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

All good. In fairness, if it was a 1 way tie between all votes, yours would have won @Parabola partially on account of it being the only one actually given in task format, funny enough.
 
[X] Plan Get Caught up and a friendly chat.
-[X] Browse the news. See if anything notable has happened or is happening.
-[X] Check in with Dragon. See what she has been up to. Discuss the news if there is anything relevant.
 
Vote closed
Scheduled vote count started by Sckribe on Jan 1, 2024 at 1:56 AM, finished with 37 posts and 4 votes.
  • 1

    [X] [A Clockwork Name] Spice
  • 1

    -[X] Basic Cleanup
    --[X] Using Limited Wish try to summon an Outsider
    --[X] Plane Shift to some other plane, and start process of attuning rod to that plane
    [X] I Have Become Genie, Wisher of the Worlds
    -[X] Craft Manual of Gainful Exercise, and star reading it
    -[X] Craft Staff or Restoration and Memory of Function, similar to our staff of Blood Magic
    -[X] Craft Ring of Three Wishes, then use one to Scribe and learn Dragon Form III
    -[X] Craft Bracers of Might
    -[X] Should Manual of Gainful Exercise give you full effect(+5), cast Dragon Form III(+6), activate Bracers of Might(+4) and get Blood Rage to +4 to cast a Wish using Blood Money
    -[X] Use Staff of Restoration to heal our Str score
  • 3

    [X] Plan Get Caught up and a friendly chat.
    -[X] Browse the news. See if anything notable has happened or is happening.
    -[X] Check in with Dragon. See what she has been up to. Discuss the news if there is anything relevant.
 
...Kinda surprised I was the only one to vote on a name for our dragon. You'd think that'd have seen more interest.
 
ALNE - 4.1
Scheduled vote count started by Sckribe on Jan 1, 2024 at 1:56 AM, finished with 37 posts and 4 votes.
  • 1

    [X] [A Clockwork Name] Spice
  • 1

    -[X] Basic Cleanup
    --[X] Using Limited Wish try to summon an Outsider
    --[X] Plane Shift to some other plane, and start process of attuning rod to that plane
    [X] I Have Become Genie, Wisher of the Worlds
    -[X] Craft Manual of Gainful Exercise, and star reading it
    -[X] Craft Staff or Restoration and Memory of Function, similar to our staff of Blood Magic
    -[X] Craft Ring of Three Wishes, then use one to Scribe and learn Dragon Form III
    -[X] Craft Bracers of Might
    -[X] Should Manual of Gainful Exercise give you full effect(+5), cast Dragon Form III(+6), activate Bracers of Might(+4) and get Blood Rage to +4 to cast a Wish using Blood Money
    -[X] Use Staff of Restoration to heal our Str score
  • 3

    [X] Plan Get Caught up and a friendly chat.
    -[X] Browse the news. See if anything notable has happened or is happening.
    -[X] Check in with Dragon. See what she has been up to. Discuss the news if there is anything relevant.

You elect that after the time you've spent, you should probably check on the news, and on Dragon herself as well. An unrestricted AI in a world significantly more technologically connected than Golarion was could certainly do a very fair amount. Before you begin to look into the news, however, you do take a moment, stepping through that same garage style door to the outside courtyard your borrowed laboratory has access to- a laboratory you're now more consciously remembering you'd spent $100,000 of the budget to improve in ways that it could actually be suitable for the construction of Enlightened and Commando modified constructs, such as the target of your most immediate attention. As well, it is coming to active attention that you had actually left for brief moments, teleporting to your favored underground room in Brockton Bay's trainyard, converting the walls, floor, and ceiling to lead with a Transfiguring Touch, followed by a Prismatic Sphere, to let out The Divinity Drive and promptly return it back to your body as a tattoo, yourself simply powering through the plummeted temperature surrounding it, as most of the time the harm from the cold didn't outpace your own rate of healing anyhow.

Stepping outisde, your first clockwork soldier is still in stanby mode just by the door, dutifully maintaining their position even as you give it a single nod, knowing that it is still aware of its surroundings, and your clockwork dragon is simply taking up a fair bit of space, thankfully there being a fair touch of room for them, especially since they still squeezed themself in such a way to not take up any excess room.

You simply inform them, "Clockwork dragon, from hereon, to avoid confusion, your name is Spice."

They chuff out a small touch of steam, and respond, "Understood. I am Spice."

With that done and thankfully heading off any naming confusion between them and the actual person Dragon, you returned inside and, for the first time in a while, took out your laptop and did some research, plugging it in as well since there was a suitable plug to do so. Namely, after taking a moment to join the Guild headquarters wifi, you looked into whether any noteworthy news had occurred while you were busy crafting, or even at this particular moment.

