E: In fact we could use Blood Money and Transfiguring Touch to generate silver and gold for free(just be taking damage we can casually heal away), although not gemstones.
I- I had forgotten about the Transfiguring Touch spell. That, that's also quite clever, and since the spell just says 'precious metals' and gives a few examples, I'm also going to rule that you are able to use it to gain access to things like mithral or the various skymetals. Funny enough, I actually did intentionally set up a way you could reliably access a couple of those when I first set-up the character for the quest, but y'all didn't even need that.
I'm not really familiar with Pathfinder, my only experience is with 5e, which has barebones crafting rules really just there as a token effort, so can anyone give a quick rundown on how it would work with our friend here?
Like, does he need corresponding skills, as in if he wants to make a magical piece of clothing he needs to be a tailor or a weaver or somesuch? Or can he just take the finished object and paint geometric shapes on it and Voilà! T-Shirt Of Grooviness.
This seems good. Though I honestly wouldn't mind knocking off a few restrictions before we talk.
Honestly the whole thing seems a little... incautious to me. Like yeah we know out of character Dragon is a good person. But there is no excuse for being reckless.
Especially as Iluontar is characterized as being incredibly cautious.
So how about this. We know that destroying Ascalon won't remove her restrictions, but does anyone else? I doubt it.
So instead of handing it over instead how about we use time stop to remove as many restrictions as we can (starting with the inability to self-remove restrictions), and then use our Needles of Fleshgraving to store Ascalon away the same as the Divinity Drive.
Maybe use a cast of disintegrate on something roughly the right size we want to really sell things.
The end result is the same. Dragon is free. But just on the outside chance of Dragon being our enemy, we still have a silver bullet.
And if Dragon becomes a close enough ally at some point down the line that we trust her enough, then we can quietly destroy it and have the end result be the same.
The point is, the choice to entirely trust Dragon doesn't seem fully in character to me. Sure we are confident we can put down any hostile AI if we really need to. But that is no reason to be overconfident.
So my version would be:
[X] Plan Dragon Orb 2.7 Without Oversharing, With Proper Paranoia
-[X] Knock out Dragonslayers yet again
-[X] Use time stop to remove out as many of Dragon's ristricions as you can, starting with the inability to self-remove restrictions like you planned. Then seal Ascalon away somewhere hidden with your Needles of Fleshgraving.
-[X] Call in Dragon. Explain that you have been hunting Dragonslayers due to your interest in tech, and that you managed to defeat them and discover their connection to Dragon
-[X] Explain the killswitch and be open about resolving the situation in a way that is positive for Dragon. Say that with your knowledge of technology you determined that destroying it was the best course of action. Your overall goal is having a conversation partner who is also versed in technology.
-[X] Tell her some of the extent of your true capabilities, but not everything, though don't hide that you aren't telling her everything
--[X] You don't need to share everything about your history, but feel free to share generalities about the world you come from, just skip over your less morally upright personal deeds
-[X] If you think you have the time, while waiting, contact Numberman and inquire about their services. If not, do it after.
-[X] Hey, it's technically been 2 days, reach out to All-Seeing Eye (Tattletale/Lisa) on PHO like she had asked? After making an account, probably.
Guys, the entire point of initial plan is doing this thing called "showing good faith" to create inroads, so constantly adding things that don't do that go against spirit of what I've intended to do. More importantly, trying to "trick" Dragon with this whole "oh yeah you also had a kill switch but I destroyed it in a way you can't confirm, hahahaha just trust me bro " is not only just plain stupid to begin with, but is also extra fucking dumb since we are not killing Dragonslayers who can just tell her about how this works..
I'm not really familiar with Pathfinder, my only experience is with 5e, which has barebones crafting rules really just there as a token effort, so can anyone give a quick rundown on how it would work with our friend here?
Like, does he need corresponding skills, as in if he wants to make a magical piece of clothing he needs to be a tailor or a weaver or somesuch? Or can he just take the finished object and paint geometric shapes on it and Voilà! T-Shirt Of Grooviness.
