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

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.
Right, forgot about that bit on Wall of Stone, that's on me.

... again. It's not that they can't, they explicitly can. This is stated. They don't, because it's not worth the energy.

Okay, I'm sorry. Uh. Have you actually read Worm/do you know much about Worm? Because there's this organization named Cauldron, which harvests shards which were not meant to be given out from an Entity's corpse, and that's where Calvert gets his power from, meaning yes, his shard was not meant to be given out. Contessa also has a shard that was not meant to be given out to humans, it's almost as if that's why she's so absurdly powerful.

On the other hand, if we compare that to the best known precog in the world who's a natural trigger, we get Dinah, who gets an array of possible futures instead of a perfect simulation, and only gets that a few times a day before having debilitating headaches, a far more limited power, which is on the level Shards intend to give out.

I know they're not actually Matryoshka brains, that's why I said effectively. They're drawing power from trillions upon trillions of suns instead of enclosing a single sun in one dimension, but the amount of power they're getting is presumably equivalent or greater, plus it allows them to deaccelerate by landing on a planet, instead of having to actually spend energy constructing a Dyson sphere. Like, perhaps consider that given physics are entirely different, and that Shards are actually hyper-intelligent in very specific ways, maybe the fact that they didn't create a Dyson sphere is an indication that a Dyson sphere doesn't actually serve their needs?

And to be clear, that's why I said they have trillions of them, to establish that they're actually probably getting an equivalent amount of energy, since they're effectively constructing a partial Dyson sphere, but across dimensions instead of in the traditional three dimensional world.
 
Right-y, with about 6 hours left, it's looking like the Major Memory is unanimous, and the Minor Memory is mostly leaning towards concretely learning all of your class levels and such, and tied behind that are letting Iluontar decide the minor memories (you don't know at the moment what he'd choose) and learning your Archmage Arcana and Path Abilities concretely (currently you know 2/3 of the path abilities are Mythic Spellcasting- and as a reminder Mythic Crafter is a mythic feat, which you already know you have. That and, based on your crafting speed and such, you can already know you don't have the Crafting Mastery Archmage Path Ability).
 

Well, if they are not running a full simulation, then there is literally zero way for their 'precognitive' powers to be as accurate as they pretend to be. Ergo, they must be cheating at them somehow, and do not actually have full knowledge, because they explicitly aren't running a full planetary scan all the time, and never once did a full cycle simulation. And if it's too energy intensive for an active Shard... then there is zero way that an undeployed Eden shard could possibly be running that well without having burned out quite a while ago from running out of energy (an explicit problem for Eden shards). As such, Coil's shard more or less has to be running only a small, localized simulation that will inevitably fail to account for anything unexpected... like mages teleporting out of nowhere. He never goes out and tries it on anything larger than a cityscape, so he'd have no way to know that it would have failed to account even for something as simple as a cruise missile launched from out of state.

Honestly, the vast majority of 'S-class' Worm threats could be solved with a cruise missile, and it is quite appalling to anyone with common sense that they haven't been.

As for having actually read the story... Nope, and no intent to do so. It is by all accounts I've recieved absolutely not worth my time and energy. I'll stick to fanfics written by actually competent authors, thank you. All my knowledge is from secondhand exposure, and people like you who obsess way too much over the canon of a story with so many plot holes and obvious ass-pulls that its canon is basically worthless except for how many stories it has spawned written by people who actually know how to write, do basic math, and understand high-school level socio-economics.
 
Vote closed
Scheduled vote count started by Sckribe on Feb 4, 2024 at 2:44 AM, finished with 21 posts and 8 votes.
  • 8

    [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] [Minor Memory] Let Iluontar decide after the results of the Major Memory
  • 8

    [X] [Major Memory] How was I going to do this? (Reveals how you were going to accomplish your goal.)
 
Well, if they are not running a full simulation, then there is literally zero way for their 'precognitive' powers to be as accurate as they pretend to be. Ergo, they must be cheating at them somehow, and do not actually have full knowledge, because they explicitly aren't running a full planetary scan all the time, and never once did a full cycle simulation. And if it's too energy intensive for an active Shard... then there is zero way that an undeployed Eden shard could possibly be running that well without having burned out quite a while ago from running out of energy (an explicit problem for Eden shards). As such, Coil's shard more or less has to be running only a small, localized simulation that will inevitably fail to account for anything unexpected... like mages teleporting out of nowhere. He never goes out and tries it on anything larger than a cityscape, so he'd have no way to know that it would have failed to account even for something as simple as a cruise missile launched from out of state.

