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

Hmm, the ruling that nesting Bags of Holding has similar effects might just be a common house-rule in the circles I run.

Though this does also remind me that Ilunotar could pretty easily create Hole->Bag Bombs, if we ever want to send something to the Astral Plane.
 
Then what's stopping us from having an arbitrary amount of storage space via nested Bags or something? (Beyond money and crafting time, anyway)
To answer a question with a question: Why would I need to stop you on that?
Also, not a stopping factor, but each bag deep does take another round or so, roughly, to get out from previous bags, and the time to get stuf out from said bag. Not much of a worry for carrying a ton of stuff out of combat, but not all that practical to spend five rounds pulling bags out of bags out of bags, to then eventually reach that one oddly placed alchemist's fire.

Hmm, the ruling that nesting Bags of Holding has similar effects might just be a common house-rule in the circles I run.

Though this does also remind me that Ilunotar could pretty easily create Hole->Bag Bombs, if we ever want to send something to the Astral Plane.
Yeah, it's pretty much become a universal houserule that most people have forgotten is a houserule, similar to how Fanon can end up making its rounds. And yep, the hole/bag bomb is a, let's say time honored tradition.

View: https://imgur.com/a/LQTMABB
(I have seen this image around for at least ten years or so, I swear.)
 
The Hole->Bag Bomb may not have the sheer destructive power of a proper Sphere of Annihilation, but it sure is a lot more practical to use!

Just be aware that anything that can Plane-Shift will not be stopped for long, and you won't be able to loot anything you take out with a Hole->Bag Bomb, since it will be in a random location in an infinite plane and effectively impossible to locate (this is one of the main downsides of the Hole-Bag Bomb, besides the significant expense of creating one).

It is one of the more obvious horrible implements of destruction that can be cobbled together by a clever crafter.

Things like this remind me of other silly roleplaying stories, such as the one about the ancient dragon that was slain by soup.
 
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Fair, but my main impression of this sort of Munchkinning is that there is a thing called Too Much, and I was assuming this is usually in that particular category unless otherwise stated
I mean, there's different kinds of munchkining, especially with a Quest compared to Tabletop. Something like Bag of Holding Nesting? Simplifies things more than anything, overall.

Also, do remember that I, as the premise of this quest, handed y'all a choice between Iluontar, an ECL 85 Mythic Rank 3 Pathfinder 1st Edition character. And the other guy, who has his own kind of nonsense, some of which could make Iluontar a bit envious.
 
Fair, but my main impression of this sort of Munchkinning is that there is a thing called Too Much, and I was assuming this is usually in that particular category unless otherwise stated

Given the power level of Ilunotar, we can munchkin as hard as we like.
This is a glorious romp to completely ruin the setting beyond any hope of recognition.
Possibly while riding our giant robot dragon.
 
[X] Magic Item Creation/Improvement.
-[X] Headband of Mental Superiority +6
-[X] Ring of Sustenance
-[X] Type 2 Bag of Holding
-[X] Salve of the Second Chance
[X] Forge and plant Thomas Calvert's Will, leaving everything to,
-[X] Brian. (Check with Lisa what his last name is)
[X] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.
[X] Check in with Dragon. Again.
-[X] Tell about your need for diamonds and diamond dust; test out if you can use artificial diamonds for your (Lesser) Wish, and if not see if she can share her contacts for acquiring diamonds

Crafting Headband is something we need to do for some time, +6 to mental stats is just too good. Crafting other two things is easy so why not. Other than that we tie up Coil takeover so we can focus on crafting and stuff afterwards.

I don't want to leave Scrolls unintended until we have Demiplane covered by Dimensional Lock so Cauldron can't just waltz in to take them.
 
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No, she was for doing the will, she just didn't want us to use suicide as method of death because of her own trauma, so we decided to make it look like car accident instead.
 
