Nine is more annoying in number of ways. Siberian is an actual threat, if one that we should deal with if prepared, and dealing with Bonesaw's contingencies is a pain without having Wish as a fallback, as even with Dominate Person it is likely that she has contingencies for mind control. In fact, I would advise against even trying to Dominate her or Jack. In comparison, dealing with Saint and his gang is entirely simple; the worst that could happen is if they trigger Dragon kill switch which a) we can undo via memory of function and b) Dragon getting killed is not that big of a deal for me.
Likewise, finding Dragonslayers should be way easier. They are mercenaries, so we can look up their previous jobs, and you can reasonably expect higher level villains to have ways of contacting them. In comparison Nine are bunch of murder hobos that like lying low at all times, so we are basically forced to rely on QM gifting us valid Discern Location target pure luck to stumble upon some old item on theirs.
Last but not the least, I would argue that Dragonslayers just offer better rewards. While killing S9 is a great PR and reward is likely to be substinential, we would need to wait for that payoff. They are literal murder hobos, only thing of value they have on them is Mannequin's tinkerstuff. Slayers have a ton of loot in comparison - suits alone are insane, all the money they've got, host of info they have and so on are all immidaite loot we can access, and much more importantly, we gain Dragon's favor. She would be immensely useful asset for gaining materials we need for our spells and rituals, and longer term she could be a crux of our plans, either by using Divinity Drive to make a god out of her, or by using her Trump/Tinker power to teach her our magic and rituals.
The big plus of removing S9 is killing Jack and removing that bad end, but I don't think that Broadcast is that time sensitive so we can take our time.
The Siberian could be a threat, but I doubt we will give her the chance to be. Her abilities are well documented.
Bonesaw might have master continuances, but at this point in canon they should be less advanced. Plus Dominate Monster seems a lot more conceptual then most worm master effects. Considering mind blank only gives a +8, I expect that even with a bonus from her protections she just won't be able to beat our spell DC.
As for finding them, I'm not sure. Contacting the Dragonslayers would probably be easier, but that doesn't necessarily lead immediately into finding them. They know they live in a world with thinkers, and they are always avoiding Dragon, so they likely take precautions. Precautions we can work around, but it might take time.
The nine on the other hand just take a single Grater Teleport, and Discern Location. They aren't exactly shy about leaving behind mementos. With our abilities and knowledge of their usual operations, finding one should be trivial.
And no the rewards from the S9 are much larger. Sure we don't get as much tinkertech to examine, but we get the bounty money, and we get gratitude from not just Dragon, but from practically everyone.
Really though it's less of a question of one vs the other, and more a question of which to do first. I say Nine before Dragonslayers because the nine has the possibility of becoming more dangerous with time, while the Dragonslayers won't.
Right, given there's less than an hour left at this point and only two votes, which are both competing directly, I feel like it would be for the better-ish to go ahead and extend the vote time by another 24 hours.
One of the first thing I would advise to any newbie QM is that never, under no circumstances, you should just be ending your updates with [] Write-In. This is the fastest way to kill your thread.
I wouldn't call it the fastest way to kill your thread, but would generally agree. Just a few rough options to drive the discussion would be a great help.
Even if the final vote ends up looking very different, it helps to have somewhere to start.
Can help to remind us what we are doing and stay on track too.
One of the first thing I would advise to any newbie QM is that never, under no circumstances, you should just be ending your updates with [] Write-In. This is the fastest way to kill your thread.
Huh. In hindsight, that really, very much makes sense, and feels a touch obvious now that I actually think about it. Honestly, probably odder that I had managed to glide along so well beforehand. Yeah, I think I should be more than able to do that. I had also considered adding something like a mental journal/things of note section into the character sheet or a separate spoiler just after.
I think I might've been leaning a bit too much on my D&D-GMing experience/strategies and not accounting for the differences in that and forum questing. Well, live and learn, I suppose.
I wouldn't call it the fastest way to kill your thread, but would generally agree. Just a few rough options to drive the discussion would be a great help.