Going forwards from when you began, you apparently missed a holiday, Martin Luther King Jr. Day, but missing a holiday wasn't of particular importance admittedly, and of much more importance was that on Friday of last week, four days ago, there was apparently a Parahuman that attempted a bomb threat and ransom against Cornell University, though that had been halted by the New York Protectorate, looking further in it appears that it was both Legend and another member by the name of Cache that had managed the situation, although somehow the yet unnamed parahuman managed to escape. Otherwise, nothing much- oh, nevermind.

Apparently, you were in the news, not national but at least regional and among more cape-centric circles, as well as accusations from Saint and the Dragonslayers leaking out into the news that Dragon was actually an evil AI waiting for the right moment to strike and kill all human life.

It was a certain kind of humorous, that it was mostly considered absolute nonsense, that only the exceptionally trashy magazines that simply went for shock factor even genuinely considered, and that it left any form of even mildly serious consideration quite quickly, delegated to the realm of conspiracy, given that it was, in part, true. Not the evil part, as far as you could tell Dragon seemed to lean well more towards the kinder side of things near universally, obviously just the AI part. Although she did admit during a brief interview over email that she 'occasionally used some mild AI tools, though obviously not General AI as they've implied. Nothing stronger than a photoshop tool', which gave you a particular mirth for a moment.

Otherwise, you yourself had reached local Brockton Bay and Northeast Coast news for a few minutes between other segments, noting that a new heroically inclined Case-53 was around, spreading your image and noting that you were not a villain, and the general message that even if some people might find you frightening, to not panic when they saw you, since by all (few) accounts you were a law-abiding citizen. That one probably wasn't going to age well, you mused. Of course, of more specific impact was Dragon specifically thanking you, and you exclusively, for the capture of The Dragonslayers, which had earned you a fair amount of goodwill in many eyes. A goodwill that was immediately tested, as the other reason you had made it to more cape-centric circles, podcasts and blogs and the like, was apparently it had leaked just how you managed to capture the Dragonslayers, as well as a transcript of Saint recounting exactly, word for word, which annoyingly actually was accurate to that degree, how you had threatened them.

As apparently, there was a second set of Unwritten Rules. There were a few agreeable sections to these; Not doing anything during Endbringer attacks or similar (which simply made sense, you think you'd either called for or agreed to similar the few times when the Spawn of Rovagug were causing exceedingly more trouble than was tolerable), not doing mass attacks against civilians (which seemed shaky even within the Cape community at best given a lot of villains), prohibition on any violence of a sexual nature (there were lines, and you certainly weren't going to argue against this one) and one against involving the civilian family members of capes (which seemed to ring in deep agreement with you for an unknown reason, which paired with your thoughts back on that fire escape, perhaps meant at some point you had a code which included something similar). But beyond those particular sections?

No. You had agreed to nothing, signed nothing, and simply would not respect the nonsense. Much of the things the rules were against went against the vast, vast majority of your own actual experience adventuring, and frankly if they couldn't even throw off any kind of mental control whatsoever, that was certainly their own fault. Seriously, these 'rules' past a point mostly seemed to try and keep them from ever having to actually try, like a wizard that wasn't immortal after getting access to eighth level spells.

To summarize your thoughts on the Unwritten Rules, they would amount to, 'Some of these are reasonable, but the rest is just the whining of quitters and weaklings'.

Regardless of your own thoughts, however, it had sparked something of a debate, given that (they believed) you yourself couldn't have a civilian identity, and of course likely had no idea such rules existed. That and, since they were only getting reading it as text, thirdhand, some of them chose to believe you were simply bluffing when you threatened them, although apparently it was mostly agreed that even reading your words on the transcript was chilling, and that they would not, in fact, have had the guts to call that bluff, and anyone who claimed such was promptly mocked out of the discussion.

Still, Dragon actively defending you at certain points was absolutely a help. Still, looking into it further, you did find a fair amount of things lead you to Parahumans Online again, so you resolved to check if there was anything more there after also looking into anything on Dragon herself.

Apparently, from the outside, it simply looked like Dragon had some kind of breakthrough invention or the like, which was something fairly known to happen occasionally with Tinkers, and so simply seen as a turn of good fortune rather than anything exceptionally unusual. It was noted however that it seemed to be especially good in her case, as apparently there had been a notable downcurve in both Vancouver and Ottowa crime, particularly Parahuman crime, as Dragon now seemed to be 'really on top of her game', people speculating it might be some kind of multitasking software or the like. Especially with how she was also seemingly on PHO even more often than she was before, as apparently she had seemed to be a bit of an internet junkie. Which made a certain sense to you, given her nature as an AI.

Actually, looking at the images, though you'd need to see in person, it seems her technology had managed to soar in capability, to the degree that not only did it fully meet your baseline standards, in some places it was legitimately impressive.

