For mass magical weapons, we should first invest into researching +3 VS, and then use that as our material of choice.

Extravagant? Yeah.

But it's an absolutely wonderful swiss-army material, bypassing Magic, Cold Iron, Silver and Adamantine DR.

Also, talking with Aemon reminds me: how long has it been since the Giants started their conclave? We should probably swing by on the way to BR.
We should call this +3 metamaterial Imperial Steel.
 

That said, the saddest thing about that line of thought, is how long it would take us to get a decent look into VS as a subject.
[] Secrets by devils' blood-wrought: Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] We know that Valyrian Steel interacts oddly with ambient magic, absorbing it and then re-emitting it slightly altered. We need to find out the mechanisms and effects of this process. Potentially, VS could be used to store magical energies or to transform them to cause specific effects. This is basic research and will not result in anything practical just yet, but it is likely that understanding this property could lead to magitek applications for VS. (Progress: 12)
-[] We need to study the mechanics of the way that VS "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. It's likely that this is linked to the first matter. (Progress: 12)
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Can't really upgrade it before that :/
 
Sigh, another research thread when we haven't even cleared half of the current queue.

@Duesal, when are you getting to have that Dreadnought fed to the Merling King so that we can know his mechanics? I know you want to research its eye and claws first, but we are doing nothing with it for months.

Better feed it to the Merling King, then ask he extract those stuff you wanted.
 
Sigh, another research thread when we haven't even cleared half of the current queue.

@Duesal, when are you getting to have that Dreadnought fed to the Merling King so that we can know his mechanics? I know you want to research its eye and claws first, but we are doing nothing with it for months.

Better feed it to the Merling King, then ask he extract those stuff you wanted.
Sacrifice to Death Gods like Yss and the Merling King doesn't really work like that -- they eat everything you toss to them. An alternative would be cutting out the Dreadnaught's eye before tossing it to the Merling King, but that'd be an inferior research subject.

As for him extracting the stuff we wanted, that defeats the purpose. We wanted to figure out how to make mass Anti-Magic Fields on command. A god's help in getting a working example is nice, but it doesn't tell us how to make it.
 
I will see about doing it tomorrow. Will need some gear.
Few pieces I dug up once that may be of use-
Bracers of the Hunter

Aura: Moderate Transmutation; CL: 9th
Slot: Wrist; Price: 8,500 gp; Wgt: 2 lbs
Source: SoX, pg. 146

Description: These leather bracers are adorned with claws, teeth and stingers of vicious predators. While worn, they provide the wearer with a +5 circumstance bonus to Stealth checks and +2 circumstance bonus to initiative checks. If the wearer already has the ability to do precision damage when an opponent is denied their Dexterity bonus, such as the rogue's sneak attack class ability, the number of dice rolled for that precision damage is increased by one. Thus a rogue with a +3d6 sneak attack would roll 4d6. This benefit does not apply to meeting any prerequisites, nor does it provide this bonus to those that do not already have the ability to deal precision damage.

Construction Requirements: Craft Wondrous Item, Cat's Grace, Disguise Self, Inflict Moderate Wounds
Construction Cost: 4,500 gp
Because Sneak Attack is always good for those who can do it.
Boots, Steadfast
These thick and heavy iron-toed boots help keep the wearer from getting knocked down. Someone wearing steadfast boots cannot be tripped or pushed back by a bull rush. As long as the wearer carries a melee weapon that is Medium-size or larger, she also counts as being set against a charge. The weapon does not have to have reach.
CL 3rd; Craft Wondrous Item, bull's strength; Market Price: 6,000 gp; Weight: 1 lb.
Source: Arms and Equipment Guide
For more "unassaliable whirlwind of death"-vibes.

---------------------------------------------------------------------------------------------------
Also, @Goldfish, please have us craft this already, we need this shit to effectively summon anything beyond enemy minions (too many True Names this month with how few days have been "free" to summon).
Caller's Feather
Price
2,000 gp; Slot head; CL 15th Weight —; Aura strong conjuration
DESCRIPTION
This magnificent feather, plucked from the wing of a powerful erinyes or angel, allows the wearer to call stronger outsiders to her service. The wearer can use the feather to call 2 more HD worth of creatures when casting a planar binding or planar ally spell (including lesser and greater versions) or when casting gate.
Alternatively, when casting one of these spells, the spellcaster can expend this feather to summon a single outsider with up to 2 more Hit Dice than the spell would normally allow. For example, he may summon a trumpet archon with planar ally, or a pit fiend with greater planar binding. The wearer gains a +2 insight bonus on all Charisma checks and Charisma-based skill checks to influence the creature called. Once used, the feather crumbles to mundane dust.
CONSTRUCTION REQUIREMENTS
Cost 1,000 gp; Feats Craft Wondrous Item; Spells planar ally or planar binding
Actually, several would be best even, since Unique assholes are likely outside of spell's boundaries without it (like that Mythic Cornugon).
 

