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

For those wondering; Coil's power here can't do anything.
The fundamental problem is that Ilunotar's Scry-And-Die would have worked exactly as well no matter what he did... and Ilunotar is currently immune to divination and mind reading due to Mind Blank, and the Shards don't know what he can do, so Coil's Shard had zero clue that Ilunotar was about to Scry-And-Die.
He could have been in the middle of using his power and executing a 'timeline'... that completely failed to account for the possibility of someone abruptly appearing out of nowhere and clubbing him in the head.

As for the bombs... we have the magic. We can just extract and Disintegrate them. Or disarm them by hand because Ilunotar is absurdly awesome with tech. And then relocate them someplace that deserves to be exploded and rearm them.

Heh, we can probably even hack Coil's computer just by tapping it a couple times and Divining the password.
 
Last edited:
Vote closed
Scheduled vote count started by Sckribe on Feb 1, 2024 at 12:00 AM, finished with 66 posts and 7 votes.

  • [X] Place the Bracelet of Mandatory Co-operation on the corpse's wrist, then use Limited Wish to cast Raise Dead to resurrect him. Then continue as you previously intended to before accidentally killing him
    [X] Use Limited Wish to cast Breath of Life, then bearhug him and teleport back to base.
    [X] Place the Bracelet of Mandatory Co-operation on the corpse's wrist, continue as if Coil was still alive (teleport back to base?), then use Limited Wish to cast Raise Dead to resurrect him, continuing as previously planned afterwards.
    -[X] If he refuses to be revived, use Speak with Dead to retrieve information about his bank accounts and what you'd need to authorize things, then transform into him and pretend to be him for the moment.
    [X] Roll with it. Pretend you intended to do that the entire time if anyone else asks.
    [X] Roll with it. Pretend you intended to do that the entire time if anyone else asks.
    -[X] Disintegrate the body and get rid of the costume as well. No evidence.
    -[X] Cast Discern Location to make sure we got him instead of some duplicate (who knows what Parahuman Powers can do) to be safe
 
For those wondering; Coil's power here can't do anything.
The fundamental problem is that Ilunotar's Scry-And-Die would have worked exactly as well no matter what he did... and Ilunotar is currently immune to divination and mind reading due to Mind Blank, and the Shards don't know what he can do, so Coil's Shard had zero clue that Ilunotar was about to Scry-And-Die.
He could have been in the middle of using his power and executing a 'timeline'... that completely failed to account for the possibility of someone abruptly appearing out of nowhere and clubbing him in the head.

As for the bombs... we have the magic. We can just extract and Disintegrate them. Or disarm them by hand because Ilunotar is absurdly awesome with tech. And then relocate them someplace that deserves to be exploded and rearm them.

Heh, we can probably even hack Coil's computer just by tapping it a couple times and Divining the password.
You're incorrect about Mind Blank making us immune to divination and mind reading. It blocks everything that gathers information through Divination magic, which Shards don't use. They just use hyper-advanced technology, which presumably works on different principles than magic. This is why Gallant was able to detect us.

Now, that isn't to say that we aren't somewhat obscured for whatever reasons, but it's not Mind Blank doing it. It might be that Shards have trouble modeling magic or new capabilities, or it might be some other reason.
 
Well, something is blocking the Shards from scanning Ilunotar.

Otherwise the Endbringers would be going bonkers, the Shard Network would be completely frazzled beyond imagining, and Scion might have actually woken up.

Because Ilunotar has well and truly told Entropy where it can shove it successfully. And he knows it. And has been abusing this ability for weeks to literally create matter out of nothing, in blatant defiance of all the laws of thermodynamics.

So either Mind Blank works on Shards, or they're a lot less effective than you seem to think they are. I'd actually lean to the latter, because if the Shards actually could scan and simulate everyone on the entire planet there would be literally no point to the entire cycle from the word go.

In all honestly, Coil's shard probably doesn't even have a 100% accurate simulation at all, it most likely just fudges things and cheats as it goes along.