Even if the final vote ends up looking very different, it helps to have somewhere to start.
Can help to remind us what we are doing and stay on track too.
Huh. In hindsight, that really, very much makes sense, and feels a touch obvious now that I actually think about it. Honestly, probably odder that I had managed to glide along so well beforehand. Yeah, I think I should be more than able to do that. I had also considered adding something like a mental journal/things of note section into the character sheet or a separate spoiler just after.
Well, I went out of my way to throw up plans as soon as possible for a reason
Really, the issue this time around was that even I was stumped so I couldn't set up the table...
I think I might've been leaning a bit too much on my D&D-GMing experience/strategies and not accounting for the differences in that and forum questing. Well, live and learn, I suppose.
This too is something that happens too often, although you seem to be trending in the right direction. For example, one of the most common things GMs that turn into QM misunderstand is how players interact; RPGs are cooperative in nature, meaning that players work together to accomplish their goal while quests are antagonistic in nature, meaning that players fight against each other to push their agendas or ideas about what won't kill our character over others.
But you shouldn't worry yourself about meta of questing too much, you can figure it out over time.
Huh. Well, I feel like I'm having one of those 'They were there the whole time, guiding you from the shadows' or such moment. Many thanks, with hindsight.
And the way the players interact in that is, yeah, now that it's actually said, I see it, kind of like that one duck/rabbit illusion. Alright, yeah. Let's do this thing.
[X] Seek the Nine
-[X] Using your powers and available information, Track down the Nine.
-[X] If no better method presents: Teleport to a previously hit location where you can find something one of them left behind to use Discern Location on.
-[X] Make whatever preparations seem prudent before engaging. Remember to use buff spells.
[X] Seek the Nine
-[X] Using your powers and available information, Track down the Nine.
-[X] If no better method presents: Teleport to a previously hit location where you can find something one of them left behind to use Discern Location on.
-[X] Make whatever preparations seem prudent before engaging. Remember to use buff spells.
Hmm, after consideration, you figured that hunting down the Dragonslayers would be a good next course of action. There were plenty of reasons to do so of course, though at the forefront of your mind was the chance to properly examine some of Dragon's technology and see if it held up in person, and if it actually did, then killing the group that had named themselves for harrying her would probably be a good first impression.
Of course, the first step on it was simply to find them, for which your mind had left you a dearth of freedom in the directive, which oughtn't be too difficult to manage. The first step of that seemed not overly complicated, as you slipped out from your fortified position to go check the internet one more time as to their last seen location. You didn't have the fortuitous luck of there having been a fight between them and Dragon within the time you took to rest, but nevertheless you were able to figure out just where their most recent fight was, occurring just shy of a week ago, approximately 42 Miles northeast of Vancouver at the northern end of Narrows Inlet, where they had briefly fought and through some means managed to lose her.
Despite the fact that they were on the ground, and she had been in a flying mech with ranged weaponry, weaponry that worked if a firsthand account could be believed, even if it only damaged the Dragonslayer's suits and hadn't destroyed them outright. Hm, then again, from what you could tell, Dragon had something of a tendency to avoid the kill. Hopefully it was just a sign of skill or pride, and not pacifism. That would be an almost immediate disqualification for, well quite a lot of things.
Regardless, back on track, you already had something of an idea. Namely that, you had Discern Location prepared twice already, and there's a fair chance that the conflict would have knocked at least one part of one of their suits loose in the process, through which you might be able to get the address of at least one of them. Sure, at first, it very much seemed like a case where it just couldn't possibly be that simple, but still. Sometimes, things can indeed be quite complicated.
And other times, you just have to pick the lock.
So, you found the Wikipedia page for the Inlet, read the description of it provided, and proceeded to successfully teleport to the inlet, right along the northern end where you had intended. On arrival you habitually hid yourself in the shadows of the nearby grass and pebbles, not that it was needed given that it was still two in the morning in this part of the world, and looked and felt around for any debris left from the battle, particularly near patches that clearly hadn't healed yet. It was only half of a minute before finding something, except the issue with that first find was that the lone screw was incorporated into a bird's nest.