Honestly, the vast majority of 'S-class' Worm threats could be solved with a cruise missile, and it is quite appalling to anyone with common sense that they haven't been.

As for having actually read the story... Nope, and no intent to do so. It is by all accounts I've recieved absolutely not worth my time and energy. I'll stick to fanfics written by actually competent authors, thank you. All my knowledge is from secondhand exposure, and people like you who obsess way too much over the canon of a story with so many plot holes and obvious ass-pulls that its canon is basically worthless except for how many stories it has spawned written by people who actually know how to write, do basic math, and understand high-school level socio-economics.
Again, they are not running the full 300 year simulation. That is what I said. Please actually consider reading my posts. And I didn't say it's too energy intensive for an active shard to manage, I said an active shard wouldn't spend that much energy on a host, because it's meant to last for 300 years.

You're just making things up whole cloth about the setting, because I'm not sure you're aware, but the internet is a thing? And a lot of things that show up on the internet do not derive purely from a single city. Your idea for how Coil's power 'should' work based on your misinterpretations of canon do not actually line up with anything about how he acts.

To be clear, the known S-class threats are Nilbog, Behemoth, Leviathan, Simurgh, the Machine Army, Sleeper, Echidna, arguably the Three Blasphemies, arguably Ash Beast, and the Slaughterhouse Nine. Of those, a cruise missile might solve Echidna (but probably not) and might solve the Slaughterhouse Nine (but only if no Parahumans were notified of it, otherwise the Siberian could extend her invulnerability, and additionally most of the time where the Nine are is unknown). The latter problem is also there for the Three Blasphemies, as well as the rebuilding problem.

The funny thing is that I actually haven't read the full thing either! I was merely trying to point out in a humorous manner that what you were arguing was entirely explained by the rules of the setting, it wasn't some big gotcha.

Honestly, I agree with most of your criticism of the story? Like, its grasp of geo-politics is frankly laughable, as is a good deal of its non-street level or cosmic level worldbuilding. But at the same time... the man can write? Like, he's not a bad writer. And frankly, literally every long form story has plot holes, some of the most gaping ones in Worm being how absurdly lucky Taylor gets at all times.

What I take issue with, though, is that you're just inventing plot holes in the cosmic scale worldbuilding that are actually pretty thoroughly explained, on essentially the level of 'why didn't they just take the Eagles to Mordor'. It's frankly kind of weird that you're so invested in showing the cosmic-scale plotholes in a story where that's one of the few things it does really well?
 
Mostly, because I don't really care.

As someone who actually understands what something like the Shards would actually look and behave like, they are so obviously constructed entirely to serve as a plot device that I don't give two cents what explanations are given for them. They exist to be invulnerable and unbeatalbe until they're abruptly not, veer wildly between hyper-competent and questionably sentient on a regular basis, waste colossal amounts of energy on incredibly stupid things while claiming to be trying to be thrifty, have capabilities that make no actual sense when analyzed, and generally push all my buttons the wrong way. They aren't even actually effective as a Von Neumann engine, much, much too slow and actively self-sabotaging. They really should have died out of their own stupidity several generations ago, because their propagation method makes no sense at all and should be actively decaying their capabilities with every generation.
Accurate simulation of sapient beings on a planetary scale is so monstrously complex that they shouldn't be able to do it at all while still being as stupid as they are. The things are basically massively overgrown TI-31 calculators, I can't put any stock in them being at all able to manage anything like actually understanding and predicting people. And if they could even a little, they wouldn't need the Cycle at all.

So mostly, please stop attempting to explain them to me. I will only get angry at you over it.
 
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Mostly, because I don't really care.