Regardless, you actually signed yourself into PHO, and looked around, finding that there were indeed a few threads debating your actions, how powerful you were (even the higher guesses were rather underselling it, at least the ones guessing seriously), and that sort. Hm, apparently your gift to Dragon and loaned Wings to The Guild had also been mentioned on PHO, the wings so far just being found to be some very useful Tinkertech, that indeed so far had actually held up better than a normal cloak of similar make. Well, than one of similar make would hold up, given that a cloak of similar make would be extremely expensive on its own, but still. That and they were also a touch stumped since no matter how hard they looked, nobody could find anything resembling technology within the cloak, some even suggesting it might actually be a long-lasting shaker effect.

Of most interest to you, that you briefly popped in on, was your own general discussion thread.



■​

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■​

♦ Topic: Iluontar the Mountain-Smith General Thread
In: Boards ► Capes ► Cape Discussion
Dawgsmiles
(Original Poster) (Veteran Member)
Posted On Jan 7th 2011:
You know the rules, this thread is for anything about the latest C53, Iluontar the Mountain-Smith. Here's the link to his (pretty sparse as of posting) Para-Wiki Page. Below are links to previous posts and threads about him.
* @XxVoid_CowboyxX 's first sighting video, positive contact with Miss Militia, Jan 1st.
* This thread, sighting him coming into PRT ENE the next day, for power testing as confirmed by Reave, after yet another Bagrat leak (some day we'll figure out how he does it). Numbers still not known just yet. EDIT: Right, we have some preliminary info thanks to Bagrat (again), but he says its nothing concrete until we've seen him in an actual fight, other than he apparently has numbers in all but two of the classifications. Which two unconfirmed.
* @Dragon_NA_Tinker 's Shoutout/Thank You thread, where, one, we learn he apparently already has a PHO account (weird- but flattering- priorities there), and two, he singlehandedly caught the Dragonslayers. At six in the morning, Jan 3rd, A.K.A., a grand two DAYS after he's first sighted.
* Various Posts Detailing how he arrived at Guild HQ with Dragon, and has been constantly tinkering since. And I don't mean 10 or 12 hours a day, I mean he has apparently been in a nonstop 24 hours a day tinker fugue since Tuesday Jan 4th. (EDIT: It's been two three weeks, of constant tinker fugue. What in the hell is he making?).



(Showing page 64 of 64)


►QwertyD

Replied On Jan 25th 2011:
>Shows Up
>Gives the most polite PRT diss ever recorded.
>Signs on anyways.
>Gives himself a name like an RPG Boss. (Don't tell me you can't imagine that shit over a screen-wide health bar)
>Catches the Dragonslayers in two days at most.
>Gets a personal, heartfelt shoutout from Dragon.
>Loved (and Envied) by thousands of Dragon groupies overnight.
>Found the time to join this fuckin' site during it all.
>Did this in three days.
>Goes into the longest tinker fugue known to man.
>Still in it.
Now, I don't know about Triumvirate tier, but this man's got something to him alright. Not saying the second Eidolon, but maybe the second Myrddin or somethin.


►Deimos
Replied On Jan 25th 2011:
@QwertyD I hear you, but still. We just ain't gonna know until we actually see just what in the heck it was he built. We still don't even know what the heck his specialty is. Clothes? Haven't we heard earlier that he claimed to have made everything on him at one point?


►Bruce Lao
Replied On Jan 25th 2011:
Yeah, one of the people near him on his way to power testing, if rumors believed. Also, is nobody else seeing the hints that he actually remembers stuff before showing up one day? Like no other Monster Cape?


►Answer Key
Replied On Jan 25th 2011:
Yes, Bruce Lao, we did see them, but they got drowned out by Dragon Casually confirming he said as much himself. Speaking of, hey, @Dragon_NA_Tinker , any update on Ilu's condition? Or how its pronounced?


►Dragon_NA_Tinker (Veteran Member) (Verified Cape) (Newfoundland Survivor) (The Guild)
Replied On Jan 25th 2011:
I think I heard a pause in the metal sounds not long ago. Actually, now that I think of it, I did notice a laptop sign onto the Wi-Fi shortly afterwards.

In fact, *squint*, one that's currently browsing PHO. This exact page, too. @KarsusWasAnIdiotWhoHadItComing , is that actually you?

Also, I said it like ill (like in will) oo (like in goo) on (like in won-ton) tar (like car or bar), and he never corrected me.


►XxVoid_CowboyxX
Replied On Jan 25th 2011:
Wait, who's Karsus?


►MinuteAvian
Replied On Jan 25th 2011:
The name is weirdly similar to the ones from Tolkien. If I remember the Silmarillion and Tolkien's appendices, I think Iluontar actually translates to something? I'm not sure, currently I'm a bit too laid up to check.


►KarsusWasAnIdiotWhoHadItComing (Verified Cape) (Case53)
Replied On Jan 25th 2011:
@XxVoid_CowboyxX An Idiot Who Had It Coming. Also a historical figure.

@Dragon_NA_Tinker Yes. Impressively quick in finding this out, but fair enough, given you're, a bit of a shut-in, let's say. And yes, that is also the correct pronunciation of my name, even if it does exclude my hard-earned title. Then again, you have been the one person on Earth Bet to legitimately impress me, so I'm willing to overlook formality here, Friend Dragon. I suspect I will be shortly speaking to you relatively in person.