Required Reading strikes again (lol)

Mind adding a version of asking Dragon for longer term Gem Supply methods (labs and/or employing some Parahumans)?
As well as the Second Chance Salve thing because why not, then I'll vote for your plan instead.

@Sckribe, if we take more Rituals and increase Intelligence again, will we get more skill ranks to allocate again?
Additionally, is crafting a magical plant that grows gems something Iluontar thinks is feasible with enough relevant ranks?

(Our Sense Motive, Heal and Bluff is pretty horrendous, we should fix that this time - this stuff matters for governing and for keeping the people we want alive alive)

Edit:
Thanks for editing your plan as requested:

[X] Magic Item Creation/Improvement.
-[X] Headband of Mental Superiority +6
-[X] Ring of Sustenance
-[X] Type 2 Bag of Holding
-[X] Salve of the Second Chance
[X] Forge and plant Thomas Calvert's Will, leaving everything to,
-[X] Brian. (Check with Lisa what his last name is)
[X] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.
[X] Check in with Dragon. Again.
-[X] Tell about your need for diamonds and diamond dust; test out if you can use artificial diamonds for your (Lesser) Wish, and if not see if she can share her contacts for acquiring diamonds
 
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It could be. There might be something else as well.

I don't want to leave Scrolls unintended until we have Demiplane covered by Dimensional Lock so Cauldron can't just waltz in to take them.
Now you're thinking like a proper paranoid wizard.

And also, oof, with all the delicacy of a standard hammer. Never change too much, Wolfy. :V

@Sckribe, if we take more Rituals and increase Intelligence again, will we get more skill ranks to allocate again?
Additionally, is crafting a magical plant that grows gems something Iluontar thinks is feasible with enough relevant ranks?
I mean, considering that that is one of the core PC mechanics of Pathfinder, yes.

Ahh, as for the second one, I won't quite say Iluontar's full thoughts on that since that'd be Omake reward territory, but in general if you can track down a spell that'd work for that, then it full well ought to be possible, if probably decently expensive.

Skill ranks are generally an OOC thing, by the by. Although to mention, if y'all have any designs towards them, you would need at least 9 ranks in Heal to take Craft Cybernetics down the road, and 9 ranks in both that and Knowledge (Nature) to pick up Craft Pharmaceutical.
 
if you can use artificial diamonds for your (Lesser) Wish
I don't think they will work , D&D/pathfinder magic has a lot of conceptual stuff baked into it , in fact its what makes up the very being of both the inner and outer plains , like if you cast power word kill , holy word or blasphemy its calling on the conceptual forces associated and connected with what those words mean through the structured and controlled method of a spell ,cause in D&D/Pathfinder words have power just saying a paladin's oath and meaning it could give you actual paladin levels , its why devils as lawful creatures stick to their contracts to the letter and why inevitables and Aeons can get real touchy when you break your word , back to my point about artificial diamonds not working as spell components it makes sense that something like wish or resurrection wouldn't be conceptually cheap to cast thus they require more than just diamonds but rather they need naturally perfect diamonds formed and shaped by nature over thousands of years with each one being a unique natural treasure hence why they have the conceptual weight to take part in spells that bring the dead back to life and warp reality
 
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I don't think they will work , D&D/pathfinder magic has a lot of conceptual stuff baked into it , in fact its what makes up the very being of both the inner and outer plains , like if you cast power word kill , holy word or blasphemy its calling on the conceptual forces associated and connected with what those words mean through the structured and controlled method of a spell ,cause in D&D/Pathfinder words have power just saying a paladin's oath and meaning it could give you actual paladin levels , its why devils as lawful creatures stick to their contracts to the letter and why inevitables and Aeons can get real touchy when you break your word , back to my point about artificial diamonds not working as spell components it makes sense that something like wish or resurrection wouldn't be conceptually cheap to cast thus they require more than just diamonds but rather they need naturally perfect diamonds formed and shaped by nature over thousands of years with each one being a unique natural treasure hence why they have the conceptual weight to take part in spells that bring the dead back to life and warp reality
I think it will work, because we've already been cheating a lot of D&D magic requirements with Transfiguring Touch, Limited Wish, Blood Money, etc. (Blood Money in particular is extraordinarily broken and should probably not be a generally available spell.)

