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

What do those spooky far realm dudes have to do with the xiomorn
Ah, namely that the way Ayrzul tricked them was by showing them all a vision of the Yithians mind-swapping with them, which would leave them all to die at whatever it is that should've got the Yithians, while the Yithians continued to live on in their bodies. Whether or not any of that vision has so much as the slightest shred of truth, who's to say, but at the time the Xiomorns certainly bought it.

And yeah, a mixture of being able to actually grow your population again after actual eons since more close to the beginning of time itself than not, combined with finding out that what you thought of as your patron was actually not only the one responsible for what's befallen you, but had even sealed away your legitimate creator, one who's actually outright benevolent? That you could've retained all of your people, no sacrifice was ever needed, and even the one thing they thought he had given them, the knowledge of Vault Seeds, was itself stolen from said benevolent creator?

That is some immediate War In Heaven level fury. Raw 'You have Awakened a Fallen Empire' kind of stuff.
Do we still have access to the Divinity Drive and all that stuff?
Check your inventory : ) .

I'm not sure @Sckribe how visible is our equipment? Is any of it glammered?

You're visibly wearing the robes/armor, the backpack, the set of clothes, the boots, the cloak, the glasses, and the black metal bracer. None of which are glamered.

As for everything else, it's either in the bag, a tattoo on your neck, or in the cases of the poison vials, monowhip, and dagger, hidden up your respective sleeves with Sleight of Hand.
 
Ah, namely that the way Ayrzul tricked them was by showing them all a vision of the Yithians mind-swapping with them, which would leave them all to die at whatever it is that should've got the Yithians, while the Yithians continued to live on in their bodies. Whether or not any of that vision has so much as the slightest shred of truth, who's to say, but at the time the Xiomorns certainly bought it.
That sounds... not out of character for the Yith? But they very rarely stick around after body swapping with someone.

Which I imagine is no comfort to anyone ever.

Check your inventory : ) .
Its in our tattoo. Which. Wow.

Oh boy were really just carrying a massive chunk of divine power around on our person.

You're visibly wearing the robes/armor, the backpack, the set of clothes, the boots, the cloak, the glasses, and the black metal bracer. None of which are glamered.
They can probably detect the technology in the bracers somehow. Hm.

Is our robe visibly magical? Most of its enchantments have visible effects.
 
Is our robe visibly magical? Most of its enchantments have visible effects.
Eh, sort-of-ish. The shadow quality only applies it's effects when you're trying to hide anyhow, and I'm ruling that since translucency would kind of mess with sleight of hand checks, that visually doesn't apply unless you yourself are ethereal/incorporeal at the time, and the Comfort quality overrules the slick quality.

So far, visually it just seems like you keep your robes as immaculate as you can. Not the weirdest habit, let alone magic. That might change if they notice the robes blatantly refusing to ever be stained, though.

To anyone that can detect magic, that thing lights up like 4th of July, though.
 
I am actually kind of glad we're not wearing anything super ostentatious.

No solid gold helmet studded with gemstones or the like.
 
Man I have a lot to analyze.
  • We are Archmage
  • The ? in speed just disappeared :V
  • Mythical power 9 per day! Now I need to actually read those section to understand what we can actually do :D
  • We have Immortality, which is entirely useless now that we are Xiomorn
  • Number of very relevant rouge shit: Improved Uncanny Dodge, Hide In Plain Sight, Quiet Death etc. This means that we have more than 10 levels in Rogue
  • We poses Nether Scrolls as well as that Overlord Robot Frame
  • Due to ritual we have Knowlege(Planes) and Craft(Sculpture). I will go through ritual in its entirety as well
I'm not sure how much time I will have today, but I will make sure that I go through all of these.

Regarding the voting option

[X] Yes
-[X] Do not hold back in the slightest
-[X] Request amber for crafting Teleport Circle, and gems for crafting a magic item

We are a god. Time to stop covering in sewers and trying to be Zynga and start being the most valuable being in this realm.
 
[X] Yes
-[X] Do not hold back in the slightest
-[X] Request amber for crafting Teleport Circle, and gems for crafting a magic item
 
The yithians? Odd. What do those spooky far realm dudes have to do with the xiomorn...
The tldr version of it was that the reason why xiomorn gave half of their divinity to evil earth god dude was because there was a prophecy that yithians would mindswap with xiomorn moment before their own apocalypse would hit, leaving xiomorn to die in yithani bodies while yiths walk around as Vault Boys.
Its in our tattoo. Which. Wow.
Good call.
 
