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

ALNE - 4.8
Scheduled vote count started by Sckribe on Jan 16, 2024 at 2:55 AM, finished with 29 posts and 3 votes.

For a moment, an odd, brief thought flashes through your head- improved terra-cotta soldiers would be the best technological crafting assistants for speeding up the process. You had forgotten to account for the fact that while the shell sentinels were technically intelligent, it was only just enough to not need to enlighten them, but you'd need more of a framework than was possible with those in order to account for the fact that their intelligence was a matter of barely. Not enough to work with for a shell sentinel, but just enough to work with using a terra-cotta soldier- perhaps assistant?- should only come out to 3847.5 GP per terra-cotta assistant. That was actually well cheaper than using a reclamation robot would be. Much faster too at only 20 minutes per terra-cotta assistant, as well. Yes, in fact, now that you think of it, Wall of Stone to Limited Wish for Soften Earth ought to be more than able to provide all the clay you'd need for more than a few of them in a matter of seconds.

Ah, there we are, that musing has passed the minutes well enough, as finally you can see Armsmaster driving across the forcefield bridge to your location on his motorcycle, and based on the speed he'll be touching off from the bridge at right on the minute.

Actually, when he does land, from your own exceptionally accurate internal clock, he arrives exactly on the second. You can appreciate a precision like that, and you're fairly certain you've rather enjoyed, relatively at least, working with the sorts of people who do and notice such things. With that in mind, you elect to actually dismount from Spice and talk on equal elevation, height notwithstanding.

You waste no time and give a single nod to him, "Hello, Armsmaster. Your reputation precedes you, and your precision to the time is both noticed and appreciated, thank you. Is there any particular protocol or the like I should be made aware of before we begin moving?"

You can't see the upper half of his face through his helmet's visor, as he says, "No. Are you capable of keeping up with speeds of approximately fifty-five to sixty miles per hour?"

You respond, "Does this include sharp turns, or is it purely straight-line speed?"

He responds, "Including semi-regular turns of 90 degrees, typically taken at slower speeds."

You respond, "I alone am capable of teleportation in order to follow, as well as straight line travel either above or below ground without causing disturbance with flight and an acute senses allowing me to teleport down on signal easily enough, but otherwise I myself could not match that speed on foot. However, Spice," you gesture to the clockwork dragon, "Is capable of maintaining a flight speed of approximately one-hundred and two miles per hour with semi-frequent one-hundred and eighty degree turns indefinitely, without acceleration time. The clockwork soldier," you gesture at him, and he salutes in acknowledgement, "Is capable of moving at twenty-five miles per hour on foot indefinitely regardless of required turning degrees. Top straight line speed for them is sixty-two point five miles per hour, also indefinite. No acceleration required, except for occasional pauses when turning."

He responds, "Hm. Acceptable. Follow me, then," he moves to get back on the motorcycle, before pausing, and saying, "As well, you have been invited to visit Protectorate Headquarters between patrol times by Miss Militia."

You nod once, "Understood and accepted. Now, I'll aim to stop delaying us."

He seems to check something, as he gets back onto his motorcycle, and yourself and the soldier onto Spice, "Two minutes delay is less than what had been accounted for, it is effectively an early beginning."

You nod once and say, "Understood. Following."

The patrol for the next three hours proceeds to go quite smoothly. Perhaps it was some sort of unofficial 'let everyone celebrate' feeling after the death of the Slaughterhouse Nine making the people relatively more positive today, perhaps it was early enough that nobody wanted to try anything under fresh daylight, or perhaps the sight of the fairly famous Armsmaster paired with a very large metallic dragon flying not even two full stories overhead that together had some kind of dissuading effect on anyone who might have been willing to try anything where any of you might spot it. You've made a few rounds primarily around the housing areas, though with what you were fairly certain were semi-random dips into other nearby areas as sort of spot-inspections. Enough to keep an eye on specific areas, while also aiming to not remain entirely predictable in where he went, as difficult to plan around as he could while maintaining reliability.

At no point during the patrol, did either of you speak, or communicate to a degree greater than Armsmaster properly and consistently using his turn signals.

With that done, you both end up back at that same meeting up place, again at exactly the end time of the patrol.

You speak first, not bothering to dismount as Armsmaster hasn't either, "I believe that was an effective patrol, given the general purposes of a regular patrol."

Armsmaster nods, "It was. I will see you in four hours for the next," then promptly drives off in the direction of the PRT HQ, rather than across the bridge to the PHQ in the bay.

He must have paperwork or the like to attend to. Fair enough. You yourself direct Spice in that direction, crossing the distance over the three mile long forcefield roadway in just under thirty seconds, starting and stopping just as suddenly. Not an overt threat. Just, a closer demonstration of Spice's speed than was otherwise provided when flying over the city. It is one thing to see something moving very fast in the distance, it's another to see it moving very fast nearby, along a path who's distance you've come to personally know.