As someone who actually understands what something like the Shards would actually look and behave like, they are so obviously constructed entirely to serve as a plot device that I don't give two cents what explanations are given for them. They exist to be invulnerable and unbeatalbe until they're abruptly not, veer wildly between hyper-competent and questionably sentient on a regular basis, waste colossal amounts of energy on incredibly stupid things while claiming to be trying to be thrifty, have capabilities that make no actual sense when analyzed, and generally push all my buttons the wrong way. They aren't even actually effective as a Von Neumann engine, much, much too slow and actively self-sabotaging. They really should have died out of their own stupidity several generations ago, because their propagation method makes no sense at all and should be actively decaying their capabilities with every generation.
Accurate simulation of sapient beings on a planetary scale is so monstrously complex that they shouldn't be able to do it at all while still being as stupid as they are. The things are basically massively overgrown TI-31 calculators, I can't put any stock in them being at all able to manage anything like actually understanding and predicting people. And if they could even a little, they wouldn't need the Cycle at all.

So mostly, please stop attempting to explain them to me. I will only get angry at you over it.
I mean, honestly, I'm mostly just annoyed at you spreading misinformation? For example, you keep on talking about simulation as if it's their only method of future sight when it just... isn't? They have time travel, and that's used for their simulations and predictions. It's not pure simulation. You're just flat out wrong about the things you claim, and although you're right they're constructed as a plot device... yes, that's how stories work.
 
ALNE - 5.6
Scheduled vote count started by Sckribe on Feb 4, 2024 at 2:44 AM, finished with 21 posts and 8 votes.
  • 8

    [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] [Minor Memory] Let Iluontar decide after the results of the Major Memory
  • 8

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

It comes to you with an almost odd ease, compared to before. Where before, those other memories, What you had even intended to do here and Why you had arrived here in this particular cosmology, those had dragged so much else with them, hills upon hills of context, orbiting them. Here, there is indeed some, but the impact of it all is not so vast, it merely adds upon the foundation, rather than shifting it entirely.

You remember traveling the lands of Faerun and Golarian both, taking odd jobs within the grand bureaucracy of Faerun's Nine Hells, checking in every dozen or so years on who was making a grab at the Stolen Lands of Golarion that particular decade, combing through mundane records in the ruins of long-fallen Azlant and Thassilon both, infiltrating Kyonin as a young man, wandering the streets of Cheliax and Alkenstar, you had even personally dabbled time to time in subverting the Numerian capital of Starfall in hopes of getting them to abandon it entirely (you had, perhaps, had dreams of going back and stealing the entirety of the Divinity, rather than just the generator for which it was named).

Regardless, again and again in your travels, at least to your eyes, a pattern began to emerge; In any case where a kingdom or government went through rulers semi-regularly- whether that be due to their kings or emperors dying off, or going through re-occurring elections, or trials by succession- in any of those cases, things always began to start slipping whenever one mortal was left in charge of too much that they hadn't built or conquered themselves.

For as much as a part of you hadn't wanted to acknowledge it for a time, if it weren't for an inability to properly fend off outside interference, a number of the city-states of the River Kingdoms had actually been stable and prosperous, and could have possibly gone on to, if only given time, unify the River Kingdoms together as one. Which, with the shortsightedness typical of mortals, was probably exactly why they had been so deliberately targeted.

Shortsighted, and- though you admit this is not quite their fault directly so much as a consequence of their mortality- seemingly incapable of true patience. Rare was the mortal that could even comprehend the the true scale of just how long it may take to create something wonderful, let alone accept that it even might take longer than their own personal lifetime. Many of the more learned liked to say it took pressure to make diamonds, yet forgot that more than that, it takes time.

But you, you believed you knew. From the same start, it is longer to build a house of bricks and mortar than one of thatch and grass, and many may say that for the most common conditions, the one of thatch is still just as suitable, and perhaps it is, but when the worst comes, when the storms arrive, it is the house of bricks that will last. So too, you believe, it must be with a civilization. Begin with a small base, and build upon it, steadily and steadily, brick by brick, from the foundation all the way up.

Though, of course, not all are suited to housemaking, or to leave the metaphor behind, to managing a nation. No, by your view, to allow anybody to play a part, is to even more greatly risk that part's failure. No, not all are suited to running a nation, and though it helps that some can learn, they can only go so far, while still mortal. You, however, are not mortal. You, however, were chosen by the rest of your people.

You were going to do this, by openly founding or conquering a city, establishing and stabilizing your own City-State, and building up for as long as it takes until you're ready to repeat.

