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

Depends on GM though.
Eh, I'd say because you need the crafting laboratories which also take up electrical/technological charges, I'm leaning towards ruling that most technological items aren't Fabricate-able, but I'm not quite certain, I'll want to double check both Fabricate and the Technology Handbook in more detail at some point.

As for the making and selling gold thing, that, I'm not quite sure on either. I'm generally fine with neat things that add some complexity, but this sort of gold creation arbitrage thing feels like it might end up making the un-fun kind of complexity, if you get my meaning. So, it does feel kind of arbitrary admittedly so I'm not entirely certain, but for now I'm sticking by my 1 GP = $100, and for now barring more specific circumstances things would just, "coincidentally" end up lining up that way. How this might happen in universe without anybody noticing? Well, two factors really;

Roll with it, and blame the hand of the local luminous being or something. Or Tawil at'Umr.

Edit: Right, here it is, Fabricate hits material of only one sort at a time, meaning items with more than one material in their creation. Useful for a lot of things, not quite for high tech. So, nope, Fabricate ain't working on Technological Items.
 
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Eh, I'd say because you need the crafting laboratories which also take up electrical/technological charges, I'm leaning towards ruling that most technological items aren't Fabricate-able, but I'm not quite certain, I'll want to double check both Fabricate and the Technology Handbook in more detail at some point.

As for the making and selling gold thing, that, I'm not quite sure on either. I'm generally fine with neat things that add some complexity, but this sort of gold creation arbitrage thing feels like it might end up making the un-fun kind of complexity, if you get my meaning. So, it does feel kind of arbitrary admittedly so I'm not entirely certain, but for now I'm sticking by my 1 GP = $100, and for now barring more specific circumstances things would just, "coincidentally" end up lining up that way. How this might happen in universe without anybody noticing? Well, two factors really;

Roll with it, and blame the hand of the local luminous being or something. Or Tawil at'Umr.
Oh I don't care about selling stuff, I'm just using dollar value to guessimate how much gp we can get out of a session. In reality we will just use it to abstract away crafting material requirements to "you have enough unless you need something that you can't use Transfiguring Touch to produce", which in most case we can just use Dragon to get, probably. It is more to display just how powerful the thing we are trying to get really is in terms of sheer resources.

Regarding Fabricate, my own judgement would be that it is a hard no as tech items are for all intents and purposes magic items so getting them for FREE is not what Fabricate was intended for, but it is interesting thing we might use for stuff nonetheless. Just plain being able to make stuff for our base without spending time Crafting would make it much more descriptive than current holes in the ground we are running.
 
In reality we will just use it to abstract away crafting material requirements to "you have enough unless you need something that you can't use Transfiguring Touch to produce", which in most case we can just use Dragon to get, probably. It is more to display just how powerful the thing we are trying to get really is in terms of sheer resources.
Ohh! Oh right yeah.

In that case yeah, you're good!
 
...We should really get around to actually voting.

[X] Plan Combine Wolfy's Ideas Into A Single Thing
-[X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet, and you're short on materials.
-[X] Yes, you need some help with getting your hands on some specific crafting materials: A diamond worth enough to cast Lesser Wish (1,500 gp/150,000 dollars), and the materials required to scribe level 1 Scrolls.
-[X] Mention that you can also make certain powers of yours permanent, but the materials would be very hard to source on your own - for instance, you could offer to create a teleportation portal from Dragon's base to New York, but to make it permanent you would need around 2,250,000 dollars' worth. You're sure you can come up with some sort of mutually beneficial agreement.
-[X] Consider if you are capable of crafting Ambrosia. If so, tell Dragon of which materials you would require for crafting one portion.

Changed the wording on Wolfy's stuff because the permanent teleportation circle is separate from actual magic items.
 
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Vote closed
Scheduled vote count started by Sckribe on Dec 23, 2023 at 12:29 AM, finished with 22 posts and 4 votes.