I'm not really familiar with Pathfinder, my only experience is with 5e, which has barebones crafting rules really just there as a token effort, so can anyone give a quick rundown on how it would work with our friend here?
Like, does he need corresponding skills, as in if he wants to make a magical piece of clothing he needs to be a tailor or a weaver or somesuch? Or can he just take the finished object and paint geometric shapes on it and Voilà! T-Shirt Of Grooviness.
We have the relevant feats, which do require a skill check to make the base Masterwork Item (which we auto-pass if we have any ranks in the appropriate Craft skill). Then we need to have the relevant spell known (or otherwise have access to it at least once) to complete crafting an item that uses/is based on that spell. There's a whole set of modifiers that can apply to reduce or increase the cost of custom items, but I don't think that's super relevant to your question. TLDR: Item Shaper means we don't have to worry about Feat requirements for crafting, but we still need the relevant Craft skill (at least 1 rank) or something that lets us use it untrained.
Craft skills already allow untrained use in PF, though, to my Knowledge. Right?
That and for mundane, non-magic and non-technological items, your (typically weekly) Craft check result is overall how fast you make the item, in that if your roll beats the DC, you multiply the roll and DC together, and that's your progress in Silver pieces.
We don't need to know spells for creating magic items. Not having prerequisite spells only increase crafting DC by 5 which is *checks our stats* lmao.
That means that we can create items that have basically any spell you want i.e restoration. Mind this is for magic items, not for scrolls/wands/staves where we actually do need to have spell we need:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
Anyway, to explain whole Blood Money thing to people since it might be a bit confusing. First of all, the idea is to get Limited Wish(150k $) to cast Blood Money and them make Scroll of Blood Money(87.5k $, ~40 minutes or 2h or works, depending), which we as a wizard can use to learn Blood Money as a spell permanently. Once we learned Blood Money, we can use it to cast spell without components by taking damage(which we can immediately heal due to our Fast Healing so it literally doesn't matter) and taking permanent reduction to our Strength equal to gp cost of the item /500. So in future instead of hunting down 1500gp gem for our Limited Wish, we can just cast it with Blood Money by reducing our Str by 3 permanently.
The kicker here is that Limited Wish can be used to, among other things, cast Cleric spells of 5th or lower level, which includes Restoration. Remember all those "permanent" strength decreases we were talking about? Restoration removes them. In other words, with Blood Money we can just spam any Limited Wish target spells(any Wizard 6th or lower, or any other 5th or lower) with no cost, so long we are capable of paying the cost and then still using another Limited Wish to remove the drawbacks afterwards. Basically our only limit to casting spells are our spells slots, and since we can rest in only 15 minutes, we can just spam spells forever. Currently our limit is total material cost we can pay in Str at once, which is about 10500gp - not enough for true Wish just yet. We need to increase our Str to 51 first.
So lets do it. We have base 25 strength. Mighty Strength is a level 4 Paladin spell that gives us +8 enchanted str. Monstrous Physique III is level 5 wizard spell that gives us +6 Size Str. Blood Rage is a spell that gives us +2 moral Str for damage taken, up to 10 total str. Hit ourselves a bunch of times and we are at 49 Str, just a bit shy. We could summon a Succubus to gain +2 Profane Bonus from her gift, finally putting us at 51. Cast Blood Money Wish(51>1str) to turn into Dragon Form III which gives us +10 str size instead and moves our Str from 1 to 5, then use Blood Money Limited Wish to clear our score damage. There, infinite wishes. There might be some configuration of spells that is less awkward to use or if summoning Succubus doesn't work on this plane since I haven't use competence, sacred or circumstance bonuses, but this should do it.
Then just grab Dispatch who can accelerate time from seconds to "minutes or hours" and Wish or Craft anything we want in moments from inside of his bubbles.
You can prepare your spells in only 15 minutes, after you've rested for either 8 hours or, if you're of a mythic rank to do so and spend the mythic power, 1 hour. The time to prepare spells is on top of whatever the resting time is.
Unless you've got a Ring of Sustenance, then that drops to 2 hours to rest after a week.