This really does poke at my pet peeve about the whole 'shards simulate everything really perfectly to do precog' is incredibly stupid, because if the Shards had enough processing power to do that they would have to already be a Matryoshka Brain. Plus it negates the entire point of seeding conflict and collecting data, because if they already know all that then there is no new data. So clearly, they actually can't. They just cheat out of their backsides to pretend they can. Or they actually are doing Divination, they're just too brain-dead to realize they've stumbled on magic and it's all caught up in a random tangle inside a genetic algorithm.
 
Last edited:
Well, something is blocking the Shards from scanning Ilunotar.

Otherwise the Endbringers would be going bonkers, the Shard Network would be completely frazzled beyond imagining, and Scion might have actually woken up.

Because Ilunotar has well and truly told Entropy where it can shove it successfully. And he knows it. And has been abusing this ability for weeks to literally create matter out of nothing, in blatant defiance of all the laws of thermodynamics.

So either Mind Blank works on Shards, or they're a lot less effective than you seem to think they are. I'd actually lean to the latter, because if the Shards actually could scan and simulate everyone on the entire planet there would be literally no point to the entire cycle from the word go.

In all honestly, Coil's shard probably doesn't even have a 100% accurate simulation at all, it most likely just fudges things and cheats as it goes along.

This really does poke at my pet peeve about the whole 'shards simulate everything really perfectly to do precog' is incredibly stupid, because if the Shards had enough processing power to do that they would have to already be a Matryoshka Brain. Plus it negates the entire point of seeding conflict and collecting data, because if they already know all that then there is no new data. So clearly, they actually can't. They just cheat out of their backsides to pretend they can. Or they actually are doing Divination, they're just too brain-dead to realize they've stumbled on magic and it's all caught up in a random tangle inside a genetic algorithm.
Addressing your points one by one, because you're not quite right on a lot of things.

First off, yes, something probably is to some extent, as I explained in my earlier post. If there was nothing, then we'd have seen some amount of reaction from Coil.

Second, no, not really? There's nothing to indicate Endbringers are actually allowed to go off-schedule while Eidolon is alive, the Shard Network may or may not be slowly passing this information around but we have no clue how long that'd take and which scanning shards are hooked up to the network (and which might not instantly assume entropy has been solved and might instead be sending the data up the chain to be analyzed instead of spreading it around), and Scion, the only being up the chain who would be getting notified, presumably is too tuned out to care, since he's ignored every other form of notification.

Third, uh... has Iluontar been creating matter ex nihilo? Blood money's components instantly dissolve, and transfiguring touch is, well, transfiguring. And Shards are also capable of seemingly creating matter ex nihilo, it's just that they're not when you look behind the curtain. Presumably, this is the kind of thing that they'd hand up the chain to Eden in a functioning cycle.

They could simulate the entire cycle, yes. It's just not worth the energy it takes to do so, this is explicitly stated in the text. Do I totally get how that works? Not really, but we know they can.

There is a good chance Coil's shard is also fudging some things– in fact, we know it does, because he can't get extra questions by asking Dinah in a throwaway timeline.

Shards are Matryoshka brains effectively. There are trillions upon trillions of shards per entity, and each shard is around continent sized, plus they're hyper-efficient. Presumably, they don't all do the calculations separately, so some chunk of those shards are presumably doing scanning and simulations.

Additionally, the entities do seem to have time travel and actual future prediction, so that probably is able to cut down the workload to some extent. It's not all simulation, it's just that they also do simulation.

Anyways, the reason they don't already have all the data is because they're not simulating all 300 years, they only look a bit at the future at a time.

It's possible that they're actually using magic, but frankly, that'd throw out a lot of how the Entities actually work? They're idiot/blind gods in some ways, but they aren't really the kind to just use a pure genetic algorithm. They do understand how they themselves work internally.
 
Addressing your points one by one, because you're not quite right on a lot of things.

Ilunotar absolutely has created matter from nothing. That's what Wall of Stone does. It's permanent, it makes rock, and we've spammed it to generate raw material repeatedly.

If they aren't simulating the entire cycle, then the obviously cannot accurately predict it at all. I would think this is obvious. Particularly as the average Shard has the outside-the-box thinking ability of a rather dusty brick. Which is the entire point of their hare-brained cycle scheme, as they are entirely incapable of generating new ideas.

