[X] [Approach] Practical. Opposite of Personal. The details, the facts of the matter, (most of) the truth. When you're asked a question, you give a real answer, however far into the weeds it takes.
[X] [Approach] Practical. Opposite of Personal. The details, the facts of the matter, (most of) the truth. When you're asked a question, you give a real answer, however far into the weeds it takes.
Meanwhile has a clear victor, and Iluontar's 2 votes put it 4:2 in favor of Practical. Iluontar goes back down to 1 vote.
As you began looking into the Divinity Drive once again, for a second time and no longer in the initial stages, you now knew that with pacing, it was well within your ability to consistently make progress, even when tackling the research from both the top down and the bottom up simultaneously. As it was, you made considerably more progress than the first time, slightly over eight times as much, by your account. Now, how much progress that was relatively speaking, you still hadn't yet had an idea. You didn't know where the finish was, only that you steadily approached it.
And given that you weren't racing anybody? You are immortal, any amount of incremental progress makes your success an inevitability.
Not necessarily fast-approaching, but inevitable nonetheless.
Then, with that most certainly having passed the hours, the time was upon you for the interview.
A fairly thin, well dressed man with what seemed to be a natural mildly severe facial expression when at rest faced the camera, and spoke in a clear, direct, and no-nonsense tone, "Good morning, Brockton Bay. As always I am your morning host, John Edward Mulaney, with the Brockton Bay News Network. In lieu of our standard broadcast, this morning we at the BBNN have a guest with us for a live-on-air interview," he faced to his left, and spoke, "Though I doubt many watching at home or in the diners need it, would you please introduce yourself for those who do?"
You nod to the man, and face the camera, your lower two hands folded on the table in front of you, then wave once to the camera once you could tell it had zoomed out the frame enough to include you, speaking clearly, "Of course. My name is Iluontar the Mountain-Smith, currently here in the Brockton Bay News Network reporting room. It is good to make your acquaintance, Mr. Mulaney."
"Likewise, Mr. Smith. Do you have anything you'd like to say before we begin?"
"Yes, briefly. It is within my consideration to perform more interviews and various explicitly public appearances in the coming future, with the suitable people and contexts for such. With this in mind, I am here today primarily in my capacity as a mayoral candidate for the two-thousand and eleven Brockton Bay mayoral election. While I fully understand that cannot solely be that one thing in this moment, and of course will not begrudge other questions, I would ask that we keep the majority of the conversation more towards local concerns if possible."
He seems to think a moment, before, after a long blink where you can practically see him re-evaluate something and throw something else out mentally, he says in a subtly more interested tone, "That should be more than possible. Getting directly into this, then, there have been complaints for years about the current state of traffic in the Bay. What are your thoughts on the matter, and do you have any potential solutions?"
You respond quite quickly, especially since you remember mentally thinking about similar some time ago, "My personal thoughts are that the motor vehicle requirements on all fronts, in licensing to operate, laws of possession, maintenance and acceptable modification, and minimum manufacture requirements- including the tests and checks for such- are all far too lenient for the reality of what the common automobile is. That the 1923 Cincinnati proposal for the mandatory installation of speed governors did not pass and has not been used as both a precedent and starting in all automobile using countries, let alone the United States, is nothing less than a continuously lethal travesty, to which hundreds of thousands of needless deaths and further damage on both the individual and societal scales can be easily attributed. However, I am not at this time in a position to change many of these issues within the United States, and as such I will have to work within my capabilities as both an individual person and, on the presumption of my victory of course, as the Mayor of Brockton Bay. Within that purview, the most effective solution to Brockton Bay's traffic issues, to my current knowledge, will be to implement major improvements to the Brockton Bay public transportation network, including things such as dedicated tram and bus lines, the widening of select sidewalks, lane reductions of oversized streets, roads, and stroad hybrids, the introduction of dedicated bicycle lanes, and of course a campaign to push public use of these measures. More precise details will have to wait until such a time as I have a set of geographic, zoning, purpose of use, direction of flow, and utilities map in front of me."
There was silence for a few moments in the studio. You could hear, several rooms over, someone you'd overhead as having a civil engineering degree begin to weep.
Mr. Mulaney looked at you with an appraising eye, and said, "I would say that was certainly a detailed response in itself. Well, every American over the age of twenty-five knows the natural follow up question here, how do you intend to pay for all of that?"
You respond, "Within my area of purview, the city budget can be increased by strong and immediate removals of obsolete or counter-productive tax incentives and deductions, increases to the tax rates of the highest earning brackets, of course with commensurate closing of various holes that have been left open and abused, as well as a complete crackdown on enforcement of all existing laws as well. To give specific names," you specifically call out a few specific tax and other financial loopholes left open in Brockton Bay in particular, as well as a few specific examples used by various local Brockton companies and corporations, in particular the multiple millions in taxes Medhall and has avoided paying using this method, and of course the means you would have as Mayor to actually go through with said taxation plan, "As well, for specific non-essential or more tourist centric public transport such a revitalized ferry service, a reasonable fare price can be settled for those without disabilities or other individual considerations to help supplement this funding source. And, should there still be a deficit after these measures are in place, I will personally fund these efforts."
Unspoken, and only in your mind, would be that you would more than reap the benefits of it all given it would, in due time, be your city, after all.
With no pause, continuing as you were, "Would that adequately answer your question, Mr. Mulaney?"
He gave a slight nod, and now the appraising look was open, as the rest of the interview continued, to what you would later discover was an exceptionally large, and attentive, audience.
Your solution to the gangs? Address the root causes by encouraging strong senses of community and cohesion, and in the meanwhile you will personally handle it as well, given that as a PRT affiliate you were fully legally capable of performing arrests and the like, for which there are many, many known crimes of the various members of the gang, both parahuman and standard human, with notes that in some highly select cases rehabilitation or less severe methods may be possible.
The drug epidemic? After remembering and decidedly not mentioning your frequent uses of Paneolo back in Faerun (although perhaps you could find a way to grow some here too), you give similar answers to the above, as well as more personal opinions on a more properly detailed and less tampered-with drug categorization system, as well as a campaign for the more social angle of re-examining acceptable substance use- an evening glass of wine wouldn't even register as such to most people and only recently has commercial tobacco and cigarette usage been re-examined, yet both would certainly fall under the same category of substance use. However, operating under a presumption that in the interim all forms of currently illegal drug use should be curtailed, you openly admitted that while you had some ideas, you wished to refine them with someone more educated in the matter.
That one caused another few moments of surprised silence, before he continued.