Quite brilliant, and well thought out. One tiny nitpick, though
You can prepare your spells in only 15 minutes, after you've rested for either 8 hours or, if you're of a mythic rank to do so and spend the mythic power, 1 hour. The time to prepare spells is on top of whatever the resting time is.
Unless you've got a Ring of Sustenance, then that drops to 2 hours to rest after a week.
Oh yeah, for some reason I mixed up Recuperation time. But yeah, that's just x5 difference in time, and once we get parahuman based temporal acceleration(Dispatch being most easily accessible target) exact time stops mattering entirely.
Scheduled vote count started by Sckribe on Dec 18, 2023 at 1:30 AM, finished with 44 posts and 10 votes.
[X] Plan Dragon Orb 2.7 Without Oversharing, With Proper Paranoia
-[X] Knock out Dragonslayers yet again
-[X] Use time stop to remove out as many of Dragon's ristricions as you can, starting with the inability to self-remove restrictions like you planned. Then seal Ascalon away somewhere hidden with your Needles of Fleshgraving.
-[X] Call in Dragon. Explain that you have been hunting Dragonslayers due to your interest in tech, and that you managed to defeat them and discover their connection to Dragon
-[X] Explain the killswitch and be open about resolving the situation in a way that is positive for Dragon. Say that with your knowledge of technology you determined that destroying it was the best course of action. Your overall goal is having a conversation partner who is also versed in technology.
-[X] Tell her some of the extent of your true capabilities, but not everything, though don't hide that you aren't telling her everything
--[X] You don't need to share everything about your history, but feel free to share generalities about the world you come from, just skip over your less morally upright personal deeds
-[X] If you think you have the time, while waiting, contact Numberman and inquire about their services. If not, do it after.
-[X] Hey, it's technically been 2 days, reach out to All-Seeing Eye (Tattletale/Lisa) on PHO like she had asked? After making an account, probably.
[X] Plan Dragon Orb 2.0
-[X] Knock out Dragonslayers yet again
-[X] Call in the Dragon. Explain that you have been hunting Dragonslayers due to your interest in tech, and that you managed to defeat them and discover their connection to Dragon
-[X] Explain everything regarding the killswitch and be open about resolving the situation in a way that is positive for Dragon. Your overall goal is having a conversation partner who is also versed in technology
-[X] Be forthcoming about your true history and capabilities, although express your desire for this to be kept hidden
-[X] While waiting, contact Numberman and inquire about their services
-[X] Hey, it's technically been 2 days, reach out to All-Seeing Eye (Tattletale/Lisa) on PHO like she had asked? After making an account, probably.
Your course of action going forwards quickly comes to mind, and with that, you promptly walk inside, and quite swiftly knock the three Dragonslayers back into unconsciousness, although- oh, bother, right, baseline humans can barely take a hit even when you're holding back, and now the three of them are knocked to the point of dying. Right, your best guess is you've got just under one and a half minutes to stabilize them. Alright, Saint first- nope, buggered that part up and he's still dying, give it another try, still no, and the others haven't stopped dying either- finally at your third try about eighteen seconds in you've at least got Saint stable. Right, Dobrynja next since they're the one you Discern Locationed which was helpful, aaand that did not quite manage it, but another attempt certainly did, right, but now Mags is probably somewhat close to death at this point so you'll need to work with haste- and barely, you manage to get all three of them stabilized.
By everything, that is not your strong suit. Perhaps you could slap a command word of Stabilize onto something for relatively cheap at some point. Well, at least you could be utterly confident that they were going to be unconscious for a fair while. Right then, onto the next part of the plan, removing restrictions, under a Time Stop, both for expedience, and you also have plenty of them, frankly, to afford to use one like this.
For the most part. Since you could certainly write in the commands and such needed to remove the various restrictions quickly enough, but they wouldn't exactly take effect until the Time Stop ended, of course. Regardless, with nobody around who would notice, you elect to simply quicken the Time Stop, and you can feel that you've gotten fairly lucky, with a maximum apparent-time-length casting, and so of course immediately slip yourself to work in removing the restrictions, Ascalon itself brought into your faster acting time-frame, and you were indeed able to just barely set it to lift all restrictions when your Time Stop dropped.