For now, you would have to rule the highest levels of authority alone. Perhaps one day, as your people had managed themselves by their highest councils, chosen actively by those already within and entrusted until such a time as they were actively cast out, you would be able to do so as well. But alas, until such a time comes, it falls to you alone- although…

Maybe, maybe Dragon, if she sides with you when the time comes. That, it would be nice. You'll let yourself hope, there.

Then again of course, you didn't necessarily need to conquer the city by outright force. With some effort, rhetoric might be enough, perhaps you could campaign for the mayorship. A more soft, 'velvet lined' might be term, approach could work as well- it wouldn't be overly difficult to create an improved version of the Cauldron of Plenty that could feed an endless number of people, though you'd still probably need more for simple logistical reasons- as well, possibly a few more clockwork soldiers or other variety of constructs to keep people from stealing the things.

After all, if they had their own, you'd lose the unspoken-yet-deafening threat of simply taking them all away again.

The strategies weren't mutually exclusive either, then again. Why, after a mayoral campaign, backed by your own prodigious abilities used to continually aid the people of Brockton Bay, they might even bring up the notion of separating from the United States all on their own. Well, 'all on their own' not including possibly seeding the idea. Who says politics can't be delightfully amusing?

As well, with the weight of this realization, you're able to bring along more general pieces of yourself, in this case finally fully bringing together the idea of what you've trained yourself in, more broadly than narrowly, yet still. Most of your time spent learning the arts of the arcane, as a Wizard, even a Faerunian archmage for a brief time before that was lost to you, when Faerun lashed back at you, and you had only barely slinked away alive. After you had been on that road for some time, you learned the arts of stealth and murder, as an Assassin, through and through entirely. A brief bit of time spent again on arcane studies until you cracked the secret of immortality, shortly after meeting Iluchtewhar and the rest of your people. Then, a brief bit of time spent studying the art of combat in itself and the merging of mind and martial prowess as a true Student of War, just before you began your ten years of research to create the Xiomorn Ascension ritual. From then, you became a xiomorn, and improvement as you had had it before was much longer going, not that it had been your concern.

Ah, that reminded you, you do have the resources needed to undergo it for a fourth time, if you simply spend some money on suitable gemstones. Stepping further into becoming a full Vault Builder could certainly be quite handy, to say the least.

With all of that, your mind settles, not returned to its full order, that probably won't come back for a long, long while, but very much more smoothly.

Now then, outside of your mind, you are still in a closed off corridor with a thankfully no longer decomposing corpse of Coil, his costume in your hand still, just off the side of his main office. Thankfully, none of his men have even attempted to knock on his door, let alone open it or do anything other than maintain their patrols, by the sound of their distant and fairly muffled even to you footfalls.

It is 11:30 AM, January 30th, 2011. You know why you're here, what you're here to do, and how you originally planned to do it.

What's next?

(These options are not mutually exclusive. I'll aim to do the top 2-5 or so results, generally by both priority of most to least votes, and some measure of sense.)

[ ] Leave to work on your base.
-[ ] Generators and Labratories.
-[ ] Moat.
-[ ] Other. (Write In)
[ ] Leave to make/improve Construct(s)
-[ ] A.C.E. Clockwork Soldiers
-[ ] Terra-Cotta Assistants
-[ ] Other (Write In)
[ ] Check Coil's drawers, after picking them.
[ ] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[ ] If you can find it, just call her from Coil's phone.
-[ ] Other (Write In)
[ ] Acquire the materials for and cast the Xiomorn Ascension ritual.
-[ ] Xiomorn Ascension 3
-[ ] Xiomorn Ascension 4
-[ ] Xiomorn Ascension 5
-[ ] Xiomorn Ascension 6 (Requires 5)
-[ ] Xiomorn Ascension 8
(If you do cast Xiomorn Ascension, there will be another vote after for which Path Ability and ASI you choose.)
[ ] Check in with Dragon.
[ ] Impersonate Thomas Calvert's daily life.
-[ ] Specific details beyond Iluontar's own discretion? (Write In)
[ ] Something else, or a mix of the above. (Write In)

