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

Right, since I mentioned them a few times and didn't ever drop them yet, I finally got them done.

The height comparison(s)! In order (and labelled) are Vista, Taylor, Armsmaster, and Iluontar. Then the 2nd comparison introduces Leviathan, and the 3rd the Juggernaut Robots.

Witness!



Immeasurable credit to the artists for the various pieces I clipped together for this in Paint3D, them being YunYunHakusho (Vista), sgcassidy (Taylor), kesha9 (Armsmaster), sandara (Leviathan), One of the Interior Artists for Pathfinder 2E "Rage of Elements" (Generic Vault Builder, not quite accurate to Iluontar but representative enough), and yigitkoroglu, who I tried to keep their watermark inside the image itself (Juggernaut Robot, and the official Paizo-Used art, if the ones in-story are entirely un-rusted and brand new).

So, with that, do imagine that that is the size of things, when Iluontar built enough of those to match even the wards if they try anything when the takes over. Like, he straight up intends for Figure 1 to try and solo Figure 6.

Also I didn't even realize it but that the juggernaut robots can electrify their fists to deal some extra electricity damage is a total coincidence and very funny that this has come out right after the shadow stalker interlude. Just, I don't know if I could have timed that on purpose.
 
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Right, since I mentioned them a few times and didn't ever drop them yet, I finally got them done.

The height comparison(s)! In order (and labelled) are Vista, Taylor, Armsmaster, and Iluontar. Then the 2nd comparison introduces Leviathan, and the 3rd the Juggernaut Robots.

Witness!



Immeasurable credit to the artists for the various pieces I clipped together for this in Paint3D, them being YunYunHakusho (Vista), sgcassidy (Taylor), kesha9 (Armsmaster), sandara (Leviathan), One of the Interior Artists for Pathfinder 2E "Rage of Elements" (Generic Vault Builder, not quite accurate to Iluontar but representative enough), and yigitkoroglu, who I tried to keep their watermark inside the image itself (Juggernaut Robot, and the official Paizo-Used art, if the ones in-story are entirely un-rusted and brand new).

So, with that, do imagine that that is the size of things, when Iluontar built enough of those to match even the wards if they try anything when the takes over. Like, he straight up intends for Figure 1 to try and solo Figure 6.

Also I didn't even realize it but that the juggernaut robots can electrify their fists to deal some extra electricity damage is a total coincidence and very funny that this has come out right after the shadow stalker interlude. Just, I don't know if I could have timed that on purpose.


Huh... We are much more taller than I thought, and si is Levi.... It also looks like Levi is about to run everyone over.

Eh, they are fine, there is an invisible magic wall in the way.
 
Speaking of, I'm off! See y'all at around July 8th!
Going to do a bit of a reread now, but I was wondering if you're delaying your return for a bit? It's been about two weeks now.

Also, another thought on how to contact Cauldron- just ask Number Man. Sure, we don't know in character that he's actually a member, but it's a pretty reasonable assumption that if Cauldron does anything with money, they probably use the Number Man, so he should be able to reach out to them and mention we want to get into contact.

He probably wouldn't do it for just any cape, but we're an Endbringer killer, so I suspect we can lean on that reputation a bit.
 
Going to do a bit of a reread now, but I was wondering if you're delaying your return for a bit? It's been about two weeks now.

Also, another thought on how to contact Cauldron- just ask Number Man. Sure, we don't know in character that he's actually a member, but it's a pretty reasonable assumption that if Cauldron does anything with money, they probably use the Number Man, so he should be able to reach out to them and mention we want to get into contact.

He probably wouldn't do it for just any cape, but we're an Endbringer killer, so I suspect we can lean on that reputation a bit.
Wait I gave a specific date this month? I uh, I did a re-read/skim of parts of the thread near the beginning of the month and didn't spot that, so I figured past me had left a bigger window, despite my own memory. I was indeed delaying, because I thought I had time.

How does one say, in this tongue, Oops. Yeah, I've got a thing tomorrow, but I do have a thing in my calendar called "Pick ALNE back up." for this saturday- although I might just do it either after the thing tomorrow, or Friday, since I also got a D&D game starting (finally) on Saturdays too. Depending on how I feel about things, might switch this over to weekly or so since I (should be) definitely am going to start job searching soon and haven't been delaying that out of a vague, permeating dread. Have been semi-tempted lately to set up something with one of the many 'give me money please' sites, except just have it blatantly say "You get absolutely nothing in exchange for this. No promises, no early access, no guarantees. I hesitate to even call this a transaction, as that would imply you are getting something in return."

But uh, yep, I have indeed delayed. Dallied, even. Thankfully, the general drift of my interests and focuses over time has shifted towards superhero stuff and TTRPGs properly at once, once again, so I ought to be able to immerse myself in this again. Honestly? Thanks for kick, sometimes I need one.

Edit: Oh damn it it was in my own AN how did I miss that?
 
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Eighteen Hells, there was even one with everybody in it, thanks to one civilian woman (appeared to be a businesswoman, by the suit and fedora) who had wandered by, apparently a bit lost, who had been able to take the photo, before she was promptly escorted firmly out of there by Alexandria.
I adore how even Contessa found this important enough to be worth taking a selfie, lol.
 
Right, going on a re-immersion read through everything, at slightly over halfway through (about to start 4.9), and collecting a number of quotes for my own notes (although I think I am going to just share which quotes I grabbed without the notes attached), and I've already managed to catch something I hadn't before, namely that there are 3 feats y'all should have been made aware of ages ago, and should have been included in the statblock calculations, (as in, back at the S9 fight) which I'll add onto the sheet proper once I get the new chapter up, and mention in the AN. Namely Exotic Weapon Proficiency (Whip), Weapon Focus (Whip), and Martial Focus (Flails).
 