So the first thing I will go over is our Xiomorn Ascension Ritual. We require 10 hours of cast time, bunch of checks we can pass in our sleep, some amount of gems; there is mention of SC(up to 20) - since minimum is not set I am assuming that we can do it on our own and just pass the checks ourselves? Finally we requires a serving of Ambrosia - should we have Mystic Crafter required to make it this part will be somewhat simple, and it is in general useful as a way to restore our Mythic powers so we should be making it anyway. If we don't have Mystic Crafter, then, fuck us I guess. We might have to get crafty.

The ritual allows us to select one of the following effects. We already have 1, 2 and 7(in green). Each ascension also gives +1 Mythic Tier; this is very important:
  1. Become Vault Builder and gain their basic abilities. Importantly we also set our Str/Dex/Con to 22/27/25 and Xiomorn racial modifiers(iirc they get like +8int or something stupid like that)
  2. Gain Crystallization and Crystal Burst
  3. Improve our DR and gain additional defensive abilities. Req. 1
  4. Gain Vault Builder spell like abilities. These are pretty good - at will Greater Teleport, one free Permanency per day and so on
  5. Gain frightening presence, and ability to three times a day cast spell as mythical version
  6. Gain Xiomorn spells. Most importantly this includes Mythic Move Earth, Maze, Terraform and Create Demiplane. Req 5
  7. Gain Item Shaper and Item Mastery
  8. Gain Secret of the Vault Seeds. req 1 and 7
Again, each level is important because we get greater Mythic Rank. My overall ranking from least useful to most useful would be: 2(defense is not that important since we are already at a point where only "absolute attacks" can kill us, although more durability never hurts), 4(while neat, powers gained are just less useful than what other option offer us), 8(Vault Seeds are very powerful, and we are actually immortal while inside, so they make for a perfect base), 5/6(Mythic casting of spells is very strong, and getting to cast Create Demiplane is just nice).

That being said, I might still go with 8 since we got prerequisites so why not. This is all contingent on access to Ambrosia, mind - I can only hope that we know how to craft it.
 
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So we are Archmage. We are Mythic tier character. That's pretty neat. The way Mythic Tier characters work is that we have a tier(Archmage 3), which gives us access to pool of mythic power(Mythic Power (9/Day, Surge +1d6)) that can be expended to Surge(basically add 1d6 to a roll), empower spells or use some of our mythic abilities. You also gain number of specific Mythic powers/feats. It is very important to keep increasing our Mythic Rank, as your Mythic powers get exponentially stronger the higher the Rank is, and our Rituals is quite a easy way to get more Ranks, all things considered. To put in in example - at Mythic Rank 5 we will get Mythic Saving Throws, which automatically nullifies any effects we saved against unless the source was also Mythic. At Mythic Rank 10 you can upgrade your time stop to gain you 1d4+1 hours of time stop. Now our current max is Rank 8, but that still offers major bonuses.

We have following generic bonuses:
  • Ability Bonus: get +2 to ability score every second level(2nd, 4th etc)
  • Mythic Feat: Gain another Feat or Mythich feat at 3rd and then every second level(3rd, 5th, 7th etc). We hopefully have Mythic Crafter (Mythic)
  • Hard To Kill: We need to take extra hp damage before we die
  • Mythic Power: we have 3+2*tier/day Mythic power. So 9/day now, 11/day at rank 4 and so on
  • Surge: Add 1d6 to any roll by expending Mythic power. Gets increased to 1d8 at 4th tier
  • Amazing Initiative: We have better reactions and we can expend Mythic Power to gain additional action per action(can't be used for spells)
  • Recuperation: We rest better. Also, by spending one point of Mythic power we can rest in 1 hour rather than 8 hours
Recuperation is especially amazing as it basically reads "spend point of Mythic power to gain 7 hours". Additionally, I hope that this shows just good getting to rank 4 is, which is why our next ascension ritual should be something we focus on.

