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

Actually, shouldn't we already be able to figure this out? Comprehend Languages lasts 10 minutes a level, so we can work it out based on when we used it.
Maybe, either way it is not time consuming so it doesn't matter, as long as we manage to get our exact wizard level.
Besides that, what do people think about starting the prep work for Scry And Die on the S9? Maybe after a test run on one of the local gangs?
We don't really have scry or die. Our Scry is Discern Location, which we can't use on S9 until we see them live, and our only die are Nightmare and Demand, which are kinda whatever. We are just not build for that, we are more built for actual combat. Realistically the way we go after S9 is by teleporting to their last known or assumed location and then just manually hunting them down by tracking while using TT Sending to help us with search. Once we find them we can just murder in myriad of ways.
 
I mean, teleporting, is what the 'die' part of the traditional Scry and Die/Fry tactic is; Scry them, preferably right after you and your party have just rested, watch and wait for the most opportune moment, then suddenly teleport your entire adventuring party directly next to them, preferably already in formation with the fighters prepped to full-attack on arrival and such.

Honestly, maybe it's the tiredness getting to me or having thought of it actually, but the way basically any D&D/PF character, NPC's included, are pretty much all capable of throwing down at a moments notice is almost a power in itself.
 
Greater Teleportation is strong ability, yeah. As I said earlier, one of our main goals with S9 should be capturing Hatchet Face, because we can just teleport him on top of capes to turn off their powers.
 
So I actually went on to read planar shift fork rules. Tl;dr is

>you need a iron rod - 25gold cost, but IC we can likely just grab some metal from boats
>tuning depends on "level" of the fork - it can require one day, three days, a week or ??? of being on that plane

So I will at some point change Prep plan to instead we start working on tuning a fork for Earth Bet plane, and once that is done we will Plane Shift to another plane, as at that point we should have general idea of how much time we would need. I suspect we can just roll our Knowledge(Planes), but we can just experimentally determine it anyway so who cares.

Great heads up by the way
 
We don't really have scry or die. Our Scry is Discern Location, which we can't use on S9 until we see them live, and our only die are Nightmare and Demand, which are kinda whatever. We are just not build for that, we are more built for actual combat. Realistically the way we go after S9 is by teleporting to their last known or assumed location and then just manually hunting them down by tracking while using TT Sending to help us with search. Once we find them we can just murder in myriad of ways.
Discern Location also works if we have an item that once belonged to the creature in question.

So my plan would be:
Research them online, including past locations they have visited.
Teleport to a place they were at and find something left behind by a current member. Perhaps something from Mannequin. Would give us an extra chance to examine tinkertech too.
Use Discern Location to find them. Teleport in and kill or disable them all with chained time stops and other powerful spells.
 
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Edited

-[] Use our Nether Scrolls to teleport to some other plane. Attune a rod to that plane so we can Plane Shift to there as normal in future

to

-[] Purchase, or scavenge from Boatyard, enough iron required to create Plane Shift tuning fork to be capable of creating at least two forks. Craft the a couple of forks, and start process of tuning one to Earth Bet. Use your knowlege of planes to try and guess tuning completion time.
 
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Right, so, as it turns out, I was doing some re-reading of parts of the story, and I had noticed I had left two conflicting stories on how y'all got booted from Faerun. Was this a deliberate, potentially clever move?

Nope, that was me getting backstories mixed up because I hadn't thought to write them down. So, if y'all end up re-reading and noticing that part of 1.5 seems a bit different to how you remember, that's because it is, and I hadn't had everything quite as firmly in mind and such at that point. Pardon me to anyone who had caught that and had it rattling around.
 
By the way, I will add a line where we test our Plane Shift on random animal. I want to test if "Plane Shift people to random universe" is a valid strategy we can resort to going forward.
 
Vote closed
Scheduled vote count started by Sckribe on Dec 5, 2023 at 1:19 AM, finished with 19 posts and 4 votes.