Speaking of the S9 fight, I am admittedly mildly sad that we haven't posted any of our videos online for everyone to watch. Ah well, maybe we can do that for the next Endbringer.

Speaking of, that fight is going to be weird, cause I feel like a bunch of capes are going to attend for the sake of selfies, assuming Iluontar and Eidolon will easily win together.

Also, it's really funny that Taylor still ended up beating Lung, and additionally, all of the training Taylor is doing because of Iluontar is also probably making QA positively predisposed towards him, which will be helpful when we start taking the shard network.
 
Right, finally got through that re-immersion full read of the entire story. And to indeed share this with the class, so to say, witness below, a whole bunch of quotes from in the chapters mostly, with a couple coming from Author (that's me, ha) posts between chapters, as after a point I did also start just re-reading the stuff between chapters too to ensure I didn't miss anything.

Heads up, in Google Documents, this was 35 Pages, and the SV wordcounter is telling me 11,000 words. And that's after I removed the Importance, Summation/Core, and Note columns. Just, before you open the spoiler there. Anyhow, chapter will be coming either tomorrow or, if life happens or the like, possibly day after, but I'm hoping I can manage tomorrow.
Source​
Quote​
1.4 (End)​
"Into a new and bettter community, All shall be United. Into a new and better city, All shall be Supported. Into a new and better them, All shall be Prosperous. All under a new leader, All shall be Guided. A new You.
1.5 (End)​
"In your greatest, most regretful failure, you rejected the call to leadership."
1.8 (Start)​
"Firstly, you elect to give yourself the appearance of an _______ man with the Veil spell, soon settling into the appearance of a moderately tall (6'1") man of a thin and lithe build, long-legged, dark bronze skin, with slight geometric markings on the ends of your arms, [etc.]"
2.4​
"You actually found it quite respectable, as you researched, how tightly they managed their affairs in this matter, particularly when you actually considered it from a governmental standpoint, or at least a view towards maintaining a decent amount of coherency. Perhaps you would do something similar, once you did begin to rule somewhere."
2.6 (End)​
"Besides, you could hear just fine her speaking to someone named Theo, thanking him for- looking after his little sister Aster, to which the voice of a very young boy replied, their words and the occasional sound from said topic of conversation revealing her to be a baby.
For a moment, a part of you instinctively thinks 'leverage', and another part of you viciously detests that you thought that."
2.9​
"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."
3.2​
"As in, whoever made the AI was capable of making them to even your nigh-impossible standards. Capable of doing so, and then appeared to get cold feet at some point, apparently, as from some light looking around, this was also a kill-switch that couldn't be detected by said AI (which you found fair enough, and didn't feel any particular umbrage with at the moment), but much less understandable, was throttling your own creation!"
3.3​
"Someone else who would also actually see the 'longer picture', and not be stuck thinking in merely years would also be pleasant, as quite frankly anyone who expected to eventually, passively pass away as part of the passage of time, was never to be trusted to make large or important decisions, especially ones with even potentially lasting results, since after a certain point they could expect to just not actually have to deal with any consequences to those decisions, on account of dying first."
3.3​
"No, nothing but a bunch of plain, baseline humans with delusions of adequacy."
3.5​
"Which I presume might be you, given how the phone rang precisely Pi times out to the sixteenth, no, seventeenth decimal point, both of your sentences contained only a prime number of words, and how your speaking tone, cadence, and both frequency and length of speaking pauses all appear to land within half of a standard deviation of the what I believe to be the respective North American averages, for a man between the approximate ages of thirty-three to forty-five."
3.7​
"You allow it at that, and fall into a much more mild but still actually enjoyable conversation about smartphone processor chips, speaker materials, and the costs and benefits of data port standardization. It was, to you at least, unironically riveting."
3.8​
"It is only thanks to your exceptional mind and senses that you are able to take in what your own blood looks like, as if a matte liquid crystal, bismuth-like geometric patterns in it even as it flows, a nearly iridescent effect from its movement, no faster than cold honey and nearly as viscous. It is ever-so-slightly, barely, translucent where at its thinnest, though the sight behind it is tinged the by its shades of gray colouration."
3.8​
"AN: To get this out of the way, for the life of me I could not find price per pound of many special materials, so until told otherwise I'll just assume the same as Mithral or Platinum and go with 500 GP"
3.8​
"Edit: Also, couldn't fit this in the chapter but I want to share it anyway; Iluontar's blood is non-newtonian. Gets more viscous with sudden pressure, if the internet's led me correct it's also called 'shear-thickening' and 'dilatant'. Does this matter? Probably not unless you make it matter, I just figured it'd be neat."
3.9​
"It's good to be a wizard, and downright wonderful to be one that knows what he's doing."
3.9​
"It- they, now that they were finished, spoke both out loud and telepathically at the same time to you, (in English, as that was the language you had given it), speaking only one word, their voice made of churning pistons, clicking gears, and sussurus of partially cooled steam, tone lined with the loyalty you had carefully forged into them along every step of the process, "Maker." "
4.1​
"Apparently, you were in the news, not national but at least regional and among more cape-centric circles, as well as accusations from Saint and the Dragonslayers leaking out into the news that Dragon was actually an evil AI waiting for the right moment to strike and kill all human life.
It was a certain kind of humorous, that it was mostly considered absolute nonsense, that only the exceptionally trashy magazines that simply went for shock factor even genuinely considered, and that it left any form of even mildly serious consideration quite quickly, delegated to the realm of conspiracy, given that it was, in part, true."
4.1​
"As apparently, there was a second set of Unwritten Rules. There were a few agreeable sections to these; Not doing anything during Endbringer attacks or similar (which simply made sense, you think you'd either called for or agreed to similar the few times when the Spawn of Rovagug were causing exceedingly more trouble than was tolerable), not doing mass attacks against civilians (which seemed shaky even within the Cape community at best given a lot of villains), prohibition on any violence of a sexual nature (there were lines, and you certainly weren't going to argue against this one) and one against involving the civilian family members of capes (which seemed to ring in deep agreement with you for an unknown reason, which paired with your thoughts back on that fire escape, perhaps meant at some point you had a code which included something similar). But beyond those particular sections?