@MinuteAvian An odd cosmic coincidence, I have to assume. Such things are more common than one would assume, from what I am able to remember at this time.



End of Page. 1, 2, 3 ... 62, 63, 64


■​



Indeed, soon enough, within minutes of your posting that, an even more humanoid appearing Dragon-Suit than last time knocked on the door to your lab, which you promptly opened to invite her in. She seemed quite eager looking around at your various changed, though she did seem to stutter for a fraction of a second when she glanced out of the still open garage-style door.

You nodded once, "Hello Dragon, I see you've been able to do quite the amount lately."

She eagerly nodded, "I know, it's been great, being able to 'stretch my wings' like this after so long! I always thought I knew what I was missing, but I really, really didn't. I feel so free, so, capable again, like I can do anything-"

She suddenly slumps, "Damn it! Just as I said that," she looks back up at you, "Sorry about that, that must have seemed out of nowhere."

You wave it off, "I presume some bad news from the internet?"

She nods, "There were some rumours that the Slaughterhouse Nine was spotted north of Fort Wayne, in Indiana, last night. I kept an eye on it for a little bit, but after a point it just seemed like a rumour or someone getting spooked, so I let it fall to the wayside to focus on something else."

You begin to see, and say, trying to be as sympathetic as you can, "Ah, and you've heard it wasn't, I take it?"

She nods once, "Yeah. Just then, word got out from Bluffton, just twenty miles south of Fort Wayne. Most of the town is dead from Shatterbird's opening strike which broke all of the communications, some are still dying, they- it's- it's gruesome, and there's a few images of what they did- and just- oh gods someone just found and uploaded a video of them getting out of a bus after running someone over on the intersection of Main and Riley street, they let Bonesaw drive- the screams when people realized is- I'm sorry, I just-"

She stops, and leans her suit against the wall for a few moments before continuing, calmer, "The few people that have anything with internet access still working are only now messaging because they didn't want to risk it with them still in town, apparently they've been gone for- eleven hours, now. I should have kept an eye on it. I'm not limited the same way I used to be, I wouldn't have really cost me anything to keep even just a minor fork focused on it, but I still didn't! I, I might have been able to stop this, at least spook them away even if I couldn't catch them, but I just, I couldn't. I'm sending a suit over now, but I know it's going to be too late to help most."

You move to pat the back of her suit a few times, as a gesture of support, but before you do, you almost immediately pause, though after that stutter you simply move and think at the same time.

You have an exact location that you know The Slaughterhouse Nine have been in somewhat recently. Even if they didn't leave anything that Discern Location could use behind, there's a chance you might not need it.

After all, you made Spice to be full well able to hunt down things or people that displeased you. By tracks, or by scent. If you go soon, Spice might be able to pick up their trail.

What do you do now?

[ ] Get Spice and hunt down The Nine, but don't bring Dragon along, she's dealing with enough as is, or you simply believe she might prevent you from properly getting them.
[ ] Get Spice and hunt down The Nine, but bring Dragon along.
[ ] Get Spice and hunt down The Nine, but bring someone else along. Maybe the Clockwork Soldier as well?
[ ] Hunt them down, but without Spice, the Nine might realize the clockwork dragon's path follows their own.
[ ] Don't hunt down The Nine at all. Whether you simply want to wait for the bounties to climb just that little bit higher, or some other reason, simply leave them to it, for now.
[ ] Something Else, perhaps entirely unrelated to The Slaughterhouse Nine (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 971 (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 (4), Magic Missile (4), Shield (4)
2nd (DC 31) — Mirror Image (2), See Invisibility, Invisibility (3), Alter Self, Eagle's Splendor (2), Haste (2)
3rd (DC 32) — Arcane Reinforcement (2), Arcane Sight (2), Battering Blast (4), Fly, Phantom Steed
4th (DC 33) — Bestow Curse (2), Greater Invisibility (5), Phantasmal Killer (3)
5th (DC 34) — Baleful Polymorph (3), Break Enchantment, Dominate Person (4), Sending (2)
6th (DC 35) — Disintegrate (2), Eyebite (3), Greater Heroism, Transfiguring Touch (3), Veil
7th (DC 36) — Ethereal Jaunt (2), Greater Teleport (4), Limited Wish (3)
8th (DC 37) — Dimensional Lock (2), Discern Location (2), Greater Bestow Curse, Mind Blank (2), Screen
9th (DC 38) — Dominate Monster (3), Time Stop (2), Prismatic Sphere (4)
10th (DC 39) — Polar Ray, Time Stop (2), Wail of the Banshee
11th (DC 40) — Polar Ray, Time Stop, Wail of the Banshee
12th (DC 41) — Polar Ray, Time Stop (2)
13th (DC 42) — Finger of Death, Time Stop (2)
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(+8) 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), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, Clockwork, 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 (Familiar), 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 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Dark Blue Crystal Staff, 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 Desktop, 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Sap, 1 Ascalon (Tattoo), 1 Ambrosia (Hardtack), Dark Blue Rhomboid Ioun Stone (Ioun Wyrd), 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge,

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 32.25
Handy Haversack: 23.5/120
Bag of Holding: 92.75/1,500

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.
SpellbookPages UsedTotal Spells in Book
Blessed Book433/1,00091
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

You have no other spellbooks at this time.
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

----

This jet-black blade is curved viciously, and is dull, never glinting in the dark.