Still, you take a moment to dismount from Spice and, out of simple amusement in seeing how from a distance the PHQ looked somewhat like a castle, ordered her to simply fly around, swim under, and generally mock-harass it the way a chromatic dragon might to an actual castle back when. She dives off to go do so, with what you believe was a sort of menaceful glee on her face.

You yourself, meanwhile, only need wait a few minutes before Miss Militia waves you inside, and you are led on what amounts to a light tour mixed with a sort of meet and greet, as you end up briefly meeting with much of the PRT ENE heroes, although apparently Challenger had just transferred out a couple of days ago, whomever that was, and Dauntless wasn't in at the moment.

It was, pleasant enough. The only thing was, well, the other heroes were simply boring- no, that was perhaps a touch harsh. Simply, uninteresting and, to you, unmemorable. While with a mind like yours you would, of course, remember every detail of your every conscious moment, to the point you were able to review said memories to catch things you hadn't noticed or overlooked in the actual moment it occurred, but by your measure there simply wasn't much about them particularly worth remembering.

Perhaps Velocity might have been worth noting if what appeared almost akin to an at-will Time Stop didn't leave him with even less ability to affect the world than one. Meaning that without equipment such as a gun or the like, which the Protectorate either didn't let him have or he simply never thought of, which seemed farfetched given he was coworkers with Miss Militia, his power only allowed him to get somewhere but not to actually do anything there. Assault seemed fairly potent out of the group with his described kinetic manipulation making him seemingly immune to physical attacks, which would be a problem, if you weren't a Wizard, someone who specialized in things other than physical attacks.

It was honestly to some degree fairly disappointing, how seemingly bar the one, and so far only one, ability that they had, they were pretty much just baseline humans beneath that. By local standards they were called heroes, but they were nothing like those of either your homeland or Faerun. No grand quests, no visions of things that shall be all too clear with time, nothing that properly set them apart, or truly made them more than just, mundane.

With nothing striking a cord with you for them, you were not bothered by it when it ended, and you met back up with Armsmaster.

Once again, it was another uneventful patrol, this time however it had gone around the various schools and businesses as they were beginning to let out. With many more people moving about the places you were going, many more actually saw the both of you patrolling, and you must admit, there was a certain joy in seeing the reactions to Spice, to your impeccable craftsmanship, and of course to you yourself in general. Although, there was one student from that particularly worn down school- Winslow, you remembered- where at an odd glance what you could gather from her look towards you was, well- it was more than some of the less dedicated Demon Lord cultists back in Golarion, and about on par with the ones that were lesser clerics. Which, if you actually did end up with Clerics of You, could certainly be useful, but otherwise one lone student at a random school probably wasn't going to be so.

Then, after the patrol, came what you were waiting for- the chance to examine some more tinkertech. With few words you had been led by Armsmaster into his lab, leaving both Spice and the soldier outside the PHQ, and he allowed you to briefly handle the halberd and examine it before he did the regular maintenance.

After he handed it to you, you of course listened closely, and gave it one nice tap- and somehow, again, there were parts that were missing or wrong. Seemingly at least one or two for every single feature built into it. Nigh identical in that way to that creation of Richter you had examined some time ago.

Of secondary interest was that very much unlike Saint, even based on simply the way Armsmaster held the halberd in your memory alongside what you'd gathered from the tap, he actually had some understanding of what he was working with, rather than relying seemingly solely on his power. Now, if each of these missing or incorrect points had something extradimensional going on as well, that would be more than enough to establish a pattern to you-

And about two minutes later, after Armsmaster had opened up the halberd to begin maintenance while allowing you to observe the internals, after a solid few moments of much more concentrated observation, you indeed noticed once again, non-magical extradimensional effects, on nearly all of the missing or incorrect places- all of the missing ones, there just a couple spots that you had labeled 'incorrect' when technically they were just subpar or not quite suited, once those were accounted for it all matched up perfectly again.

For now, you simply elected to keep quiet on the matter, and not interfere in another craftsman's process. Rather, after the first ten minutes, you began to recognize a single-minded focus in him, as though at this particular moment, nothing beyond the quality of his work mattered. It was relatable, to you at least. You gave some thought, and if it were you crafting, you realized the tools you'd use for the next step were just out Armsmaster's reach, as were the ones you'd go for secondarily if you hadn't realized the first one. You grabbed both for Armsmaster and, once he finished his current section, you stepped back into his peripheral to his right holding both.

After only a second's glance at you, he gives a light grunt as he reaches for the second, pauses, gives a more thoughtful-sounding grunt, then nods once as he grabs the first set. After that, the two of you settle into an exceptional rhythm, yourself grabbing the right tools in the moments before he needs them and taking away the ones he doesn't need. Soon enough, working at his pace, most of an hour later the maintenance is done.