Iluontar the Mountain-Smith, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 3 | CR 64
LN Large Outsider (Earth, Elemental)
Initiative: +13 Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC 43 Touch 20 Flat-Foot 32 (+6 Armor, +10 Dex, +1 Dodge, +17 Natural Armor, -1 Size)
HP 971 (19d10+35d6+10d8+659); Fast Healing 5
Fort +30 Ref +36 Will +34
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 65th; 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: +73 CMD: 94
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, Combat Expertise, Dodge, 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 Universalist), Metacharge, Metamagic Mastery, Sneak Attack (5d6), Death Attack (DC 38), Poison Use, Save Bonus Against Poison (+5), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, Swift Death, Angel of Death, Know Your Enemy, Additional Skill (x1) (Survival)
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: Summarizing what was revealed on the character sheet:
Classes revealed to be "Wizard 35/Assassin 10/Student of War 1//Archmage 3 | CR 64", in particular revealing max level Assassin and 1 level in Student of War, as well as the corresponding class features. Indirectly due to Student of War revealed the Combat Expertise and Dodge feats. Saves are pretty good, with the lowest being Fort +30.

Anyhow, the last of the major memories (since y'all figured out what you packed and what it all did on your own). Which, my goodness, I'm tempted to go back and compare the known character sheets between 1.1 and now.

As always, I really do hope y'all've been enjoying so far!
 
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I dunno about what to do right now (call Tattletale?) but as for this long term plan:

We should take a page from canon and do interdimensional colonization. I thought it was a cool idea when Faultline and the Undersiders did it, it'd be rad if we did it. Plenty of uninhabited worlds to spread, and we've already bought some land in the mountains to get started on it.

I have no idea what magical research we need to do to get make permanent interdimensional portals, but I'm all for it. Dragon might even be into it. Straight up found a colonial city-state on the other side.
 
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Since we're aiming at planetary governance, I almost want to semi-abandon Brockton Bay, or at least not use it as our first city. The best way to not have to fight the whole of the PRT would probably be to conquer countries in Africa first (as a location no one will object to), and uplift them into cutting edge societies (post scarcity if possible). Then, form a hegemony - and possibly conquer China next? - and put together something like the EU with us at the head.

Interdimensional colonization would be interesting, but I don't think we really need it right now. We can leave our base in Brockton as a staging ground for invading our first country/a foundry and once we're up and running, an embassy.
 
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Isn't this supposed to be 8/Day, or did I get the max capacity mixed up with something else?
(Also, does Ring Of Three Wishes apply for refreshing via Memory of Function?)
9 per day, you just happen to only have 8 left.
As for Ring of Three Wishes and Memory of Function, I'll say that for those specifically, nope.

So Iluontar isn't not doing this out of sentimentality previously, then?
Eh, a small touch of sentimentality, and a large chunk of being borderline insanely single-minded about his quest to leave the cosmology, to build up and come back swinging.
 
[] Plan Don't Vote For This Please, More Discussion Needed
-[] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
--[] If you can find it, just call her from Coil's phone.
---[] Let Tattletale know whatever we found, see if we missed anything and all. Hand this matter off to them if possible, spinning it as a favour if possible?
-[] Check Coil's drawers, after picking them.
--[] Computers too - just check everything that doesn't cause suspicion in the room
-[] Impersonate Thomas Calvert's daily life
--[] (Try to get the Undersider's cooperation for this to reduce the amount of time we need to do this for)
--[] Create a Ring of Sustenance, and add Prismatic Sphere to the Staff. Then start the Nether Scroll unlock countdown by using the Prismatic Sphere spell in the staff somewhere appropriate.
--[] Create an item with Create Greater Demiplane, and then use it to make a Timeless Plane over some time and see what kind of crafting can be done in there.
 
Man our only other class being Student of War is somewhat underwhelming, can't lie. Well we might consider getting second level for Mind over Metal I suppose.
Since we're aiming at planetary governance, I almost want to semi-abandon Brockton Bay, or at least not use it as our first city. The best way to not have to fight the whole of the PRT would probably be to conquer countries in Africa first (as a location no one will object to), and uplift them into cutting edge societies (post scarcity if possible). Then, form a hegemony - and possibly conquer China next? - and put together something like the EU with us at the head.