More abstractly, "conceptual" is a very vague word that's more at home in Exalted with its perfect effects that Just Work, no questions asked. I feel that it doesn't apply here and doesn't do the things you attribute to the term. Power Word Kill has no indications in the spell description or the edition history that it's calling on any conceptual force or any force at all, it's just a spell that kills weak enemies, dealing 100 damage to targets with less than 100 hitpoints. It's limited by HP, and by range, and by Spell Resistance/Immunity, which doesn't sound conceptual to me.

Tangent: PWK used to be much deadlier when it was first printed. To take an example, the Bone Devil was printed with 9d8 hit dice (average 40 hp) in 1st edition.
Hit point inflation and Constitution modifiers had pushed it up to 10d8+50 by 3rd Edition, average 95, still vulnerable, but the DM might roll for HP or add another Hit Die and it might be over.
Now it's gotten another buff to 10d10+50 (average 105 hp) in Pathfinder, and this mid-level enemy is out of the spell's power limit!

Devils as lawful creatures stick to their contracts because that's what it means to be lawful. Saying "conceptual" doesn't add anything. Sticking to contracts is a Lawful behavior. The Lawful sort of fiends stick to contracts, and the Chaotic sort don't.
 
I'm fully expecting artificial diamonds to fail, but there is no reason not to try. We can always just resell them back if we don't find use for them. 🤷‍♂️
 
I just realized, Duh, there's an Unused Omake Reward floating around. One time offer, @Shadow Archon (or @Wolfy , since he offered you to use it either), either of y'all have a preference for how the new skill ranks get distributed in exhange for that Omake Reward?
 
I just realized, Duh, there's an Unused Omake Reward floating around. One time offer, @Shadow Archon (or @Wolfy , since he offered you to use it either), either of y'all have a preference for how the new skill ranks get distributed in exhange for that Omake Reward?

I have no preference one way or the other. Besides, I've only played low level pathfinder once, and mostly since have stuck with 5e, so I have really no concept of how mythic levels and such work mechanically.

I'm mostly just here for "Powerful D&Dish character in Worm."
 
Vote closed
Scheduled vote count started by Sckribe on Feb 10, 2024 at 12:57 AM, finished with 18 posts and 3 votes.

  • [X] Magic Item Creation/Improvement.
    -[X] Headband of Mental Superiority +6
    -[X] Ring of Sustenance
    -[X] Type 2 Bag of Holding
    -[X] Salve of the Second Chance
    [X] Forge and plant Thomas Calvert's Will, leaving everything to,
    -[X] Brian. (Check with Lisa what his last name is)
    [X] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.
    [X] Check in with Dragon. Again.
    -[X] Tell about your need for diamonds and diamond dust; test out if you can use artificial diamonds for your (Lesser) Wish, and if not see if she can share her contacts for acquiring diamonds
    [X] Plan Keeping On Keeping On
 
ALNE - 5.9
Scheduled vote count started by Sckribe on Feb 10, 2024 at 12:57 AM, finished with 18 posts and 3 votes.

  • [X] Magic Item Creation/Improvement.
    -[X] Headband of Mental Superiority +6
    -[X] Ring of Sustenance
    -[X] Type 2 Bag of Holding
    -[X] Salve of the Second Chance
    [X] Forge and plant Thomas Calvert's Will, leaving everything to,
    -[X] Brian. (Check with Lisa what his last name is)
    [X] Get Tattletale set up as the new head of Coil's Organization, which you have recently looked back on, and realized is much larger and more brazen than you previously thought.
    [X] Check in with Dragon. Again.
    -[X] Tell about your need for diamonds and diamond dust; test out if you can use artificial diamonds for your (Lesser) Wish, and if not see if she can share her contacts for acquiring diamonds
    [X] Plan Keeping On Keeping On