From what you could tell, quite a fair amount of it was just regular maintenance, but just as well it seemed that the act of the maintenance was, to some degree, actually refreshing, perhaps extending might be the word, those extradimensional connections that did fair amounts of heavy lifting, in particular places.

Still, with that done, apparently ahead of schedule, Armsmaster actually speaks to you, and says, "Your assistance was… greatly helpful. I had not previously considering that order of tools before."

After a solid few moments of silence, he sounded almost like he forced the next words out, "Would you also assist me with the maintenance of my motorcycle? It was not scheduled until another day, but at this rate, I believe it can be fit in before the night patrol."

You think, and reckon back to your own past, and your own self, before you say, "I don't believe I would."

After waiting just a moment to let it sink in, and ensure it fully processed, you continue, "You are entirely capable of doing such a feat on your own. At no point after returning it did I touch your halberd, after all. In fact, I had done nothing in the past hour and some minutes that could not have been accomplished effectively as well, if not in some ways better, by a shelf."

You are certain you are looking him in the eyes as you say, "So, in simplicity, no, I will not. You do not need my help for this, after all."

Just before you leave the door, you say to him, "I will se you in two hours for the night patrol, Armsmaster."

Then, later into the night, thirty seconds after the turn of the minute, Armsmaster arrives on his noticeably different, particularly to you, motorcycle. You very clearly turn your head towards it, then towards Armsmaster, and nod once. He returns it, and wordlessly, the both of you patrol through the night. There is even, briefly, something resembling a conversation.

You asked him, "I do not require sleep, yet you still seem as rested as you have been all day. By what means, if I might ask?"

He responds, after a moment, "I follow a dymaxion polyphasic sleep schedule."

You reply, "I believe I see, though I will have to look it up in detail later, rather than rely solely on linguistic inference."

The rest of the patrol was good, as well. Then, soon enough, it was over.

After Armsmaster had called it in, he even said, "This was a good patrol, as well."

You nodded once, then said, "It has been good to meet you, Armsmaster. I look forward to observing future iterations of your technology."

It seemed that both of you understood that as the moment to split ways, as he began to drive off, and you promptly teleported yourself to the framework of your mountain base.

Well then, it's currently 5:10 AM, January 28th, 2011. There's still an entire day and some hours until the meeting with Lisa is due.

What to do in the meantime?

[ ] Work on your base, of course.
-[ ] Dig/Move Earth out a moat.
-[ ] Bring up more of the walls in places.
-[ ] Bring up a stone version of the central wizard tower.
[ ] Make/Improve Construct(s)
-[ ] Make some of those Terra-Cotta Assistants to make future tech crafting faster.
-[ ] Make more Clockwork Soldier(s)
-[ ] Upgrade/"Promote" your current Clockwork Soldier
-[ ] Make some other kind of Construct. (Write In)
[ ] Ponder the mystery of the Nether Scrolls.
-[ ] Then, try stuff.
-[ ] Try more specific stuff. (Write-In)
[ ] Go villain hunting.
-[ ] Deal with one of the cape groups in Brockton.
--[ ] ABB
--[ ] E88
--[ ] Archer's Bridge Merchants
--[ ] Coil & Mercenaries
--[ ] The Undersiders. For some reason.
--[ ] The Protectorate.
[ ] Take some time to rest.
[ ] Some other mix, shuffle, or assortment of the above, or something else entirely (Write In).

Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, +17 Natural Armor, -1 Size, ?)
HP 971 (19d10+35d6+?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 11+?
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2)
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift
Wizard Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (3), Blood Money
2nd (DC 31) — Locate Object (2), Mirror Image, Invisibility, Alter Self (2), Eagle's Splendor (3), Owl's Wisdom (2)
3rd (DC 32) — Battering Blast (2), Dispel Magic, Fly (2), Phantom Steed (2), Haste (3)
4th (DC 33) — Bestow Curse (3), Greater Invisibility, Phantasmal Killer (3), Greater Make Whole (3)
5th (DC 34) — Baleful Polymorph, Dominate Person (5), Sending (2), Wall of Stone, Wall of Force
6th (DC 35) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Veil (2)
7th (DC 36) — Ethereal Jaunt (2), Greater Teleport (3), Limited Wish (4)
8th (DC 37) — Dimensional Lock (3), Discern Location (2), Mind Blank (2), Polar Ray
9th (DC 38) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (3)
10th (DC 39) — Time Stop (2), Wail of the Banshee (2)
11th (DC 40) — Time Stop (2), Wail of the Banshee
12th (DC 41) — Time Stop (2), Finger of Death
13th (DC 42) — Finger of Death, Time Stop (2)
14th (DC 43) — Wail of the Banshee, Time Stop (2)
15th (DC 44) — Wail of the Banshee, Time Stop
16th (DC 45) — Wail of the Banshee, Time Stop
17th (DC 46) — Wail of the Banshee, Time Stop
STATISTICS
STR
33 DEX ? CON 30 INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Craft Construct(B), Craft Staff(B), Craft Rod(B), Forge Ring(B), Scribe Scroll(B), Craft Wondrous Item(B), Craft Magic Arms & Armor(B), Arcane Discoveries (Arcane Builder (x6)(Wondrous Items, Magic Arms & Armor, Staves, Rods, Rings, Constructs), Fast Study, Knowledge is Power, Immortality), Technologist, Craft Technological Items, Craft Technological Arms & Armor, Craft Robot, Craftsman, Frugal Crafting, Master Artificer, Craft Anywhere, Efficient Crafter, Fast Item Creation, Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Quick Draw, ? | Mythic Crafter(M), ?
Skills: Acrobatics +78, Appraise +61, Bluff +17, Craft (Alchemy, Clockwork, Mechanical, ?, Weapons) +89, Craft (?) +97, Diplomacy +4, Disable Device +86, Disguise +72, Escape Artist +93, Fly +46, Heal +2, Intimidate +72, Knowledge (Arcana) +100, Knowledge (Engineering) +86, Knowledge (Planes) +94, Linguistics +31, Perception +70, Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?; Racial Modifiers +8 Craft (sculpture), +8 Knowledge (arcana), +8 Knowledge (planes)
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
Traits: Spark of Creation, Hedge Magician, Curator of Mystic Secrets
Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), Warded Against Nature
SPECIAL QUALITIES
Item mastery, Item shaper, Arcanus Fundare, Magicus Creare, Maior Creare, Planus Mechanus, ?
CLASS FEATURES
Scribe Scroll, Wizard Bonus Feat (x8), Arcane Bond (Familiar), Arcane School (Arcane Crafter), Sneak Attack (?d6), Death Attack (DC ?), Poison Use, Save Bonus Against Poison (+?), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, ?
MYTHIC ABILITIES
Hard to Kill, Mythic Power (9/9), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ?
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)
TREASURE/INVENTORY
Equipped
: 1 Artisan's Outfit, 1 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Dark Blue Crystal Staff, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Handy Haversack, 1 Needles of Fleshgraving, 1 Portable Hole, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Flip-Phone, 1 Sap, 1 Ambrosia (Hardtack), 1 Type 6 Bag of Holding

Handy Haversack: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Folding Pole, 1000 Pinches of Ruby Dust (50 GP Each), 1 Traveler's Any-Tools

Bag of Holding: 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanus', 1 Spyglass, 1 Winter Blanket, 1 High-End Desktop, 1 High-End Laptop, 3 Smartphones, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Gem Containing the Soul of Jack Slash, 1 Studio Quality Camera, 1 Ioun Wyrd Familiar

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

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 171.25
Handy Haversack: 29.5/120
Bag of Holding: 128.75/6,000

Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal 20d6 points of piercing and slashing damage (Reflex DC ? half). The save DC is Constitution-based.

Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

Item Mastery (Ex) Iluontar can always activate spell trigger and spell completion items as if the spell were on his class list.

Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats. Iluontar requires only 1 hour of work per 1,000 gp of the item's base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item's base cost is halved.

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

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

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

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

Recuperation (Ex) Iluontar is restored to full hit points after 8 hours of rest so long as he isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, he regains a number of hit points equal to half his full hit points (up to a maximum of his full hit points) and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
SpellbookPages UsedTotal Spells in Book
Blessed Book444/1,00093
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Haste, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil,
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport, Wall of Force, Wall of Stone
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish

You have no other spellbooks at this time.

Mythic Spells: Antimagic Field, Dimensional Lock, Disintegrate, Haste, Plane Shift, Time Stop
1st Level —
2nd Level —
3rd Level —
4th Level —
5th Level —
6th Level —
7th Level —
8th Level —
9th Level —
10th Level — Xiomorn Ascension

School transmutation [earth]; Level 10
Casting Time 10 hours
Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20)
Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 28, 2 successes; Use Magic Device DC 38, 2 successes
Range personal or touch
Target caster or willing creature touched
Duration instantaneous
Saving Throw none; SR no
Backlash The primary and secondary casters become exhausted.
Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone.

Effect

The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.

Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.

A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.

(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.

(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.

( ) Xiomorn Ascension 4: Gain the Vault Builder Spell Like Abilities, or improve them from Vault Keeper version if Already Present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.

(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.

( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.

Iluontar has received the effects of Xiomorn Ascension 1, 2, and 7.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.

Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP

Description

This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.

Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).