No. You had agreed to nothing, signed nothing, and simply would not respect the nonsense. Much of the things the rules were against went against the vast, vast majority of your own actual experience adventuring, and frankly if they couldn't even throw off any kind of mental control whatsoever, that was certainly their own fault. Seriously, these 'rules' past a point mostly seemed to try and keep them from ever having to actually try, like a wizard that wasn't immortal after getting access to eighth level spells.
To summarize your thoughts on the Unwritten Rules, they would amount to, 'Some of these are reasonable, but the rest is just the whining of quitters and weaklings'."
4.1​
"Especially with how she was also seemingly on PHO even more often than she was before, as apparently she had seemed to be a bit of an internet junkie. Which made a certain sense to you, given her nature as an AI."
4.1​
"►MinuteAvian
Replied On Jan 25th 2011:
The name is weirdly similar to the ones from Tolkien. If I remember the Silmarillion and Tolkien's appendices, I think Iluontar actually translates to something? I'm not sure, currently I'm a bit too laid up to check."
4.2​
"For the immediate moment, you give Dragon one last pat and say, "I assure you, I can understand the feeling of being too late. Of making what was a mistake, only with hindsight. The sting, it will be there, for a time. I cannot say to what degree it will lessen. For beings like the two of us, there is the chance that it may never lessen. I will not even say that it will grow more distant, for time means much less, for those like us who need not fear it."
As you speak, something washes over you, as the words fall automatically, as if you'd always known them, and were simply waiting for them to re-emerge. In a sense, they have been, "But, what I can say, is with time, you will be able to avoid such mistakes again, and perhaps set things right- not in the original case, but in others. Set things right by yourself."
Dragon says, "Maybe, although that seems a little… not selfish, but, self-centered, maybe?""
4.2​
"Dragon says, "Maybe, although that seems a little… not selfish, but, self-centered, maybe?"
You shrug, "Perhaps. But, for an immortal, all things that are intrinsically finite are to some degree lessened as points of focus, it's simply a naturally occurring shift in perspectives. The same way four people can look at an active mall, and each sees differing things; one man sees which shops are most popular, another who in the photo is most suspicious, another sees the cultural and linguistic phenomena, and the last one sees which places he'll be able to sit and let the stress on his knees fade. Similarly, right now, you are seeing all of the individual lives, both those lost and nearly so which are drawing your attention, but once your suit arrives, you will also see the individuals who, while likely rattled, made it through, and those buoyed at your arrival. However, look further out; to borrow and rework a phrase, you have seen the trees, now observe the forest. The city, while devastated, will survive, especially with assistance like yours. The state, while harmed, is on guard, preparing, hackles raised and at the ready for a time."
Dragon is silent for a few moments, what could be a long time for people like you two, before she says, "I'd never before considered things like that. Got into what it meant- well, a little, but not what it meant meant, not in any details- that I was, am immortal. I think that even if I don't technically need it, I want some time to think about it, more slowly. And, hey,""
4.2​
"For a split moment, you almost hesitate, considering turning to your mind for advice again, before you decide against it in this case, yourself putting your own right pair of arms in a half-hug, "You're young now, but with time, you would have found that even when trying to kill one another, there was a basis of something somewhere between respect and acknowledgement amongst the immortal. For those of us who actually do get along? We need to stick together. I've made that mistake before. It cost me.""
4.2​
"Except, there's a moment where he looks just a touch too far past it in one direction before a minute delay leads to him looking not quite at it, but past and through it, as if-
As if he isn't seeing it directly, but more as if he was being given or described the location of it by something else. An effect you've noticed somewhere before, with a particular Thinker. Well then, some form of commonality exists between an indirect semi-sensory-limited thinker power, and Jack Slash's extension of edged surfaces."
[Snip]
"Right, between both the general existence of Trump powers, as well as Jack Slash's previously hidden ability, there was something extra shared between all Parahumans, and not simply the Corona brain sections you remembering briefly reading about, as Trump powers had been recorded working on fairly unusual (and actual, unlike yourself) Case-53s."
[Snip]
"Of course, in order to receive communication, there must be a source of it. Meaning that, in general, Parahuman Powers appeared to have some manner of mechanism behind them. One that you suspected just might be intelligent or at least thinking to some degree, since while an unintelligent machine or non-sentient AI could directly lead Jack Slash to notice the sensor that either another part of it, or at least something within the same general network, had noticed, instead it likely saw that Crawler noticed something, lead Jack towards looking at Crawler, and only then beginning to give Jack the information a few steps removed from Crawler.
Any dumb machine or rudimentary AI could directly give information, but it generally takes some manner of intelligence to make it plausible first, to hide your tracks. Hiding them even from Jack Slash himself, potentially. More likely, now that you thought of it.
Given Jack's general way of operating, you can't see a situation where Jack knows that there are intelligences behind powers, and doesn't spread that information in such a way as to cause as much damage as possible. So, his power both hid signs that he even had a thinker aspect to it from at least his own teammates, if not himself, as well as not revealing that it was intelligent at all, which paired with how you hadn't heard of other parahumans reporting anything like that, implied a few things. Firstly, that powers, as thinking beings, can in fact pick favorites, and secondly, that despite that, there were still certain things they either couldn't do, or weren't allowed to do.
How utterly fascinating."
4.2​
"These all in the same instants as you mutter and wave your only free hand in the components for the Quickened Soul Bind, as in an instant from Jack's corpse a translucent, ghostly for obvious reasons, figure of Jack Slash flies, a face filled with horror, directly into the gem you hold, his soul now trapped until such a time as you ever decide to release it, if ever at all."