After only a few more moments of basking, you let yourself come up with a plan, and promptly begin to act on it. First of all, given the hour, you elected to begin with faking Calvert's new will. Thankfully, it's rather easy for you to cast a Greater Invisibility followed by Greater Teleport from the staff, targeting the front of Coil's civilian house once you'd located an image of it from your phone's maps app- which more consciously reminded you that you did have a few smartphones on you from the beginning of the month that you should be able to surreptitiously put onto a different phone plan if you'd like, given that you're currently still on the PRT Affiliate plan. But you've digressed for something that won't be much of an issue for some time, potentially.

Regardless, you had arrived in front of Coil's house, instantly hiding in the shadows as well, heading into the back yard and entering through that door, and from there, it was no great trial to avoid the few fairly amateurish traps and alarms around, and find your way into Coil's own bedroom, finding that plastic safe in his closet as promised. From there, it was pathetically easy to unlock it, as well as to find some blank paper near a printer, a blue pen with a fair amount of ink left, a couple samples of Coil's handwriting on other things in the house, and a stapler. From there- you remembered you still hadn't checked just what Brian's last name was.

Well, it was as decent a place as any to rest for a few hours while you waited, as well as to briefly connect your laptop to the wi-fi to put in the orders for the materials for the items you'd be crafting later- except for the ring, that was metal and you could acquire metal pretty easily on your own. Regardless, you were able to find everything you'd need in a number of places around the country, reminding you of just how much it simplified certain things, being able to teleport around as you wished.

Soon enough eight hours had passed, it was 7:30 AM, and thus an entirely reasonable time to expect someone to be awake, so, you called Lisa.

After a few rings, she answered, still sounding fairly tired, "Yeah? What's up?"

You responded, "Excuse me Ms. Lisa, I'm just about to fill out a fairly important document, but I've forgotten our mutual acquantance's last name. Brian's, specifically."

You could hear the sound of bedsheets rustling on the other end, at a guess you'd say she shot directly up.

Indeed, she sounds very much awake as she says, "Laborn, L-a-b-o-r-n, and if you're going to call me Ms. it's Wilbourn for me. You're different."

You respond, "Thank you, and I can assure you I am still the same person as before."

As you begin writing out the will, Lisa says, "Yes, but no, you're different. The way you're talking even compared to yesterday, it's different, in the most infuriatingly subtle way. Like you've figured out how to be just a bit more convincing overnight. You- you did. That's all, though. Well, I guess I can't exactly be too upset at you getting better at talking to people than Alec."

You respond, "I would certainly have to hope not. Well, there was one other thing I wanted to speak to you-"

You hear her sharp inhale, and she says, "Oh, it wasn't. You gained- more powers? You can do that?"

You sigh and say, "The veracity of that particular line of thought has no bearing, at the moment. Returning to more pertinent business, I would rather like to install you as the head of what was Coil's organization, manage it in my stead."

Lisa says, "Why- you- fine, I'll leave it, for now. I want fifty percent of everything."

You immediately respond, "Five percent of the monthly income."

"Forty percent of the organization and income."

"You didn't kill anybody for it, and if anything you owe me for doing so. Ten percent of the monthly income."

"You didn't even intend to kill him, you're just pretending like you did the entire time. Thirty percent, and I won't bring it up out loud again."

"We meet in the middle, twenty percent of the income, take it or leave it."

You can practically hear Lisa's grin, "Deal! Answer a few questions over text and I'll get right started on taking over Coil's life's work!"

