nod, quickly reaching into your Handy Haversack with your bottom right arm, and pull out your flip-phone, partway through handing it to her when you pause in place, and after a single moment you say, "I realize now something a touch important that I've forgotten. It has a sim card pre-installed, but I don't actually have a phone plan with anyone. Understandable I hope, on account of," you gesture with one arm at yourself, while the other pulls down your sleeve and taps again on the omega tattoo, "But I'm not entirely certain how to get around the issue without having to perform something of a laborious dance with switching around prepaid sim cards repeatedly."

She seems to possibly smile, at a guess from the lightened tone of voice, "Oh, the PRT works with North American phone companies, if you can wait a moment I can ask headquarters about setting you up as well. We do it fairly regularly, so there probably shouldn't be any trouble."

You give a single wave, and even offer the flip-phone again as a gesture of goodwill, "Of course, it only makes sense to check with the ones in charge before making any promises on their behalf, especially if they aren't yours to make. I understand completely."

At that, you are absolutely certain that you definitely got some form of smile in response as she walks off a small distance, but still in sight, to take the call in semi-private, unaware you can hear it entirely. Then again, the conversation solely consists of her confirming she's stepped over to speak with console, them confirming that they've already prepared and received confirmation for a PRT Affiliate-Potential phone plan, and her simply checking and reading out the phone number. Overall, the rote but necessary parts in ensuring everything is running as it's supposed to, which was still something of a pleasant sound.

She soon returns and hands you the phone back, which you accept with your lower left hand, and reach out with your right one, saying, "Thank you very much for that, Ms. Miss Milita. It has been nice meeting you, and all things pending, I hope we work well together in the future."

After only a moment's glancing at your claws, she accepts the hand with your own and shakes it, "I look forward to seeing you on the team- what is your name? If you've picked one, that is."

As your hands separate you say, "Iluontar," you wave as you walk off into the alleyway. As soon as you turn the corner you let yourself slip back into stealth and disappear, before deciding to end the day by returning to your sewer nook.

Once again, having had more comparison to draw from, you find it just a further touch less appealing, but certainly not unbearable still. Particularly since for the moment, you've simply returned to refocus yourself between events, and to decide on what your next plan of action is.

What do you do next?

[ ] 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 (2), 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: What y'all didn't see was you guys actually kind of rattling MM, not by being a giant scary bug man, no, but by giving a clear, concise, reasonable and entirely lawful reasoning behind distrusting the PRT, while also actively proving that it's not just an excuse by doing so while still reaching out in the interest of co-operation.
Except you then also, somehow (and I'm the one who wrote it), managed to effectively replace Diplomacy in that ending part with a goddamned Alignment check, and ended up getting unlimited phone data from it too.
 
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 (2), 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

Spoiler: Special Attacks & Qualities 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. Spoiler: Spellbook 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 Spoiler: Non-Standard Enchanted Items Spoiler: Commander's Expedition Pavillion 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. Spoiler: Enchanted Adamantine Dagger +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. Spoiler: Enchanted Boots 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. Spoiler: Enchanted Cloak 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. Spoiler: Enchanted Glasses 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. Spoiler: Enchanted Mithral Monowhip +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 Spoiler: Enchanted Silken Ceremonial Armor +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." Spoiler: Enchanted Technological Bracers 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: What y'all didn't see was you guys actually kind of rattling MM, not by being a giant scary bug man, no, but by giving a clear, concise, reasonable and entirely lawful reasoning behind distrusting the PRT, while also actively proving that it's not just an excuse by doing so while still reaching out in the interest of co-operation.
Except you then also, somehow (and I'm the one who wrote it), managed to effectively replace Diplomacy in that ending part with a goddamned Alignment check, and ended up getting unlimited phone data from it too.
truly we missed out calling not being a bard.
 
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 (2), 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)
We are overloaded for combat. different spells would be good I think.

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 (2), Battering Blast (2), Dispel Magic (2), Phantom Steed
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 (2), Teleport (2), Secret Chest, Dream (2)
6th (DC 35) — Disintegrate (5), Mislead, Veil (1), Sarzari Shadow Memory (2)
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) — Sarzari Shadow Memory (4)
11th (DC 40) — Sarzari Shadow Memory (3)
12th (DC 41) — Polar Ray (3)
13th (DC 42) — Wail of the Banshee, Finger of Death (2)
14th (DC 43) — Eyebite (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)
More eyebites for non lethal takes downs. Secret chest to see if we have anything stowed IN a secret chest. Sarzari shadow memorys to learn about coil... and the PRT.