The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
+2 Adamantine Agile Axiomatic Impervious Returning Ricochet Assassin's Dagger

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

Max HP: 43
Hardness: 28

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

----

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

----

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

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

Enchanted With;

+2 Enhancement Bonus to attack and damage rolls

Agile

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

Axiomatic

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

Impervious

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

Returning

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

Ricochet (Adapted from Ricochet Hammer)

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

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

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

Assassin's Dagger (Base Item)

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

Total Price: 64,000 GP

Enchanted With;

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

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

Description

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

Total Price: 3,500 GP

Enchanted With;

Boots of Vaulting (Base Item of the Boots)

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

Description

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

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

Total Price: 55,500 GP

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

Enchanted With;

Wings of Flying (Base Item of the Cloak)

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

DESCRIPTION

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

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

Muleback Cords

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

DESCRIPTION

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

Total Price: 50,000 GP

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

Enchanted With;

Sniper's Goggles, Greater

Description

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

Sniper Goggles

Description

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

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

Total Equivalent Enhancement Bonus: +2

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

----

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

----

Material: Mithral, Price: +500 GP

Enchanted With;

+1 Enhancement Bonus to attack and damage rolls

Agile

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

Impervious

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

Resizing

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

Total Price: 658,880 GP

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

The staff contains the following spells:
Crushing Hand (10 charges)
Time Stop (10 charges)
Blood Money (1 charge)
Greater Invisibility (1 charge)
Wall of Stone (1 charge)
Baleful Polymorph (1 charge)
Wall of Force (1 charge)
Quickened Mirror Image (1 charge)
Memory of Function (2 charges)
Greater Teleport (1 charge)
Polar Ray (1 charge)
+5 Advancing Burdenless Comfort Ghost Touch Impervious Greater Shadow Greater Slick Silken Ceremonial Armor

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

Max HP: 105
Hardness: 20

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

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

Enchanted With;

+5 Enhancement Bonus to Armor

Advancing

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

Burdenless

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

Comfort

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

Ghost Touch

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

Impervious

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

Shadow, Greater

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

Slick, Greater

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

Tech Capacity: 40
Tech Charge Usage: Varies by function

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

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

---

Technological Functions;

Commset

Price 6,000 GP
Usage 1 charge/hour

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

Chipfinder (Prismatic)

Price 76,500 GP
Usage 1 charge/hour

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

Flashlight (Improved)

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

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

Fire Extinguisher

Price 6,000 gp
Usage 1 charge

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

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

---

Enchanted With;

Fate-Woven Braid (Improved)

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

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

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

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

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

The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
Generator | Yield (Charges)Price (GP)
Fission Reactor | Yield 1,000500,000 GP
Fusion Reactor | Yield 500250.000 GP
Geothermal Generator | Yield 200100,000 GP
Graviton Reactor | Yield 800400,000 GP
Solar Generator | Yield 5025,000 GP
Divinity Drive | Yield ∞/Infinite????? GP

Lab | (Charges)Price (GP)
Cybernetics Lab | 100 Charges100,000 GP
Graviton Lab | 250 Charges250,000 GP
Medical Lab | 20 Charges20,000 GP
Military Lab | 100 Charges100,000 GP
Nanotech Lab | 150 Charges150,000 GP
Production Lab | 50 Charges50,000 GP
Robotics Lab | 200 Charges200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork)
Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46
DEFENSE
AC
43 Touch 19 Flat-Footed 32
HP 564 (37d12+120)
Fort +12 Ref +22 Will +12
Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27
Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects
OFFENSE
Speed
: 160 ft., fly 420 ft. (good), swim 160 ft.
Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid)
Space: 15 ft., Reach: 20 ft.
Ranged: Steam Blast (18d6 fire)
Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid)
Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill
STATISTICS
STR
42 DEX 27 CON - INT 9 WIS 11 CHA 6
BAB: +27 CMB: +45 CMD: 66
Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault
Skills: Fly +20, Perception +46, Swim +25
Languages: English; telepathy 100 ft.
SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone
ECOLOGY
Environment
: Any
Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith)
Treasure/Inventory: 1 Decanter of Endless Water

Special Abilities

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Special Abilities

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: You rolled Craft (Mechanical) when going to assist Armsmaster with the Halberd maintenance. You rolled a 108. OOC, I am considering going as far as to say the man's Shard took notice of that. I then rolled to see how well he would rise to your semi-challenge.

He rolled a Nat 20 on that. So, there's that. Also, as I was writing I did end up realizing that uh, Armsmaster's general abrasiveness and such actually kind of like, works with Iluontar in some ways.

Lastly, there's still some feats left undiscovered after all this, because even though you seem ready to find out, nobody else seems willing to fuck around in your presence thus far.

Anyhow, hope y'all enjoyed!
 