If it's not worth the energy, why in the world are they letting some Calvert dude ping high-fidelity simulations several times a day? Much less Contessa. So one or the other statement must be false, either they're simulating everything accurately several years out constantly, or they're not. And given how easy they are to blindside, I'd err on that they're not and pretending they did.

Nah, they're not Matryoshka brains. They're doing something smaller-scale, on planets, but are apparently too dim to realize they'd get several orders of magnitude more energy by enclosing a star. That's what a Matryoshka brain is. That they have failed to make even a basic dyson sphere indicates just how poorly they're using their computer-brains. Plus, they don't share information outside of very narrow categories, making the whole thing where there's billions of them irrelevant.
 
Last edited:
ALNE - 5.5
Scheduled vote count started by Sckribe on Feb 1, 2024 at 12:00 AM, finished with 66 posts and 7 votes.

  • [X] Place the Bracelet of Mandatory Co-operation on the corpse's wrist, then use Limited Wish to cast Raise Dead to resurrect him. Then continue as you previously intended to before accidentally killing him
    [X] Use Limited Wish to cast Breath of Life, then bearhug him and teleport back to base.
    [X] Place the Bracelet of Mandatory Co-operation on the corpse's wrist, continue as if Coil was still alive (teleport back to base?), then use Limited Wish to cast Raise Dead to resurrect him, continuing as previously planned afterwards.
    -[X] If he refuses to be revived, use Speak with Dead to retrieve information about his bank accounts and what you'd need to authorize things, then transform into him and pretend to be him for the moment.
    [X] Roll with it. Pretend you intended to do that the entire time if anyone else asks.
    [X] Roll with it. Pretend you intended to do that the entire time if anyone else asks.
    -[X] Disintegrate the body and get rid of the costume as well. No evidence.
    -[X] Cast Discern Location to make sure we got him instead of some duplicate (who knows what Parahuman Powers can do) to be safe

Right, this wasn't unsalveageable of course, it ought not make too much of a difference to simply bring him back with a Limited Wish into Raise Dead, with the bracelet already on to have it hopefully take effect immediately, although sadly you wouldn't be able to get the benefit of the Mind Fog this way, but that ought to be alright. Right, you quickly find the spot on his costume where it comes on and off remove it from the corpse, memorize what he looks like while you're at it, then slap on the bracelet to his left hand, and soon enough cast the Limited Wish to Raise Dead-

Which then promptly fails, as apparently Coil's soul is either not free or not willing to come back. Well then, onto the next idea, roll with it, and pretend that this was the intention the entire time, with a couple conflicting notions on how to roll with it, but you figured you had a decent idea. In that case, firstly, to remove the costume entirely, and make absolutely certain you've memorized Coil's appearance. Next- pause, as the footsteps come near the door, then hold for a few more moments as they simply continue past.

Based on what you could tell, the wall were thick enough that they ought not be able hear anything now, when you grab the corpse, and move your way to one of the hidden doors, fairly quickly finding the trick to it with only around another few seconds of looking, noticing one seam in the metal is just barely large enough where you could slip a card into it as though it were a card-reader, with a tap on the wall and a close listen revealing the hidden electronics of it. Rather than go looking for the card (though you were fairly certain you noticed something indicating it would be hidden inside the rug located below his desk), you found it wasn't particularly difficult (for you, at least) to just slip a claw in there and manually trick the electronic lock. Although it did remind you that eventually you ought to build yourself an e-pick for these sorts of things, just in case. Maybe integrate it into your bracer alongside a lock coder? You've been digressing.

Quite quickly and quite silently the section of wall depresses and slides away, where on the other side you can see what appears to be a tunnel around fifty feet long leading to another secret door, though the card readers are in plain sight within the tunnel itself. You quickly bring Coil's body into the tunnel, and close the secret door behind yourself, and then, you ensure you have all your questions in order, before casting Limited Wish into Speak with Dead.

The corpse's mouth works in place a little, and you begin asking your questions.

One: "What was your full legal name as a civilian?" "Thomas Calvert."