The homelessness crises in Brockton Bay? You had your upcoming model district to point to, set to house approximately 7,200 people within it, no less than 400 sq ft. to a person, with a monthly rent equal to a dynamic 10% of income, utilities included, well below the commonly touted 30% rule of thumb, to a price floor of 25 cents, due for completion and opening early next month, though you had agreed to allow the union workers first selection for those who wanted it. Otherwise, consideration would be given to those requiring housing first, then those moving, and such.
How could you possibly afford that? It was some sort of scam, wasn't it? You actually partially enjoyed how at this point, Mulaney had taken an openly antagonistic role, it was helpful in a way. Out loud in response, the land was a one time purchase, you sourced the vast majority of material yourself, and you paid the local workers union upfront, for the setup costs, and you would be constructing the utilities, namely the water supply and electricity generation, personally, to handle the most common recurring costs, with the more fiddly parts of wiring and such handled by the certified and overseen union. How was that allowed? You quoted several specific laws and precedents on that front, in particular pointing out that for the electricity generation you would not be using tinkertech, merely advanced tech.
You're too young for office, don't you need more life experience? Your C53 amnesia has effectively fully cleared, so you personally confirm that you're 4,519 years old, putting you more than 100 years older than the Akkadian Empire, and you had invented fusion generation from first principles at around what you believed lined up to be Earth Bet's late bronze age, so that if there could be even one person on the entire planet who had life experience, it was you.
Well you certainly must be too old, then, how can we know your mental faculties will remain during your term? Even Mulaney couldn't say that with a completely straight face at this point, and you responded that not even four months ago you had taken a number of cognitive exams as part of a preliminary PRT power assessment in early January that you would be willing to make public, and would be willing to re-take other, similar tests as well if necessary.
After he snapped his fingers a moment, he pointed at you, "Inflation!"
How would you handle inflation? You were running for Mayor of a single city, not President, and so inflation was beyond the scope of your reach. However, to answer regardless, if you did have the reach, the reinstatement of government backed material standards would be a major step you would take- not necessarily gold per se, although that would be a possibility, but other materials such as certain quantities (of a minimum quality level) of copper, iron, leather, and particularly agricultural and food items like flour, wool, and what you specifically point out as most immediately feasible due to the sizeable government supply of it (even after the mild dent caused by the 1998 raid of the Missouri storage caves), cheese.
Being backed by a Cheese Standard sounded a bit ridiculous though, didn't it? There were so many things in both government and scientific advancement with ridiculous sounding names that you held yourself back and only listed five, as well as pointing out a few other things that if you examined them without the habituation of a native speaker, still did sound ridiculous in English yet weren't treated as such.
Mulaney's not even looking at you as he partially grins, seemingly just from the energy of this, slapping his hand on the table a few times before his next point as he turns.
An End- he quickly loses the wind in his sails and greatly slows down, before he finishes- Endbringer. What would you do, if an Enbringer attacked Brockton Bay?
The way he says it he seems to realize two things at once, both that One: For essentially any typical person that would be an unreasonable question to even bother asking- what the heck is a regular politician supposed to say other than 'Evacuate with everyone else', and Two: You are one of the two people on the planet with a proven track record in that regard.
So, of course, your answer is simple, and something of a recurring one throughout the interview. If an Endbringer ever attempts to attack your city, you would attempt to intercept it if possible and deal with it personally.
Leaving the studio not long later at noon, you had a feeling it went well.
Well then, it's currently 12 PM on Sunday, the 10th of April. What next?
[ ] Hand the reigns to Iluontar
-[ ] One day
-[ ] One week
-[ ] Until the Model District opens. (Are you sure? Moderate Timeskip)
[ ] Research technology
-[ ] Research the Divinity Drive (Progress: 50,200/???)
-[ ] Research the Overlord Robot Frame (Progress: 0/???)
[ ] Just take a while to rest, at this point.
[ ] Take a look into the Planar situation, it's been a good while.
[ ] Something to do with Passenger research, possibly?
-[ ] What was up with the Discern Location results from Coil's passenger? It was the first time you'd tried that on a passenger- was that normal?
-[ ] Write In.
[ ] Make good on that campaign promise, go handle one of the gangs. (All Parahumans, at least.)
-[ ] ABB
-[ ] E88
(Unless given a particularly strong reason, if he does it himself, Iluontar will go fully lethal on the E88 parahumans, 'vanishing' them in the night, if they're selected.)
-[ ] The Archer's Bridge Merchants (Minor)
[ ] There's still something missing in your memory that you feel might be pertinent, and you'd like to figure it out. (Test if you have certain feats.
-[ ] Any specific feats to test for? (Optional Write In. If none, Iluontar will test semi-randomly.)
[ ] Something Else Entirely. (Write in)
[ ] A grand and overarching plan (Write in a plan, if you like.)