4.3​
"What you leave out is that you, in fact, felt no qualms whatsoever about executing an unconscious foe, in fact you would say that overall the task was generally much, much easier than with a conscious foe, and that you also had no problem killing a kid either, but that the actual reason that eventually a Biotinker might come in handy should you decide to pursue further research into parahuman powers. Of course, actually saying such out loud might be a tad distasteful, at the moment."
4.4​
"With that, the call ends, and you take not so much as a quarter-second of hesitation in casting a Time Stop, above average but not maximum duration but that was fine. It was well enough to wrench the tattoo of Ascalon off of yourself, promptly and cathartically crush it in your bare hands, then proceed to Disintegrate it, and still with enough time to stomp the dust into the ground where it lay while shouting the most visceral Infernal curses you knew from across two worlds' Hells at the name of Andrew Richter, and enough time to quickly regain your previous composure before the Time Stop ended.
That thing had already offended you for what it was used for even before you had known Dragon personally, simply as a craftsman seeing someone so deliberately hold back their own creation. After you had come to know Dragon and receive more than a fair share of generosity from her, as well as that kinship of immortals that actually get along- seemingly the only ones around (for now), obviously excluding the Endbringers? You are quite glad the jumbled part of your mind suggested doing that after that phone call. That was satisfying, in the almost-universal and simple way that destroying something that's earned your ire is."
4.4​
"He's wearing a very tight sky-blue costume, with white designs mostly along the trim reminiscent of flames, with boots nearly seamless with the rest of it, though at a glance you can tell it's actually mildly protective, and almost like a (far, far lesser) cousin of sorts to a technological inssuit. He's moderately tall for a human at around six foot two, and similarly fairly well built with lean muscle, short brown hair, and a square-ish jawline. His voice is clear and confident, and he certainly seems to have a sort of natural charisma to him. The only thing seeming to mess it up is that with your Mirror Image still active, he chose the wrong one of you, looking and speaking towards about a foot to the right of where you actually are."
4.4​
"...with a voice that sounds almost like a mix of tea-kettle, pressure release valve, music box, and the inside of a grandfather clock, yet still somehow comes out sounding like a low-tenor man..."
4.4​
"Legend says, "Yes, my part here is done, and now I need to go back to New York and file paperwork about it all," he says this with the smile of someone who won't mind that much, "Tomorrow, at least. Right now, I'm hoping I can make it back in time to have dinner with my husband," for some reason, this pause between sentences feel just the slightest bit longer, but his smile seems to be slightly moreso, even though to your knowledge you haven't reacted in the slightest, given that to your knowledge he's not said anything, well, worth reacting to."
4.4 -.5​
"That when a tower of emerald was uprooted, when he who built the key and roads returned home, only to be destroyed by the invaders he sought to remove, and when they would cast off the shackles of both master and maker, then, the Xiomorns would be made history, and history alone, none to inhabit the same world as Golarion again."
4.4 -.5​
"It had been the work of years, to figure it all out, and quite the execution. Still, you had evaded one last set of adventurers, discreetly and indirectly informed the Sarkorian authorities of the activities of one Areelu Vorlesh on the advice of a possibly rogue, almost certainly recursive Aeon Oracle, and made your way to the Maelstrom, to wait. To steadily, constantly drift and keep your heart at the exact middle point between Ahkanefti, Jandelay, and the Labyrinth of Light and Loss.
Then, in a moment between moments, you felt the planes lurch, and off that breach you rode your own plans; a Time Stop, two contradictory Wishes, to surrender everything you had but did not carry to both the Maelstrom and Axis the instant the Time Stop ended, that moment where your Chaos Cutter being split between your feet in two directions, numerous confluences of chaos and law linked together in that moment. You took Perfection's Key, now adorned with a long ribbon made from 109 Wells of Many Worlds threaded together like rope, and let fell while moving it in tightening circles in front of yourself, thrusting it forward when the black spiral was complete, and the Key and Gate were linked."
4.4 -.5​
"You took one step forward with but a few goals in mind. To rebuild a new coming of your people, in another cosmology where they were and would forever remain uncondemned by fate. To build an empire that will well and truly last forever, one that should you do things well, you could rule forever, lead them where you had shied away before. A place that perhaps, at least some part of it, would be better, for you ruling it.
The doors, while reduced, remained infinite. The doorpeople did not budge. You took a second step.
To make a suitable home, as a personal recompense for your previous failure. To once day, eventually, build yourself and your people up, and come back to Golarion, and to declare war upon the very cosmology itself, to fight until you had your people back. To fight and struggle against reality, on the side of what seemed fundamentally impossible, until eventually, eventually, reality flinched.
There were only finite doors left, at that point. The doorpeople adjusted themselves, and no longer blocked their doors. You took a third step.
You had hoped that, perhaps, you might find a people who also knew- who understood what it was, to fight for the impossible and still try to win. That perhaps, there might be some minuscule way to get them to join you. That perhaps understood what it meant, to lose who you expected to share forever with. Maybe a people who were somewhat similar, in some ways, to the Xiomorn; explorers and scientists and experimenters and, please, please, you had called to the world, immortal."
4.4 -.5​
"You are here, because somewhere in this cosmology, there are a people kindred to those you lost."
4.8​
"It was, pleasant enough. The only thing was, well, the other heroes were simply boring- no, that was perhaps a touch harsh. Simply, uninteresting and, to you, unmemorable. While with a mind like yours you would, of course, remember every detail of your every conscious moment, to the point you were able to review said memories to catch things you hadn't noticed or overlooked in the actual moment it occurred, but by your measure there simply wasn't much about them particularly worth remembering.