It's just sitting as an astralized one-eyed tadpole with a kilometer long tail, inside its bottle doing nothing though...

We're really not being efficient at processing loot. We've got tons of stuff sitting because of neverending addition of projects, and calls for summoning every fiend name we can get. I don't even know if we got that fiery cow off that ship.

Can we please clean up the research queue before adding another dozen or so???

Sorry, just getting annoyed with all this research discussions...

[X] Duesal
 
It's just sitting as an astralized one-eyed tadpole with a kilometer long tail, inside its bottle doing nothing though...

We're really not being efficient at processing loot. We've got tons of stuff sitting because of neverending addition of projects, and calls for summoning every fiend name we can get. I don't even know if we got that fiery cow off that ship.

Can we please clean up the research queue before adding another dozen or so???

Sorry, just getting annoyed with all this research discussions...

[X] Duesal
I know your pain, so the only thing I can recommend...

Don't take it as a que.
It is simply not feasible.

Rather, all those things, are but options.
Of which we'll realistically ever do but up to a half.

Still, documenting them all was (and still is) much needed, otherwise they just ended up forever forgotten.

And yes, we did get that cow. Fixing it is under the "Flesch-crafting"-tab of RAs.
[] Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Efreeti Visier (Progress: 12, Cost 10,000 IM and 100 lbs. of Mithral and Adamantine)

Also, we keep summoning every Fiend not for Research purposes (otherwise, we'd have summoned every kind of Fiend by now for nothing but science), but to ever-so-slightly limit the options of those yet trying to get onto PM, since they are all directly related/known to assholes we capture/kill directly.
 
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hahah SUCK ON IT ILLYRIO. Fucking wish you didnt steal shit ffrom Lya now don't you? Too bad as a mere mortal you didnt have acess to that good ol ubiquitos Divination everyone and their mom used to determine what we did until Mindblank.
 
Also, @Goldfish, please have us craft this already, we need this shit to effectively summon anything beyond enemy minions (too many True Names this month with how few days have been "free" to summon).
Actually, several would be best even, since Unique assholes are likely outside of spell's boundaries without it (like that Mythic Cornugon).
Those things are useful in some circumstances, but not that useful. At best, they would let us Summon creatures with a couple additional HD, 20 rather than 18. That's not bad, but they are single-use items which cost 600 IM and have a caster level of 15. That means only Lya can make them.
 
Those things are useful in some circumstances, but not that useful. At best, they would let us Summon creatures with a couple additional HD, 20 rather than 18. That's not bad, but they are single-use items which cost 600 IM and have a caster level of 15. That means only Lya can make them.
Over a month of summoning having one would lend us up to 120 HD of potential summons.
Which is considerable enough to do.

Having at least one on hand for "summon something otherwise too fat to fit through the spell"-occasion is but good sense as well - nowadays, enemies worth summoning do have full chances of being such.
:/
 
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Over a month of summoning having one would lend us up to 120 HD of potential summons.
Which is considerable enough to do.

Having at least one on hand for "summon something otherwise too fat to fit through the spell"-occasion is but good sense as well - nowadays, enemies worth summoning do have full chances of being such.
:/
Dude, each feather can only be used once. At 600 IM each, that's three regular crafting days needed to make one, and since only Lya can make them, it's just not worth the time or expense to produce them in quantity.

I agree that it wouldn't hurt to have a few on hand for emergencies, but no way would we be using them on a daily basis just to Summon more HD.
 
Dude, each feather can only be used once. At 600 IM each, that's three regular crafting days needed to make one, and since only Lya can make them, it's just not worth the time or expense to produce them in quantity.

I agree that it wouldn't hurt to have a few on hand for emergencies, but no way would we be using them on a daily basis just to Summon more HD.
The wearer can use the feather to call 2 more HD worth of creatures
Alternatively, when casting one of these spells, the spellcaster can expend this feather

The way I read it:
First variant grants a slightly higher ceiling on total HD summoned, and does not eat up the feather.
Second variant breaks the ceiling-per-creature and expends it.

Am I fucking up in my comprehension somewhere?
 