(Iluontar Gets: 1 Vote)
Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic) Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft. Aura: Frightful Presence (30 ft., DC 25)
DEFENSE
AC 48 Touch 20 Flat-Footed 37 HP 980 (19d10+35d6+10d8+678) Fort +30 Ref +36 Will +37 Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76
OFFENSE
Speed: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide Melee: 4 claws +59 (2d4+16 plus Crystallization), or, Enchanted Monowhip +56/51/46/41 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2) Ranged: Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest Vault Builder Spell-Like Abilities (CL 66th, Concentration +72):
At will — dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 18), statue (DC 23), stone shape, stone tell
3/day — command stone (DC 25), flesh to stone (DC 22), spike stones (DC 20), wall of stone
1/day — permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 23) Wizard Spells Prepared: (CL 37th, Concentration +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), See Invisibility, Invisibility, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
3rd (DC 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force (3)
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Limited Wish (8), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2)
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3) STATISTICS
STR 33 DEX 31 CON 30 INT 57 WIS 20 CHA 22 BAB: +44 CMB: +79 CMD: 100 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 (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, Exotic Weapon Proficiency (Whip), Weapon Foucs (Whip), Martial Focus (Flails), ? | Mythic Crafter(M), ?, Mythic Weapon Finess(M) Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76 Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft. Traits: Curator of Mystic Secrets, Spark of Creation, Hedge Magician, (B)Mechanical Aptitude (Knowledge: Engineering) 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, Divine Source 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 42), 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), Secret (x1) (Applicable Knowledge) MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery, Channel Power 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 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 Jar of Endless Nectar, 1 Laurel Wreath, 1 Lord's Banner of Victory, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Ratcheting Gauntlets, 1 Ring of Freedom of Movement, 1 Robes of Xin-Bakrakhan, 1 Seven-League Boots, 3 Vial of Black Lotus Extracts, 2 Vial of Terinav Roots, 1 Divinity Drive (Tattoo), 1 Concealable Thieves' Tools
Robe Pocket 1: 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, 670 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools, 1 Type 2 Bag of Holding, 1 Flask of Simurgh Ichor (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack), 1 Cornucopia of Plenty, 1 Bracelet of MandatoryCooperation, 2 Tanglefoot Bags, 2 Fungal Stun Vials, 1 Alchemical Spider Sac, 1 Your Own Tear of True Joy
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, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 Simurgh's Wings,
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, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 1 Signal Booster
Ioun Wyrd Stones: 1 Dark Blue Rhomboid,
Magic Tattoos: Tattoo of Innate Arcana
Slotless (Location)
Ioun Stones (Ioun Wyrd), Tattoo of Innate Arcana (Tattoo)
Held
Enchanted Staff, 2 Enchanted Weapons
Carried/Worn
Jar of Endless Nectar, Vials of Poison
Head
Laurel Wreath
Headband
Enchanted Headband
Eyes
Enchanted Glasses
Shoulders
Enchanted Cloak
Neck
Chest
Body
Robes of Xin-Bakrakhan
Armor
Enchanted Silken Ceremonial Armor
Belt
Enchanted Belt
Wrists
Enchanted Technological Bracers
Hands
Ratcheting Gauntlets
Rings
Enchanted Ring 1, Ring of Freedom of Movement
Feet
Seven-League Boots
Finances/Money:
Bank Accounts (Public)
$ 4,500
NM: Checking
$ 10,204,085
NM: Savings
$ 34,999,533
NM: Brokerage
$ 34,993,700
Number Man Account(s)
$ 80,197,318
Cash
$ 285
Total
$ 80,202,103
Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
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.
Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.
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.
Pure Destiny (Ex): Your mythic powers place you above destiny, and beyond the grasp of providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this 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.
Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.
Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).
Divine Source Domains (Subdomains): Law, Nobility
Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Spellbook
Pages Used
Total Spells in Book
Blessed Book
479/1,000
93
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
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 38, 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.
(X) 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.
(X) 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.
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)
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.
Drinking from this earthen jar provides the drinker with one draft of Nectar of the Gods, affecting the imbiber as per that item. The nectar cannot be poured out from the jar, indeed, attempting to pour it out leads to no effect; it can only be drank directly from the jar.
Nectar of the Gods
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration
DESCRIPTION
This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Headband (Headband of Mental Superiority +6)
Total Price: 144,000 GP
Enchanted With;
Headband of Mental Superiority +6 (Base Item of the Headband)
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.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff
Total Price: 1,062,020 GP
CL: 17
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)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (1 charge)
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."
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.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
Generator | Yield (Charges)
Price (GP)
Fission Reactor | Yield 1,000
500,000 GP
Fusion Reactor | Yield 500
250.000 GP
Geothermal Generator | Yield 200
100,000 GP
Graviton Reactor | Yield 800
400,000 GP
Solar Generator | Yield 50
25,000 GP
Divinity Drive | Yield ∞/Infinite
????? GP
Lab | (Charges)
Price (GP)
Cybernetics Lab | 100 Charges
100,000 GP
Graviton Lab | 250 Charges
250,000 GP
Medical Lab | 20 Charges
20,000 GP
Military Lab | 100 Charges
100,000 GP
Nanotech Lab | 150 Charges
150,000 GP
Production Lab | 50 Charges
50,000 GP
Robotics Lab | 200 Charges
200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Construct Name
Number Possessed
A.C.E. Steam-Powered Mithral Clockwork Dragon
1
A.C.E. Steam-Powered Clockwork Soldier
11
Terra-Cotta Assistant
198
Construction Poppet
100 Available + 623 (Tornado Wall)
Juggernaut Robot
13
Reclamation Robot
4
Observer Robot
42
Observer Swarm
20
Advanced Surgeon
8
Among the A.C.E. Steam-Powered Clockwork Soldiers, is Braun.
No statblocks for constructs that are simply their default statblocks, or with particularly minor changes. Construction poppet stats missing, will add eventually.
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).
Advanced Surgeon Robot, CR 21 (Reversed from Price)
N Medium Construct Initiative: +17 Perception: +11 Senses: darkvision 60 ft., low-light vision, see invisibility
DEFENSE
AC 27 Touch 17 Flat-Footed 20 HP 290 (27d10+20 plus 75 hp force field) Fort +9 Ref +18 Will +10 Defensive Abilities: hardness 10; Immune: Construct Traits Weaknesses: vulnerable to critical hits and electricity OFFENSE
Speed: 30 ft., fly 60 ft. (good) Melee: 2 claws +27 (1d6+6 plus grab), 4 scalpels +27 (1d6+6), syringe +27 (1d4+6 plus poison) Ranged: integrated surgical laser +27 touch (1d6 fire) STATISTICS STR 22 DEX 25 CON - INT 14 WIS 13 CHA 1 BAB: +20 CMB: +26 CMD: 43 Feats: Skill Focus (Heal), Self-Sufficient, Incredible Healer, Pathologist, Extra Traits (Precise Treatment, Clever Wordplay (Diplomacy)), Improvisational Healer, Signature Skill (Heal), Technologist, Siphon Poison, Flyby Attack, Weapon Finesse, Cunning, Acupuncture Specialist, Craft Pharmaceutical Skills: Diplomacy +29, Fly +29, Heal +51, Knowledge (Nature) +29, Knowledge (Planes) +29, Perception +11 Languages: English, Terran, (1 Other Appropriate for Region of Origin) SPECIAL QUALITIES
Force Field, Master Surgeon, Specialized Programming, Superior Optics, Syringe ECOLOGY
Environment: Any Organization: TBD Treasure/Inventory: None, or, Healer's Gloves, Vest of Surgery, Specialized Healer's Satchel, Saliharion
Special Abilities
Force Field (Ex): A surgeon robot is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a surgeon robot with an active force field is deducted from these hit points first. As long as the force field is active, the surgeon robot is immune to critical hits. A surgeon robot's force field has fast healing 15, but once these bonus hit points are reduced to 0, the force field shuts down and doesn't reactivate for 24 hours.