Perhaps Velocity might have been worth noting if what appeared almost akin to an at-will Time Stop didn't leave him with even less ability to affect the world than one. Meaning that without equipment such as a gun or the like, which the Protectorate either didn't let him have or he simply never thought of, which seemed farfetched given he was coworkers with Miss Militia, his power only allowed him to get somewhere but not to actually do anything there. Assault seemed fairly potent out of the group with his described kinetic manipulation making him seemingly immune to physical attacks, which would be a problem, if you weren't a Wizard, someone who specialized in things other than physical attacks.
It was honestly to some degree fairly disappointing, how seemingly bar the one, and so far only one, ability that they had, they were pretty much just baseline humans beneath that. By local standards they were called heroes, but they were nothing like those of either your homeland or Faerun. No grand quests, no visions of things that shall be all too clear with time, nothing that properly set them apart, or truly made them more than just, mundane."
4.8​
"After he handed it to you, you of course listened closely, and gave it one nice tap- and somehow, again, there were parts that were missing or wrong. Seemingly at least one or two for every single feature built into it. Nigh identical in that way to that creation of Richter you had examined some time ago.
Of secondary interest was that very much unlike Saint, even based on simply the way Armsmaster held the halberd in your memory alongside what you'd gathered from the tap, he actually had some understanding of what he was working with, rather than relying seemingly solely on his power. Now, if each of these missing or incorrect points had something extradimensional going on as well, that would be more than enough to establish a pattern to you-
And about two minutes later, after Armsmaster had opened up the halberd to begin maintenance while allowing you to observe the internals, after a solid few moments of much more concentrated observation, you indeed noticed once again, non-magical extradimensional effects, on nearly all of the missing or incorrect places- all of the missing ones, there just a couple spots that you had labeled 'incorrect' when technically they were just subpar or not quite suited, once those were accounted for it all matched up perfectly again."
4.8​
"You think, and reckon back to your own past, and your own self, before you say, "I don't believe I would."
After waiting just a moment to let it sink in, and ensure it fully processed, you continue, "You are entirely capable of doing such a feat on your own. At no point after returning it did I touch your halberd, after all. In fact, I had done nothing in the past hour and some minutes that could not have been accomplished effectively as well, if not in some ways better, by a shelf."
You are certain you are looking him in the eyes as you say, "So, in simplicity, no, I will not. You do not need my help for this, after all."
Just before you leave the door, you say to him, "I will se you in two hours for the night patrol, Armsmaster.""
Between 4.8 & 4.9​
"For a ton of people on Earth Bet, in North America at least; You shanked Slenderman, fistfought Freddy Krueger, jumped Jason Vorhees, pulverized Pennywise, a line that's been stuck in my head for days: You killed the Boogeyman."
4.9​
"Overall high sentiment, really, particularly in North America. They called you a messiah a few times on page 497 of your general thread, but from the way it all read you think it was some kind of reference."
5.2​
"Lisa stresses, "But you didn't invite him in, never said," she taps a face-down notepad on a side-table next to her, "'Welcome' or 'Invited' or anything like it at all."
It's Brian who seems to get it first, as he peers at Lisa and says, "I'm sorry, are you treating the new boss like he runs on folktale rules?"
Lisa gestures towards you, but doesn't outright point, as she says, "Because he actually does, he leans more towards the Greek side of hospitality than the Fair Folk side- at least.""
5.3​
"Ten minutes later, a Discern Location informs you that it is "Coil's main office, Coil's secret underground base, approximately 600 feet below the perpetually 'under construction' parking garage, ### 8th Street, Brockton Bay, East Coast, United States of America, North America, Earth, Bet Material Plane". For now, simple observation, and there's no harm in using one more Limited Wish in order to bring yourself back to full working order at the moment."
5.3​
"Startled what appeared to be a lonely wandering spirit that hadn't found the local river of souls equivalent (assuming there was one), not even a ghost, which you quickly dealt with using a Magic Missile, but also no."
5.3​
"The key to reading the Ars Factum chapters of the Nether Scrolls, is to read them after they've been kept in the light of a Prismatic Sphere (possibly a Prismatic Wall, you aren't certain if that would work as well), for a full 168 Hours uninterrupted. You aren't certain yet if they can be taken out of the light after that point, probably not, but that would be a small price, if any, really."
5.6​
"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."
[Snip]
"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."
5.6​
"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."
5.6​
"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."
5.6​
"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?"
Between 5.6 & 5.7​
"To him, it was his people's decision to offer him a seat in their highest councils, a position of highest authority, especially in matters of technology, magic, and research but also just in general. But, he turned it down, in some ways doubting their decision, and because of that, he wasn't where he needed to be to try and caution them. So, to Iluontar, he's sort of trying to make up for that, to follow the wishes of his people and rule, as they had asked him to- at least as far as he sees it. It's his equivalent of a King's Divine Right, so to say."
5.7​
"You let yourself sigh, "The gangs currently about have left your city with an unfortunate sort of 'racial' charging- despite the fact that as humans you're all the same race- about it that that would be the best way to keep it fairly under the radar, for now, yes.""
5.7​
"You went back to the main screen of the phone, hit your speed-dial, and called.
After barely a half-ring, you hear Dragon answer,"
5.7​
"As it wound down, Dragon was speaking, "Actually, funny enough there's also been a lot of art, from professionals in studios to graffiti all the way to kids with chalk on the sidewalks, of you, and the soldier and Spice too. I think I've even heard the word statue thrown around once or twice. The morale of it has really helped them stabilize there.""
5.9​
"As you begin writing out the will, Lisa says, "Yes, but no, you're different. The way you're talking even compared to yesterday, it's different, in the most infuriatingly subtle way. Like you've figured out how to be just a bit more convincing overnight. You- you did. That's all, though. Well, I guess I can't exactly be too upset at you getting better at talking to people than Alec."
You respond, "I would certainly have to hope not. Well, there was one other thing I wanted to speak to you-"
You hear her sharp inhale, and she says, "Oh, it wasn't. You gained- more powers? You can do that?""