  • [X] Plan Combine Wolfy's Ideas Into A Single Thing
    -[X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet, and you're short on materials.
    -[X] Yes, you need some help with getting your hands on some specific crafting materials: A diamond worth enough to cast Lesser Wish (1,500 gp/150,000 dollars), and the materials required to scribe level 1 Scrolls.
    -[X] Mention that you can also make certain powers of yours permanent, but the materials would be very hard to source on your own - for instance, you could offer to create a teleportation portal from Dragon's base to New York, but to make it permanent you would need around 2,250,000 dollars' worth. You're sure you can come up with some sort of mutually beneficial agreement.
    -[X] Consider if you are capable of crafting Ambrosia. If so, tell Dragon of which materials you would require for crafting one portion.
    [X] Yes, you need some help with getting your hands on some specific crafting materials.
    -[X] Ask Dragon if she can give you Diamond worth 1500gp and materials required to Scribe a level 1 Scroll
    [X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet.
    -[X] Start by creating a permanent teleportation portal from Dragon's base to New York as a demonstration
    [X] Write-It: Consider if you are capable of crafting Ambrosia and if so, which materials would you require for crafting one portion
 
Now just for us to keep in mind. Dragons power is not in fact being a tinker.

Her power is understanding technology.

Whether this is limited to only the abilities of other Tinkers...? We will see.

I imagine more than almost anyone on the plane we will be very pleased with her work.

edit: Especially with the AI brakes off.
 
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ALNE - 3.7
Scheduled vote count started by Sckribe on Dec 23, 2023 at 12:29 AM, finished with 22 posts and 4 votes.

  • [X] Plan Combine Wolfy's Ideas Into A Single Thing
    -[X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet, and you're short on materials.
    -[X] Yes, you need some help with getting your hands on some specific crafting materials: A diamond worth enough to cast Lesser Wish (1,500 gp/150,000 dollars), and the materials required to scribe level 1 Scrolls.
    -[X] Mention that you can also make certain powers of yours permanent, but the materials would be very hard to source on your own - for instance, you could offer to create a teleportation portal from Dragon's base to New York, but to make it permanent you would need around 2,250,000 dollars' worth. You're sure you can come up with some sort of mutually beneficial agreement.
    -[X] Consider if you are capable of crafting Ambrosia. If so, tell Dragon of which materials you would require for crafting one portion.
    [X] Yes, you need some help with getting your hands on some specific crafting materials.
    -[X] Ask Dragon if she can give you Diamond worth 1500gp and materials required to Scribe a level 1 Scroll
    [X] Yes, you can make 'Tinkertech' (magic items) that has no need for maintenance, but you haven't had a chance to prove it yet.
    -[X] Start by creating a permanent teleportation portal from Dragon's base to New York as a demonstration
    [X] Write-It: Consider if you are capable of crafting Ambrosia and if so, which materials would you require for crafting one portion

Very quickly you give it some thought, soon coming to mind a variety of things, although you added a couple of minor corrections, mainly in that you would be offering a teleportation circle at that price, while your mind had suggested a portal, which while you were confident you could do, it would be a quite different thing that implied a more two-way connection than the circle did. That and you should probably include the cost of the amber dust as well. You had to admit, the idea to use a Limited Wish to get around scroll scribing limitations, to then learn Blood Money from a scroll later in order to get around future material restrictions, particularly if you later repeated the trick for Transfiguring Touch, was wonderfully clever.

Further, there was a brief moment of introspection as you looked into yourself and considered, did you actually know how to make Ambrosia, as you'd need? After only a moment of consideration, you found that, yes, you did in fact have a fair few ideas on just how you would create some, which was exceptionally useful both in general, and as a linchpin to the Xiomorn Ascension Ritual.

So, ultimately, it was without any particular shame or hesitation that you said to Dragon, "I actually quite could do with some help, if you are so willing, friend. It is a matter of a few things, though at the core I am very much lacking in the resources for my better and or more lasting capabilities, as well as simply not having had the chance to actually prove my abilities as a craftsman. For instance, I am entirely capable of creating what would in local terms be referred to as Tinkertech, although my own creations are not so crude or poorly understood by myself that they would require constant maintenance, although I have lacked the resources to prove this, as while my skills do allow me to make them relatively inexpensively, it is only relatively so, which I am confident would be accepted with examples of the end product, however, that would require the ability to, of course, prove I can do so."