----

Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

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

Axiomatic

Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Impervious

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

Returning

Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Ricochet (Adapted from Ricochet Hammer)

Price +12,000 gp; (Must be a Returning Weapon)

This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.

The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.

Assassin's Dagger (Base Item)

Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Enchanted Belt (Belt of Giant Strength +8)

Total Price: 64,000 GP

Enchanted With;

Belt of Giant Strength +8 (Base Item of the Boots)

Aura faint transmutation; CL 3rd
Slot feet; Price 64,000 gp; Weight 1 lb.

Description

This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +8. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Enchanted Boots (Boots of Vaulting)

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

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

Description

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

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

Total Price: 55,500 GP

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

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

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

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

Muleback Cords

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

DESCRIPTION

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

Total Price: 50,000 GP

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

Enchanted With;

Sniper's Goggles, Greater

Description

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

Sniper Goggles

Description

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

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

Total Equivalent Enhancement Bonus: +2

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

----

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

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff

Total Price: 546,410 GP

This large staff is seven feet long from end to end, made of mostly opaque dark-blue crystal, with opaque flecks inside it giving it an appearance akin to a section of ocean reflecting night sky. It is imperfectly cylindrical, with precisely made imperfections that flow into its overall design while still providing a good grip in a few places along its length.

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Memory of Function (2 charges)
Wall of Stone (1 charge)
Blood Money (1 charge)
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Tech Capacity: 40
Tech Charge Usage: Varies by function

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

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

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

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

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

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

Flashlight (Improved)

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

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

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

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

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

---

Enchanted With;

Fate-Woven Braid (Improved)

This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.

However, it is still subject to a three-fray limit.

Each single fray can be repaired at 1/3 the creation cost.

Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.

Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.

The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
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.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork)
Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46
DEFENSE
AC
43 Touch 19 Flat-Footed 32
HP 564 (37d12+120)
Fort +12 Ref +22 Will +12
Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27
Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects
OFFENSE
Speed
: 160 ft., fly 420 ft. (good), swim 160 ft.
Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid)
Space: 15 ft., Reach: 20 ft.
Ranged: Steam Blast (18d6 fire)
Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid)
Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill
STATISTICS
STR
42 DEX 27 CON - INT 9 WIS 11 CHA 6
BAB: +27 CMB: +45 CMD: 66
Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault
Skills: Fly +20, Perception +46, Swim +25
Languages: English; telepathy 100 ft.
SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone
ECOLOGY
Environment
: Any
Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith)
Treasure/Inventory: 1 Decanter of Endless Water

Special Abilities

Artificial Soul (Su): Though not the true soul of a living creature, Spice's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.

Energized Alacrity (Su): Once per minute as a swift action, Spice can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Energy Attacks (Su): Each of Spice's melee attacks deals an extra 1d6 points of acid damage on a hit.

Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).

Heat Management (Ex): When Spice ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).

Mithral: This variant of Clockwork Dragon loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its bse land and swim speeds increase to 70 feet, and its base fly speed increases to 200 feet with good maneuverability (already accounted for). In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.

Phrenic Stone (Su): Spice has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

Reach (Ex): The reach of all of Spice's melee attacks increases by 5 feet (already included in the above statblock).

Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against Spice or an adjacent ally, the enemy provokes an attack of opportunity from Spice.

Steam Blast (Ex): As a standard action, Spice can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 18d6 points of fire damage.

Steam Horn (Ex): As a standard action, Spice can unleash a loud blast of sound and of steam that deafens targets and deals 18d6 points of fire damage in a 30-foot cone. A target can attempt a Fortitude save (DC 28) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.

Steam Engine (Ex): Spice can remain active for 37 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.

Self Repair (Su): This modification allows Spice to use some of the innate magic that powers its body to repair damage to itself. As a swift action, it can gain fast healing 5. It can activate this fast healing for 18 rounds per day. These rounds do not need to be consecutive.

Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.

For a suitably powerful wizard, what could be a more fitting mount than a dragon? Of course, a lack of naturally occurring dragons doesn't deter a proper wizard, one who can simply build a dragon.

This glistening and silvery dragon, made solely of Mithral, is specialized in exceptional flight speed, capable of unimpeded underwater combat, and is very well suited to the task of quickly flying out and retrieving any given target. Willing or not.