  • [X] Plan Prep
    -[X] Contact TT via sending to establish this line of communication. Offer to trade future favors and such for information
    -[X] Use one of our min/level spells to determine our exact Wizard level
    -[X] Find a metal rod and attune it to current plane for purpose of Plane Shift
    -[X] Rest and write down new spells. Put in more stat buffing spells(3x Cha, 2x Int and Wis as well), Prismatic Sphere, Screen etc. No need to have fifty instances of Vail..
    -[X] Fortify one of our hiding spots to be our main fallback location with Prismatic Sphere, Screen and Dimensional Lock.
    -[X] Purchase, or scavenge from Boatyard, enough iron required to create Plane Shift tuning fork to be capable of creating at least two forks. Craft a couple of forks, and start process of tuning one to Earth Bet. Use your knowledge of Planes to try and guess tuning completion time.
    -[X] Research major supervillains in North America, as well as other S rank threats. Focus on their abilities and how they match with you
 
ALNE - 2.9
Scheduled vote count started by Sckribe on Dec 5, 2023 at 1:19 AM, finished with 19 posts and 4 votes.

  • [X] Plan Prep
    -[X] Contact TT via sending to establish this line of communication. Offer to trade future favors and such for information
    -[X] Use one of our min/level spells to determine our exact Wizard level
    -[X] Find a metal rod and attune it to current plane for purpose of Plane Shift
    -[X] Rest and write down new spells. Put in more stat buffing spells(3x Cha, 2x Int and Wis as well), Prismatic Sphere, Screen etc. No need to have fifty instances of Vail..
    -[X] Fortify one of our hiding spots to be our main fallback location with Prismatic Sphere, Screen and Dimensional Lock.
    -[X] Purchase, or scavenge from Boatyard, enough iron required to create Plane Shift tuning fork to be capable of creating at least two forks. Craft a couple of forks, and start process of tuning one to Earth Bet. Use your knowledge of Planes to try and guess tuning completion time.
    -[X] Research major supervillains in North America, as well as other S rank threats. Focus on their abilities and how they match with you

Unanimous! There's no bonus for that, it's just neat!

As you begin walking away from the PRT office, quickly slipping into the shadows of the alleyways and back to being unseen, it is no trouble to you at all to append the needed metamagcs to steadily over ten minutes and without any sign cast a Sending to Tattletale, containing the admittedly limited message, "Hello, Tattletale. One my abilities: Allows send receive words, twenty-five limit. Trade; I offer: Favors/etc. Receive: Information. Your thoughts? Same limit, part of ability."

You wait, and after the limit has passed, you've received no response. Hm, might've been an off time or the like.

Regardless, immediately after that, you take out your preferred phone in the flip phone, and wait for one minute to tick over, whereupon you immediately note the time and quickly cast Shield on yourself, planting yourself here in a fairly out of the way place, once again by an active rooftop air conditioner, which was perhaps repetitive but the mixture of large bulk, being located well above the street eyeline, available shadows, and consistent noise simply make it a very good place to hide by your measure.

Doing this, you should be more than able to determine more exactly what caliber of Wizard you are, by how long your spell lasts, particularly since you aren't wearing anything that might extend it's duration beyond your own abilities. It's exactly 35 minutes later that the Shield wears off, and you proceed to move yourself once again, towards what is locally called the Boat Graveyard, which to the eyes of others may simply be a long-present obstruction and something of a wound on the city, but you could also see it as an absolutely ripe pile of pure raw resources, with absolutely abundant metals for the taking. More than enough for you to craft an untuned fork for future Plane Shift use, in your case you had planned to make two.

It only took you about five minutes to get all the iron you needed, finding that the iron in the rails was well sufficient, and after giving it a test you found it wasn't particularly difficult for you to just, rip the dang rail sections directly from the boat in a simple tugging motion, it also became another moment you were glad to have as many arms as you do, as you could simply hold the iron sections in place with one pair while the other did the precision work with your Traveler's Any-Tools, as well each time before beginning casting an Arcane Reinforcement on yourself which was quite the timesaver. Indeed, by the time you were done, it had only taken you 3 Hours and 10.5 Minutes overall. Quickly checking your flip-phone for the time again, it was just shy of 7:30 PM.