The Dream spell, to contact Lisa in a way that is astoundingly subtle...

any other ideas/suggestions?
 
Yeah we are kind of astoundingly well prepared and spoken for someone who is supposedly a fresh C53. That should raise some questions.

It's going to raise even more questions when we do something big like wipe the S9.
 
We should definitely change out our spells. All those Wail of the Banshees and Polar Rays are ridiculous overkill for our day to day.

Could we enchant Mind Blank into a piece of equipment so we don't have to constantly recast it?
 
We made a great first impression. Our clothes would imply that we are some kind of Tinker, and our reasoning would imply that we were sneaking around for some time. We have no reason to dissuade these notions. The most important thing is that we did this publically - this would put pressure on one Thomas Calvert to accelerate his process of recruitment. The ball is now in TT's court to correctly hype us up so Coil becomes hasty, but I trust that she is competent enough. But that is for tomorrow.

For now, we might want to check on our tattoo, figure out some metamagic feats and then go to sleep.
 
any other ideas/suggestions?
For me the most important would be eagle's splendor, fox's cunning, sending and dream. Eagle's Splendor in particular is something we should strive for since we are doing to talk a lot, and while Charisma is not quite Persuasion, it for sure helps.

Additionally we have the head slot empty, so we can make Headband of Alluring Charisma if want more Charisma without having to spend our slots on it. Same with Int.

In fact, lets go through our slots. We don't have head, headband, neck, rings x2, chest, body, belt and hands. Additionally we might want to upgrade out boots later on. In theory we can use Wish or Lesser Wish to substitute crafting requirement we don't have, but I will assume that is not a case for now.
  • Head: Circlet of Persuasion(4.500gp, +3 bonus to charisma checks)
  • Headband: Headband of Alluring charisma or Headband of Vast Intellect +2/4/6(4000/16,000/36,000 gp, give that amount of cha or int)
  • Neck: Amulet of Natural Armor +1/2/3/4/5(2,000 gp, 8,000 gp, 18,000 gp, 32,000 gp, 50,000 gp, makes us more durable. Note that this specifically requires Barkskin, but we do have Stoneskin so that should work)
  • Rings: Ring of X-Ray Vision(25,000gp), Ring of Blinking(27,000gp), Ring of Sophisticate(great social bonuses, however it requires spells we don't have so we'd have to argue if Discern Location is a substitute)
  • Chest: Endless Bandolier(1,500gp, additional storage space)
  • Body: We do have actually a robe, but also it appears to be doing nothing so far so lets go with Robe of the Archmagi(75,000 gp, various useful bonuses)
  • Belt: Belt of Might Constitution or Dex equivalent(4,000 gp, 16,000 gp, 36,000 gp)
  • Hands: Engineer's Workgloves(3000gp, once per day understand item, bonus to mechanical item construction)
The easiest thing to do is to get Circle of Persuasion and Headband of Alluring Charisma(or just can Splendor for now) to vastly increase our ability to talk with people. With cost of 2.250 gp, creating ourselves a Circlet wouldn't be time consuming at all(basically five hours), although I have no idea where would we manage to find required materials. If you guys have ideas for items, they are welcome.

In the meanwhile:

[X] Open the vault:
-[X] Move to a remote location, either by burrowing deep and clearing some space underground, or by teleporting to some far away location such as desert, and cast Prismatic Sphere
-[X] Investigate the sphere you have tattooed on you, as well as your spell scrolls

Lets see what the orb is all about.
 
For me the most important would be eagle's splendor, fox's cunning, sending and dream. Eagle's Splendor in particular is something we should strive for since we are doing to talk a lot, and while Charisma is not quite Persuasion, it for sure helps.

Additionally we have the head slot empty, so we can make Headband of Alluring Charisma if want more Charisma without having to spend our slots on it. Same with Int.