Arcane Lock - No Gold Dust (25 GP per cast)
Nondetection - No Diamond Dust (50 GP per cast)
Sepia Snake Sigil - No Powdered Amber (500 GP per cast)
Stoneskin - No Diamond Dust (250 GP per cast)
Permanency - No Diamond Dust (Varies per cast)
Symbol of Pain - No Powdered Diamond and Opal (1,000 GP per cast)
True Seeing - No Eye Ointment (250 GP per cast)
Sarzari Shadow Memory - No "Work of art bearing [your target]'s likeness" (1,500 GP per cast)
Limited Wish - Diamond Dust, Again (1,500 GP per Cast)
Awaken Construct - No Herbs & Oils (Varies per cast)
Memory of Function - No Powdered Skymetal (10,000 GP per cast)
Plane Shift - No Attuned Tuning Forks (No cost listed Focus)
Trap the Soul - Actually you do legit have this one, (Gem worth 1,000 GP per HD of target, you have the equivalent of 5 casts at 30 HD each)
Soul Bind - Again, you have this one, (Black Sapphire worth 1,000 GP per HD of target, Non-Consumed Focus, up to 30 HD with current gems)
Teleportation Circle - No Amber Dust (1,000 GP per cast)
Wish - The Goal, for many. No Diamond Dust (25,000 GP per cast)
Which of these do we still lack now? (And what does Ambrosia need anyway, lol)
 
Basically the only thing we really need right now are gems and diamonds. Everything else we can produce via Transfiguring Touch, Blood Money and Wall of Stone.
Ambrosia needs high quality foodstuff.

[X] Make/Improve Construct(s)
-[X] Upgrade/"Promote" your current Clockwork Soldier

E:
Also this
While with a mind like yours you would, of course, remember every detail of your every conscious moment
Could imply certain feats or Flash of Brilliance
 
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Id say that went well, dragon is probably thinking 'oh there are two of them now...'

...

Now time to court dragon before Colin realizes he is hotter than us.
 
Maybe the Nether Scroll has a super powered Secret Page on it, that we need to circumvent accordingly (say, scrying for the codeword)?

Scrolling through the Pathfinder Wizard spell list for useful stuff for now.

Can we make a Scroll of Greater Create Demiplane?
 
You cannot create Scrolls, Wand or Staves without having the required spell, or being able to use Wish to replicate that spell. You can create magic items that have effects of that spell i.e. Ring of Greater Planes.
 
Was doing some research and apparently it's like ~60k GP for a 1/day item (maybe drag on a Memory Of Function as well), which doesn't seem too bad?

(Though we'd need to do the Create Demiplane ourselves first and all)


[X] Make/Improve Construct(s)
-[X] Make some of those Terra-Cotta Assistants to make future tech crafting faster
[X] Ponder the mystery of the Nether Scrolls.
-[X] Then, try stuff.
 
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Memory of Function only restores charges, it doesn't help with once per day stuff. It works with staves as they specifically work with charges as limiting factor, rather than being explicitly limited. Regarding the item, don't forget to include our very high caster level in cost, and also don't forget that we need two casts(one to create a plane and one to make it timeless).
 
[X] Make/Improve Construct(s)
-[X] Make some of those Terra-Cotta Assistants to make future tech crafting faster
[X] Make/Improve Construct(s)
-[X] Upgrade/"Promote" your current Clockwork Soldier
 
Can we Contingency (Wish to remove material component optional) up some stuff like Time Stop, Detect Thoughts, or Eagle's Splendour (for getting attacked or for surprise social and useful stuff like that)?
Though I'm not sure if Time Stop can be Contingency'd, not being familiar with Pathfinder and all.

Or perhaps we could create a Invisible assistant with Telepathic Link and better Sense Motive/Bluff than we do?

Lastly, is it worth giving Dragon a item of renewable Mind Blank/casting it ourselves or something? Lots of possibilities to play with here, lol
 
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Alright, time to cook. You guys know Transfiguring Touch. One very interesting fact about it is that you don't use 500gp worth of reagents to create 500gp of gold, you use it to create one once of gold - or other material. In other words, while input cost is variable the output is not, which brings possibility of getting more value than we put it, allowing straightforward resources loop. Now, this kind of loop would require time and spells, but we are actually capable of circumventing them.

Lets go back to spell. We can create one cubic foot of matter per caster level, which means that we are capable of transmuting roughly 1m3 of matter with this spell. Important to note is that this is only for volume and not weight, so we can create 1m3 of air and steel all the same. However, cost is in weight, so creating heavier elements would naturally cost more. If we were to assume that Adamantium weighs roughly as much as iron, we would get that we can create roughly around 8k kilos, or about 201k ounces of Adamantium with fully maxed out cast of TT. As such, casting of full power Adamantium creating Transmutation Touch would be around one hundred million gp(or around ten billion $). If we wanted to create staff, we would need to pay 50x that as material cost, so five billion gold pieces.