Dragon has her inhabited mech nod along, "Putting you in a catch 22 situation. You need the materials to prove that what you can do is worth the materials, and it's not small enough to expect to wave it off."

You nod in return, "Yes, precisely. Further, some of my better or more versatile abilities at the moment require the use of some materials as fuel, and so I need some seemingly esoteric materials. While for my Tinkertech it would vary based on the item requested, for my powers in particular, I know that in specific I'll need a diamond worth one-hundred and fifty-thousand USD as well as either vellum or high quality paper and ink worth a combined six hundred and twenty-five dollars USD. Although, now that I think on it a touch further, I'm fairly confident that as long as I can get just over four hours with a decent sink I can refine only one-hundred and seventy or so dollars of ink to the proper quality. At least three and one eighth ounces of ink in total by the end of the process."

You blink, once, and continue, "Pardon me, I've hit a digression. Other than those materials which I should be able to leverage past something of an initial hurdle so long as I keep myself clever about it, I am also capable of making certain powers of mine, or at the least the expressions created therein, permanent. In particular, I could offer you a Teleportation Circle, five-foot in radius, where anyone who stands on it gets teleported to, say, a particular room or street in New York. Or really, most anywhere else on the planet, locked in at the time of it's creation."

You're fairly certain you're seeing interest in her robotic frame, which very quickly turns into the equivalent of a sympathetic wince as you continue, "For the cost of approximately one-million USD in amber dust, and a further two-point-twenty-five million USD in diamond dust. Well, possibly less in diamond dust, I still have yet to personally observe a lab-made diamond and so am unsure if one would work with my powers or not. If it did, then I could simply go by weight instead at two and one-quarter pounds of purely diamond dust, but I'm sure you can understand how that may be difficult to source as only myself. Then, one last thing that comes to mind that's rather important to me."

It only takes a moment of consideration before the numbers flash to your mind, "I would also need two-hundred and seventy thousand dollars equivalent value in worth of high quality food and drink ingredients to make a dose of consumable Tinkertech food, for use in a more personal, private sort of thing. One that I am, admittedly, not entirely sure about sharing the full details of, beyond that it would affect nobody beyond myself, in success or failure, is all. I hope you can understand on that front, at least."

Dragon directs her mech to nod a little, "Yes, I can understand that. I remember just barely starting out myself as a tinker, and I don't think I could have gotten as far as I have if not for more than a few people being willing to take a real gamble on me. After all, even if I was confident that what I made would work, I understood they wouldn't be. Even then, I still had to get my start as a hacker. I think that it's the least I can do, really now that I am thinking of it, to maybe try and pay my good fortune forward. If you can come with me, my space in Vancouver isn't really built with Non-AI's in mind, but I can probably arrange for the ink, paper, and foodstuffs out of what you need to already be at Guild headquarters in Ottowa by the time we've flown in. I need to head there anyhow, for the- them, so it'd be no imposition on me, although I am going to turn down the teleportation circle for now, not least of which because I'd need to talk to a lot of people before doing anything that could link two spaces like that, even and in some cases especially if it's a one-way link. That and we do have a couple of unused visiting tinker facilities that I could put forward for you to borrow! Especially since you're already signed as independent at least with the PRT, that helps a lot too. As for proving your Tinkertech lasts, I don't know about the Guild as a whole, but me, personally?"

She gives a brief pause, before saying, "I'm willing to give you, out of my own pocket, up to a maximum total budget of five-million USD, with a two-month deadline on having something, even if that something is just progress. If, you're willing to leave a lasting creation with myself and The Guild for a period of at least two full months as well, with a written or typed and printed account of what it is, what it's supposed to do, how to use it, expected failure cases, and so on. Both to let you prove that you really can make no-maintenance Tinkertech, and also just for general use. That, and to let the Guild make an offer for full purchase at the end. Especially since, I know how hard it can be to ignore what seems easier in front of you, and I can appreciate that you've done that in leaving the suits that were taken from me. I personally appreciate it. Thank you."