Thankfully, the voice wasn't damaged, so you were able to hear a baseline of what his voice sounded like.
Two: "What was the name of your secret identity as a Parahuman, or Cape?" "Coil."

Three: "Were you yourself, in life, the one who employed the Undersiders, including Tattletale?" "Yes."

Four: "What is your full civilian home address, using common American notation, going no farther out than state?" "2645, Brine Street, Captain's Hill, Brockton Bay, New Hampsire."

Five: "Where do you keep your civilian identifying documents that you don't typically carry with you, such as your Birth Certificate and similar important documents, in the form of location followed by all documents in that location, taking no longer than three minutes to speak?" "In a lightweight plastic safe in the bedroom closet at my house is my birth certificate, social security card, certificate of Canadian citizenship, U.S. passport, and Canadian passport. In my wallet is my credit cards, debit cards, my state of New York driver's license, my Triple A insurance card, and my province of Ontario driver's license. In the glove compartment of my car is my car's registration and insurance."

Six: "Do you have anyone who you are expected to contact at a certain time period, or who you expect to receive contact from at a certain time period." "No."

Seven: "What is the means you use to support yourself in your civilian and Cape lives, and to consistently bankroll the Undersiders?" "A mixture of mostly income from the company I own, with a monthly salary of eighty-four thousand dollars, supplemented by using my Parahuman powers to day trade the stock market, and work as a part-time PRT Consultant."

Eight: "What do you as the owner of your company, and as a PRT Consultant in terms of work?"

Nine: "Nothing, I've set it up so it can run without my presence theoretically indefinitely, and practically I just need to answer a few emails roughly once every few weeks. As a consultant, I mostly go in and tell managers either obvious solutions or what they already wanted to hear."

Ten: "What is the name and industry of your company?" "Quick Castle & Keep Constructions LLC, working in the construction industry, with a focus on both rapid reconstruction of destroyed properties and the creation of disaster shelters, particularly government contracts for Endbringer shelters."

Eleven: "Where do you keep your civilian possessions when you go between your Cape identity as Coil and your civilian identity as Thomas Calvert?" "In a hidden room connected to my office."

Twelve: "What is the make, model, color, and license plate number of your car?" "A black two-thousand seven prius, license plate ####."

Thirteen: "Do you have any code phrases against impersonation, master-stranger powers, or anything similar within your organization?" "Yes"

Fourteen: "What are all of the code phrases used in your organization, preceded by their purpose and grouped wherever logically possible?" He lists them out, which takes a solid three straight minutes. You become visible again, during that, though you are still hiding in nearby shadows.
Fifteen: "What, in detail, using no more than seven minutes at most, are any and all potentially noteworthy pre-existing relationships in your civilian identity, including any possible affectations and such in interactions, in order from most to least important?" "Only Emily Piggot, the current PRT ENE Director. She was the only other ground force survivor during the Ellisburg disaster. We only briefly spoke in the hospital after it. I suspect what I said to her left her fairly un-fond of me, though I am uncertain. She and I haven't interacted directly since two-thousand and one."

Sixteen: "What are all of your passwords and usernames, as well as PRT passphrases should any exist, for any and all systems or similar that you use, grouping locations with shared usernames and or passwords, with a brief description of what the passwords correspond to, given in order of most to least important?"

He speaks for the full twenty-four minutes, rattling off accounts and passwords and passphrases, for PRT access and bank accounts- including to your great interest a few for The Number Man's services, which you'll be glad to keep in your back pocket.

Well, now you had more than everything you'd need for your quick idea of simply outright replacing him in his civilian and cape identities, well, for about a month or two, until you could feasibly engineer a meeting between him and either 'Akil Bergschmidt' or Brian, forge his Will to bequeath everything to the chosen recipient, and then semi-promptly fake his death. You might even be able to spin it as at his own hand, with just a little bit of acting. Yes, that would be enough to throw off any investigation, and the fact that he was getting his affairs in order shortly before his death would, if anything, be seen as a missed warning sign rather than as a cause for suspicion. Particularly if you cast an Object Possession on the body to puppet it into position, as well. You'd have to let the entirety of your mind at the issue at some point. For now, it's simple enough to use your last Limited Wish of the day to cast Gentle Repose, quickly followed by a Greater Make Whole to repair the damage to the corpse.