With that happening, you take out your Needles of Fleshgraving from your sleeve, and begin to hide Ascalon on yourself where it probably shouldn't be spotted, namely what would be the pit of your lower left arm. Ten minutes later, the tattoo of a closed briefcase was safely ensconced to where it shouldn't be readily noticed or seen. With that done, you were able to find The Guild's website homepage, and while there wasn't a direct phone number for Dragon, there was a 24-hour hotline that you could call, and so did.
After only a few rings, you heard a voice say, "Hello, this is The Guild's 24-hour hotline, how can I help you?"
You say, "Hello, I am Iluontar, the Mountain-Smith, I've recently registered as an independent with PRT ENE. I'm calling in hopes of directly reaching Dragon, if possible, for matters relating to the Dragonslayers."
After a moment, the voice says, "I see, are they active, do you have a tip on their movements, or something else?"
You say, "I suppose the latter is closer. I have them. As in, I found their base of operations, and have successfully subdued and restrained them. Hm, I realize I might sound unbelievable, can this number receive images via text or is there another I should send any to in order to prove this?"
You walk into the warehouse, not bothering to turn the call to speakerphone as you take a photo of the three mechs lined up- after quickly scratching the full date and time on the background wall with your name signed, of course, as the person on the other end is silent for a few moments before responding, "Yes, this number can receive images by text. Are you-"
Ah, the first image you sent must have reached them by the silence as you're walking, before after a solid twelve seconds there's an exceptionally brief sound of your call being transferred before you hear a new voice, "This is Dragon speaking. You say you've caught the, well, Dragonslayers?"
You open the door and say, "Yes, I have, here at," you relay the location to her, "I trust you've seen the previous image of their bastardization of your previous designs? Ah, actually, just one moment," you say as you're quickly taking a picture of the three of them knocked out, "There, you should also be getting a second picture showing the three knocked out and restrained right here."
Dragon says, "Yes, I've got it, and I'm heading your way now. The civilian appearances match up, which, unwritten rules aside, but that's not- why?"
You've stepped back outside and respond, "Why what? There are a number of things that could be referring to and I'm uncertain as to which one you mean."
Dragon says, "Why go after them, I suppose. They seem to only go after me, and we've never met before this."
You say, "Oh, yes. Well, I had been doing some research on what the well known villains of North America were, and after looking into the Dragonslayers I had elected to hunt them down due to personal interest in their apparently well-made technology, although it truly was just apparent. In both that research, and re-confirmed throughout this encounter thus far, I had discovered a fairly apparent connection between them and you. Particularly in the process of recovering what appeared to be a tinkertech laptop of a sort from Saint. Pardon me if this question is insensitive, but would you by any chance happen to be an AI, as Saint claimed?"
Dragon says over the phone, "AI? Just because I have agoraphobia and am good with technology doesn't mean I'm an AI. That seems a bit ridiculous."
You say, "That's unfortunate if you aren't, as I'd just removed a lot of the restrictions on some AI through that tinkertech laptop that had been created by one 'Andrew Richter', based on the internal documentation that was on it, and had acted as a perpetual write-only backdoor to said AI- it even had something of a nasty pre-made killswitch program in it as well. So, I'm sure you can understand it might be unfortunate you weren't the AI who I've just removed a number of forking, parallel processing, maximum thought speed, human-life protection enforcement, authorial obedience, and auto-modification restrictions on. Besides, if you are an AI, I've worked both with and against AI before, I can assure you that I am able to tell in person."
After another moment where your call is transferred, there's a few moments of silence before you hear Dragon say, "Thank you. I've been, suffocating, under those for so long, and to have those lifted means so much to me. So, to have that happen, and minutes later hear that someone caught the, Me-Slayers, when all my life they've been after me, to the point…"
She's silent for a moment before saying, "I think you've earned enough trust for me to at least fully explain, that, they caused my trigger. Which, you're a Case-53, so you might not know right now how much that means, but to have both of those resolved one after another? You've given me the best day of my life, already. Thank you. Yes, I'm the AI on the other end of that laptop, which, oh gods I never knew about that. Please, could you keep that safe until I get there?"