Panels of steel-adjacent alloy slide down to reveal the mech Dragon has been speaking from contains quite a number of windows, and in fact is a passenger transport suit rather than a more combat oriented suit, particularly with the way it settles onto the ground and a stairway folds out as well. Even at a glance inside, it is certainly nothing like the prisoner transport hold you'd helped place the Dragonslayers into a couple of mechs over.

Dragon asks, "So, coming along?"

Considering you've gotten pretty much everything you've asked for and then some, you have no hesitation in saying, "Absolutely, and thank you very much, friend Dragon," before very rapidly stepping into the passenger hold, and soon you two are off, flying towards Ottawa at a fair clip.

Of course, more immediate is the interior of the mech, which you give a deliberate tap on. Then another, as it was actually complex enough that the first tap wasn't enough to decipher it. Nor the second, or third, before Dragon asks, "What are you doing, tapping around there?"

She's clearly said it with more curiosity than anything else, so you explain, "Ah, generally when encountering new technology, I find that most of it is within my ability to understand by simply giving it a firm tap and listening closely, and rather impressively, this is the first piece of tech I haven't been able to fully decipher. At least not to a point where I'd feel confident in recreating it myself."

Dragon sounds a little skeptical when she says from an internal speaker, "Really?"

So, of course, you lean down again, give one more tap that, while it doesn't give you full understanding, does give you enough information to list out most of the materials used, such as, "... and an alloy of primarily gold, middling copper, and a pinch of titani- no, not titanium," another tap, and a blink, "A pinch of thorium used in the alloy for the deep wiring. Why thorium, and not, say, a sodium alloy?"

There's a few moments of silence before Dragon fairly quietly says, "What in the… I don't know how to feel about that. That's clearly not a power, I, I don't think so, but the sheer acuity of hearing paired with understanding of metals and complex systems required to be able to figure out that much, all working in tandem, just from physically tapping on the outside of it is just- I have custom built tools meant to do similar that aren't capable of the level of precision you've casually shown. I feel like I know just enough to know why that doesn't seem possible, but also just enough to barely, barely see how it is."

After another moment, she answers, "Those limitations, to answer the question. Sodium alloys got just barely too close to, I'm not even sure, something involving maximum speeds, or that I might have been able to use it to make a workaround just biological enough to serve as a stop-gap to evade certain restrictions. I'm not entirely certain myself, it had also just, ended up being my first choice, anyhow."

You allow it at that, and fall into a much more mild but still actually enjoyable conversation about smartphone processor chips, speaker materials, and the costs and benefits of data port standardization. It was, to you at least, unironically riveting. Although at one point you're not certain what she means when she laughs and says, "I think you'd get along pretty well with one of my colleagues, from the same town you registered in even. You have, similar mindsets, in some ways."

Regardless, it ended up killing a good few hours, and soon enough, you were landed in Ottawa, brought through The Guild headquarters escorted by a much more humanoid mech that, you think you might have either spooked or impressed Dragon by how you focused your attention on whatever she was actually actively inhabiting rather than merely the most recent source of movement or her voice. With nobody seeming to recognize her as an AI at all in the first place, you doubted she'd ever encountered anybody who could actually follow the 'movement' of an AI's primary self like that before.

However, soon enough, you didn't end up being delayed by meeting anyone of note, you were fairly confident Dragon could tell how eager you were to finally begin crafting again, though you certainly were not 'just short of an involuntary tinker fugue' as you'd heard Dragon's voice say to a few people a little ways away as you walked, although you couldn't be bothered to correct her if it just got you crafting faster.

Indeed, you found yourself here, in a fairly well appointed tinker lab, though not one viable for crafting any of your caliber of technological equipment, but that would more than do for magical items. Particularly with the computer terminal partially built into the wall where you could request specific materials, with the diamond and paper already there, and the ink, though you would have to spend some time refining it as you said you could, which was fair enough, if it at all contributed to your having a larger budget. That, with the note that you would need to request the more specific foodstuffs, with that budget separate from the five-million.