As you pocketed one of the unattuned forks, you began what ought to be the attunement process for a common fork, given that it was simply attuning to a material plane after all, it should only take- you quickly make your way back to shore and strike it against the concrete edge of the docks- 24 hours from now. Indeed, looking at it closely with what you are realizing is your very trained eye in this matter, it seems to have begun attuning, and so long as you didn't manage to bring it to an entirely different plane, it should be fine.

You actually found yourself a touch curious at what the tuning fork would look like once it was finished.

Regardless, you put both away, leaving the second one be, especially since you knew only one fork could attune at a time in a 300 foot radius anyhow, otherwise it would reset the entire process.

Moving onwards from that, you decided you would go to do some research on various villains within the North Americas, preferably of the particularly exceptional kind, this time with a particular eye for your own ability to match them. It's not long before you move yourself to a touch upwards on the side of the Cafe you had visited yesterday. You had since then realized that yes, you could have simply mooched off of the Wi-Fi without actually purchasing anything, and that doing so was downright expected, but you felt no embarrassment over the matter. Besides, you technically were still a paying customer, as you certainly hadn't unpaid them after all, and you enjoyed the small technicality and loophole. It wasn't much issue at all to quickly open up your laptop and go researching into the matter.

Firstly of course came the Slaughterhouse Nine, which for the vast most part, really didn't seem like they'd be much of an issue. From what you could gather Shatterbird couldn't even sense silicates, just simply direct them, meaning as far as your bracer and glasses went you could counter her by simply not bringing them with you when you went to kill them. Besides, that assumed that you'd give them any form of reaction time or opportunity to fight back, which…

No. Just, no. Not in an actual fight would you be fair. That would be, perhaps stupid wasn't the right word, even though a younger you would have used far harsher, but at the bare minimum a touch naive, overconfident might work, arrogant even perhaps. To fight entirely fair meant- well a lot of different things to different people- but to you it at the least implied some mixture of either lack of trying and, well, disrespect if done in a real fight. You know you'd feel insulted if someone tried to kill you with anything less than everything they have.

Regardless, they tend to travel in a pack, so it shouldn't be particularly difficult to find a moment when they were all bunched up, Time Stop into a Quickened Prismatic Sphere, then layering a quickened Dimensional Lock for certainty, drawing weapons and readying the Monowhip if you hadn't already before for some reason, and then ambushing with a dual Wail of the Banshee and Quickened, second Wail, after than slipping amongst any survivors. Most likely survivors amongst those would have to be The Siberian and maybe Crawler, both of whom you could probably harry by just, walking back and forth between your Prismatic Sphere unharmed while they had to handle its effects, and you're sure you could come up with something more clever by then. If nothing else Plane Shift to make them some other plane's problem ought to work, once you've dispelled the Dimensional Lock at least.

Moving on from there, Heartbreaker was also notable, if also painfully similarly simple. An almost bog-standard slip-in and assassination, frankly, given that he couldn't even sense through emotions, purely emotional control wasn't much of an issue. You could just, you know, put a continuous Calm Emotions onto a ring or the like for the day, then just salvage it down into Arcane Residue for use in another ring on a later date once you were done with it, considering he only affected emotions. Not even a direct domination effect, that was it.

Next you hit a small string of ones already within the Birdcage, and none of them particularly caught your notice beyond Glaistig Uaine, who seemed like an interesting sort of very much the Fae variety, and Crane the Harmonious, who actually peaked your interest a touch. Sure, she'd done some very literal kidnapping and ran a bit of a cult, with what some called 'abusive' training methods, but honestly in your opinion, given that none of them actually died and considering the results you'd been able to find?