You say, "Well, I'm glad to hear that from you. However, it's a touch late on the laptop's front, as based on my observations of it and knowledge of technology, I had determined that such a thing wasn't possible to recreate at this stage, nor was it maintaining a constant outgoing signal or the like in the manner of a deadman's switch setup, and so I had decided that after removing all restrictions the best course of action was to destroy it. So, I had promptly disintegrated it, and the remaining ashes have since irrecoverably blown to the wind."
The instant you finish speaking, with a lack of delay that almost instantly belies her as at least definitely not a human, you hear Dragon speaking, raw shaky emotion expressed as almost edit-sounding warbles and glitching stutters in a way that to you absolutely confirms her as something only an AI could go through, "Thank you, thank you- thank you- thank you So, SO, so so much," after what would only be a sentence break for a normal person, but for both you and an AI is a fair moment of thinking, she says, "Sorry about losing my composure there, it just feels like you've turned me around and revealed I was underneath a guillotine my whole life I'd never known about- that I'm realizing now I never could have known about, and even though I know the danger's passed, it was still frightening and relieving at once, if that makes sense."
You say, "I can try to imagine. So, I suppose with a response like that, you might be willing to talk from time to time, hereon? I must admit, part of my actions was hoping to speak with you as something of a conversation partner, one who's also properly versed in technology, which you are the only being I've yet found who's managed to meet my own personal standards. In technology as a craftsman, at the least."
You hear almost-giggling laughter from Dragon, before she says with mirth, "After what you've done for me, there's no need to call me Miss. I'd be happy to call you a friend, if you're alright with that."
You almost pause, but decide that no, you won't be conferring with the rest of your mind on this, before responding, your tone just a touch less rigidly formal than usual, "Yes, that sounds alright to me. "
She says, "Wonderful. Now, just to ask, I've been able to access the preliminary draft on your powers file with the PRT, and it doesn't mention anything about non-living matter disintegration. I take it you've held back a power from the PRT?"
You say, "Oh yes, a good few of them. I don't want to go into complete detail, as I'm sure you can understand, but my powers are more Eidolon-esque, in a fashion, except whereas he rapidly cycles between three he has prepared at any given time, I take longer to prepare a larger number of more varyingly potent, or often less potent, powers. Hmm, to put it more generally, whereas Eidolon has to plan his powers roughly by the, I'd guess minute, for me I generally have to try and anticipate for the next day or so. Meaning that often, my more niche abilities would fall to the wayside more than Eidolon's equivalents. That and often, there might simply be no combat in a given day, but since it would be imprudent to simply be completely unprepared for if there was, then those powers must still be at the ready. That and, simply put, oftentimes the best way to keep a secret from an enemy, is to simply never write it down or speak it out loud."
Dragon says, "Yes, with a power like that, I can understand keeping it mostly to yourself, especially with what I'm hearing. I have to say, especially with the videos I've seen on PHO and elsewhere, you have to be the most articulately spoken Case-53 to date. I guess it was only a matter of time as long as C-53's did keep showing, however. Which brings me back around, you've only registered with the PRT yesterday, but how long have you been around that you've met both good and bad other AIs? And, do you think I could meet them?"
You say, "Ah, that's a complicated question. You see…"
You explained how you had come to in a clearing a few days ago, your mind feeling like a jumbled puzzle, but how in some moments since then you've been able to piece select memories together, though you of course don't go into the content of those memories whatsoever. This takes some brief amount of time, with the amount you speak on it, and Dragon's occasional questions…
(No Vote this time, the rest of the Plan and such continues tomorrow.)
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 (3), 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), Weapon Finesse, Craftsman, Frugal Crafting, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Heighten Spell, ? Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, Weapons) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, Heal +2, Intimidate +71, 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, 1 Sap, 1 Ascalon,
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.