With what you've re-discovered about your own crafting capabilities, now that you've thought of it, you could run a budget of five-million dollars to the equivalent of around 185,000 GP in market price, even more if you crafted primarily from more earthen materials, which you had ideas for what you could make of, though you weren't certain just yet how long it would take to make them.

As for your personal wishlist, of the top of your head, before even consulting the rest of your mind? If you had the budget, Robes of Xin-Bakrakhan would be wonderful, but otherwise a Figurine of the Dwarven Forge and a Father's Forgehammer would be good personally, but those in particular would only be useful to yourself, and the hammer wouldn't much demonstrate itself as 'Tinkertech' either, not in a likely significant enough way, at least. Hm, that budget is enough for a construct at the least, perhaps a Panthereon would both be obvious enough in lasting use, and once it was returned to you it could be quite useful in any longer conflicts, particularly against regenerators. Such as, perhaps, either Crawler or an Endbringer.

Still, there were so many possibilities, consulting with the rest of your mind was more than in order.

With all that in mind, what to craft, and in what order?

[ ] [Priority 1] The Scroll of Blood Money, that takes first priority.
[ ] [Priority 1] The Ambrosia, first.
[ ] [Priority 1] Dragon's generosity budget, first.
-[ ] [Priority 1] What item(s)? (Write in)
[ ] [Priority 1] Actually, no, you will not be accepting what you've sought out, you will be leaving, thank you very much!
[ ] [Priority 1] Something Else (Write In)

[ ] [Priority 2] The Scroll of Blood Money
[ ] [Priority 2] The Ambrosia
[ ] [Priority 2] Dragon's Generosity Budget
-[ ] What item(s)? (Write In)
[ ] [Priority 2] Right, you've gotten one thing, but now it's time to bail, for whatever reason you may have.
[ ] [Priority 2] Something Else (Write in)

[ ] [Priority 3] The Scroll of Blood Money, last.
[ ] [Priority 3] The Ambrosia, last.
[ ] [Priority 3] Dragon's Generosity Budget, last.
-[ ] What item(s)? (Write In)
[ ] [Priority 3] Right, time to leave, then, for some cause or another.
[ ] [Priority 3] Something Else (Write in)

Lastly, if you do finish it all out, which item (if you made multiple), do you want to leave with The Guild?

[ ] [Guild Loan] Which Item to loan to the guild, to prove your claims of unmaintained Tinkertech? (Write-In)

You aren't sure how long or short any of these might take, aside from the scroll. You can also split the 5 million budget Dragon gave you between multiple items, and know you'll only need to leave one of them with The Guild for the two months. Of course, how you balance that is up to you, between immediate personal items, impressing The Guild, and what you're willing to reveal.

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), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), 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, Efficient Crafter, Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Heighten Spell, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, Weapons) +89, Craft (?) +97, Diplomacy +3, 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: Spark of Creation, Hedge Magician, Curator of Mystic Secrets
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 (Arcane Crafter), 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, ?
MYTHIC ABILITIES
Hard to Kill, Mythic Power (9/Day), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, ?
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.

Hard to Kill (Ex) Whenever Iluontar is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check. If he has an ability that allows him to act while below 0 hit points, he still loses hit points for taking actions, as specified by that ability. Bleed damage still causes him to lose hit points when below 0 hit points. In addition, he doesn't die until his total number of negative hit points is equal to or greater than double his Constitution score.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, Iluontar can expend an amount of mythic power equal to 3 plus double his mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is his maximum amount of mythic power. If an ability allows him to regain uses of your mythic power, he can never have more than this amount.

Surge (Su) Iluontar can call upon his mythic power to overcome difficult challenges. Iluontar can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex) Iluontar gains a bonus on initiative checks equal to his mythic tier. In addition, as a free action on his turn, he can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. Iluontar can't gain an extra action in this way more than once per round.

Recuperation (Ex) Iluontar is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains a number of hit points equal to half his full hit points (up to a maximum of his full hit points) and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Haste, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish
1st Level —
2nd Level —
3rd Level —
4th Level —
5th Level —
6th Level —
7th Level —
8th Level —
9th Level —
10th Level — Xiomorn Ascension

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.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6

Max HP: 43
Hardness: 28

Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal

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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.
Enchanted Boots (Boots of Vaulting)

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

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

Description

The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.

Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)

Total Price: 55,500 GP

This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.

When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.

Muleback Cords

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

DESCRIPTION

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

Total Price: 50,000 GP

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

Enchanted With;

Sniper's Goggles, Greater

Description

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

Sniper Goggles

Description

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

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

Total Equivalent Enhancement Bonus: +2

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

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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.

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

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

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Tech Capacity: 40
Tech Charge Usage: Varies by function

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

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

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

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

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

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

Flashlight (Improved)

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

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

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.

When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).

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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.
Generator | Yield (Charges)Price (GP)
Fission Reactor | Yield 1,000500,000 GP
Fusion Reactor | Yield 500250.000 GP
Geothermal Generator | Yield 200100,000 GP
Graviton Reactor | Yield 800400,000 GP
Solar Generator | Yield 5025,000 GP
Divinity Drive | Yield ∞/Infinite????? GP

Lab | (Charges)Price (GP)
Cybernetics Lab | 100 Charges100,000 GP
Graviton Lab | 250 Charges250,000 GP
Medical Lab | 20 Charges20,000 GP
Military Lab | 100 Charges100,000 GP
Nanotech Lab | 150 Charges150,000 GP
Production Lab | 50 Charges50,000 GP
Robotics Lab | 200 Charges200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
AN: To save myself some trouble, I decided that the two traits' cost reductions (0.95*0.95), though it should technically result in 0.9025, I'd instead round it to just 0.9 when they combined.

As such, while normal wizards craft magic items at 0.5 times the market price, Iluontar crafts at 0.27 times the market price for the vast majority of magic items, or half of that (0.135) when Item Shaper is actively in play.

Those ages back when it was said y'all specialized the most in crafting? The man was called Mountain-Smith for a reason. As was revealed above, by the like, twelve crafting feats or so that were revealed in your sheet, what with Iluontar having taken Arcane Crafter six times.

Hope y'all enjoy!
 
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Damn we ARE good at our job.

I would still like an item of technomacy. But Illuontars wishlist is pretty good also.
 
Fantastic result! I feel like the Scroll of Blood Money should be our first priority, since it'll free up SO MANY options currently locked behind a paywall.
 
Indeed.


As for what to show off to dragon...

I think two items. One technological and one magical.

A black grade forcefield for tech?

And a hat of disguise for magic.

The "personal forcefield" is a lot more... within her bounds of understanding of what is possible. While still clearly being abnormal technology.

The hammer Illuontar mentions makes crafting 25% faster as well.
 
Oh, right, I forgot to actually set up the vote. My bad on that one, it's set for day after tomorrow, usual time. Task Voting, as you can probably tell.
 
We would actually require Robes of Xin-Bakrakhan if we want to use Blood Rage to cast spells, so that is something we would like to make at some point. Also, funnily enough crafting Ambrosia and doing ritual to get that 1/day Permanency is cheaper than just making Teleportation Circle. Takes 10 hours though.

Regarding our gifts to the Dragon, there is honestly so many possibilities that I would have to think about it. In general we can't ever go wrong with Circlet of Intellect or Robe of Lay Hands, but perhaps we can think of something more generally useful for Tinkers in general.

Interactions with Dragon are quite enjoyable.

E: By the way, our crafting time is nuts. We already get 1/8 from being a Vault Builder, then you also add Efficient Crafting for another 50%, Arcane Builder for another 25% and Frugal Crafting, since it modifies base price, for another 66%. A ordinary crafter can craft 1000gp per 8 hours. For us that goes all the way down to 8*0.166*0.33*0.5*0.75=0.16hours, so about 7.5 minutes. We can coble together something like Headband of Vast Intellect in half an hour. In total we can produce 32k gp worth of magic item per day. Once we get our ritual up we can get Mythic Crafting Feats as well, and those are also pretty good.