Master Surgeon (Ex): Programmed to execute advanced medical procedures, a surgeon robot can perform surgeries and other procedures that heal humanoid creatures of all manner of maladies. A surgeon robot can heal wounds, set broken bones, cure diseases, treat burns, remove poison, and even install cybertech items. These procedures take varying amounts of time for the surgeon robot to complete and require different Heal check DCs. The DCs for these surgical procedures increase by 10 when they're performed on a non-humanoid creature. These procedures leave the patient with the exhausted condition. If the surgeon robot fails any of its Heal checks, the surgery fails and the patient takes 1d4 points of Constitution damage and is exhausted for 24 hours. The procedures a surgeon robot can perform are as follows:
Cure Blindness/Deafness (DC 35): The patient's sight or hearing is restored. Required Time: 30 minutes.
Install Cybertech (DC = 5 + the cybertech install DC): Cybernetic equipment is installed safely. Required Time: 20 minutes per point of implantation of the cybertech being installed.
Minor Surgery (DC 25): The patient is healed of 1d8+1 points of damage. Required Time: 5 minutes.
Moderate Surgery (DC 30): The patient is healed of 2d8+3 points of damage and 1d4+1 points of ability damage to a selected ability score. Required Time: 10 minutes.
Major Surgery (DC 35): The patient is healed of 3d8+5 points of damage and is cured of blindness and deafness. Required Time: 15 minutes.
Critical Surgery (DC 40): The patient is healed of 4d8+7 points of damage and either all ability damage to all ability scores or all ability drain to one ability score. Required Time: 30 minutes.
Treat Toxin (DC = 10 + the save DC of disease or poison): One disease or poison currently afflicting the patient is removed. Required Time: 10 minutes.
Specialized Programming (Ex): Heal is always a class skill for surgeon robots, and they gain a +8 racial bonus on Heal checks.
Superior Optics (Ex): Surgeon robots see invisible creatures or objects as if they were visible.
Syringe (Ex): When a surgeon robot makes a successful attack with its syringe, it can inject the target with pharmaceuticals. The robot contains nanites that fabricate the pharmaceuticals stored within its body. Up to 10 doses of these pharmaceuticals can be administered per day. The surgeon robot can choose to affect its target with cardioamp, cureall, hemochem (grade III), torpinal, or zortaphen each time it uses this ability. Rules for these pharmaceuticals can be found on pages 33–34 of Pathfinder Campaign Setting: Technology Guide.
Task
Timeframe (If Applicable)
Divinity Drive Tattoo Refresh
Fridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)
Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral Campaign
Mayoral Debate (June 19th, 7-9 PM EST)
BB Transit and Traffic Overhaul
While Mayor
Raise BB Upper Bracket Taxes & Close Loopholes
While Mayor
Handle the BB Gangs
While Mayor (At Latest)
Seek expertise on addressing the BB Drug epidemic
While Mayor
Fight an Endbringer if it attacks Brockton Bay
While Mayor
Research Project
Progress
Fully Understand the Divinity Drive
50,200/??? (Revealed at 40%)
Fully Understand the Overlord Robot
0/???
Event
Date
Time (If Known)
1st Spellbook Copy Done
4/12/2011
7:55 AM
2nd Spellbook Copy
4/21/2011
10:40 PM
3rd Spellbook Copy
5/1/2011
1:25 PM
4th Spellbook Copy
5/11/2011
4:10 AM
Nether Scrolls Revealed
4/9/2011
5:10 PM
4th Floor Done
4/18/2011
10:45 AM
Mayoral Debate
6/19/2011
7:00 PM - 9:00 PM
Model District Construction Complete
5/2/2011
12:00 PM
Model District Construction does not include your own personal contributions.
AN: This chapter had a whole lot of rolls behind the scenes, so let me take you through them.
First, take 10 on the combined Engineering and Mechanical check, passing DC 200 with a 201 for 40,200 Research points of progress on the Divinity Drive. Then the interview. You open with a Diplomacy 32 on the intro, a quick 41 Sense Motive getting a read on Mulaney, then responding to his relatively softball DC 12 or so question about traffic that most people expect a Bluff or Diplomacy about widening the roads or something noncommital, with a Knowledge Engineering of 98, followed by a Profession Barrister of 50 to name the exact laws you are specifically referring to, then Knowledge Local of 67 for practical examples of what you're referring to, and then a Diplomacy 23 (after surge) on the notion that you'll literally spend your own personal funds on the city, meaning that even more people than not that are openly Unfriendly towards you (one step short of Hostile) believe it. Gangs? Knowledge Local 81 with a Nat 20. Drugs? Did the unthinkable for a politician and openly admitted you would seek an expert in the matter first, no roll but practically forces attention back because what? Homelessness, then Scam? Pointed your own past actions and even inadvertently showed you were tolerant of unionization, no roll. Your methods allowed/legal? Profession Barrister 54. Age, too young then too old? Backstory unlocked, no roll. Inflation? Appraise 80. But it sounds silly? Linguistics 46. Endbringer Attack? Diplomacy 36 (after Surge), even people that openly hate your guts fully believe your sincerity on this.
Even with a number of relatively poor rolls, you have shown off a massive array of extreme competence and willingness to directly have some 'skin in the game' as it goes.
[X] Something to do with Passenger research, possibly?
-[X] What was up with the Discern Location results from Coil's passenger? It was the first time you'd tried that on a passenger- was that normal?
-[X] How do passengers control things on the receiving end? See if Regent's effects are psionic or purely physical, and which of your abilities can block his in either case.
Well, no harm in continuing your efforts along the lines of the Divinity Drive, after all. A quick teleportation brings you back to your lair, where you promptly begin once again with the research process, to chip away at it just a little further. And indeed, a good eight hours later, you are indeed closer- though you very much still didn't know proportionally just how much closer you actually were quite yet. Still, eventually.
From then, the next idea to pop into your mind was simply enough, handling at least the parahuman element of the local and rather minor gang of the Merchants. Hmm, going from the least of the gangs up, possibly? Well, regardless, this should be fairly simple to handle. A quick go through your own memories paired with a search on your phone confirm the three capes that make up the Archer's Bridge Merchants: Skidmark, Squealer, and Mush. With that confirmed, and fairly helpfully a few photos of each available. Now then, Blood Money into Limited Wish to begin a Scrying on Skidmark, which-
Well, that is an exceptionally filthy restroom by your view, and certainly not somewhere you'd be willing to- as Skidmark appears to be doing- to use more polite terminology, engage in physical congress. Well, a few seconds later, another repetition to cast the next Scrying, and Squealer appears to working on a car that, quite frankly, what you can tell from the sight of it is almost personally insulting, and appears to be treating herself to a small snort of what you think is possibly cocaine. Some form of white powder you can't quite identify. Right, then, one more repetition, and Mush appears to be the most reasonable of the three, in that he is only alternating between drinking beer and 'hotboxing' would be the word in the backseat of a trashed pickup truck.