Additionally, we have a path. In our case it is path of Archmage, which grants a sign in bonus on first level, as well as additional path every level. Sign in bonus is Archmage Feature - there are three possible choices to pick from, the best of which is Wild Arcana, which just lets us cast any Wizard Spell even if we don't know it, by expending a Mystic Power, applying metamagic as normal. IF this sounds stupid and broken, that is because it is. We currently have three Paths - this might include Crafting Mastery(double crafting speed), Mythic Craft(same), Flash Omniscience(spend Mythic Power to know stuff if you pass DC), Mirror Dodge(when hit by attack swap places with our Mirror Image), Extra Mythic Power/Feats(more stuff), Mythic Spellcasting(turn a spell into mythic version, one spell per level).

That's most of it. To summarize, getting to the next level of our ritual would unlock: Secret of the Vault Seeds, Mythic Power 9 > 11/ day, Surge 1d6 > 1d8, +2 to score, additional path. Needless to say, that is a quite huge increase to our potency. We just need to be capable of crafting:

Ambrosia

Price 10,000 gp; Slot none; CL 18th; Weight 1 lb.; Aura strong conjuration

DESCRIPTION

This divine food comes in many forms, from a light and airy honeyed cake to a deep, rich chocolate. A mythic creature that eats this food is restored and replenished. Eating this food takes 1 minute, and when the meal is done, the consumer regains all her uses of mythic power for the day. If a non-mythic creature consumes ambrosia, that creature is subject to neutralize poison, remove curse, and remove disease, each at caster level 10th. A mythic creature can choose to either gain this effect instead of regaining mythic power.

CONSTRUCTION REQUIREMENTS

Cost 5,000 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells greater heroism, heal

As an aside, since we have combined magic item it is likely that we have Mythic Feat "Craft Wondrous Item".
 
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Should we reveal our healing spells?
since healing capes are rare, and we took advantage of the PRT to test the cure and get permission to heal in the hospital.
in addition to being called upon to heal Capes and thus become familiar with the Wards and other heroes
 
We don't have any healing spells, although we do have ability to craft items that have healing spells.

The biggest thing we can offer is Permanent Teleportation Circle, which you can put in like London and New York to enable two way instant teleport, as well as ability to craft items that give you +int, cha and wis relatively cheap.
 
@Wolfy Do you not want to take this chance to talk to experts on parahuman abilities? Probably the only ones in the city?

And maybe get our hands on some tinker tech? Set up a sweet collab with armsmaster or kid win in the future?
 
@Wolfy Do you not want to take this chance to talk to experts on parahuman abilities? Probably the only ones in the city?

And maybe get our hands on some tinker tech? Set up a sweet collab with armsmaster or kid win in the future?
For me the most important thing is establishing our value. Once our is established we can trade it for thing we care about - resources, specific tinkertech or parahumans, parahuman research and so on. Currently existence of our ritual has pushed parahumans back in my mind when it comes to advancement; as long as we can create Ambrosia, we have established way of quickly and seamlessly advancing. For current level of ritual we would require ~one million dollars, so that is my goal right now.

We can put off understanding how parahumans operate for later imo. Our first goal should for sure be focusing on getting our ritual ready.

By the way, there is also nothing stopping us from turning other people into Xiomorn. Fact that we can turn people into CR20 Mythic level creatures is pretty crazy if you think about it.
 
For me the most important thing is establishing our value. Once our is established we can trade it for thing we care about - resources, specific tinkertech or parahumans, parahuman research and so on. Currently existence of our ritual has pushed parahumans back in my mind when it comes to advancement; as long as we can create Ambrosia, we have established way of quickly and seamlessly advancing. For current level of ritual we would require ~one million dollars, so that is my goal right now.

We can put off understanding how parahumans operate for later imo. Our first goal should for sure be focusing on getting our ritual ready.

By the way, there is also nothing stopping us from turning other people into Xiomorn. Fact that we can turn people into CR20 Mythic level creatures is pretty crazy if you think about it.
So a for later thing then? And I agree honestly. It's pretty nuts.

Any ideas for raising those millions by the by?

Selling resurrection? Healing? Killing the slaughter house nine...

Huh. Actually they likely have bounties in the millions don't they?
 
By the way, there is also nothing stopping us from turning other people into Xiomorn.
I was wondering when someone would notice/point that out.