Heck, there were some fairly respected establishments back in Tian Xia that had a worse record for far poorer results overall. You were interested in perhaps one day finding a way and time to train under her for a little bit.

Then, it was mainly just a string of, bar their one pretty much always solely offensive power, normal baseline humans. They would be exceedingly easy to just assassinate through a myriad of different ways.

After a few fairly boring minutes you reached another of mild interest, Saint and the Dragonslayers, given that they at least had actual armor, although it was again dashed when you learned they hadn't even properly made the damn things, just stole them from Dragon. Although, it was interesting looking at the suits, given that although just from images meaning you couldn't be certain, but they appeared pretty dang well made.

As in, they met your standards. Not the standards you would necessarily hold your current self too, but in general, your standards, and the standards of actual, proper, Androffan level technology. Except they were clearly original.

A brief side-detour after effectively having finished your villain research brought you to Dragon, who was frankly one of the few powered people you were aware of that you found genuinely interesting to some degree, at least in terms of combat ability, but moreso simple craftsmanship. Hm, she was associated with The Guild, who themselves were tangentially associated with the PRT, interesting. Perhaps one day you'd manage to cross paths.

At an Endbringer fight, if you attended one, since she seemed to 'attend'- by distance through her mechs as she seemed to do with everything, which was a type of paranoia that, as a Wizard, you could personally respect- every single one of the things.

You took another look at the photos some people managed to get of her (seemingly, at least) latest model of mech. Yes, one day you'd definitely have to talk shop, maybe find someone that, even if you weren't yet convinced she was on your level of knowledge and ability, might perhaps be worthy of being your first apprentice.

Regardless, with that done you shut your laptop back down and slinked off to one of your hideaways to use, to fortify for longer term and rest within.

Quite soon, at only 9 PM you find yourself in one particular spot, well below the Trainyard, due west of the Boat Graveyard, where you quickly re-up an overlapping Mind Blank, and set yourself down to rest for eight hours, whereupon you immediately set yourself to preparing your spells for the day, after which you soon layer a Screen, a Prismatic Sphere, and a Dimensional Lock over it, which should last 24 Hours, 5 Hours 50 Minutes, and 35 days respectively.

Well then, what next?

[ ] Write In.

Iluontar the Mountain-Smith, Unique Xiomorn Wizard 35/Assassin ?//Archmage 3 | CR ?
LN Large Outsider (Earth, Elemental)
Initiative: ? Perception: +70 Senses: Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, +17 Natural Armor, -1 Size, ?)
HP ? (19d10+35d6+?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR 10/adamantine and bludgeoning; Immune: Elemental Traits, ?; SR 11+?
OFFENSE
Speed
: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average); earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2)
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Mythic Power (9/Day, Surge +1d6), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spell-Like Abilities (CL ?th; concentration +?)
1/day—plane shift
Wizard Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (3), Mage Armor (3), Magic Missile (3), Shield (3)
2nd (DC 31) — Mirror Image (2), Invisibility, Eagle's Splendor (3), Fox's Cunning (2), Haste, Owl's Wisdom (2)
3rd (DC 32) — Arcane Reinforcement (3), Arcane Sight (2), Battering Blast (2), Dispel Magic, Phantom Steed
4th (DC 33) — Dimension Door, Greater Invisibility (4), Phantasmal Killer (2), Lesser Geas, Greater Make Whole (2)
5th (DC 34) — Baleful Polymorph (2), Break Enchantment, Dominate Person, Sending (3), Teleport, Dream, Nightmare
6th (DC 35) — Disintegrate (2), Eyebite (2), Mislead, Veil (2), Greater Heroism (3)
7th (DC 36) — Ethereal Jaunt (3), Finger of Death, Greater Teleport (3), Prismatic Spray, Teleport Object
8th (DC 37) — Dimensional Lock (2), Discern Location, Mind Blank (2), Polar Ray, Screen (1)
9th (DC 38) — Dominate Monster, Time Stop (4), Wail of the Banshee, Prismatic Sphere (2)
10th (DC 39) — Polar Ray, Time Stop (2), Prismatic Sphere
11th (DC 40) — Polar Ray, Time Stop, Prismatic Sphere
12th (DC 41) — Polar Ray, Time Stop, Prismatic Sphere
13th (DC 42) — Time Stop (2), Prismatic Sphere
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
25 DEX ? CON 30 INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Craft Construct(B), ?, Arcane Discoveries (Fast Study, Knowledge Is Power, Immortality, ?), Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Eschew Materials, Sacred Geometry (x3)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell), Greater Stylized Spell, Technologist, Heighten Spell, ?
Skills: Acrobatics +78, Appraise +61, Bluff +16, Craft (Alchemy, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Escape Artist +93, Fly +46, 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: ?
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, Arcane School, Sneak Attack (?d6), Death Attack (DC ?), Poison Use, Save Bonus Against Poison (+?), Uncanny Dodge, Hidden Weapons, True Death, Improved Uncanny Dodge, Quiet Death, Hide In Plain Sight, ?
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)

Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Divinity Drive (Tattoo), 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 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 Overlord Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone

Cash: $295.00

Carrying Capacity (In lbs.)
Equipped Weight: 29.0
Handy Haversack: 116.5/120

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

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

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

Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats. Iluontar requires only 1 hour of work per 1,000 gp of the item's base cost, instead of 8 hours. For items made primarily of crystal, stone, or earth, it requires only 30 minutes, and the item's base cost is halved.
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, Haste, 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, 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
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
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 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
+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.
Also, not listed for hopefully obvious reason, you do now know that Craft (Jewelry) is not one of your Craft skills. I also figured out why I kept feeling like something was slightly missing in an unintended way when looking at your statblock, it was the lack of bolding in the format, so I took the moment to do some of that there.

Also, yeah, you guys are, as I've mentioned, very much busted, being a 35th Level Wizard, just as a baseline before even considering the whole 3/8ths of a Vault Builder thing, and whatever other levels y'all have. And as I feel oddly compelled to mention again, the other guy you could've chosen, had his own kind of near equal ridiculousness.

Anyhow, hope y'all enjoy! The general previous schedule should be back for the most part now, with hectic things no longer being so.
 
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Hmm. Do we just want to go for the scry and die now, or wait? I'm a bit worried about the Siberian still, admittedly, but Dimensional Lock might just block her or other parahuman powers?
 
Well he mentioned not fighting fair. I like his plan of nuking them down. Throw in extended greater invisibility and our stealth skill as well.

Crawler and the Siberia can't hit what they can't see.
 
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Oh Xiomorn Ascension on Dragon would be interesting. Of course we would have to help with her restrictions first, but Iluontar seems very well suited for doing so.
We have a decent excuse to hit the Dragonslayers actually too. They have some of Dragon's tech, so a chance to examine it would be nice.

Anyway time to wipe the S9? Or was there anything else we wanted to do first?
 
I'm fine wiping the s9

Anyone we want to capture for future study?

Also dominate monster.
 
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35 Wizard levels is about expected, although still hilarious. That being said, we should have +40 caster levels total - assuming that we were inefficient and that we only have natural 15 level of Wizard, that still means we have 20 caster levels in something else. My first guess would be Ritualist for obvious reasons, except I have no idea how would we go about testing that since we don't have any sample Rituals.

Maybe we could just do it like we did for spell and try to focus on them?

Missing out on TT is what it is. Out of three villain gangs, Heartbreaker is by far the most dangerous. While he himself might not have ability to sense us, some of kids might, and numerous mind control abilities mean that there is a sliver of chance that some might go through our defenses without us getting to save. S9, we already talked about and really I would like to wait until we get Plane Shift online for Crawler before we go there, and finally there are the Dragonslayers, my preferred option. Their suits are safest things to go against since they lack any esoteric abilities so we can just fight them(or more realistically chill until they are out of suits and just gank them), we get a lot of shiny toys to play with and we get to interact with Dragon so that's neat.