Right then, spend a few more moments to fix up the previous Blood Money castings with another use of Limited Wish, then follow that up with a Greater Invisibility on yourself, and finish that by of course topping off the staff once again with Memory of Function. Sure, that invisibility would only last a few minutes, but frankly, as you slide that same Sap you had made quite the while ago using part of the Dragonslayers' gutters, you doubted it would take even that long.
Teleport directly behind Squealer, a quick listen-in of your surrounding confirms she's alone at the moment, line it up just right, and even with you remembering to pull your hit a fair amount, already unconscious at the first hit. For the moment, just leave her where she is, then teleport just outside of the truck by Mush as you can't fit in the thing yourself, and he also appears to be alone. A simple enough one-two to smash the window in and knock Mush out before he has the chance to react, let alone gather any trash, and once again, unconscious at the first hit. Then, teleport to that unfortunately grungy restroom, and you are very quick to realize that this does seem to be some form of rather loud party going on just outside the room. The room you can now see is locked from the inside.
Right then, position yourself just right once again, and two quick blows knock out both Skidmark and the woman he was, involved, with at that moment, and even with holding back, Skidmark needs to be stabilized, as does the woman. Right then, that takes another solid few seconds, but then they're both properly stable again. Well, even though you've certainly dealt with much grosser and more unpleasant over the many years- no, actually, you had Limited Wish. A Silent Blood Money into a Silent Limited Wish provided you with Telekinesis, which you used to yank Skidmark's pants back up, rather than have to actually physically do that yourself, and besides, you've heard it put aptly that spells are generally 'use it or lose it'. With that done, it's simple enough to pick him up, and teleport yourself back to Squealer, pick her up, and a few moments later teleport to Mush and pick him up as well, electing to just haul all three under your lower left arm.
Ah, just barely over a minute- perhaps if you pushed yourself a touch more you could have done it in under that, but alas. For now, dispel the invisibility on yourself, top the staff up again, and one more teleportation brings you to-
Where do you decide to go to with these three, again?
[ ] [Merchants] Brockton Bay Police Department, these are criminals, after all.
[ ] [Merchants] PRT ENE, they are the ones to generally handle Parahuman Affairs, after all.
[ ] [Merchants] The Lava Moat, that shouldn't leave any evidence behind.
[ ] [Merchants] To somewhere or someone else (Write-In)
And after that- well you would be making a few of your altered Cauldrons of Plenty and a Decanter of Water to keep your end of the Benefits you'd extended to them once they properly started work tomorrow after the weekend finished. You're certainly not going to break a deal you made only yesterday, after all.
[ ] [ThePlan] Oh, Lisa finally got back to you on that, it's been a few days. Check what she has to say.
[ ] [ThePlan] Hand the reigns to Iluontar
-[ ] [ThePlan] One day
-[ ] [ThePlan] One week
-[ ] [ThePlan] Until the Model District opens. (Moderate Timeskip)
[ ] [ThePlan] Research technology
-[ ] [ThePlan] Research the Divinity Drive (Progress: 90,400/???)
-[ ] [ThePlan] Research the Overlord Robot Frame (Progress: 0/???)
[ ] [ThePlan] Just take a while to rest, at this point.
[ ] [ThePlan] Take a look into the Planar situation, it's been a good while.
-[ ] [ThePlan] Any Specific Plane to try for?
(Iluontar will naturally default to the Plane of Earth in absence of any other preference.)
[ ] [ThePlan] Something to do with Passenger research, possibly?
-[ ] [ThePlan] What was up with the Discern Location results from Coil's passenger? It was the first time you'd tried that on a passenger- was that normal?
-[ ] [ThePlan] You're fairly certain that was still, technically, Tinkertech Squealer was working on, perhaps check that out while there's a brief window?
-[ ] [ThePlan] Write In.
[ ] [ThePlan] Make (further) good on that campaign promise, go handle one of the remaining gangs. (All Parahumans, at least.)
-[ ] [ThePlan] ABB
-[ ] [ThePlan] E88
[ ] [ThePlan] There's still something missing in your memory that you feel might be pertinent, and you'd like to figure it out. (Test if you have certain feats and/or abilities.)
-[ ] Any specific feats/abilities to test for? (Optional Write In. If none, Iluontar will test semi-randomly.)
[ ] [ThePlan] Something else entirely (Write In)
Ah, regardless of what you do, you are almost certainly going to take an hour to recover and the like. As you do so, would there be something non-strenuous you do or check up on?
[ ] [Interlude] Not particularly, no. (No Interlude)
[ ] [Interlude] Perhaps move around some of your finances, but that's about it. (Numberman/Cauldron Interlude)
[ ] [Interlude] It's been a good moment and you know Dragon frequents the site, and she has tastes that tend to agree with your own, perhaps check on PHO. (PHO Interlude)
[ ] [Interlude] A quick email for the next morning to provide in writing the uses of the Juggernaut and Reclamation Robots you've sent over to assist in the union construction efforts. (Danny Hebert Interlude)
[ ] [Interlude] Let your mind wander, daydream. (Write-In a proposed Interlude subject.)
For Interlude Write-Ins, I am not accepting: Zion/Scion, Endbringers, or Kevin Norton, for story reasons. Nor ABB (also story reasons) or E88 (Too racist, I just straight up would rather not).
It is currently 8:01:12 PM EST, April 10th 2011.
Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic) Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft. Aura: Frightful Presence (30 ft., DC 25)
DEFENSE
AC 48 Touch 20 Flat-Footed 37 HP 980 (19d10+35d6+10d8+678) Fort +30 Ref +36 Will +37 Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76
OFFENSE
Speed: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide Melee: 4 claws +59 (2d4+16 plus Crystallization), or, Enchanted Monowhip +56/51/46/41 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2) Ranged: Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest Vault Builder Spell-Like Abilities (CL 66th, Concentration +72):
At will — dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 18), statue (DC 23), stone shape, stone tell
3/day — command stone (DC 25), flesh to stone (DC 22), spike stones (DC 20), wall of stone
1/day — permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 23) Wizard Spells Prepared: (CL 37th, Concentration +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), See Invisibility, Invisibility, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
3rd (DC 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (5)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person (3), Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Ethereal Jaunt, Limited Wish (1), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (3), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2), Wail of the Banshee
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Wail of the Banshee, Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3) STATISTICS
STR 33 DEX 31 CON 30 INT 57 WIS 20 CHA 22 BAB: +44 CMB: +79 CMD: 100 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 (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, Exotic Weapon Proficiency (Whip), Weapon Foucs (Whip), Martial Focus (Flails), ? | Mythic Crafter(M), ?, Mythic Weapon Finess(M) Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76 Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft. Traits: Curator of Mystic Secrets, Spark of Creation, Hedge Magician, (B)Mechanical Aptitude (Knowledge: Engineering) 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, Divine Source 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 42), 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), Secret (x1) (Applicable Knowledge) MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery, Channel Power 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 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 Jar of Endless Nectar, 1 Laurel Wreath, 1 Lord's Banner of Victory, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Ratcheting Gauntlets, 1 Ring of Freedom of Movement, 1 Robes of Xin-Bakrakhan, 1 Seven-League Boots, 3 Vial of Black Lotus Extracts, 2 Vial of Terinav Roots, 1 Divinity Drive (Tattoo), 1 Concealable Thieves' Tools
Robe Pocket 1: 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, 670 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools, 1 Type 2 Bag of Holding, 1 Flask of Simurgh Ichor (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack), 1 Cornucopia of Plenty, 1 Bracelet of MandatoryCooperation, 2 Tanglefoot Bags, 2 Fungal Stun Vials, 1 Alchemical Spider Sac, 1 Your Own Tear of True Joy
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, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 Simurgh's Wings,
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, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 1 Signal Booster
Ioun Wyrd Stones: 1 Dark Blue Rhomboid,
Magic Tattoos: Tattoo of Innate Arcana
Slotless (Location)
Ioun Stones (Ioun Wyrd), Tattoo of Innate Arcana (Tattoo)
Held
Enchanted Staff, 2 Enchanted Weapons
Carried/Worn
Jar of Endless Nectar, Vials of Poison
Head
Laurel Wreath
Headband
Enchanted Headband
Eyes
Enchanted Glasses
Shoulders
Enchanted Cloak
Neck
Chest
Body
Robes of Xin-Bakrakhan
Armor
Enchanted Silken Ceremonial Armor
Belt
Enchanted Belt
Wrists
Enchanted Technological Bracers
Hands
Ratcheting Gauntlets
Rings
Enchanted Ring 1, Ring of Freedom of Movement
Feet
Seven-League Boots
Finances/Money:
Bank Accounts (Public)
$ 4,500
NM: Checking
$ 3,747,085
NM: Savings
$ 34,999,533
NM: Brokerage
$ 34,993,700
Number Man Account(s)
$ 73,740,318
Cash
$ 285
Total
$ 73,745,103
Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
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.
Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.
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.
Pure Destiny (Ex): Your mythic powers place you above destiny, and beyond the grasp of providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this 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.
Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.
Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).
Divine Source Domains (Subdomains): Law, Nobility
Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Spellbook
Pages Used
Total Spells in Book
Blessed Book
479/1,000
93
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
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 38, 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.
(X) 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.
(X) 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.
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.
----
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)
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.
Drinking from this earthen jar provides the drinker with one draft of Nectar of the Gods, affecting the imbiber as per that item. The nectar cannot be poured out from the jar, indeed, attempting to pour it out leads to no effect; it can only be drank directly from the jar.
Nectar of the Gods
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration
DESCRIPTION
This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Headband (Headband of Mental Superiority +6)
Total Price: 144,000 GP
Enchanted With;
Headband of Mental Superiority +6 (Base Item of the Headband)
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.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Enchanted Dark-Blue Crystal Staff
Total Price: 1,062,020 GP
CL: 17
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)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (1 charge)
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."
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.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
Generator | Yield (Charges)
Price (GP)
Fission Reactor | Yield 1,000
500,000 GP
Fusion Reactor | Yield 500
250.000 GP
Geothermal Generator | Yield 200
100,000 GP
Graviton Reactor | Yield 800
400,000 GP
Solar Generator | Yield 50
25,000 GP
Divinity Drive | Yield ∞/Infinite
????? GP
Lab | (Charges)
Price (GP)
Cybernetics Lab | 100 Charges
100,000 GP
Graviton Lab | 250 Charges
250,000 GP
Medical Lab | 20 Charges
20,000 GP
Military Lab | 100 Charges
100,000 GP
Nanotech Lab | 150 Charges
150,000 GP
Production Lab | 50 Charges
50,000 GP
Robotics Lab | 200 Charges
200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Construct Name
Number Possessed
A.C.E. Steam-Powered Mithral Clockwork Dragon
1
A.C.E. Steam-Powered Clockwork Soldier
11
Terra-Cotta Assistant
198
Construction Poppet
100 Available + 623 (Tornado Wall)
Juggernaut Robot
13
Reclamation Robot
4
Observer Robot
42
Observer Swarm
20
Advanced Surgeon
8
Among the A.C.E. Steam-Powered Clockwork Soldiers, is Braun.
No statblocks for constructs that are simply their default statblocks, or with particularly minor changes. Construction poppet stats missing, will add eventually.
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).
Advanced Surgeon Robot, CR 21 (Reversed from Price)
N Medium Construct Initiative: +17 Perception: +11 Senses: darkvision 60 ft., low-light vision, see invisibility
DEFENSE
AC 27 Touch 17 Flat-Footed 20 HP 290 (27d10+20 plus 75 hp force field) Fort +9 Ref +18 Will +10 Defensive Abilities: hardness 10; Immune: Construct Traits Weaknesses: vulnerable to critical hits and electricity OFFENSE
Speed: 30 ft., fly 60 ft. (good) Melee: 2 claws +27 (1d6+6 plus grab), 4 scalpels +27 (1d6+6), syringe +27 (1d4+6 plus poison) Ranged: integrated surgical laser +27 touch (1d6 fire) STATISTICS STR 22 DEX 25 CON - INT 14 WIS 13 CHA 1 BAB: +20 CMB: +26 CMD: 43 Feats: Skill Focus (Heal), Self-Sufficient, Incredible Healer, Pathologist, Extra Traits (Precise Treatment, Clever Wordplay (Diplomacy)), Improvisational Healer, Signature Skill (Heal), Technologist, Siphon Poison, Flyby Attack, Weapon Finesse, Cunning, Acupuncture Specialist, Craft Pharmaceutical Skills: Diplomacy +29, Fly +29, Heal +51, Knowledge (Nature) +29, Knowledge (Planes) +29, Perception +11 Languages: English, Terran, (1 Other Appropriate for Region of Origin) SPECIAL QUALITIES
Force Field, Master Surgeon, Specialized Programming, Superior Optics, Syringe ECOLOGY
Environment: Any Organization: TBD Treasure/Inventory: None, or, Healer's Gloves, Vest of Surgery, Specialized Healer's Satchel, Saliharion
Special Abilities
Force Field (Ex): A surgeon robot is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a surgeon robot with an active force field is deducted from these hit points first. As long as the force field is active, the surgeon robot is immune to critical hits. A surgeon robot's force field has fast healing 15, but once these bonus hit points are reduced to 0, the force field shuts down and doesn't reactivate for 24 hours.