Yeah, there's not that many hurdles, for y'all at least, to being able to just decide "You, you're cool. You want Vault Builder Spell-Like Abilities?"

Just, wild stuff. It is your single greatest achievement, above the multiple artifacts you've made almost a habit of looting, for a pretty solid reason.
 
So a for later thing then? And I agree honestly. It's pretty nuts.

Any ideas for raising those millions by the by?

Selling resurrection? Healing? Killing the slaughter house nine...

Huh. Actually they likely have bounties in the millions don't they?
Yeah. Since there is close to no pressure on us, we can just focus on other stuff now, and work on understanding parahuman powers and so on later.

The easiest way to earn a ton of money is for sure just selling Teleport Circle. Creating two of them to link two places for permanent teleportation travel is just super valuable for other people, so we can have them pay for materials in advance, and then pay us in gems and such. Once we get starting capital in gems, we can craft number of items that boost int and cha, and just sell them to like super rich people, stars and the like. Given how much creation process costs us, we can markup anywhere between five and hundred times depending on who exactly is buying.

Once we have enough resources, we can start working on ritual.

And yes, we can just go and collect bounties. Might be more fun to read than just making stuff.
I was wondering when someone would notice/point that out.

Yeah, there's not that many hurdles, for y'all at least, to being able to just decide "You, you're cool. You want Vault Builder Spell-Like Abilities?"

Just, wild stuff. It is your single greatest achievement, above the multiple artifacts you've made almost a habit of looting, for a pretty solid reason.
It's insane. The fact that you make people super powerful and immortal aside, we can just .. give people Mythic Power. A literal divine spark. And only thing we need are some resources and time. With enough time and resources, or more realistically with right combination of parahuman powers, we can make arbitrary amount of Mystic Rank 8 beings. In this we are beyond any god or being.
 
While I am obligated as a D&D/Pathfinder player & DM to insist upon the general difference between Mythic and Divine, yeah, pretty much. I mean, it is absolutely ridiculous. It's also in the form of a Ritual, which are already generally more powerful than spells of the same level, and it's still at 10th level, one above even Wish, and even then can't do it all at once, it takes 8 castings of steadily increasing cost in order to manage.

But even with all of that, yeah, it's massive. The magnum opus of someone who had been adventuring, nonstop, for multiple straight decades.

Also, even with that, I can still assure y'all that the other character choice would've also had their own brand of absolute craziness.
 
The easiest way to earn a ton of money is for sure just selling Teleport Circle
I think your overestimating how logical people are.

Especially with Nepea 5 making it illegal to sell "tinkertech"

The elite and Toybox are their own organizations for a reason.

Much quicker, easier, and less complicated to simply whack a few of the nine I think.
 
I think your overestimating how logical people are.

Especially with Nepea 5 making it illegal to sell "tinkertech"

The elite and Toybox are their own organizations for a reason.
We don't share usual weakness of tinkers - the only way anyone can try to force us to do something is by sending in S tier attack force, which is, well, bring it on. Outside of that legality matters little in face of utility as far as the nations are concerned, and our ability to create permanent two way portals is just too much for relevant players to ignore. Just imagine how powerful a New York based teleportation hub to major cities would be, or a permanent teleportation link between New York and London or Beijing. What we offer is paradigm shifting, and thus valuable to the extreme.
Much quicker, easier, and less complicated to simply whack a few of the nine I think.
I mean sure, I don't disagree. Jack Slash is already someone we need to kill sooner rather than later, so that's killing two birds with one stone. We can also take out Heartbreaker, Endbringer cultists and so on. For me the most important thing is that doing that would just be more interesting to read about than selling portals to governments.
 
Ah, heads up, you'd need to permanency two Teleportation Circles in order to make it two way, since just once circle is only one way. That and, they're not portals. It's just, you put it on the ground, anyone that walks into it gets teleported to a single location chosen when it was made, one that has to be targeted based on, I need to double check the exact text, but I believe the same way as Greater Teleport.
 