In fact, lets go through our slots. We don't have head, headband, neck, rings x2, chest, body, belt and hands. Additionally we might want to upgrade out boots later on. In theory we can use Wish or Lesser Wish to substitute crafting requirement we don't have, but I will assume that is not a case for now.
  • Head: Circlet of Persuasion(4.500gp, +3 bonus to charisma checks)
  • Headband: Headband of Alluring charisma or Headband of Vast Intellect +2/4/6(4000/16,000/36,000 gp, give that amount of cha or int)
  • Neck: Amulet of Natural Armor +1/2/3/4/5(2,000 gp, 8,000 gp, 18,000 gp, 32,000 gp, 50,000 gp, makes us more durable. Note that this specifically requires Barkskin, but we do have Stoneskin so that should work)
  • Rings: Ring of X-Ray Vision(25,000gp), Ring of Blinking(27,000gp), Ring of Sophisticate(great social bonuses, however it requires spells we don't have so we'd have to argue if Discern Location is a substitute)
  • Chest: Endless Bandolier(1,500gp, additional storage space)
  • Body: We do have actually a robe, but also it appears to be doing nothing so far so lets go with Robe of the Archmagi(75,000 gp, various useful bonuses)
  • Belt: Belt of Might Constitution or Dex equivalent(4,000 gp, 16,000 gp, 36,000 gp)
  • Hands: Engineer's Workgloves(3000gp, once per day understand item, bonus to mechanical item construction)
The easiest thing to do is to get Circle of Persuasion and Headband of Alluring Charisma(or just can Splendor for now) to vastly increase our ability to talk with people. With cost of 2.250 gp, creating ourselves a Circlet wouldn't be time consuming at all(basically five hours), although I have no idea where would we manage to find required materials. If you guys have ideas for items, they are welcome.

In the meanwhile:

[X] Open the vault:
-[X] Move to a remote location, either by burrowing deep and clearing some space underground, or by teleporting to some far away location such as desert, and cast Prismatic Sphere
-[X] Investigate the sphere you have tattooed on you, as well as your spell scrolls

Lets see what the orb is all about.
Mm well a workshop would probably be helpful for item crafting. And crafting is something I would like to get up and running ASAP.

Hm.

As for item ideas give me a bit.
 
In theory we can use Wish or Lesser Wish to substitute crafting requirement we don't have, but I will assume that is not a case for now.

So, In Pathfinder Magic Item Creation, basically in order to make a Magic Item you need to pass a certain kind of skill check at the end of the process- for basically every single kind of item except golems you have the option of using Spellcraft. The Skill Check DC for making a magic item is generally, unless stated otherwise, equal to the item's caster level + 5. So like, a CL 12 Item would need a DC 17 Spellcraft check at the end to make, and given the typical circumstances item creation is done in, generally you're able to take 10 (but not 20).

I bring this up because, except for the item creation feat required in the first place, you can substitute for any prerequisites you're missing by just increasing the skill check dc by +5 each. And again, with the exception of certain constructs, for pretty much every single other magic item, you can choose between some other skill, and Spellcraft.

So back to that example, say that CL 12 Item has five different spells, a number of ranks in a specific skill, a specific race, and a specific non-Item Creation feat as crafting prerequisites (like, some sort of Metamagic Rod of Lordly Elven Might). If you can meet all of them, for the whole crafting process, you can finish up the item with the previously mentioned DC 17 Spellcraft check. But, even if you met absolutely none of the 8 prerequisites (with the exception of the Item Creation feat in the first place which you must have), you theoretically could still make the item. Assuming you can somehow pass a DC 57 (12+5+(5*8)) skill check in either that kind item's skill or Spellcraft, but who could possibly pass a Spellcraft check that high?

Oh wait.
You. You could, with contemptuous ease.

You can also do this with constructs, but there the specific skill check is locked into whatever that construct's construction entry says it is, so it's not quite as simple.

So, long post short, in PF you don't need Wish to substitute for crafting requirements if you're skilled enough in Spellcraft. Actually, since you need to meet the pre-requisites for every single day of crafting, using Wish would be extremely expensive very quickly.
 
Ah I'm really not super enthused about the idea of opening the vault right now. We have plenty more time to prepare. There is little benefit in rushing.
More time means more memories. We might well discover abilities we didn't even know we had.
Speaking of which, has enough time passed to make manually reaching for a memory not risky anymore? How is the timer on that?

[X] Plan Setup Setup.
-[] 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] As a standing order, refresh Mind Blank whenever the duration is getting low.
-[X] Research matters of business and finances in this new world. How could you establish a legal identity that can handle money for you. Perhaps anonymously. (An anonymous LLC perhaps?)
-[X] Research bulk suppliers of crafting resources so you can actually convert money into crafting ability at proper scales. Research synthetic diamonds and attempt to asses their suitability for spell casting as well.
-[X] Rest and prepare spells again. Try to understand any alternate ways you can prepare them. Include the spells: (eagle's splendor, fox's cunning ...? (Poll the thread?))