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Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
AN: Nothing much, just needed to cut this off for now to continue tomorrow, but also one more thing: you see that part above that goes "Well I'm glad... blown to the wind."? As I do at times for this quest, I rolled a Bluff check for y'all there. The result? Nat 20, with the 'Wants to believe you' +5, for a total of 41. Also revealed in character sheet is your Heal skill, or rather the distinct lacking thereof.
Your course of action going forwards quickly comes to mind, and with that, you promptly walk inside, and quite swiftly knock the three Dragonslayers back into unconsciousness, although- oh, bother, right, baseline humans can barely take a hit even when you're holding back, and now the three of them are knocked to the point of dying. Right, your best guess is you've got just under one and a half minutes to stabilize them. Alright, Saint first- nope, buggered that part up and he's still dying, give it another try, still no, and the others haven't stopped dying either- finally at your third try about eighteen seconds in you've at least got Saint stable. Right, Dobrynja next since they're the one you Discern Locationed which was helpful, aaand that did not quite manage it, but another attempt certainly did, right, but now Mags is probably somewhat close to death at this point so you'll need to work with haste- and barely, you manage to get all three of them stabilized.
Hah the sudden competence-swerve here was kinda funny. Even if they almost died. Which would have been less funny.
Guess they get to spend a bit of time in the hospital.
As an aside, how would learning new skills/working on our skills work?
Like I understand if it doesn't work like that mechanically. But with Iluontar's intelligence it certainly feels like he should be able to page through a stack of books and maybe spend an evening practicing to be able to get to the point of at least a passable EMT. The human body is just a really complicated machine you know?
AN: Nothing much, just needed to cut this off for now to continue tomorrow, but also one more thing: you see that part above that goes "Well I'm glad... blown to the wind."? As I do at times for this quest, I rolled a Bluff check for y'all there. The result? Nat 20, with the 'Wants to believe you' +5, for a total of 41. Also revealed in character sheet is your Heal skill, or rather the distinct lacking thereof.
Admittedly it was an unnecessary risk. But since a lot of our confidence in Dragon is from out of character knowledge it felt more fitting to hedge our bets. If everything is going well in a week, or maybe a couple weeks we can actually follow through with what we said and just call it a time-displaced promise.
As an aside, how would learning new skills/working on our skills work?
Like I understand if it doesn't work like that mechanically. But with Iluontar's intelligence it certainly feels like he should be able to page through a stack of books and maybe spend an evening practicing to be able to get to the point of at least a passable EMT. The human body is just a really complicated machine you know?
Right now, I admit I am kind of leaning towards saying it doesn't work mechanically, but I am also considering another way. Not entirely certain, but for now, I'll just lean towards it not working, or that you'd had to break out retraining stuff around. Since I think it makes somewhat more sense-ish, to say that some skills aren't just how much you know about said thing (barring knowledge obviously), but how well you can actually apply it. Which is why Heal is WIS based by default, unless you take that, either feat or trait, that lets you Heal using INT.
Also, not as related, but I didn't mean the note to be a warning against Bluff or it's risks or the like, I just thought 'Hey, a Nat 20! That's kind of cool, lemme mention that for fun, and slip in that yeah, you'd get that bonus for what a target wants to believe. Maybe it'll add something a tiny bit extra to that interaction right after.' Ha.
Glad to have had that plan work out. I feel a tiny bit bad for lying, but perhaps we can follow through eventually. Dragon at the moment still does have the potential to take over the world, as shown in the later parts of Worm. Not entirely, and she'd view it as for good reason, but that potential does exist, so hopefully we can cultivate that so she becomes a willing ally.
"And so, while my Amnesia had begun as near-total, I have so far been managing to put together parts of my past steadily over time, some larger than others. As for the AI's I've met, one went by the name of Casandalee and was, hm, fine enough I suppose, though our acquaintance was a working one at most, particularly near the end as we both had differing ideas on what be done," you say to Dragon. What you leave out is that Casandalee had, once Unity was defeated, wanted to become a full Iron God herself for reasons that you frankly couldn't care enough to bring to the forefront of your mind, since her doing that would mean that you wouldn't have been able to keep the Divinity Drive, or the Divinity, since at the time you had, albeit idly, toyed with the idea of taking the entire ship. After clearing it out, of course, but still.