Now, you had no problem disrupting the nest at all, the issue was that it was a crow's nest. And you knew, with a certainly backed by a vague sense of past aggravation, that crows counted as just capable enough of actually owning an item that there was the risk that, while a Discern Location would still be successful, it would direct you to the bird.
Still, it's only one more minute of searching that leads you to eventually find just the sort of thing you were looking for- A poorly threaded titanium-alloy carriage bolt, the material too much for most civilian uses, the threading having been done as a custom piece. Perfect.
You set to casting a Discern Location on it immediately, and at the end of the 10 minutes,
1st Bedroom on the left hall, Main Building, Pemberton Private Homestead, No Road, Approximately 4.12 Miles South of Pemberton, Between the Bases of Currie N1 and Currie NE2, British Columbia, Canada, North America, Earth, Material Plane Bet.
Immediate success, but also, from what you've seen of the maps, fairly… audacious might be the word. Pemberton is, by the local travel standards of land bound cars not even moving in a straight line, only a few hours of driving from Vancouver. Well, perhaps they simply wished to…
You had no idea, frankly. Regardless, that'more than enough for you to work with. Frankly, it's taking longer for you to go through the fairly limited and cumbersome internet browser in your flip-phone to get to the Pemberton Wikipedia page then it had so far to find the bolt. Soon enough, however, it had loaded, you had read a mild blurb, and were able to promptly teleport to the outskirts of Pemberton, and began flying only a few feet over the ground to take full advantage of your fast flight. With that and going as fast as you could sustain, it only took you around twenty minutes to reach the general area, and another two to find the exact compound specifically.
It was a more than moderately sized property, with one large main building, and an exceptionally large warehouse, that seemed to be built from what might have once been an abandoned factory or similarly sized building. Deciding to snoop around, you quickly slip below the ground, feeling your way around again as you reach the warehouse. Taking your time, you were able to find that the front door to the warehouse was 'trapped', although only in the sense that the door had what might best be described as a cacophony of bells rigged to it through simple mechanical means, making it so that no matter what, opening the door would certainly make noise through a fair amount of the warehouse, assuming you could even unlock the door.
It was almost a shame that when you dipped back down to check, the warehouse floor was of course made of concrete, which you had long known you could simply glide through. So, you did, very soon gliding under and through tremorsense, catching a man that by your senses should match up fairly well with Saint, sitting in what would have been a particularly lengthy room to reach if one went through the actual complex, where just outside of that room were what could only be by the feel the three stolen mechs. Saint seemed, by tremorsense, to simply be looking at some sort of briefcase. Definitely a computer of some sort, given how he at one point in your observation leaned forward to move and click a trackpad, before applying what must have been eye drops, and going back to how he was.
You took a moment to go to that main building you'd seen earlier, and were also able to quickly locate the first bedroom on the left hall from underneath, if now here you had to weave through far more pipes and wires than you had to before, where what must have been Dobrynja was sleeping, since in a different room one room over the sleeping figure was female in general shape, meaning that one must be Mags.
Right then, you've found the Dragonslayers, it is just shy of 3 AM for them, 6 AM back in Brockton, now what to do with them?
[ ] Just kill them.
-[ ] Nothing complicated, just ambush Saint since he's the only one awake to start the alarm, then kill the other two in their sleep. Simple as. Then contact Dragon, inform her of the news, and start looking into the tech.
[ ] Kill them, look into the tech, then contact Dragon.
[ ] Kill them, and simply don't tell anybody.
[ ] Leave them alive, for now, and leave, as if you were never there, to go do something else.
[ ] Incapacitate them nonlethally, then contact Dragon or someone else to bring them in.
[ ] Incapacitate, then don't contact anyone. For psychological effect, you guess?
[ ] Observe them for longer, possibly a day or two.