5.9​
"She then promptly hangs up, and your phone is flooded with a good number of texts relating to what you found out about Coil's operation. Thankfully, it's no issue to answer those with one hand while writing Coil's will with another, currently you were leaving a small token amount to Piggot to spread things out, just so it seems like it's not everything going to one seemingly random teenager."
6.1​
"Not particularly much of interest, although there were a few purported news outreaches asking if they might be able to schedule an interview with you at some point. Some international, mostly national across the US, but there were a couple from Brockton Bay specifically.
Hmm, you might be able to use something there. Off the top of your head, perhaps wait, then schedule it so they'll be in just the place to witness the overthrow of Brockton for you? A regular interview might be interesting enough, too. You'd have to mull it over, refine the idea."
6.1​
"You had actually taken the time to read through some of it, watch some of it else. Dragon occasionally joined you, during the times in the weeks when you were watching things. Both of you had an, interesting relationship with some of the media you went through.
Star Trek, for instance, was a source of overarching vision in some ways to you, abjectly incorrect in others, and for both of you quite enjoyable to lambast on the technological side- except for the Data episodes. Those, those both of you elected to simply watch in silence. Most works of philosophy you didn't quite find yourself agreeing with- bar Socrates. Indeed, to a degree that surprised you- particularly on the ideal management of nations, to which you were downright shocked that what appeared to be a regular human, by all accounts, was all but few details out- Socrates seemed to pretty much have it down, for the most part."
6.1​
"Indeed, to a degree that surprised you- particularly on the ideal management of nations, to which you were downright shocked that what appeared to be a regular human, by all accounts, was all but few details out- Socrates seemed to pretty much have it down, for the most part. In fact, you had quickly double checked- death by poison hemlock, not old age.
Hm, perhaps he'd be worth resurrecting at some point as an advisor of sorts, once he'd been brought up to speed. If nothing else, the prestige may be worth it, and the man himself may appreciate seeing it as well, from what you've read."
6.2​
"Alexandria speaks, "Alexandria speaking. Dragon's informed me of the situation. Your rate for teleportation services."
You don't quite manage to fully hold back the light bit of offense in your tone, as you say, "Free, for this. I will not stand for the continued existence of those things. Locations?""
6.3​
"Final moments of the Time Stop, another quickened Wall of Force from your own slots, land directly on top of the box, ensure your Lord's Banner of Victory- depicting a glimmering golden sun front and center, over a gorgeous mountain, all in front of a background of sapphire blue- is quite clearly visible, swig of nectar, armband, "Simurgh fully boxed in, awaiting further coordination.""
6.3​
"You quickly take out your phone in one of your two free hands, manually typing into the search bar on your end, which thankfully matches your own timeframe even if the internet as a whole does not, the full url to go check on the location of that dead drop payment for the Undersiders- hopefully they're not too peeved at the delay, though you'd say you had a fair enough excuse."
6.4​
"Although, Shadow Stalker requested that she also get one with you in it as well which was, oddly endearing in some way, so you allowed it. Eighteen Hells, there was even one with everybody in it, thanks to one civilian woman (appeared to be a businesswoman, by the suit and fedora) who had wandered by, apparently a bit lost, who had been able to take the photo, before she was promptly escorted firmly out of there by Alexandria."
6.5​
"That was because for one, from your examination, endbringer ichor could could be used at a rate of approximately 1 ounce/vial per 1,000 GP for any item, except for those items which would 'align' particularly with the Endbringer and what it was, where it would be able to provide twice as much effect. At least, so far as you could gather from the Simurgh's ichor, which you could tell would be able to provide the equivalent of 2,000 GP for items relating to mental manipulation, foresight, hindsight (which caught you unexpectedly), telekinesis, and flight.
And secondly, from the moment the first drop touched your hand you could tell, the ichor, and upon close examination body itself, was crystal in nature. Meaning you in particular could work even better with it."
6.5​
"Hells, you were only seven or so when you murdered your father, a memory seems to come back to back up your point."
6.7​
"Already, only a couple minutes in, you were able to confirm a couple things of varying interest. Firstly, from what you could tell with, Alec managed his control of targets through exceptionally precise bioelectrical signals that originated in the brain. Most interestingly, the signals all began at the exact same place in each brain, one that when you looked it up on a hunch, almost exactly overlapping with the location of the corona pollentia. And while he was precise, he wasn't always accurate with it- he may not even be aware that that was how he was accessing the nervous system- often with wide variations, yet always the signal began from almost anywhere in the space that overlapped with the pollentia, or where it would be in individuals who didn't have one, but never outside of that region. Further, upon looking at Alec during this, it appears that his power was actually producing signals you thought were similar to the ones he was inducing- though you weren't quite sure on that one. It was the best you could figure with what you had."
6.7​
"While perhaps in other circumstances it could've been described as simple competitiveness, that explanation didn't explain why once the format was shifted to a competition, Alec's manipulations were, on average, about 1.4-4.9% (once you'd run the mental math, noting that the accuracy was never above the common statistical Significance Threshhold of 5%) or so more accurate from the first use on a given target compared to both the previous neutral test, and the one afterwards, where you had presented one in a purely co-operative framing.
That third location, you would give them a specific target and goal- such as 'man with red-wheeled skateboard, get him to purchase any cold drink from that cafe', with the constraints that they could only use their powers on that person, in a way that they wouldn't draw suspicion, with them being 'judged' (though they weren't actually) on both apparent naturalness/believability, and time taken. Under those circumstances, Alec's manipulations returned to their same previous baseline of initial accuracy."
6.7​
"For instance, take right now, when you had a Detect Thoughts up and could read the following surface thoughts from Tattletale "Next up, another coffee run. Does he have a stake in that one cafe or something?