Ah, heads up, you'd need to permanency two Teleportation Circles in order to make it two way, since just once circle is only one way. That and, they're not portals. It's just, you put it on the ground, anyone that walks into it gets teleported to a single location chosen when it was made, one that has to be targeted based on, I need to double check the exact text, but I believe the same way as Greater Teleport.
Yup. Every ten minutes* a person stepping on a spell circle gets teleported to a predetermined location as per Greater Teleport. Permanency is required to make it, well, permanent, and we need two for two way connection. That being said, the only limit is amount of money people are ready to throw at us to make this work, and with cost of ~5m per pair, its a steal. Just compare it to the price of an airplane.

Additionally, we could inscribe them on some kind of plate so people can carry it around for Endbringer fights and stuff.

*i'm unsure if spell being used is disabling the circle but im assuming that's the case. If not then the spell is even better
 
i'm unsure if spell being used is disabling the circle but im assuming that's the case. If not then the spell is even better
Ah, nope. Disabling is if say, a Rogue or someone else with the ability to disable magical traps Disable Device-s a Teleportation Circle, because "The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.", it's something of a classic trap actually, missing the teleport circle and suddenly ending up in like, an also trapped kill box like five levels lower, now suddenly having to fight your way out of said dungeon rather than just in.

Funny enough actually, anyone with less than a +14 to Perception overall just has absolutely no chance at noticing an unmarked teleportation circle.
 
Ah, nope. Disabling is if say, a Rogue or someone else with the ability to disable magical traps Disable Device-s a Teleportation Circle, because "The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.", it's something of a classic trap actually, missing the teleport circle and suddenly ending up in like, an also trapped kill box like five levels lower, now suddenly having to fight your way out of said dungeon rather than just in.

Funny enough actually, anyone with less than a +14 to Perception overall just has absolutely no chance at noticing an unmarked teleportation circle.
Shit, it can just teleport any amount of people all the time? Jesus. I thought it was one person every ten minutes.
 
We don't share usual weakness of tinkers - the only way anyone can try to force us to do something is by sending in S tier attack force, which is, well, bring it on.
No. We cannot in fact make the government give us money if they do not want to. Especially if they do not want to buy what we are selling.

our ability to create permanent two way portals is just too much for relevant players to ignore
No it's not. They have capes like Strider capable of doing so.

Just imagine how powerful a New York based teleportation hub to major cities would be, or a permanent teleportation link between New York and London or Beijing.
...You don't know much about worm do you?

What we offer is paradigm shifting, and thus valuable to the extreme.
No. No it's not.

"I swear I can invent the best most paradigm shifting thing ever if you just give me hundreds of thousands of dollars in rare materials on the promise I can deliver in a timely manner."

Governments. Are. Not. Rational. Actors.
 
No. We cannot in fact make the government give us money if they do not want to. Especially if they do not want to buy what we are selling.
That has nothing to do with the post you are responding to. We do have something they want and they can't just take it, so they have to compromise if they want to get it. The ordinary Tinkers can just be strong-armed because they are not as strong as we are.
No it's not. They have capes like Strider capable of doing so.
They sometimes have capes like Strider. We offer reliable commercial level cross continental teleportation to any government or company that might want teleportation.

They are not the same.
No. No it's not.

"I swear I can invent the best most paradigm shifting thing ever if you just give me hundreds of thousands of dollars in rare materials on the promise I can deliver in a timely manner."
We can literally teleport people to show that we can teleport people. You would absolutely, 100%, have people lining up to back what we offer because we can basically instantly make whoever buys our teleports one of the most important people around. The amount of risk(specifically ~5mil) they have to take is nothing short of laughable. Fact that you think that people who have no issues investing in NFTs, Tesla, Funkopops or other random shit will hesitate backing global teleportation is just cute.

Realistically it will be a race for first company to get exclusive rights with us, we make them teleports, they pay us and handle everything else because they are paying pennies to earn dollars. We don't even need to haggle and shit, we let someone else do it and we just come, make Circles and collect money after everything is agreed on. Everyone wins, other than airports which get render obsolete.
Governments. Are. Not. Rational. Actors.
I have no idea why you think that "x is not rational actor" is some kind of slam dunk argument. You keep using it and it keeps being worthless. I am allowed to think that government and organizations will not randomly act just for lulz just because you have no idea how they actually operate. Going "well, akthually, people will randomly do dumb shit that backs my argument because, uh, well they just will because they are randumb" is not an argument.

It only shows that you are not comfortable with trying to predict or understand actions of others. But that's your issue.
 
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