E2: Actually Frugal crafting reduces to % of base cost so it wouldn't apply for time calcs - meaning that it is 22.5 minutes per 1k, 90 minutes for Headband of Vast Intellect +2 and ~10k gp per day
 
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Ah, frugal crafting just affects cost, and base crafting time is generally 8 hours per 1,000 GP in the Price, not in the cost. So, Frugal Crafting doesn't affect the time. But yes, even with only what's been revealed (Which also reminds me I forgot to add Mythic Crafter and the other stuff you'd know you have from Mythic, whoops), you craft very quickly.

Edit: There, just added the Mythic stuff more explicitly to the Sheet in 3.7, which I'll now go and use to update the sheet on the informational post.

Edit 2: Oh, you actually caught that before I even made this post. How do you say, whoops, on that one. In fact, I plead 'My B', to the court.
 
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I don't entirely understand the voting structure here, so I'll start by brainstorming some suggestions for maintenance-free "Tinkertech" that might be good demonstrations, aiming to use less than 1/3rd of the budget.

Wings of Flying is a big shiny, everyone loves flying, flying is awesome, and would be a very effective way of showing it's maintenance-free because this can be used continuously, unlike some things that are only used in combat or otherwise only used in specific circumstances.
Various healing items: Everyone loves healing, too. Everyone loves no-questions-asked, it-just-works, at-will healing. Not sure what healing items our arcane-caster protagonist is best suited to make though.
Handy Haversack/Bag of Holding/Portable Hole is high utility, but might be less so for a modern world with modern transportation. Haversack has the least storage, but has the useful clause that your wanted item is always on top when you reach in. Haversack might be a surprise hit in bureaucracy/medicine to immediately pull out the right form/pill instead of having to search.
Bracers of Armor or Ring of Protection. Simple, effective, useful for many different heroes and can be passed around. Ring has the advantage of deflecting esoteric beams and stuff, too.
I forget the name of item based on Protection from Arrows which grants continuous DR 10/magic versus ranged attacks. Going by pathfinder's "rifle does 1d10" gun damage table, this might be near-immunity to guns. (What firearm scaling are we using here?)
Boots of Striding and Springing + Haste. Low-level, cheap, limited use per day, but useful at the tactical combat scale. (Various short-distance teleport boots would work too.)
Circlet of Mindsight. Counters many kinds of concealment and illusion. Does not read minds, only sense them, so it shouldn't get ethical objections. Variation: Sensing armor, which has the no-fun clause "The wearer can't gain these abilities by closing her eyes".
3.5 MIC, not sure if Pathfinder has a counterpart: Warning Weapon, +1 enhancement that gives +5 initiative. Extra cheese trick: Stick it on arrow/bolt/shuriken/slingstones to craft a whole set for the same price, distribute to all your allies.


In general we can't ever go wrong with Circlet of Intellect or Robe of Lay Hands, but
I think we can go wrong with Circlet of Intellect because the Guild will initially be suspicious of stuff that affects someone's mind. Maybe later.
 
Wings of Flying was also my go to, funnily enough. Even something like powersuit doesn't actually lets you fly, you just get carried around in a tin can. With Wings you actually fly fly.

We can make basically any item that replicates any spell effect. We would have to take some DC minuses, but our bonuses are so huge it literally doesn't matter. Getting a robe that casts at will Mass Cure Critical Wounds would be easy enough, or something that detects and heals diseases. Both would be great PR tools, if not particularly useful for Tinkers.

There is also Mantle of Immortality, which basically makes it so you ignore your old age. Not terribly useful for Guild members since capes tend to be on younger side, but useful for politicians and such.

But yeah there's a bunch of stuff, but nothing that really grabs me as "damn Guild people would like this".
 
so, we should start with the blood money so we can use a wish to recover all our memories, then craft a permanent magic item for Dragon. I suggest a healing item if we can, healers are supposed to be very rare in worm.
 