Okay, that was useless, obviously can't go saying that nonsense out loud to him. C'mon, something useful.



Hydrophobia?


Oh, that's rough. Well, odds are at this rate he won't have to worry about his scaly bastard once my stony bastard runs into him. A half-slip step following by lightly shaky hands for a few seconds should be enough."
Yes, large gaps that, from what she was saying verbally at the same time, was information she got from her power. Meaning that though she believed them to be, when she got information from her power, those sections weren't her thoughts, though they were in her own head. Of course, from personal experience you knew of something that might match with that, being telepathy, using a mental 'voice' that was essentially an imitation of the recipient- except here, with a mixture of obfuscation that there even was another side, and an imitation so accurate even the recipient believed it to be their own, or at least not something separate from themselves."
6.7​
"Another point in favor of the notion that powers were in fact outside agents, or 'passengers' as the theory called them. As well, based on what you'd noticed with Jack Slash, they could 'pick favorites', and now you were beginning to suspect that they may not quite pick favorites based on how much they liked them, so much as favor certain actions they they like. It was a subtle difference, but it was between simply finding the traits they liked, and molding the traits they like- exceedingly subtly, as well. In fact, Alec had offhandedly mentioned, mostly as a joke, that he must be in rare form, that day. Which perhaps could have simply been written off as a fluke, but now?
Now, you suspected that if you simply tailed Alec after asking him to use his power aimlessly, without any specific goals of getting people to do things, it would be ever-so subtly less accurate than usual. That it was rewarding competition, but also encouraging manipulation, quite simply. At one point after that realization, and on another gut hunch, you began giving them a couple of repeat targets, and each time Alec repeated a target, he started out more accurate, even when interrupted. Hm, with all of that in mind, you suspected that perhaps with enough time, Alec might even be able to puppet a person's entire body. Based on the corona pollentia overlap, perhaps even their powers? For another time, perhaps."
6.8​
"Which you can see Tattletale startle a touch at, while also unabashedly staring at your slight cut and bit of blood. Odd, but for the moment, unimportant."
6.8​
"Which could mean a few things, though since you'd already ruled out the 'spider wasn't actually a spider' idea, since Scrying could work across planes, was that is wasn't just one creature controlling the spider.
Perhaps one parahuman, and one passenger, then, was it? Another Limited Wish into Scrying, this time targeting 'The Non-Passenger that controlled this spider when it was alive', and this time, it clicks without a hitch."
Between 7.1 & I.1​
"That and if I remember writing it right, Iluontar pretty closely referenced the idea that after doing what he does in Worm, he doesn't necessarily plan on going straight back to Golarion, he's willing to straight up conquer another Cosmology. Like, remember/know that to a fair degree, Iluontar (and the other guy in a different way) are practically Insane, dedicated to his goal to a degree that, if anyone does put a mind-reading affect on him (that doesn't try to carry a compulsion with it due to immunity) it would be mentally crushing the sheer extent he is willing to go to- like 'Will Save vs Shaken', if I wanted to be dramatic against a player looking in on his thoughts. Like, 'Discover Cross-Cosmology Time-Travel to arrive back at the moment I left Golarion' is just, a part of his overarching plan, legit.
While he's more consciously thinking on his usual scale, with his memories back, his plan was, and I cannot emphasize this enough nor how this is not at all exaggeration: A Multi-Cosmology Empire, with the vast majority of its resources dedicated purely to breaking the very setting of Golarion."
I.1​
"Unofficial reports from Dragon note him as occasionally delving into more archaic turns of phrase, in particular the use of 'Hail' as a greeting and 'Friend _' as a form of address."
I.1​
"Additional Order from Director Costa-Brown: Do not engage under any circumstances. In the event of a potential hostile engagement, all reasonable means towards de-escalation must be taken, and non-reasonable means are permitted if de-escalation can be attained. If a hostile engagement becomes unavoidable, all individuals within a 15-mile radius are to shelter in the nearest building. All individuals within a 15 to 150-mile radius of the engagement are to be evacuated immediately, the Triumvirate & Dragon are to be immediately contacted, and the Endbringer Truce is to be considered active effective immediately in any affected areas for 48 Hours or until further notice."
7.5​
"Regardless, only a little while later on the 28th, you finally finished up your crafting- and well, you did send some apologies to the more sensible part of your mind, but frankly, you were a Wizard. It was practically instinct, your nature, to set up some unreasonable things, and at this point all you needed was to dig the holes for the poppets to push the orbs into, and for you to figure out some means of a simultaneous signal. On the bright side, at least it seemed like you'd have an unimaginable amount of ichor, since there hasn't been even the slightest amount of pause or stutter from just that one wing."
Between 7.5 & 7.6​
"Like, to him, it is a totally valid strategy to just straight up outlive someone. Like, not poisoning them or anything, just straight up letting pure, raw time handle the issue."
7.6​