Master Surgeon (Ex): Programmed to execute advanced medical procedures, a surgeon robot can perform surgeries and other procedures that heal humanoid creatures of all manner of maladies. A surgeon robot can heal wounds, set broken bones, cure diseases, treat burns, remove poison, and even install cybertech items. These procedures take varying amounts of time for the surgeon robot to complete and require different Heal check DCs. The DCs for these surgical procedures increase by 10 when they're performed on a non-humanoid creature. These procedures leave the patient with the exhausted condition. If the surgeon robot fails any of its Heal checks, the surgery fails and the patient takes 1d4 points of Constitution damage and is exhausted for 24 hours. The procedures a surgeon robot can perform are as follows:
Cure Blindness/Deafness (DC 35): The patient's sight or hearing is restored. Required Time: 30 minutes.
Install Cybertech (DC = 5 + the cybertech install DC): Cybernetic equipment is installed safely. Required Time: 20 minutes per point of implantation of the cybertech being installed.
Minor Surgery (DC 25): The patient is healed of 1d8+1 points of damage. Required Time: 5 minutes.
Moderate Surgery (DC 30): The patient is healed of 2d8+3 points of damage and 1d4+1 points of ability damage to a selected ability score. Required Time: 10 minutes.
Major Surgery (DC 35): The patient is healed of 3d8+5 points of damage and is cured of blindness and deafness. Required Time: 15 minutes.
Critical Surgery (DC 40): The patient is healed of 4d8+7 points of damage and either all ability damage to all ability scores or all ability drain to one ability score. Required Time: 30 minutes.
Treat Toxin (DC = 10 + the save DC of disease or poison): One disease or poison currently afflicting the patient is removed. Required Time: 10 minutes.
Specialized Programming (Ex): Heal is always a class skill for surgeon robots, and they gain a +8 racial bonus on Heal checks.
Superior Optics (Ex): Surgeon robots see invisible creatures or objects as if they were visible.
Syringe (Ex): When a surgeon robot makes a successful attack with its syringe, it can inject the target with pharmaceuticals. The robot contains nanites that fabricate the pharmaceuticals stored within its body. Up to 10 doses of these pharmaceuticals can be administered per day. The surgeon robot can choose to affect its target with cardioamp, cureall, hemochem (grade III), torpinal, or zortaphen each time it uses this ability. Rules for these pharmaceuticals can be found on pages 33–34 of Pathfinder Campaign Setting: Technology Guide.
Task
Timeframe (If Applicable)
Divinity Drive Tattoo Refresh
Fridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)
Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral Campaign
Mayoral Debate (June 19th, 7-9 PM EST)
BB Transit and Traffic Overhaul
While Mayor
Raise BB Upper Bracket Taxes & Close Loopholes
While Mayor
Handle the BB Gangs
While Mayor (At Latest)
Seek expertise on addressing the BB Drug epidemic
While Mayor
Fight an Endbringer if it attacks Brockton Bay
While Mayor
Research Project
Progress
Fully Understand the Divinity Drive
90,400/??? (Revealed at 40%)
Fully Understand the Overlord Robot
0/???
Event
Date
Time (If Known)
1st Spellbook Copy Done
4/12/2011
7:55 AM
2nd Spellbook Copy
4/21/2011
10:40 PM
3rd Spellbook Copy
5/1/2011
1:25 PM
4th Spellbook Copy
5/11/2011
4:10 AM
Nether Scrolls Revealed
4/9/2011
5:10 PM
4th Floor Done
4/18/2011
10:45 AM
Mayoral Debate
6/19/2011
7:00 PM - 9:00 PM
Model District Construction Complete
5/2/2011
12:00 PM
Model District Construction does not include your own personal contributions.
AN: When I did indeed go back to do a re-read of things, yep, In-Universe, 8.8 was yesterday. I did a power-skim after worrying if I repeated a day or something, but nope- this is legitimately just the kind of pace y'all are capable of working at. By everything.
Anyhow in other stuff, some while ago in thread fiction live got mentioned, and by raw coincidence I did end up stumbling across it some weeks or two ago, and I have to say? I kinda like it, like a surprising amount. Now, I'm not jumping ship here, no worries, but I think if I do end up doing another quest or the like, I might try them out.
Also, finally remembered to update your spells prepared (not much, you're literally only down to your last Limited Wish before resting but that's it) and then your Finances to reflect the Union payment and Land Purchase.
[X] [Interlude] A quick email for the next morning to provide in writing the uses of the Juggernaut and Reclamation Robots you've sent over to assist in the union construction efforts. (Danny Hebert Interlude)
[X] [Interlude] A quick email for the next morning to provide in writing the uses of the Juggernaut and Reclamation Robots you've sent over to assist in the union construction efforts. (Danny Hebert Interlude)
Kurt loosened his tie by thirty seven millimeters as he reflected, walking towards meeting room 12C-J, with a pace and stride that would bring him to a meeting of the conspiracy with approximately 237 seconds to spare before the technical beginning point. The date and time had been chosen semi-randomly- as random as anything can be within the general proximity of Contessa- as was often done, as a means to further obfuscate any attempts at observation from Thinkers, Tinkers, or other potentially applicable powers.