Ah, right, one last question. Let's see, out of curiosity, then,

Seventeen: "What were your overarching goals, if you had any?" "Take over Brockton Bay for myself, being the new PRT ENE director in my civilian identity after getting Piggot ousted, and ruling from my Cape identity unopposed after removing the gangs."

Within your mind, as the corpse's jaw stops moving, something clicks into place.

Choose.

[ ] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)

(For previous reference, the What of your goal was "You are here to Rule the World.", and the Why you were Here for that was "You are here, because somewhere in this cosmology, there are a people kindred to those you lost.")

[ ] [Major Memory] Something Else? (Write In)

As well, with that, you're able to drag something else into focus alongside it.

Pick one.

[ ] [Minor Memory] What am I skilled at? (Reveals all skills)
[ ] [Minor Memory] What have I broadly trained in in? (Reveals all Classes & Hit Dice, and as a consquence Saving Throw Bonuses, Class Features, & CR)
[ ] [Minor Memory] What have I specifically trained in? (Reveals all Feats, including Mythic Feats)
[ ] [Minor Memory] What are my Mythic abilities? (Reveals chosen Archmage Arcana and Path Abilities, but not Mythic Feats)
[ ] [Minor Memory] Something Else? (Write In)

Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: +13 Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC 42 Touch 19 Flat-Foot 32 (+6 Armor, +10 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 +53 (2d4+11 plus Crystallization), or, Enchanted Monowhip +53/48/43/38 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Ranged: Enchanted Adamantine Dagger +53/48/43/38 (1d4+11 Slashing, 20/x2)
Special Attacks: Crystal burst (DC 29), Crystallization (DC 29), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+10), Wizard Spellcasting
Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift
Wizard Spells Prepared: (CL 35; concentration +53)
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), Lesser Geas, Greater Make Whole (1)
5th (DC 34) — Dominate Person (4), Mind Fog (2), Sending (2), Teleport, Wall of Force
6th (DC 35) — Disintegrate (4), Eyebite, Greater Heroism (2), Transfiguring Touch (3)
7th (DC 36) — Ethereal Jaunt, Greater Teleport (2), Limited Wish (0), Power Word Blind, Prismatic Spray
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 31 CON 30 INT 47 WIS ? CHA ?
BAB: +43 CMB: +72 CMD: 93
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 (8/9), Surge (+1d6), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), ?
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)
TREASURE/INVENTORY
Equipped
: 1 Explorer'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 Ambrosia (Hardtack),

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

Bag of Holding: 1 Artisan'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, 3 Smartphones, 1 Fork Attuned to Earth Bet's Plane, 1 Unattuned Tuning Fork, 1 Gem Containing the Soul of Jack Slash, 1 Studio Quality Camera,

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,

Commander's Expedition Pavillion: 1 Bag of Holding

Finances/Money:
Bank Accounts (Public)$ 0
Number Man: Checking$ 29,994,600
Number Man: Savings$ 34,993,700
Number Man: Brokerage$ 34,993,700
Number Man Account(s) (Total)$ 99,982,000
Cash$ 285
Total$ 99,982,285

Carrying Capacity (In lbs.)
Equipped Weight: 29.25
Handy Haversack: 39.5/120
Bag of Holding: 110.75/6,000

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

Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC 29 Fortitude save or take 2 points of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.

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

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

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: Guess what? It's time. You've reached a point where you get another Major Memory, and a Minor Memory to go with it. Don't waste them- or do! I don't mind overly much, really. Voting is in Task Format, of course.

Anyhow, hope y'all've enjoyed!
 
Huh. I'm tempted to go with Skills for the minor memory, unless we think we'll get a better reveal with class abilities. Thoughts?
 