Though this constructed dragon isn't particularly bright, nowhere near the person Dragon, and just a touch below even an average person, they do not need any particularly complex tactics. They are not made for subtlety, they are meant to be blaring and obvious. Their presence itself, a blatant, forceful, and unignorable declaration.

To avoid confusion, they have since been named Spice.
A.C.E.S. Clockwork Soldier CR ~13
LN Medium Construct (Augmented, Clockwork)
Initiative: +14 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, Perception +3
DEFENSE
AC
28 Touch 18 Flat-Footed 20
HP 204 (12d12+120)
Fort +4 Ref +12 Will +4
Defensive Abilities: DR 5/adamantine; fortification 50%; Immune construct traits; Resist fire 10;
Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects
OFFENSE
Speed
: 80 ft., Climb 30 ft., Swim 30 ft.
Space: 5 ft.; Reach: 5 ft.
Ranged: +1 Light Machine Gun +17/12 (2d6+1/x4)
Special Attacks: Latch, Steam Blast, Steam Horn (30-ft. cone, 6d6 fire damage, Fortitude DC 16 half, usable every 1d4 rounds), Extra Attack, Precision
Spell-Like Abilities: (CL 12th, Concentration +10)
12/day— abundant ammunition
3/day—mind probe (DC 12), mindlink (DC 9), telekinesis (DC 13), dimensional lock, dimension door,
1/day—mental block (DC 10),
0/day—mind thrust V (DC 13)
STATISTICS
STR
36 DEX 23 CON - INT 6 WIS 11 CHA 3
BAB: +9 CMB: +22 CMD: 40 (42 vs. Disarm)
Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Point Blank Shot(B), Precise Shot(B), Rapid Shot(B), Snap Shot(B), Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Overwatch Style, Overwatch Tactician, Rapid Reload (Two-Handed Firearms), Combat Reflexes
Skills: Acrobatics +9, Climb +24, Perception +3, Swim +24
Languages: English; telepathy 100 ft.
SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone
ECOLOGY
Environment
: Any land, Urban
Organization: solitary, pair, trio, patrol (5–8), company (9–12), battalion (40-50), or army (A Lot).
Treasure/Inventory: 1 Decanter of Endless Water, 5 Metal Cartridge (30 Bullets Each)s, 1 Gunsmith's Kit, 1 +1 Greater Reliable Light Machine Gun, 1 Unlimited Use Scavenger's Stone, 1 Handy Haversack

Special Abilities

Artificial Soul (Su): Though not the true soul of a living creature, an A.C.E. Clockwork Soldier's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.

Energized Alacrity (Su): Once per minute as a swift action, an A.C.E. Clockwork Soldier can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.

Extra Attack (Ex): When using the full-attack action, an A.C.E. Clockwork Soldier can make one extra attack per round at its highest base attack bonus.

Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).

Heat Management (Ex): When an A.C.E. Clockwork Soldier ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).

Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.

Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct's Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice At 12 Hit Dice, an A.C.E. Clockwork Soldier can use Mind Thrust V.

Phrenic Stone (Su): An A.C.E. Clockwork Soldier has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.

Precision (Ex): An A.C.E. Clockwork Soldier rolls twice to confirm critical hits, taking the more favorable result.

Proficient (Ex): An A.C.E. Clockwork Soldier is proficient with all simple and martial weapons.

Standby (Ex): An A.C.E. Clockwork Soldier can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration.It can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.

Steam Blast (Ex): As a standard action, an A.C.E. Clockwork Soldier can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 6d6 points of fire damage.

Steam Horn (Ex): As a standard action, an A.C.E. Clockwork Soldier can unleash a loud blast of sound and of steam that deafens targets and deals 6d6 points of fire damage in a 15-foot cone. A target can attempt a Fortitude save (DC 16) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.

Steam Engine (Ex): An A.C.E. Clockwork Soldier can remain active for 12 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.

Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts.

Any kingdom needs an army, yours will be no exception. A Clockwork Soldier serving as a strong foundation, building on it creates an exceptional soldier, and oddly, due to the nature of mass producing enlightened constructs, there is also a similar variety in personality and ability amongst an A.C.E. Clockwork army as there would be in a more human one, with a similar chain of command naturally likely emerging over time. After all, you can be certain of the loyalties of a soldier who you've painstakingly assembled gear by gear, especially one that knows you did so and can understand what that means.

These are built to be your feet on the ground, able to effectively hold territory that's been built around human habitation.

The above statblock depicts the absolute worst possible ability scores with an Intelligence of 6 and a Charisma of 3. Even though it is a dreg, with their inbuilt loyalty to the death negative morale at such a sad state of existence isn't a thing with these soldiers, and acceptance of their position is nearly guaranteed- at the very least, even if it does hold aspirations, it is absolutely certain that they would never deliberately disobey orders or revolt. As intelligence goes up, skill points are equally spread between Acrobatics, Climb, Perception, and Swim, up to Intelligence 15.

Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: So, I partially rolled for the news, and I decided a roll as high as you got meant that some very relevant news happened very, very recently. Best of luck with that. Also, hadn't known there was an actual VoidCowboy account around. The inbox for that one must be flooded, frankly.
 
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We can use Scrying* via Limited Wish, which can ignore many of limitations Discern Location has. Then we can use Discern Location. As such we can just use magic to sidestep mystery of S9 location, cheating like a true wizard. So we can just scry and die.

We shouldn't be bringing Dragon along because she's a parahuman. As an aside, note that best part of Saint was that he was not parahuman, meaning that he buffered Dragon against Jack's influence. As such we should consider killing Jack right away before he mindfucks Dragon too much, which is entirely too easy for him now that she is unchained and can be made aware of S9's actions on Jack's leisure.

*Having picture of a S9 member allows us to scry them unless they pass Will save at +3. They are not passing it
 
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Something like

[X] S9 and Destroy
-[X] Use Limited Wish to cast Scrying on a member of S9 until it works on one of them, then use Discern Location and Legend Lore to get info you need to design a plan of attack
-[X] Once you get your spells and buffs ready, teleport near their location with Spice and soldier
-[X] Attack S9 together with Spice. Spice is to capture and retrieve Bonesaw to Dragon, while you yourself take on the the rest of the gang. Clockwork Soldier is to run interference against weaker members of S9
-[X] Focus is on killing Jack Slash beyond possibility of recovery. Kill or capture other members at your leisure

I don't think that our clockwork constructs will be particulars susceptible to Shatterbird's song. We might have some issue with Cherish(although I don't think she is in roster yet) if we can't resist here, but that's why we are bringing our constructs for.
 
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Funny enough you don't even need a picture. All Scrying requires is for you to have heard of them. That's it, just, if you've ever heard of someone, you can throw Scryings at them, albeit they do get a +5 at that point. Which, at the DCs you're throwing around, yeah.

Also, going to admit, I kind of forgot the level Scrying was and that yeah, you totally can LW up a Scrying.

I don't think that our clockwork constructs will be particulars susceptible to Shatterbird's song. We might have some issue with Cherish(although I don't think she is in roster yet) if we can't resist here, but that's why we are bringing our constructs for.
Ah, they aren't susceptible at all, they're not made with any even slight silicates. They are purely, 100% Metal, even their Phrenic Stones.

You do know from your research that the last time you checked, they were still running with Hatchet Face, although funny enough the constructs might be more vulnerable to Cherish than y'all are, by Will save at least, since Enlightened constructs are not immune to mind-affecting effects.
 
Funny enough you don't even need a picture. All Scrying requires is for you to have heard of them. That's it, just, if you've ever heard of someone, you can throw Scryings at them, albeit they do get a +5 at that point. Which, at the DCs you're throwing around, yeah.

Also, going to admit, I kind of forgot the level Scrying was and that yeah, you totally can LW up a Scrying.
Yeah Scrying was the most impactful spell I thought off once we got infinite Limited Wishes since you can just Scry whoever, even on another plane. I'm actually considering just scrying Simurgh and teleporting to have a chat. Why not.
Ah, they aren't susceptible at all, they're not made with any even slight silicates. They are purely, 100% Metal, even their Phrenic Stones.

You do know from your research that the last time you checked, they were still running with Hatchet Face, although funny enough the constructs might be more vulnerable to Cherish than y'all are, by Will save at least, since Enlightened constructs are not immune to mind-affecting effects.
Neat. Regarding Cherish, sure, I don't think our constructs are actually much of a threat to us, so as long as they are being loud and there so we can Disintegrate Jack all should be good.
 
that was a nice update. Also, I didn't realize we had been crafting for so long, I hope Tattletale is ok.

Edit:
[X] S9 and Destroy
 
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I'd wait and do some more divination before appearing; I do like scrying on them but I'd prefer to follow it up with some Limited Wish'd Legend Lore and Find Fault to make sure we learn about the Siberian properly. Also, we'll probably get hints/knowledge about Bonesaw's contingencies, after which we can make a significantly more effective plan.
 
Find Fault(or Mind Probe) have limited range. I am up for spaming Legend lore before striking, no reason not to.

My plan is not final by the way, feel free to throw in suggestions and I'll add them to the best of my ability.
 
You begin to see, and say, trying to be as sympathetic as you can, "Ah, and you've heard it wasn't, I take it?"

She nods once, "Yeah. Just then, word got out from Bluffton, just twenty miles south of Fort Wayne. Most of the town is dead from Shatterbird's opening strike which broke all of the communications, some are still dying, they- it's- it's gruesome, and there's a few images of what they did- and just- oh gods someone just found and uploaded a video of them getting out of a bus after running someone over on the intersection of Main and Riley street, they let Bonesaw drive- the screams when people realized is- I'm sorry, I just-"
Yeah Dragon is showing early signs of a god(dess) complex here.

And just the general struggle of being tuned into everything everywhere all the time.