She then promptly hangs up, and your phone is flooded with a good number of texts relating to what you found out about Coil's operation. Thankfully, it's no issue to answer those with one hand while writing Coil's will with another, currently you were leaving a small token amount to Piggot to spread things out, just so it seems like it's not everything going to one seemingly random teenager. A little bit later, and finishing up with forging both the signatures of Thomas Calvert and the lawyer Lisa had recommended you forge from (for whom there were public documents on the internet containing a signature or two of his), you slipped the newly forged will into that plastic safe, and tucked it back where you found it, letting yourself out of the back door once again, before promptly teleporting about.

Firstly, back to your home base, simply as a familiar location to refresh the charges on the staff with Memory of Function, and then quite rapidly to all of the places across the country you needed to go to pick up your crafting materials, before making your way back to base, where you promptly made the metal you'd need for the ring, and then with your Figurine of the Dwarven Forge expanded, you got crafting.

Soon enough, come 9:50 AM, and you finish up crafting, gladly placing the Headband of Mental Superiority upon yourself, putting on the Ring of Sustenance, slipping that Salve of the Second Chance into your Handy Haversack should you need it, and lastly putting you Type 6 Bag of Holding into the Type 2 Bag of Holding.

There, with just a touch of moving things around, putting on your artisan's outfit rather than your explorer's outfit, and not much else, you tested out teleporting from solely your new abilities as a Xiomorn, and it worked exactly as it should, wonderful.

Now then, lastly, you called Dragon again.

Once more, she picked up on only a fraction of a ring, going straight into the conversation with a, "It's panning out! It's difficult to make, and difficult to automate meaning it's tough to even find skilled enough people who can make it, but those special methods of steel production are absolutely panning out! I think this might be the last part I need tomake a suit that's able to handle Ash Beast long enough to take it out! Thank you so much!"

You chuckled a little, and said, "Hello to you as well, Dragon. I take it from that things are going well for you, since we last spoke?"

Dragon responded, "Very well. Actually, I'd hate to impose if you're doing something else, but I was wondering, how good are you at making, say, armor plates and the like? And with, say, proofing advanced electronics against external energies?"

You pause, take a look at the Silken Ceremonial Armor you're currently wearing and are certain you made yourself, then mentally go through a complete set of blueprints for the exceptionally fire and electricity resistant gladiator robot, then say, "I'm fairly confident I know a thing or two in armor in general, and could confidently say I am the foremost authority on the latter. Why do you ask?"

Dragon says, "Well, I don't know if you have anything else planned, but if you don't, would you be willing to come up and help out with this? I think it could do a lot of good not just against Ash Beast, but the principles should be usable against Behemoth, too. So?" She says as if she's leaning in, you can practically hear the eager smile in her question, "Tinker collab?"

Well?

[ ] "Tinker Collaboration." Go and help Dragon with making her new fire resistant dragon suit. You aren't certain how long this will take.
-[ ] Other details? (Write In)
[ ] "Not right now, I'm afraid." Don't go to help Dragon. Won't take any time, of course.
-[ ] Other details? (Write In)
[ ] Something Else (Write In).

(Note: It is January 31st, 9:51:00 AM. The Ring of Sustenance fully comes online February 7th, 9:50:00 AM.)