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The way I read it:
First variant grants a slightly higher ceiling on total HD summoned, and does not eat up the feather.
Second variant breaks the ceiling-per-creature and expends it.
I can see how you would make that mistake from the way the item's description is worded, but it's definitely a single-use item. With a caster level of 15, and a 6th level spell as a base, it would cost much, much more if it could be reused.

Basically, they just put the bit in at the end to tell you what happens when you use the feather at all.
 
I will see about doing it tomorrow. Will need some gear.
Any significant gear will have to wait until early next month. Right now we've got a pair of Soulfire Bracers it can wear, along with a PfE ring and Healing Belt. There's also a suit of +3 Glammered Mithral fullplate left in the armory if we want to put the Seeker in it.

Next month we should craft it items with +4 STR and DEX, +6 CON, and +2 WIS, along with this stuff:

Animated Extreme Shield: AC Bonus: +3 + 4 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
  1. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  4. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
  4. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Cloak of Minor Displacement:
  • You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Greater Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Enduring Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greatreach Bracers of Quickstrike: Added to its Soulfire Bracers.
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Scabbard of the Amoral Edge: Some variation of this, though one that can be used 4/Day rather than 3/Day. Probably as a ring.

We should also decide on an Armor Crystal and four Weapon Crystals.
 
Any significant gear will have to wait until early next month. Right now we've got a pair of Soulfire Bracers it can wear, along with a PfE ring and Healing Belt. There's also a suit of +3 Glammered Mithral fullplate left in the armory if we want to put the Seeker in it.

Next month we should craft it items with +4 STR and DEX, +6 CON, and +2 WIS, along with this stuff:

Animated Extreme Shield: AC Bonus: +3 + 4 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
  1. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  4. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
  4. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Cloak of Minor Displacement:
  • You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Greater Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Enduring Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greatreach Bracers of Quickstrike: Added to its Soulfire Bracers.
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Scabbard of the Amoral Edge: Some variation of this, though one that can be used 4/Day rather than 3/Day. Probably as a ring.

We should also decide on an Armor Crystal and four Weapon Crystals.
I get a feeling that if we try using him as "support" for any adventurers of ours as we intended to begin with, they'll get slaughtered instead by Seeker-appropriate challenge now.
:V

Please continue.

Also,
Bracers of the Hunter

Aura: Moderate Transmutation; CL: 9th
Slot: Wrist; Price: 8,500 gp; Wgt: 2 lbs
Source: SoX, pg. 146

Description: These leather bracers are adorned with claws, teeth and stingers of vicious predators. While worn, they provide the wearer with a +5 circumstance bonus to Stealth checks and +2 circumstance bonus to initiative checks. If the wearer already has the ability to do precision damage when an opponent is denied their Dexterity bonus, such as the rogue's sneak attack class ability, the number of dice rolled for that precision damage is increased by one. Thus a rogue with a +3d6 sneak attack would roll 4d6. This benefit does not apply to meeting any prerequisites, nor does it provide this bonus to those that do not already have the ability to deal precision damage.

Construction Requirements: Craft Wondrous Item, Cat's Grace, Disguise Self, Inflict Moderate Wounds
Construction Cost: 4,500 gp
Du Eet.
 
Looking at the cost of the feather, @egoo, it appears the item is actually using the Greater Planar Binding or Greater Planar Ally spells, which are 8th level. They probably show the middle tier version of those spells on the d20PFSRD page because of the way all versions of a spell are kept together on a single page.

Anyway, the cost of a single-use item with a caster level of 15 and an 8th level spell equals 6,000 gp [(caster level x spell level) x 50] / 10 = 600 IM.

A 1/Day version would cost 43,200 gp [(caster level x spell level) x 1,800 / 5], or 4320 IM. That's much a much more reasonable expense, if @DragonParadox approves of it.
 
Looking at the cost of the feather, @egoo, it appears the item is actually using the Greater Planar Binding or Greater Planar Ally spells, which are 8th level. They probably show the middle tier version of those spells on the d20PFSRD page because of the way all versions of a spell are kept together on a single page.

Anyway, the cost of a single-use item with a caster level of 15 and an 8th level spell equals 6,000 gp [(caster level x spell level) x 50] / 10 = 600 IM.

A 1/Day version would cost 43,200 gp [(caster level x spell level) x 1,800 / 5], or 4320 IM. That's much a much more reasonable expense, if @DragonParadox approves of it.
What'd 2/day cost?
1/day would lend but up to 60 HD.
Which is still worth it, but somewhat less, imo.

I mean, it's literally free Phoenixes at some point :whistle:
 
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