Interdimensional colonization would be interesting, but I don't think we really need it right now. We can leave our base in Brockton as a staging ground for invading our first country/a foundry and once we're up and running, an embassy.
That's silly. If we were to try to do shit in Africa we would have to start from scratch with bunch of warlords attacking us all the time. In America you already have about half a dozen of instances of parahumans taking over cities, and we are a good deal stronger than then. Additionally we can just beat PRTs S-class escalation level, not that it would ever get to it since capes that are actually strong work for Cauldron whose goals broadly align with ours. Meanwhile BB is important since bunch of canon relevant capes just so happen to be around.

[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation for you
[X] Check in with Dragon.
[X] Acquire the materials for and cast the Xiomorn Ascension ritual.
-[X] Xiomorn Ascension 4

Alright lets get that 1/day Permanency going and then we can start doing stuff.
 
-[X] Try to have Lisa and Brian take over Coil's operation for you
Shouldn't we, you know, tell her the information we got from Speak With Dead so her Power can fill up the rest of the gaps?
And aim towards shutting it down cleanly because we can't hide Coil being dead forever - too much risk of suddenly Thinker Power (which was what made us even meet with Tattletale to begin with)?
 
Man our only other class being Student of War is somewhat underwhelming, can't lie.
Yeah, that's more than fair. Once you were able to figure out Ilu's CL you had the majority of his levels, then from Hide in Plain sight could figure Assassin 6+ at least, so there wasn't much left to confirm. But, I felt like I ought to leave it a genuine choice there.
 
Shouldn't we, you know, tell her the information we got from Speak With Dead so her Power can fill up the rest of the gaps?
And aim towards shutting it down cleanly because we can't hide Coil being dead forever - too much risk of suddenly Thinker Power (which was what made us even meet with Tattletale to begin with)?
I mean, not really. Who cares. TT is a big girl and so are Coil's mercenaries so things should work out without too much micromanagement on our part. We want mooks, TT wants control and mercs want dosh so our goals align.
Yeah, that's more than fair. Once you were able to figure out Ilu's CL you had the majority of his levels, then from Hide in Plain sight could figure Assassin 6+ at least, so there wasn't much left to confirm. But, I felt like I ought to leave it a genuine choice there.
It is what it is. Sometimes you take a swing and miss. Getting second level in Student of War is a decent chunk of value at least.
 
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation for you
[X] Check in with Dragon.
[X] Acquire the materials for and cast the Xiomorn Ascension ritual.
-[X] Xiomorn Ascension 4

I like this plan, I'm all in for doing more Ascension rituals in the short term.
 
True, but doesn't Coil have a civillian identity? Unless we want to have him just go missing in that regard?
Tbh I don't really care that much. I suppose we should retire Coil's civilian identity gracefully so we can keep control of his company. Having a company front of that level is quite useful since we can use it to push our influence in USA quite easily.
 
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation and his company for you (retiring Coil's civilian identity if necessary)
[X] Check in with Dragon.
[X] Acquire the materials for and cast the Xiomorn Ascension ritual.
-[X] Xiomorn Ascension 4

Something like this?
 
That's silly. If we were to try to do shit in Africa we would have to start from scratch with bunch of warlords attacking us all the time. In America you already have about half a dozen of instances of parahumans taking over cities, and we are a good deal stronger than then. Additionally we can just beat PRTs S-class escalation level, not that it would ever get to it since capes that are actually strong work for Cauldron whose goals broadly align with ours. Meanwhile BB is important since bunch of canon relevant capes just so happen to be around.
Not really? I mean, in America we'd have to deal with the PRT and Protectorate hassling us. Plus, it'd completely trash our reputation that we got from killing the S9 and automatically make us villains. Given how quickly we can produce constructs, I feel like the African warlords aren't honestly that much of a threat/hassle. If we don't become evil villains (by winning against the US government) we can still maintain our reputation/social capital for international diplomacy purposes. Plus, we'd be seen as a liberator rather than an oppressor, which is important for long-term stability. Yes, we could eventually physically conquer everything, but it'd be much faster if some of our victories and territorial acquisitions are diplomatic. A good reputation will also act as insulation against rebellion and insurrection.