The meeting previous had finished 45 days, 2 hours, 12 minutes, and 9 seconds ago, which had taken a total time from beginning to finish of 1 hour, 8 minutes, and 52 seconds, of which 12 seconds had been spent successfully lying to varying degrees to Legend, 2 minutes (inclusive of 73 seconds of silence) of Contessa speaking after a 2.5 second exchange of glances at 170 degrees and nods of 37 degrees and 20 degrees between her and Doctor Mother respectively, 42 minutes and 19 seconds of combined shouting (counting all vocal utterances longer than 0.75 seconds and 74.22 decibels or higher as a 'shout') between Legend, Alexandria, and Eidolon, 1 shout of 113 decibels from Contessa (1 word, "QUIET!") putting on the vocal impression of a man that, based on timbre, intonation, and tone, would have been aged between 30 and 36 and born between the years of 1903 and 1914. After that was 9 seconds of silence, 2 minutes of seemingly unimportant chatter that Contessa nonetheless facilitated, of which between 45% and 70% exclusive were reminiscing on cartoons, before the remainder of that meeting was spent reconciling with Legend to various degrees per person, reading Legend into approximately 98% of what be had been kept secret from (but had previously been within Kurt's own awareness), handling other administrative matters, minor informal verbal reports were shared, and moderate congratulatory festivities, at an approximate ratio of 10/45/5/5/35, respectively.
88.32% of the way to the meeting room, the smart phone in his left pocket vibrated twice at a 0.25 second interval, a notification indicating high enough priority to check immediately, but not to take any specific action. He knew certain signals that, were he to receive them, he should immediately dodge in a particular direction, drop, jump, or begin sprinting, as those were set in a manner that only Contessa would know how to properly set them off.
Reducing his pace speed by 23% and stride length by 4%, he checked his phone: Iluontar the Mountain-Smith had put in a transfer of $10,000,000 USD from his savings account to his checking account. In advance of further large, up front purchases, perhaps?
He had arrived at the meeting room and taken his seat with 32 seconds remaining before the scheduled beginning of the meeting, all others bar Contessa were present and seated. At four seconds remaining a rectangular prism, approximately 3/10ths of a millimeter in depth, 6 feet in height, and 2.33-repeating feet in width appeared on the opposite side of the conference table to him, from which emerged Contessa, taking two steps before she was seated as well.
The meeting began in a manner similar to 163/208ths of previous meetings, continuing in a fairly rote check for 12 minutes and 14 seconds, before Doctor Mother spoke.
She said, "Based on what those present are likely already aware of, it appears that the Terminus Project has not, necessarily, died with Coil."
Before Number Man could do more than turn his head 3 degrees more towards Doctor Mother, Contessa had slid a folder across the table, which made 2 full clockwise rotations, opening itself on the final half-rotation and halting directly in front of him, the papers within perfectly parallel to the manila folder they were delivered in. Standard Earth Aleph A4 paper, a transcript of an interview between a news anchor in Brockton Bay and- ah, Iluontar the Mountain-Smith.
He nodded to the remainder of the table, he could read through that with part of his attention and follow with the remainder. Iluontar had proven a mix of uniquely vexing and demographically helpful. The projections for Vancouver had improved in more categories than not with his continual re-appearance there with the cape he had chosen to take under his proverbially large wing, Ungoliant.
Yet, nearly all but the broadest models of him had yet to maintain anything other than extremely short term viability, short term enough to not be useful beyond more conventional methods of thinking in the first case.
His own observation of the available footage had shown that Iluontar's capabilities had some forms of hard numerical implications, at the least, though beyond that particularly broad observation Number Man had yet to find the time, urgency, or particular inclination to figure that out himself. Not when by all of his observations, Contessa had it in hand.
And if Contessa did not have it in hand, there was little if anything he could do. Kurt knew that just because he could easily calculate the speed of a bullet approaching his chest to the eighth decimal, that didn't mean he could force the correct muscles to contract and expand fast enough to dodge it.
He closed the transcript and accompanying observations of the known advanced technology and tinker-technology in Iluontar's possession, and was asked by Eidolon, "Number Man, your odds on him winning that election?"
Kurt considered for only a moment, before answering, "As it currently stands, a sixty-three point three-two-three percent chance of Iluontar's victory."
Alexandria chimed in, "One hundred percent. He's going to rig the results- no, he'll check if he'd win naturally first, then he'll rig it after that."
Ah, that would certainly dramatically increase the odds of success. The standing orders from Doctor Mother were to mostly maintain operations as normal, leaving Brockton Bay as the Terminus Project was unexpectedly altered but ongoing, and to prepare for likely future induction as he was approaching discovering them.
Based on the report in front of him, all models pointed towards him having no greater knowledge or suspicion of Cauldron, until he became extremely close to aware from no apparent source, all at once- almost certainly some form of additional Thinker ability- of which their only warning was Contessa, at the moment he typed out a text suggesting information he could not possibly know absent a power, asking for a second opinion from an entirely separate Cape he had subordinated well before meeting Ungoliant.
And despite the exchange of money, subordinated was the word to prefer over hired, as both she and the rest of the Undersiders had all but gone to ground, generally not acting except at his order.
From the various reports and information coming from Contessa he had read, he had also noticed that anything featuring Iluontar prominently seemed to have less information or lower quality than Contessa's usual, which implied that while he was not a total blindspot in the manner of Eidolon or The Enemy, he still remained at least partially one. However, more of immediate note, is that in seeing that, it was of course Contessa had allowed him to see and take note of.
They'll have to properly work to figure out the being that was Iluontar, wouldn't they?
'Being' indeed, as with analysis in front of him, Iluontar absolutely could not be a real Parahuman whatsoever. They had certainly known quite early that he wasn't a true C53, as he was both absent from all of their records, and images of his first meeting with Miss MIlitia had shown that the omega on his arm was just a well done tattoo, and lacked any of the identifying internal marks or imperfections to the real ones they implemented. That, and of course his age precluded that as well.
Doctor Mother was the oldest of them, and she was in her early 50's, or approximately 33.33 repeating years of conscious life experience accounting for average human sleeping time. Iluontar was in his mid 4,000's, and even assuming an average human sleeping time during those years, he would have 3,012.67 years of life experience- the proportional difference utterly massive.
Partway through, other ideas were tossed towards Brockton Bay and the Terminus Project, possibly altering it further since it had already been so inadvertently.
There was a note, handwritten, in his folder below the final paper, clearly for him. It appeared everyone had a note from probably Contessa, written in some Non-English language, with instructions to not read it out loud or even think directly of the precise contents- as well as something that kept one's mind off the precise contents.
If this was true… and the odds were massively in favor that it was, then this both helped explain the recent minor but statistically noteworthy improvement in vial quality, but could also lead to a major revision to the plan to prevent the End of the World.
The meeting ran 23% longer than initially planned, but was worth the overrun. AN: I'm tired as heck but I got this done today! If there's formatting or other stuff I'll fix it tomorrow or so. Remainder of the vote and such happen next week, see y'all then!