If we can establish an LLC to handle money with (or perhaps multiple) then we can start rolling with the big money. Our spell casting costs are large for a individual, but small for a business.
Also useful for laundering whatever we get from Coil. Or even just getting into legitimate investment. Maybe throw out a few patents? We can do all sorts of stuff.
 
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Setting up an llc likely requires an identity... which we don't have. As well as money... which we don't have.

We could get the bounties on the S9. But I would want to use Shadow memory on them first.
 
Speaking of which, has enough time passed to make manually reaching for a memory not risky anymore? How is the timer on that?

Right, there isn't necessarily an in-universe timer on that beyond my own judgement as the GM, and on that front, it has still been not even 48 hours since y'all first arrived in earth bet, and only about 20 since y'all had the new year's revelation. That's gonna be an in-universe limitation, and I'll be frank and admit the memories are mainly something I'm planning on giving in either fitting situations or milestones. If you want to you can probably try for more at some point later down the line In-Universe, but as for how long that'll be? Heck if y'all know, patching injuries was part of your general weaknesses.

Also,
If we can establish an LLC to handle money with (or perhaps multiple) then we can start rolling with the big money.
Just, as someone who is actively studying finance, and is a matter of months away from having a degree in the field, that is not in any way shape or form what an LLC is or does, heck for something like managing your own personal money via a corporation you'd probably go better with a sole proprietorship, except the thing with both that and an LLC is that creating either would require having an identity and such in the first place. And also a fair amount of pre-existing cash, you'd be surprised at the number of times I've seen things that amount to "You need to have this much money before you're allowed to invest to make money", it's maddening in some cases.

The general idea of figuring out the plan, yeah that's fine no worries, but this specific part out of it, just, no. That and making it something other than a Sole Proprietorship means suddenly that there's other people like extra regulations or possibly investors that you suddenly have to answer to. Like, do you want to get Norman Osborn-ed or worse out of your own company? Cause that's about how that happens, roughly.

And that's all just in the real world, where there isn't anything like NEPEA-5 or any other Bet specific fuckery.

Setting up an llc likely requires an identity... which we don't have. As well as money... which we don't have.
Yeah, exactly this in so many fewer words, thank you.

Otherwise, neat ideas.
 
So, In Pathfinder Magic Item Creation, basically in order to make a Magic Item you need to pass a certain kind of skill check at the end of the process- for basically every single kind of item except golems you have the option of using Spellcraft. The Skill Check DC for making a magic item is generally, unless stated otherwise, equal to the item's caster level + 5. So like, a CL 12 Item would need a DC 17 Spellcraft check at the end to make, and given the typical circumstances item creation is done in, generally you're able to take 10 (but not 20).

I bring this up because, except for the item creation feat required in the first place, you can substitute for any prerequisites you're missing by just increasing the skill check dc by +5 each. And again, with the exception of certain constructs, for pretty much every single other magic item, you can choose between some other skill, and Spellcraft.

So back to that example, say that CL 12 Item has five different spells, a number of ranks in a specific skill, a specific race, and a specific non-Item Creation feat as crafting prerequisites (like, some sort of Metamagic Rod of Lordly Elven Might). If you can meet all of them, for the whole crafting process, you can finish up the item with the previously mentioned DC 17 Spellcraft check. But, even if you met absolutely none of the 8 prerequisites (with the exception of the Item Creation feat in the first place which you must have), you theoretically could still make the item. Assuming you can somehow pass a DC 57 (12+5+(5*8)) skill check in either that kind item's skill or Spellcraft, but who could possibly pass a Spellcraft check that high?

Oh wait.

You. You could, with contemptuous ease.

You can also do this with constructs, but there the specific skill check is locked into whatever that construct's construction entry says it is, so it's not quite as simple.

So, long post short, in PF you don't need Wish to substitute for crafting requirements if you're skilled enough in Spellcraft. Actually, since you need to meet the pre-requisites for every single day of crafting, using Wish would be extremely expensive very quickly.
Lmao. Well that makes things infinitely easier. Circlet of Persuasion still remains the best choice, but this means that with enough time and materials we can get whatever spell we want via items. I'm assuming this doesn't work for scrolls, which is to say that we can't just scribe spells we don't know and learn them?
 
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