[ ] Some other mix or combination of the above, or an entirely different idea. (Write In)
Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft. DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, +17 Natural Armor, -1 Size, ?)
HP ? (19d10+35d6+?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 11+? 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 ?), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+?), Wizard Spellcasting Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift Wizard Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (3), Mage Armor (3), Magic Missile (3), Shield (3)
2nd (DC 31) — Mirror Image (2), Invisibility, Eagle's Splendor (3), Fox's Cunning (2), Haste, Owl's Wisdom (2)
3rd (DC 32) — Arcane Reinforcement (3), Arcane Sight (2), Battering Blast (2), Dispel Magic, Phantom Steed
4th (DC 33) — Dimension Door, Greater Invisibility (4), Phantasmal Killer (2), Lesser Geas, Greater Make Whole (2)
5th (DC 34) — Baleful Polymorph (2), Break Enchantment, Dominate Person, Sending (3), Teleport, Dream, Nightmare
6th (DC 35) — Disintegrate (2), Eyebite (2), Mislead, Veil (2), Greater Heroism (3)
7th (DC 36) — Ethereal Jaunt (3), Finger of Death, Greater Teleport (1), Prismatic Spray, Teleport Object
8th (DC 37) — Dimensional Lock (2), Mind Blank (2), Polar Ray, Screen (1)
9th (DC 38) — Dominate Monster, Time Stop (4), Wail of the Banshee, Prismatic Sphere (2)
10th (DC 39) — Polar Ray, Time Stop (2), Prismatic Sphere
11th (DC 40) — Polar Ray, Time Stop, Prismatic Sphere
12th (DC 41) — Polar Ray, Time Stop, Prismatic Sphere
13th (DC 42) — Time Stop (2), Prismatic Sphere
14th (DC 43) — Wail of the Banshee, Time Stop (2)
15th (DC 44) — Wail of the Banshee, Time Stop
16th (DC 45) — Wail of the Banshee, Time Stop
17th (DC 46) — Wail of the Banshee, Time Stop STATISTICS
STR 25 DEX ? CON 30 INT 47 WIS ? CHA ? BAB: ? CMB: ? CMD: ? Feats: Craft Construct(B), ?, Arcane Discoveries (Fast Study, Knowledge Is Power, Immortality, ?), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Heighten Spell, ? Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, Knowledge (Arcana) +100, Knowledge (Engineering) +86, Knowledge (Planes) +94, Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?; Racial Modifiers +8 Craft (sculpture), +8 Knowledge (arcana), +8 Knowledge (planes) Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft. Traits: ? Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), Warded Against Nature SPECIAL QUALITIES
Item mastery, Item shaper, Arcanus Fundare, Magicus Creare, Maior Creare, Planus Mechanus, ? CLASS FEATURES
Scribe Scroll, Wizard Bonus Feat (x8), Arcane Bond, Arcane School, Sneak Attack (?d6), Death Attack (DC ?), Poison Use, Save Bonus Against Poison (+?), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, ? ECOLOGY
Environment: Any 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 Divinity Drive (Tattoo), 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, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanus', 1 Overlord 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 20d6 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 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 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. Iluontar requires only 1 hour of work per 1,000 gp of the item's base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item's base cost is halved.
School transmutation [earth]; Level 10 Casting Time 10 hours Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20) Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 28, 2 successes; Use Magic Device DC 38, 2 successes Range personal or touch Target caster or willing creature touched Duration instantaneous Saving Throw none; SR no Backlash The primary and secondary casters become exhausted. Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. 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.
Effect
The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.
Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.
A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.
(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.
(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
( ) Xiomorn Ascension 4: Gain the Vault Builder Spell Like Abilities, or improve them from Vault Keeper version if Already Present, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.
(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.
Iluontar has received the effects of Xiomorn Ascension 1, 2, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.
Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP
Description
This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.
Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).
The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6
Max HP: 43
Hardness: 28
Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal
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This jet-black blade is curved viciously, and is dull, never glinting in the dark.