However, we can work our way up with just enough time. A staff that has 1000gp cast of TT would naturally require 50k gold just for materials, which is reasonably easy to do. A charge from this staff would generate two ounces of gold or some other valuable material - for sake of this argument I would assume it is 1000gp worth of value, although we could probably find something with greater value. Five hundred casts would be required to get to the next tier of the staff(10k TT), then five hundred for the next one and so on. In total we would require around 3250 casts to get to the "maxed out" TT in a staff. At that point we can freely generate any amount of value and easily turn our entire tower in starmetal building, so its pretty good.

Note that I didn't account in other costs of upgrading spell in staff/creating a staff. Also, going with the power of 10 is probably not the most efficient way to climb to five billion gps, but we can think about that later. What matters is that once we do get access to accelerated time, either via timeless realm or with some parahuman power, we can easily generate arbitrary amount of wealth, with exception of gems and such of course.
 
Is there a way we can get more Spellbooks? Wish? Something else?
Was thinking of just learning the rest of the Spells from L1-L8 that Iluontar is aware of, so we get more funny things to play with. For example, Modify Memory would probably be nice to have?
(Also, bro, that's some really funny munchkining all right, it's great)
 
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The only question is if materials are included in the crafting price of the item. If they are, last step of crafting, the 5 billion gp one, would require around 70 years. That's one way to test if Iluontar is as patient as he likes to brag :V
 
Ok, those interactions were hilarious.

It does seem to lean closer to more fanon depictions of robot Armsmaster who mentions efficiency every other sentence, but still enjoyable to read.
 
actually refreshing, perhaps extending might be the word, those extradimensional connections
dimensional dimensional dimensional dimensional, right?

Scrikbe, does Iluontar think the dimensional stuff is shoddy work or actually pretty good work after he has the full context?
And does he think he can extend them further than normal now?

Also, Wolf, does Wish/Limited Wish apply to the spell lists of non-wizards like Bards, or even Clerics?

If it does...
Wish > Heroes Feast > Ambrosia prereqs (but must be immediately used)?
 
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Although, there was one student from that particularly worn down school- Winslow, you remembered- where at an odd glance what you could gather from her look towards you was, well- it was more than some of the less dedicated Demon Lord cultists back in Golarion, and about on par with the ones that were lesser clerics. Which, if you actually did end up with Clerics of You, could certainly be useful, but otherwise one lone student at a random school probably wasn't going to be so.
Genuinely kind of curious on who this might be? Taylor and the trio seem right out, and Charlotte seems unlikely since she's already religious.
 
Its either Taylor because plot hook or Sophia because we are what she wants to be when she grows up.
Also, Wolf, does Wish/Limited Wish apply to the spell lists of non-wizards like Bards, or even Clerics?

If it does...
Wish > Heroes Feast > Ambrosia prereqs (but must be immediately used)?
It does(although at -2 spell tiers, so Limited Wish can do 5 or lower spells), however Heroes Feast can't be used at materials I think.
In any case we can just buy stuff for Ambrosia, its not that difficult.
 
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Guys guys.

Ring of Sustenance - Rings - Magic Equipment - Archives of Nethys: Pathfinder RPG Database

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to 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...

We should make Rings of Sustenance. After a week we cut sleep/prep from 8 hours a day to 2. Should get attunement started asap. It's also dirt cheap.
 
We already have Mythic Recuperation if we want to save on time, not like we are using our Mythic Power on something else so it's basically free.
 
Oh! Much to look over, as it were!

You guys know Transfiguring Touch. One very interesting fact about it is that you don't use 500gp worth of reagents to create 500gp of gold,
I don't know how else to put this, but that is literally exactly how Transfiguring Touch works. Like, it is precisely that in order to create a certain amount of material, it costs an equal value of material component.
Like,
Aonprd said:
Components V, S, M (alchemical reagents worth 1 gp or the value of the created material, whichever is more)
That outright is how it works. The way y'all work around that is by just, a lot of blood, using Blood Money.

That, and the list of stuff Transfiguring Touch can create is fairly limited.

Also, because I'm pedantic and allowed a nitpick every so often, especially given that I'm a TTRPG player; Adamantine. Also, has the same weight as steel, and I think I said somewhere in a previous post that for simplicity, I was going to just pretend that for all precious metals not otherwise stated, that 1 lb. of them had a value of 500 GP.

The only question is if materials are included in the crafting price of the item.
Yes, yes they are, at least to my knowledge. That's how I've been adding them to any custom items with expensive components, at least.

Is there a way we can get more Spellbooks?
You can make more. Heck, it would only be just short of 18 minutes to make another Blessed Book, which would be much cheaper than using any other book where you still have to expend more material costs to copy spells, after that it'd just be time consuming to make a backup spellbook.