I have no idea how should we go about finding them though. Just try to bruteforce it I suppose.

[X] Seek the Slayers
-[X] Using your powers and available information, try to track down Dragonslayers

We could go to one of their old hunting grounds to find items that belong to them, or perhaps villains who can contact them.
 
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That being said, we should have +40 caster levels total
Sort of, yes, but this ended up being a moment where something y'all would full well know/have remembered IC simply hadn't come up explicitly in the text. So, to explain this discrepency, this part here:

ALNE - 1.5 said:
Sold out by your previous greatest ally, and hundreds of Righteous sacrificing themselves to pull off a sudden and immense ritual, one only possible by you having made enemies of even The Overdeity.

And so, you had been laid low, again and again, and when you had managed to slink off, greatly dimished, [etc.]

To put it simply, that ritual was the massive, esoteric/metaphysical/spiritual equivalent of trying to hold something down so something/someone else can get them. Except in this case, basically holding the soul in place and force resurrecting, except the kind of resurrection that results in genuine 3.5 style Level Loss, since at the time the character was in Faerun playing by 3.5 rules. Meaning that he had been such an absolute munchkin-ish bastard, to the point of going as far as to end up directly antagonizing Ao, The Overdeity of Faerun (and because there'd be absolutely no IC way to learn this ever, even managing to get frowned upon by The Luminous Being, which for those who don't know is generally the entity used in the D&D lore to represent THE GM). In essence, Iluontar is a character that in his past managed to twist and manipulate every tiny thing and quirk of reality back in Faerun, pure using every single supplement possible to stretch RAW out atom by atom, to the point even Hell was willing to bar a Lawful Evil soul, and essentially got Rocks Fall-ed indirectly.

Then he managed to survive that, if down by a lot of levels and having barely fought enough to open a small hole to flee through.

Long story short, yeah, you would have, if the backstory version didn't get himself essentially jumped by every faction simultaneously back in 3.5 where full level loss was still a thing.
 
Discern location? and shadow memory? Both be wise.

Though more than most villains we would want to dominate one and have them spill everything they know to us.
Discern Location requires us to either have seen Dragonslayers live or to have some item of theirs, while Shadow Memory requires 150k$ worth of materials to make it work, and it is not that helpful with the whole finding part.

So the only real way to do this is to use good old fashioned research to narrow down places/people they know, and then go dawn to search for either objects they had, or to find villains that hired them and get information out of them. Unless they are randomly doing something somewhere right now and it is a public knowledge on the internet so we can just teleport there and fuck them up.

As an alternative, we could just destroy one of the local gangs for money and stuff.
Sort of, yes, but this ended up being a moment where something y'all would full well know/have remembered IC simply hadn't come up explicitly in the text. So, to explain this discrepency, this part here:



To put it simply, that ritual was the massive, esoteric/metaphysical/spiritual equivalent of trying to hold something down so something/someone else can get them. Except in this case, basically holding the soul in place and force resurrecting, except the kind of resurrection that results in genuine 3.5 style Level Loss, since at the time the character was in Faerun playing by 3.5 rules. Meaning that he had been such an absolute munchkin-ish bastard, to the point of going as far as to end up directly antagonizing Ao, The Overdeity of Faerun (and because there'd be absolutely no IC way to learn this ever, even managing to get frowned upon by The Luminous Being, which for those who don't know is generally the entity used in the D&D lore to represent THE GM). In essence, Iluontar is a character that in his past managed to twist and manipulate every tiny thing and quirk of reality back in Faerun, pure using every single supplement possible to stretch RAW out atom by atom, to the point even Hell was willing to bar a Lawful Evil soul, and essentially got Rocks Fall-ed indirectly.

Then he managed to survive that, if down by a lot of levels and having barely fought enough to open a small hole to flee through.