----
Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
---
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: Righty-o, that should do. Also, hopefully actually adding things other than 'Write In' is helpful. Hope y'all enjoy!
Edit: Knew I was forgetting something, now I've actually removed the spells cast from the Spells Prepared Section.
Anyway I would say to Incapacitate them nonlethally, examine the tech, and then call in someone.
We are here for the tech, so calling anyone in would disrupt our examination of it. But the local heroes tend to frown largely on killing except in specific circumstance. Handing them in alive would also increase our prestige. Sometimes the wanted poster says "Wanted alive" not "Wanted dead or alive" after all.
What do people think their hit dice are? If they are under 4 we could hit them with Eyebite to put them in a coma, then tie them up at our leisure.
If they're out of armor they're just baseline humans. I doubt they can take any real magical punishment at all. I think we shouldn't specify how we non-lethally incapacitate them. The QM/MC almost certainly has a better understanding of how to not accidentally kill someone.
Otherwise, yes, we should examine all the tech before calling Dragon. Possibly don't even include calling anyone in this vote so we can be more specific next vote?
I'd personally say pretty dang pliable, since you can just order them to answer your questions to the genuine best of their ability, and for something like answering questions, at best they might get an extra save with a +2 Bonus to try and resist answering a question, and that's only if doing so is outright against their nature. Which, answering questions is not particularly outside the nature of the majority humans, to my knowledge.
The only time they could directly just not carry out a command, without needing to save, is something 'Obviously Self-Destructive', and I personally rule Obviously Self-Destructive in like, a very first-order sort of way. Like, 'Throw yourself off that cliff', auto-fails, but if you tell them 'Stand in the middle of that rope bridge' and you happen to be holding scissors or a sharp dagger as you say that, well, 'Stand on a bridge' isn't obviously self-destructive in itself.
And what I wouldn't give for anti technology sphere right now...
Whats our disable device again? Ah +86. Good.
[X] Subdue them all as quickly and efficiently as you are able.
-[X] Remove and disable all equipment that looks like it might be even remotely dangerous. (Ideally in such a way thst it can be recovered later.)
-[X] Dominate each of them and have them explain what all their technology does. Their methods of operation. And any other juicy info.
-[X] And while you hope to have a good relationship with Dragon. Ask them for her weaknesses as well.
-[X] Do not yet contact the authorities.
Interrogating them is a good idea, but I'm not sure we want to reveal dominate. We hid it from the PRT for a good reason after all.
How about instead we use intimidation? It was said to be the one social-ish thing we were actually good at.
As for the take down, maybe baleful polymorph? Or hmm. How about time stop?
I guess it doesn't really matter, we have plenty of options.
[X] Subdue them all as quickly and efficiently as you are able.
-[X] Remove and disable all equipment that looks like it might be even remotely dangerous. (Ideally in such a way it can be recovered later.)
-[X] Examine the technology. It is what you are here for after all.
-[X] When convenient, intimidate them for information. What all their technology does. Their methods of operation. And any other juicy info.
-[X] Do not yet contact the authorities.
A variant without Dominate. We don't need it for these chumps.
[X] Subdue them all as quickly and efficiently as you are able.
-[X] Remove and disable all equipment that looks like it might be even remotely dangerous. (Ideally in such a way it can be recovered later.)
-[X] Examine the technology. It is what you are here for after all.
-[X] When convenient, intimidate them for information. What all their technology does. Their methods of operation. And any other juicy info.
-[X] Do not yet contact the authorities.
I like this plan, but does Saint's mastering allow him some self-preservation instincts?
Then your weaknesses. From worst to not quite as bad, you are getting the senses that it is repeatedly your 'people skills' that are some of your worst weaknesses, with the slight exception to your ability to scare, coerce, or otherwise imply incoming harm. You might even say you have few interpersonal skills beyond the equivalent of beating your chest louder, but you also get the sense that you aren't exactly great with animals or the wilds either, and you have about as little confidence on your ability to patch someone's injuries as you have with your social skills.