I don't want to sound mean, but I genuinely can't tell if you know; Pathfinder is a game system that already exists, that you can look these things up about. I very frequently do so when writing chapters- as in I do so every single chapter. Some quests have their own systems made by the people running them, but since I hadn't really wanted to bother with that aspect of things, I didn't and just used the PF rules as the framework for the most part. Heck, it's a solid chunk of why I chose PF as part of the first quest I'd ever run.

that Iluontar is aware of
Yes. When your Spellcraft, the skill used to identify spells, has a total modifier of +122, I'm not even sure a blanket Yes is even all that hyperbolic.

Genuinely kind of curious on who this might be? Taylor and the trio seem right out, and Charlotte seems unlikely since she's already religious.
I hadn't even known who Charlotte was, until this post caused me to look her up, if I'm being honest. So uh, not her.

Its either Taylor because plot hook or Sophia because we are what she wants to be when she grows up.
Not included in the chapter itself because it would've mucked up the flow of the chapter and felt unnatural for it to be something Iluontar cared about enough to consciously note, but the girl who was giving you that "cultist-y" (in Ilu's mind) look was a black girl. So...
It's absolutely Sophia. The video of the S9 being killed in detail would have been shared so hard there's no way she didn't get an uncensored copy.
OOC, Yep, it's almost definitely Sophia.

Also, the video isn't out yet, at all. You just informed Legend that you might give him a copy of the video, maybe after possibly conferring with Dragon about it, and then you didn't.

The way that the people are aware of it all, as Iluontar has picked up through all the conversations his stupid-high Perception paired with his absurd INT allowed him to both hear and process, is that on the night/evening/early morning following you killing the S9, Legend was able to quickly call together what was a sort of press-conference, where he made the announcement that the S9 was dead. During said announcement, Legend fully gave credit where credit was due, and credited you, solely, with both finding and killing them, on Live National & International Television, and answered a few questions on his own brief role in the aftermath.

Of course, the news absolutely leapt on this, and there were already photos and videos of what you looked like they could pull from, though funny enough some news places did lean on court-sketch style artistic interpretations and fan-art when they wanted to switch through more images of you but didn't want to just loop the photographs and videos.

Now, from that sort of gets towards my own interpretations of things, but the S9, they've been around a while. Long enough that for anyone below the age of about 24, the S9 had been a group for longer than they were even alive. For their entire lives, they've just existed alongside these seemingly unstoppable villains, causing despair, chaos, and all that stuff in their wake.

Again, some real Demon Pack shit, except in a world where demon hordes aren't already a thing that just happens sometimes.

So one way to put it that had sort of been in my head for a while, is that effectively for an entire generation, the S9 was an actually-real Boogeyman.

So now imagine a couple days ago, (literally yesterday at the time you were patrolling) when the people were told they were dead by the not only charismatic, powerful, and (seemingly at least) ideal of what it means to be a hero Legend, but also someone who, somewhat famously, personally lost a close friend to the S9. The exact kind of person who would (seemingly) have absolutely no reason at all to make this story up about it.

Imagine being a kid in our world, sitting in front of the TV with your parents after school, and the President/Secretary of Defense informs the nation that the Undertaker just defeated the shadow in the closet in single combat, and even your parents are affected by the news.

For a ton of people on Earth Bet, in North America at least; You shanked Slenderman, fistfought Freddy Krueger, jumped Jason Vorhees, pulverized Pennywise, a line that's been stuck in my head for days: You killed the Boogeyman.

So now,
...Which means she's decided Iluontar is her sempai.
Try applying that knowledge to someone like Sophia/Shadow Stalker's worldview.

Also, it is only in typing this out and thinking it through; She actually would kind of fit to a fair degree with Faerun/Golarion. As in, to an almost odd degree, now that I think of it.
 
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Oh, we did forget to send the video. Yeah, we should probably give it to Dragon to pass on, no biggie. We could share a censored version online but that seems kinda braggarty, so maybe not?
 
I don't know how else to put this, but that is literally exactly how Transfiguring Touch works. Like, it is precisely that in order to create a certain amount of material, it costs an equal value of material component.
kek
It is one of those things where I get super deep into shit and lose sight of basics. Well, the whole "spend 80 years crafting a staff worth 5b gp" still work regardless so there's that :V
 
We already have Mythic Recuperation if we want to save on time, not like we are using our Mythic Power on something else so it's basically free.

But but that's how we fuel mythic spells! And other feats

Seriously, it's my impression that MP tends to be the most limited resource. And it can be used to get a second non spell standard action. I think there's literally infinite ways "sudden additional standard action," could save our asses in an emergency or be useful to have as backup. Even though it can't be a spell. Treating it as a "eh whatever" is so strange imo.

I'd say the main appeal is after a week we get a free 6 hours per day without having to spend anything, much less MP. And it's so trivial to make.
 
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