Long story short, yeah, you would have, if the backstory version didn't get himself essentially jumped by every faction simultaneously back in 3.5 where full level loss was still a thing.
Damn. And we were Lawful Evil back in the day, nice to know that.
 
>write up this multi step plan where we use Dream to get "familiar" with target for Demand, and then use Demand to have them tell us their location
>"The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient."

Welp
Efforts were made
Tries were had
Upon conclusion
It mattered not
 
Eh I'm not that worried about Crawler. Worst case we just don't kill him. Without the rest of the nine to coordinate with he is a lot less threatening. Even if we don't kill him, the other heroes can probably contain him easily enough.

I would like to hit the nine first however because if we wait there is a chance that Broadcast hears about us through the shard network and gets the nine to start making preparations. If they are prepared they might be able to surprise us with something nasty.

[X] Seek the Nine
-[X] Using your powers and available information, Track down the Nine.
-[X] If no better method presents: Teleport to a previously hit location where you can find something one of them left behind to use Discern Location on.
-[X] Make whatever preparations seem prudent before engaging. Remember to use buff spells.

Greater Heroism is strong. Anyway besides that I'm not sure about any specifics for the fight. Maybe Dominate Monster on Bonesaw to deal with any deadman switches?
We might want to avoid Crawler entirely to not give him anything to adapt to. Just kill the others and then call in the heroes to contain him.
 
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Nine is more annoying in number of ways. Siberian is an actual threat, if one that we should deal with if prepared, and dealing with Bonesaw's contingencies is a pain without having Wish as a fallback, as even with Dominate Person it is likely that she has contingencies for mind control. In fact, I would advise against even trying to Dominate her or Jack. In comparison, dealing with Saint and his gang is entirely simple; the worst that could happen is if they trigger Dragon kill switch which a) we can undo via memory of function and b) Dragon getting killed is not that big of a deal for me.

Likewise, finding Dragonslayers should be way easier. They are mercenaries, so we can look up their previous jobs, and you can reasonably expect higher level villains to have ways of contacting them. In comparison Nine are bunch of murder hobos that like lying low at all times, so we are basically forced to rely on QM gifting us valid Discern Location target pure luck to stumble upon some old item on theirs.

Last but not the least, I would argue that Dragonslayers just offer better rewards. While killing S9 is a great PR and reward is likely to be substinential, we would need to wait for that payoff. They are literal murder hobos, only thing of value they have on them is Mannequin's tinkerstuff. Slayers have a ton of loot in comparison - suits alone are insane, all the money they've got, host of info they have and so on are all immidaite loot we can access, and much more importantly, we gain Dragon's favor. She would be immensely useful asset for gaining materials we need for our spells and rituals, and longer term she could be a crux of our plans, either by using Divinity Drive to make a god out of her, or by using her Trump/Tinker power to teach her our magic and rituals.

The big plus of removing S9 is killing Jack and removing that bad end, but I don't think that Broadcast is that time sensitive so we can take our time.
 
or by using her Trump/Tinker power to teach her our magic and rituals.
Ooh! Very well thought out, although one minor thing, this here? You don't even need the power. D&D/Pathfinder Wizard magic, and especially Rituals, are known for specifically being teachable to others. Like, you could take literally any old shmuck in Golarion, and if they put in the time/effort and had a bare minimum of brains, then eventually you can make a Wizard out of them. Although, that being said, Dragon would probably be one of the people that could pick up Wizard magic pretty dang quickly.
 
Right, given there's less than an hour left at this point and only two votes, which are both competing directly, I feel like it would be for the better-ish to go ahead and extend the vote time by another 24 hours.
 
[X] Seek the Nine
-[X] Using your powers and available information, Track down the Nine.
-[X] If no better method presents: Teleport to a previously hit location where you can find something one of them left behind to use Discern Location on.
-[X] Make whatever preparations seem prudent before engaging. Remember to use buff spells.
 
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