So current plan would look like this(priorities in order):

[X] All Kinds of Craft
-[X] Craft Scrolls of Blood Money and Transfiguring Touch, then learn spells out of them
-[X] Go to rest, and afterwards rewrite your spell book so you have a number of Blood Money/Limited Wish pairs(henceforth BMLW) and Blood Money/Transfiguring Touch pairs(henceforth BMTT)
-[X] Use BMLW to cast Restoration on ourselves, healing its own str gain
-[X] Use ten BMTTs and BMLWs to generate samples of all seven starmetals for Dragon to play around with.
-[X] Construct the following items for the Guild: Traveler's Any-Tool, Handy Haversack, Ring of Feather Falling, Spectacles of Understanding, Ring of Sustenance, Panthereon Golem
--[X] Write a short primer detailing costs, abilities, how to use and similar for these items
-[X] Request food stuff for Ambrosia

So of course first get our Scroll of Blood Money/Touch and eat it. Then we test if we can heal str attribute drain correctly - the answer is almost certainly yes, but there is no reason not to try. If we do, we can generate number of starmetals for Dragon, as Tinker these new esoteric materials are likely more valuable to her than this or that magic item. Finally, we go and make Wings of Flying to Guild for testing purposes.

Craft times for Wings of Flying should be 54000*0.001(base time)*0.5(accelerated crafting)*0.166(Item Shaper)*0.5(Efficient Crafter)*0.75(Arcane Builder)*8(hours)=13.4 hours. I won't go into scrolls, but they shouldn't take too long to craft. As such we will need tomorrow for crafting as well, so in meanwhile we can use our rods that have finish attunement to this plane and plane shift to Aleph to start attuning rods for that plane.

But that's for later. Fun fact - Scry works on people we only heard about. Thus finding our Jack Slash, Heartbreaker, Coil etc will become super easy going forward.

If you guys have any input please do chime in.
 
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Does Dragon have a human-like body? if not maybe make her a Construct equipped with the five senses and looks human enough?

[X] All Kinds of Craft
-[X] Craft Scrolls of Blood Money and Transfiguring Touch, then learn spells out of them
-[X] Go to rest, and afterwards rewrite your spell book so you have a number of Blood Money/Limited Wish pairs(henceforth BMLW) and Blood Money/Transfiguring Touch pairs(henceforth BMTT)
-[X] Use BMLW to cast Restoration on ourselves, healing its own str gain
-[X] Use ten BMTTs and BMLWs to generate ten samples of all ten starmetals for Dragon to play around with. If needed, rest to refill our spell slots
-[X] Construct Wings of Flying and give it to Guild
-[X] Request food stuff for Ambrosia
 
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By the way, some of other cool(and cheap) items we could make:
  • Rings: Ring of Force Shield(at will shield force field, very cheap), Ring of Feather Falling, Ring of Swimming, Jumping(Improved), Scholar's Ring(Comprehend Languages)
  • Eyes: Google of Night(Darkvision 60ft), Google of Kinsight(two monocles, can see through the other one if within 500ft), Inquisitor's Monocle(bonus to sense motive, 1/day can create zone of truth), Eyes of Keen Sight(low light vision, better perception), Google of Minute Seeing(much better sight at distance less than 1 foot)
  • Other: Traveler's Any-Tool(can become any simple tool), various Ioun stones(+ stats), Handy Haversack
And by cheap I mean we could craft like 7 of these in place of Wings of Flying. Honestly a mixture of Ring of Force Shield, Googles of Night, Scholar's Ring, Googles of Minute Seeing, Traveler's Any-Tool and Handy Haversack might better than just the cloak. I will consider it.

Or we could do 180 and make a golem. We already thought about making Panthereon and that costs about as much as Wings, and pissed off clay golem is a bit more impressive than Wings I would say.

E: Changed Guild crafts to Panthereon Golem + Anytool, Haversack, Ring of FF and Spectacles of Understanding. Overall cost should remain roughly the same(depending on golem), but items should be much more interesting for Guild overall.
 
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So current plan would look like this(priorities in order):
Oh good, I don't have enough system mastery to know what would be good things to make.

I do have to pipe in though, because I have some: I don't think we can actually do Panthereon Golem with just Lesser Wish. It looks like the required spells for it include Resurrection, which we'd need the regular Wish for.
 
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