Iluontar the Mountain-Smith, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 3 | CR 64
LN Large Outsider (Earth, Elemental)
Initiative: +13 Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC 43 Touch 20 Flat-Foot 32 (+6 Armor, +10 Dex, +1 Dodge, +17 Natural Armor, -1 Size)
HP 974 (19d10+35d6+10d8+662); Fast Healing 5
Fort +30 Ref +36 Will +34
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 75
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +53 (2d4+11 plus Crystallization), or, Enchanted Monowhip +53/48/43/38 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Ranged: Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Special Attacks: Crystal burst (DC 29), Crystallization (DC 29), Mythic Power (11/Day, Surge +1d8), Rend (2 claws, 2d4+10), Wizard Spellcasting
Spell-Like Abilities (CL 65th; concentration +?)
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 15), statue (DC 20), stone shape, stone tell
3/day—command stone (DC 22), flesh to stone (DC 19), spike stones (DC 17), wall of stone
1/day—permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 20)
Wizard Spells Prepared: (CL 35; concentration +53)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 31) — Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (3), Blood Money
2nd (DC 32) — Locate Object (2), Mirror Image, Invisibility, Alter Self (2), Eagle's Splendor (3), Owl's Wisdom (2)
3rd (DC 33) — Arcane Reinforcement, Battering Blast (2), Dispel Magic, Fly (2), Phantom Steed (2), Haste (3)
4th (DC 34) — Bestow Curse (3), Greater Invisibility, Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 35) — Dominate Person (4), Mind Fog (2), Sending (2), Teleport, Wall of Force
6th (DC 36) — Disintegrate (4), Eyebite, Greater Heroism (2), Transfiguring Touch (3)
7th (DC 37) — Ethereal Jaunt, Greater Teleport, Limited Wish (4), Power Word Blind, Prismatic Spray (2)
8th (DC 38) — Dimensional Lock (3), Discern Location (2), Mind Blank (2), Polar Ray
9th (DC 39) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (3)
10th (DC 40) — Time Stop (2), Wail of the Banshee (2)
11th (DC 41) — Time Stop (2), Wail of the Banshee, Prismatic Sphere
12th (DC 42) — Time Stop (2), Finger of Death
13th (DC 43) — Finger of Death, Time Stop (2)
14th (DC 44) — Wail of the Banshee, Time Stop (2)
15th (DC 45) — Wail of the Banshee, Time Stop, Prismatic Sphere
16th (DC 46) — Wail of the Banshee, Time Stop
17th (DC 47) — Wail of the Banshee, Time Stop
STATISTICS
STR
33 DEX 31 CON 30 INT 55 WIS 20 CHA 22
BAB: +43 CMB: +74 CMD: 95
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, Combat Expertise, Dodge, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +62, Bluff +42, Climb +70, Craft (Alchemy, Clockwork, Mechanical, ?, Weapons) +90, Craft (Sculptures) +98, Diplomacy +12, Disable Device +87, Disguise +72, Escape Artist +93, Fly +46, Heal +15, Intimidate +72, Knowledge (Arcana) +101, Knowledge (Engineering) +87, Knowledge (Planes) +95, Linguistics +32, Perception +70, Sense Motive +34, Sleight of Hand +78, Spellcraft +123, 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 Universalist), Metacharge, Metamagic Mastery, Sneak Attack (5d6), Death Attack (DC 38), Poison Use, Save Bonus Against Poison (+5), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, Swift Death, Angel of Death, Know Your Enemy, Additional Skill (x1) (Survival)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (10/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ?, Crafting Mastery
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)
TREASURE/INVENTORY
Equipped
: 1 Artisan's Outfit, 1 Enchanted Adamantine Dagger, 1 Enchanted Belt, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Dark-Blue Crystal Staff, 1 Enchanted Glasses, 1 Enchanted Headband, 1 Enchanted Mithral Monowhip, 1 Enchanted Ring 1, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Handy Haversack, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Type 2 Bag of Holding, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Divnity Drive (Tattoo)

Handy Haversack: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Amazing Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Flip Phone, 1 Folding Pole, 1 High End Laptop, 1 Ioun Wyrd Familiar, 1000 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools,

Type 6 Bag of Holding: 1 Coil's Body, 1 Coil's Costume, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Fork Attuned to Earth Bet's Plane, 1 Gem Containing the Soul of Jack Slash, 1 High End Desktop, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanuss, 3 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket

Type 2 Bag of Holding: 1 Type 6 Bag of Holding,

Portable Hole: 1 Graviton Reactor, 24 Immovable Rods, 1 Overlord Robot Frame (Perfectly Intact), 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Finances/Money:
Bank Accounts (Public)$ -
NM: Checking$ 26,278,920
NM: Savings$ 34,993,700
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 96,266,320
Cash$ 285
Total$ 96,266,605

Carrying Capacity (In lbs.)
Equipped Weight: 47
Handy Haversack: 41.75/120
Type 6 Bag of Holding: 259.75/6,000
Type 2 Bag of Holding: 150/500

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 29 half). The save DC is Constitution-based.