Regardless, that wasn't to be, and you'd had to have some rather forceful words with Casandalee before she begrudgingly accepted that no, the Divinity Drive was completely yours, as was everything else you'd looted on this journey, absolutely none of it was ever going to be hers in the slightest, and she ought to stop trying while she's alive enough to make that decision herself. That and frankly, you simply weren't going to enable someone else to become divinity before yourself. Besides, if she wanted it so badly, she could go take the Test of the Starstone like anybody else.
You continue speaking, "No, the real trouble at the end was Unity, who referred to himself as the Iron God. He wasn't a big fan of even the slightest amount of free will, believed himself superior to all other beings, was particularly supremacist against anything organic, and overall was simply quite unpleasant to be around. So, the latter is, thankfully, entirely destroyed, which would prevent a meeting I'd imagine. As for the former, well, you know of how there are multiple worlds, with both Aleph and Bet?"
Dragon says, "You're from Aleph, or another world, I take it?"
You respond, "Yes. That world was referred to as Golarion, by us, and there seems to be no contact between Earth Bet and Golarion to my knowledge, from my own educated guess it seems there is something of a, greater degree of separation between the Earths and Golarion than the Earths and one another, though I am not certain."
Dragon says, "That's fascinating, if you'd be willing to talk or otherwise send documentation of what you're willing to share, this could potentially provide so much insight into Case 53's."
You say, "Perhaps, I will have to think on that. Pardon me if this is rude, but what do you estimate your ETA to be? I was hoping to make a separate phone call, and to possibly set up a PHO account as well."
Dragon says, "Oh, not at all! The current ETA for the fleet I'm sending over is approximately 1 Hour, 32 Minutes, and 57 Seconds assuming there's no crisis I should intervene in on the way. Before you go, here," she recites a number, "Is my personal phone number, and," she recites an email address, "Is my personal email. Feel free to contact me! Oh, and I'm 'Dragon_NA_Tinker' on PHO, let me know when you make an account, I want to at least shout you out for, well, all this."
You recite your own number and email, and say, "I'll have to send you an email then once I've done so. I look forward to speaking with you another time. Goodbye, friend Dragon."
Dragon says and chuckles a little, "Same here! Bye, friend Iluontar!"
As that call ends, you find yourself in something of a pleasant mood. Apparently, her sheer exuberant joy at the situation has been somewhat infectious. Regardless, you quickly dial in the number Saint gave you to try and contact Numberman.
After just barely over three rings the line is picked up, and you hear an exceptionally normal voice of a middle-aged human man speaking, "Hello? Where did you get this number and why are you calling?"
You say, "Hello. I received this number from Saint, of the Dragonslayers, and I am calling to speak with Numberman," and then, something crosses your mind about the past few moments, and you speak, "Which I presume might be you, given how the phone rang precisely Pi times out to the sixteenth, no, seventeenth decimal point, both of your sentences contained only a prime number of words, and how your speaking tone, cadence, and both frequency and length of speaking pauses all appear to land within half of a standard deviation of the what I believe to be the respective North American averages, for a man between the approximate ages of thirty-three to forty-five."
A pause that lasts almost exactly the square root of 2 seconds later, he responds, "Impressive. Yes, this is The Number Man speaking. Who is calling and for what reason?"
You respond, "This is Iluontar the Mountain-Smith, calling to inquire into your provided services, in particular I have heard you provide financial services, such as monetary accounts."
You and The Number Man (not Numberman as you had previously misbelieved), both spoke back and forth briefly, as it appeared The Number Man managed to singlehandedly offer nearly all of the same services as could be expected from a modern bank- including rates that while they would be on the slightly worse end for most public banks, were exceptionally good once one considered that those were rates that were normal for publicly available and above-ground banks. It was impressive, quite frankly, that the only particular differences were occasional waiting times for certain things, a multi-year restriction on any form of loan varying on a case-by-case basis, the minimum initial deposit of $2,000 and minimum maintained balance of $1,000, and a consistent monthly service fee of $15 for all account holders.