[X] [Minor Memory] What are my Mythic abilities? (Reveals chosen Archmage Arcana and Path Abilities, but not Mythic Feats)
This tells us if we have "Wild Arcana", and therefore can cast any spell on the wiz/soc spell list at +2 CL as a swift action for 1 mythic power, or one of the other two which are terrible as one lets us cast one of our already prepared spells and the other is for the Magus class. Also, tells us the remaining Mythic Ability, although I'm expecting Mythic Crafter.
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)
Not like I can think of any other major thing that would help
 
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)

[X] [Minor Memory] What have I broadly trained in in? (Reveals all Classes & Hit Dice, and as a consquence Saving Throw Bonuses, Class Features, & CR)

By the way, did we get that omake bonus? If not we could vote for two here, prehaps.
 
By the way, did we get that omake bonus? If not we could vote for two here, prehaps.
You do have it waiting, for either Shadow Archon or you (as he offered) to use it, on one of the things I'd mentioned an Omake bonus could be used for.

Sckribe Omake Reward Paraphrased said:
A more blatant hint than the type I tend to otherwise give, generally something you might have been able to figure out with your available info.

OR: 'How would Iluontar handle this'/Effectively a reveal of 'Barring extenuating circumstance, what might Ilu do if we handed him the reins' (information may not be perfect, due to the human/imperfect nature of the QM).

OR: Any question at all you'd like about The Other Guy, A.K.A., the character that you didn't pick back in the Prologue/1.0, if you'd feel it cheaty or off or some other thing to ask about this quest.
 
Last edited:
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)
[X] [Minor Memory] Let Iluontar decide after the results of the Major Memory

No idea what's more important for Minor, so...

(Looks like my writein got us some useful stuff, which is pretty nice)
 
Last edited:
With regards to him not being able to return, I believe we should take that as "the Shard ate his soul", and that probably we can't rez parahuumans
 
[X] [Minor Memory] What are my Mythic abilities? (Reveals chosen Archmage Arcana and Path Abilities, but not Mythic Feats)
This tells us if we have "Wild Arcana", and therefore can cast any spell on the wiz/soc spell list at +2 CL as a swift action for 1 mythic power, or one of the other two which are terrible as one lets us cast one of our already prepared spells and the other is for the Magus class. Also, tells us the remaining Mythic Ability, although I'm expecting Mythic Crafter.
Yeah while Wild Arcana would be insane, it is very possible that we have Mage Strike given our build. Mind, getting extra melee strike that has +34 to attack and does 34d6 extra damage and also bypasses damage resist is strong, but killing things in melee is not an issue we face right now.
 
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)

[X] [Minor Memory] What have I broadly trained in in? (Reveals all Classes & Hit Dice, and as a consquence Saving Throw Bonuses, Class Features, & CR)
 
Anyway I prefer knowing our classes more as we are going to read Nether Scrolls at some point, so it would be helpful to be aware of any secondary caster classes we might have.
 
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)

[X] [Minor Memory] What have I broadly trained in in? (Reveals all Classes & Hit Dice, and as a consquence Saving Throw Bonuses, Class Features, & CR)
 
[X] [Minor Memory] What are my Mythic abilities? (Reveals chosen Archmage Arcana and Path Abilities, but not Mythic Feats)
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)
 
Last edited:
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)

[X] [Minor Memory] What have I broadly trained in in? (Reveals all Classes & Hit Dice, and as a consquence Saving Throw Bonuses, Class Features, & CR)
 
Anyway I prefer knowing our classes more as we are going to read Nether Scrolls at some point, so it would be helpful to be aware of any secondary caster classes we might have.

One thing I will give ahead of time, is that I do plan on letting the Nether Scrolls give you a level up in whatever you choose, so long as you have an arcane casting class, rather than forcing the level to only be in an arcane casting class. So, like, if you're not fully leveled in Assassin you could use the scrolls to top that up, that sort of thing.

Why did he ask about civilian identity relationship, but not about capes?
It hadn't occurred to him that he'd have more Cape relations beyond the undersiders, and even then the plan for stealing his identity focuses more on the civilian side than the cape one.

Wild Arcana is a Standard Action, and can only be used to cast Wiz/Sor Spells that have a casting time of 1 action or less, as a bit of a nitpick admittedly.

Well, interesting thoughts this far!
 
[X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)
[X] [Minor Memory] Let Iluontar decide after the results of the Major Memory
 
Back
Top