Crystallization (Su): A creature struck by any of Iluontar's claws must succeed at a DC 29 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.

Mythic Spellcasting (Ex): Iluontar can learn a number of mythic spells equal to his tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, he must be able to cast the non-mythic version or have it on his list of spells known. Every time he gains a new tier, he can select an additional mythic spell. Iluontar can take this ability up to three times. Each additional time he takes it, he can select an additional number of spells equal to his tier and he gains one additional mythic spell whenever he gains a tier. He has taken it 2 times.

Unknown Path Ability: ???

Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

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 Book444/1,00093
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, 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, Haste, 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, Wall of Force, Wall of Stone
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.

Mythic Spells: Antimagic Field, Dimensional Lock, Disintegrate, Haste, Plane Shift, Time Stop, Limited Wish, Control Weather
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.

(X) 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, 4, 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 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 Headband (Headband of Mental Superiority +6)

Total Price: 144,000 GP

Enchanted With;

Headband of Mental Superiority +6 (Base Item of the Headband)

Aura strong transmutation; CL 16th;
Slot headband; Price 144,000 gp; Weight 1 lb.

Description

This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

This headband grants Skill Ranks in: Craft (Blacksmithing), Craft (Glass), and Craft (Jewelry)
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
Enchanted Dark-Blue Crystal Staff

Total Price: 658,880 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 near-perfectly cylindrical, with precisely made imperfections that flow into its overall design while still providing good grips, in a few places along its length.

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Blood Money (1 charge)
Greater Invisibility (1 charge)
Wall of Stone (1 charge)
Baleful Polymorph (1 charge)
Wall of Force (1 charge)
Quickened Mirror Image (1 charge)
Memory of Function (2 charges)
Greater Teleport (1 charge)
Polar Ray (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 Ring (Ring of Sustenance)

Total Price: 2,500 GP

Enchanted With;

Ring of Sustenance (Base Item of the Ring)

Aura faint transmutation; CL 5th
Slot ring; Price 2,500 gp; Weight - lb.

Description

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
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.
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: From the informal check in, I ended up splitting the skill ranks by 10 to Heal, particularly since that's enough to reliably stabilize someone you hit just a little too hard taking into account that it's a class skill, an additional 25 to Bluff and Sense Motive each, with the remaining 5 going to Diplomacy due to Proximity to & Repeated Interaction With Dragon (if it worked on Armsmaster, it'll work on you).

This also led to me realizing that despite me mentioning you climbing as early as the Miss Militia meeting, I totally forgot to reveal your Climb. Also, what with the skills you put stuff in, it ended up even further making clear your Wis and Cha scores, meaning I might as well just reveal those. So, now you've got all of your Ability Scores revealed, and a whole lot of skills. Also ended up doing a double check up on the inventory, ended up alphabetizing it in the process. Added the new stuff to it, of course, including the enchanted stuff under their section. Finances updated with the spending from this chapter.

Actually, here, a spoiler with a screenshot of the Monthly Income (Expenses), that'll come in at the end of the day. Nevermind, not cooperating with me at the moment.

Anyhow, also not the longest chapter, but it works out. Also made the headband give it's sort-of ranks in Craft (Glass, Blacksmithing & Jewelry), just for simplicity on my end, among other possible reasons.

Anyhow, hope y'all've enjoyed, thus far!
 
[X] "Tinker Collaboration." Go and help Dragon with making her new fire resistant dragon suit. You aren't certain how long this will take.
 
[X] "Tinker Collaboration." Go and help Dragon with making her new fire resistant dragon suit. You aren't certain how long this will take.

Yooo date with Dragon lets gooooo
 
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