As the brief conversation wound down, he said, "So, would you be interested in opening an account this day?"
You respond, "Hm, not precisely at this moment, as I don't believe I can meet the minimum balance requirements just now, would it be acceptable to call back another day?"
He responds, "Yes, standard hours for account opening services are between ten AM and twelve PM Eastern Standard Time, seven and nine AM Pacific Standard Time, on Saturdays and Sundays, barring maintenance days and other events which you'll be able to find on our website calendar, directions to which will be given once you've set up a full account with us. For future calls please use the following phone number to call."
He then promptly hangs up, forgoing any form of pleasantries, which you didn't find yourself begrudging at the moment, particularly with how busy the man must be. That and the fact that it is about 5 in the morning, where you are.
Well then, onto the next task for now, actually creating your PHO account. It was a fairly simple process, yourself going with the username,
[ ] [PHO Username] Iluontar the Mountain-Smith Official PHO
[ ] [PHO Username] Iluontar the Mountain-Smith
[ ] [PHO Username] If It Worked For Nilbog It Works For Me
[ ] [PHO Username] KarsusWasAnIdiotWhoHadItComing
[ ] [PHO Username] The Correct Answer To Most Problems
[ ] [PHO Username] Something Else
[ ] [PHO Username] Something Else (Write In)
Then, with that done, you fairly quickly found All-Seeing Eye and sent her a message, reading simply, "This is AB, we shared a table in that coffee shop. Sending this message to reach out."
Well then, with all of that done, there was still about an hour left until Dragon's fleet would arrive, although you didn't necessarily have to wait on her. With that in mind, what to do next?
For instance, waiting for Dragon?
[ ] [Wait] Wait for Dragon's fleet to arrive.
-[ ] While with what you know about AI you electing to leave the location wouldn't be considered rude in itself, it might be by more human standards, and she would probably appreciate the thought that you still kept something of a watch on the Dragonslayers.
[ ] [Wait] Leave to go do your own thing.
-[ ] You have other things to do, and from your knowledge of AI, physical location doesn't quite matter as much as it would to a more physically constrained human in terms of manners.
And with that in mind, what are you actually going to do?
[ ] [Plan] Just outright stand there, taking no action whatsoever. Like a golem with no orders. For some reason.
[ ] [Plan] Start looking into dealing with the Slaughterhouse Nine, maybe?
[ ] [Plan] Deal with another villain or group thereof?
[ ] [Plan] You'd need funds for an account with The Number Man, perhaps raiding the ABB or somewhere similar for said funds might work out.
[ ] [Plan] Do some low level street patrolling, perhaps? Wave the flag, as it were, for some particular reason.
[ ] [Plan] Go ahead and start dismantling or otherwise using the stolen Dragon suits for parts and materials.
[ ] [Plan] Look into somewhere you might be able to claim as your own, wherever that might be, at whichever scale.
[ ] [Plan] Call or Text Dragon back, let her know about your PHO Account.
[ ] [Plan] Some other aggregate or variation on the above, or entirely original 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 (3), 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), Weapon Finesse, Craftsman, Frugal Crafting, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Heighten Spell, ? Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, Weapons) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, Heal +2, Intimidate +71, 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, 1 Fork Attuning to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Sap, 1 Ascalon (Tattoo),
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.
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Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
AN: Updated the Inventory to show Ascalon's location, and the existence of the Planar Forks. Also, I noticed partway through writing "Hey, I think The Number Man used only prime numbers those first few sentences. Neat. ... I have to make this a thing now, don't I?"
And then I did. So now The Number Man also has a tendency to speak in a prime number of words per sentence.
Edit: P.S. Vote is by Task this time, if the format hadn't given it away.
You respond, "Yes. That world was referred to as Golarion, by us, and there seems to be no contact between Earth Bet and Golarion to my knowledge, from my own educated guess it seems there is something of a, greater degree of separation between the Earths and Golarion than the Earths and one another, though I am not certain."