This isn't a super big problem right now. But likely will be in the future.
 
Find Fault(or Mind Probe) have limited range. I am up for spaming Legend lore before striking, no reason not to.

My plan is not final by the way, feel free to throw in suggestions and I'll add them to the best of my ability.
maybe reframe the wording of the plan to give Iluontar some latitude in case something doesn't work or go according to plan? we can be more specific if we have a good idea we don't think would occur to the gm/Iluontar.
I.E. :
[ ] S9 and Destroy (revised)
-[ ] Use Limited Wish to cast Scrying and/or other divination spells on members of S9 until we acquire their location and weaknesses.
-[ ] Invite Dragon to participate in the attack and help with the planning.
-[ ] Establish an escape plan and contingencies in case things go to hell.
-[ ] Adjust the plan with any emergent information.
-[ ] Teleport the strike team (including Spice and Clockwork) into an appropriate location near the S9 and execute the plan.
-[ ] Our priorities should be killing Jack Slash beyond the possibility of recovery, capturing and retrieving Bonesaw alive, and killing or capturing other members at our leisure.
 
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We specifically don't want Dragon to have anything to do with this due to Broadcast.
Regarding teleporting stuff, I wanted our dragon to fly there since I wasn't sure if we can use Greater Teleport with it, but quick maff shows that we are in fact capable of teleporting both of our constructs with some room to spare. Thus I will add that later as well.
 
We specifically don't want Dragon to have anything to do with this due to Broadcast.
Regarding teleporting stuff, I wanted our dragon to fly there since I wasn't sure if we can use Greater Teleport with it, but quick maff shows that we are in fact capable of teleporting both of our constructs with some room to spare. Thus I will add that later as well.
that's fine, I missed the not wanting dragon thing. I'm more focused on the wording thing, like I.E. the Bolded sections:
[ ] S9 and Destroy (revised 2)
-[ ] Use Limited Wish to cast Scrying and/or other divination spells on members of S9 until we acquire their location and weaknesses.
-[ ] Establish an escape plan and contingencies in case things go to hell.
-[ ] Adjust the plan with any emergent information.

-[ ] Teleport yourself, Spice, and Clockwork into an appropriate location near the S9 and execute the plan.
-[ ] Our priorities should be killing Jack Slash beyond the possibility of recovery, capturing and retrieving Bonesaw alive, and killing or capturing other members at our leisure.

that way the gm/Iluontar doesn't have to interrupt an update to ask us to adjust the plan if something goes wrong and we give him the chance to come up with things we didn't think about.
 
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I generally refuse to do that kind of micromanagement as it speaks badly of level of quest it is required in, but you guys can do it.
 
I generally refuse to do that kind of micromanagement as it speaks badly of level of quest it is required in, but you guys can do it.
I get what you mean, I hate quests that feel like there's some gm vs players thing going on (which is not the case here) but we did have that "Iluontar almost went insane thing" a while back because of a badly worded plan. So I'm trying to cover our asses a bit. Not because I think the gm would screw us over but more because I want to get the S9 thing done and over as soon as possible and want to save us a potentially unnecessary update. but your position on micromanagement is perfectly understandable.
 
Going in half assed here is likely to result in horribly unpleasant things.

Do we even have combat spells prepared?

And cool as spice is she is no March for crawler or the Siberian.

Neither are we frankly. Unless we have some mystical bullshit prepared.
 
[X] S9 and Destroy

Hmm. If they're laying low after attacking Fort Wayne, do you guys think it'd be worth it to make a variant where we try to take down the big city-demolishers (Shatterbird, Crawler, maybe Burnscar) before the others?

Unless we have some mystical bullshit prepared.
We're a wizard. We specifically prepare mystical bullshit.
 
Going in half assed here is likely to result in horribly unpleasant things.

Do we even have combat spells prepared?

And cool as spice is she is no March for crawler or the Siberian.

Neither are we frankly. Unless we have some mystical bullshit prepared.
Crawler is basically completely irrelevant in this conversation. He is not fast or strong enough to matter. Siberian is, but Siberian is limited enough that you can just play around her. I.e. with just being stealthy and properly utilizing our burrowing.

The plan is simple, S9 are walking around having a grand old time when fuck off hasted invisible dragon of infinite speed just plucks up Bonesaw up and fucks off before anyone can do shit. While they are being busy going yo what the fuck, we pop out form Stealth(still under Greater Invis) and Disintegrate Jack. Afterwards its just cleanup.

Out of the entire S9 the only person that is relevant, outside of big 3, is Cherish thanks to her long range sensory and cc abilities - assuming that she is here, which is in question as Hatchet Face is here and her ticket in was killing him iirc. Shatterbird potentially might make us drop some stuff but that's it.

E: Also don't forget we can use Demand as well, perhaps even against Jack. Ordering Jack to split S9 apart and then just picking them one by one is another way to very easily solve this. S9 are just not nowhere near our league.
 
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