Seriously, African warlords are waaaay less of a threat than the military-industrial complex of the United States. And I really think you're discounting the social/reputation costs of going hostile with the US immediately. We immediately go from beloved household name to 'oh shit, another one of those crazy capes,' which just makes everything that comes after it harder. Hell, we could basically have free reign to build up an African conquest as much as we liked without anyone caring, making the buildup for further conquests a lot easier.

On the topic of resource investment, (1) thanks to Greater Teleport, we won't actually lose any usefulness of our current base, (2) Gate to a demiplane and back means we can transport armies at will even if we build them here, and (3) we build our current Brockton 'fortress' in a few days tops. We can easily rebuild it elsewhere if we want.

My general plan for an African takeover would look like: (1) build up an army in secret in Brockton, (2) apply Divinations/Thinker powers to acquire intelligence, possibly hiring Accord, (3) use Gates to invade and secure country of choice with massive army, (4) roll out post-scarcity economy for victory, start ruling/creating our own loyal country, and (5) beat initial challengers down decisively and resoundingly.

Taking our Moord Nag and seizing her territory as a first target would (1) help maintain our heroic PR, (2) actually liberate a location from awful suffering, and (3) immediately kill our most dangerous foe on the continent.
 
[X] Contact Lisa that her boss issue has been taken care of, either by Sending alone, Sending to ask for her phone number and texting/calling, or PHO.
-[X] If you can find it, just call her from Coil's phone.
-[X] Try to have Lisa and Brian take over Coil's operation for you
[X] Check in with Dragon.
[X] Acquire the materials for and cast the Xiomorn Ascension ritual.
-[X] Xiomorn Ascension 4
 
Not really? I mean, in America we'd have to deal with the PRT and Protectorate hassling us. Plus, it'd completely trash our reputation that we got from killing the S9 and automatically make us villains. Given how quickly we can produce constructs, I feel like the African warlords aren't honestly that much of a threat/hassle. If we don't become evil villains (by winning against the US government) we can still maintain our reputation/social capital for international diplomacy purposes. Plus, we'd be seen as a liberator rather than an oppressor, which is important for long-term stability. Yes, we could eventually physically conquer everything, but it'd be much faster if some of our victories and territorial acquisitions are diplomatic. A good reputation will also act as insulation against rebellion and insurrection.

Seriously, African warlords are waaaay less of a threat than the military-industrial complex of the United States. And I really think you're discounting the social/reputation costs of going hostile with the US immediately. We immediately go from beloved household name to 'oh shit, another one of those crazy capes,' which just makes everything that comes after it harder. Hell, we could basically have free reign to build up an African conquest as much as we liked without anyone caring, making the buildup for further conquests a lot easier.

On the topic of resource investment, (1) thanks to Greater Teleport, we won't actually lose any usefulness of our current base, (2) Gate to a demiplane and back means we can transport armies at will even if we build them here, and (3) we build our current Brockton 'fortress' in a few days tops. We can easily rebuild it elsewhere if we want.

My general plan for an African takeover would look like: (1) build up an army in secret in Brockton, (2) apply Divinations/Thinker powers to acquire intelligence, possibly hiring Accord, (3) use Gates to invade and secure country of choice with massive army, (4) roll out post-scarcity economy for victory, start ruling/creating our own loyal country, and (5) beat initial challengers down decisively and resoundingly.

Taking our Moord Nag and seizing her territory as a first target would (1) help maintain our heroic PR, (2) actually liberate a location from awful suffering, and (3) immediately kill our most dangerous foe on the continent.
From a Watsonian perspective, we have pretty much no social ties or anything in Africa and would be starting from scratch and likely forced to go mostly warlord. For Brockton Bay, Iluontar has a ton of social cred built up and can leverage that plus other stuff (the company especially) to accommodate power in non-warlordy ways. Seriously, if he expressed interest I expect the dude to be a top write-in for like all the elections. Also if we wanna puppet, the company and lobbying would do so much.

From a Doyalistic perspective abandoning everything to go to a completely new setting where pretty much everything but 1 character (That one snake cape) needs to be made from scratch is...eh. Also could be the "oh the WHOLE CONTINENT OF AFRICA is just endless warlords" might be uh western oversimplification; like look at irl Africa is a land mass larger than the continental US and China combined, and is incredibly varied with regards to living conditions and political stability. Yet there's a distressing amount of westerners who get surprised when they learn it's not all wartorn straw huts
 
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