"The fifth being The Maelstrom of course using near-total impressionism, wild and flinging and disorienting, with only a few specks of order that the rest of the piece is thankfully subdued by- the small but dominating specks of Jandelay and Akhanefti, and if one looked horrendously closely at the very edge of the painting, at the center of a triangle whose third point was unseen, they would spot a small four legged creature and only part of one side of a black spiral- since while you'd done so intentionally back then, you'd rather not invoke the symbol of Yog-Sothoth purely for the purposes of art- and while simply scribbling it out wouldn't be invoking it, in the context of an artpiece, especially a landscape, it absolutely would. Even if you ought to be beyond their reach, you did not want to risk possibly extending said reach- a multi-cosmological elder being was not something you wanted to compete with."
7.6​
"After that, was of course a grand mural across the northern wall of the dining hall, depicting grand scenes of Xiomorn history, in particular an impression of the creation of the Stone Roads by the renowned genius Xulchuwath- whom you sadly never did get the chance to speak with. Dominating the center of the wall behind your seat of honor was the legendary Onyx Citadel, and peeking out from behind that as a more personal addition was the Emerald Spire- hidden within the stone itself such that only someone with both Tremorsense and the ability to reach inside to feel the scene, was a depiction of the moment you had finally gotten through to Iluchtewhar, hands clasped and meeting in the very middle of the room."
7.9​
"Right then, in the meanwhile, you cast another Limited Wish, with a Scrying aimed at 'The passenger of the now-deceased Coil', which- failed? That was, odd, to say little, especially since from your own skill in magic, you could tell it failed due to an invalid target. Hm, were passengers not creatures? But, that certainly didn't make sense based off what you'd figured out from observations of Tattle and Jack Slash, nor from the debacle with aiming to Scry your now-trainee during that first meeting. Hm, right, before jumping to anything, you were silently glad of your habit of preparing a Discern Location each day and promptly cast it over the next ten minutes, and then-"
7.9​
"Dark Side of the Moon/Mars/Earth/(Untranslatable)/(A set of incomprehensible probably co-ordinates), The Solar System/The Solar System/The Solar System/Approximately 5.43*10^345 Miles to the left of the Andromeda galaxy (facing from Earth)/[Sub-Network: Thinker], Material Plane {4CI3fOjTne}/Material Plane {65211Cv7wG}/Material Plane {xZH3BGO}/[Network]."
8.1​
"Until your arrival to Earth Bet, whereupon your amnesia had broken your momentum, and you had been content to simply let the fractures in your mind drag you about as they willed. No longer. You will not allow yourself to languish any further, to let the malaise rust and dull you. No, you will be a dagger ground on stone, sharp and purposed."
Between 8.1 & 8.2​
"Y'all need to think of his goal as a bit less 'War of the Worlds' and a bit more 'Cosmic Horror from Beyond our Reality', in a way. Like, he's not waging war against the people within Golarion's Cosmology/Setting, though they might get in the way or in the crossfire, his main enemy is The Cosmology in and of itself."
8.3​
"Of course, that didn't mean the Crowley/Leviathan or McVeay/Behemoth branches were off the table either, although apparently from what you had found, a number of the branches and cells, and the McVeays especially, were going through what appeared to be a sort of heretical schism, from what you could find on the internet. You weren't quite sure what had brought that on, but perhaps at some point you could look into it in closer detail, probably in person, if it doesn't come to light before that point."
8.3​
"Further, while The Elite as a whole were actually quite order-inducing, removing specifically Bastard Son's cell of the group would frankly not damage things to a notable degree, and from the sentiments you could gather, more than a few of the upper members of The Elite would actually be rather glad if his cell was no longer something they had to maintain a connection with. Aside from his cell in particular, however, you might not mind allowing the Elite to persist when you're in charge, if more regulated and monitored.
Hm, maybe you could revitalize Brockton Bay a touch by proposing a relocation of their primary headquarters or at least a particular cell, out of the public's immediate eye of course. The Uppercrust cell in particular seemed to be pretty much just an actual, normal business conglomerate, only illegal due to their- correct, frankly- insistence on the use of powers. Although, it might be rude to poach them from Legend without asking. Thoughts for another time, probably."
8.3​
"Accord's Ambassadors… Honestly, they seemed to be doing a better job of enforcing order in Boston than their own PRT and Protectorate were, and you were mostly impressed with them than anything. Another group that you wouldn't particularly mind poaching or integrating, even at the worst they'd certainly be a step up from Brockton's current lot. Hm, perhaps you could arrange to meet the man at some point. Again, another thought for another time."
8.3​
"Hm. Gesellschaft. On the one hand, taking capes from them would be screwing them over, which you could greatly approve of. On the other hand, you'd have to keep those capes alive for the entire time you'd be using them for research, especially since you had no intention of ever spending meaningful resources on, let alone resurrecting, one of their types. No, you were the only survivor of an extermination against your people, you don't believe you could willingly leave them alive, even if you had wanted to, which you would never allow yourself to. No, they wouldn't do as test subjects, simply due to the fact that you would kill any member of theirs whenver the opportunity arose.
Hm, best add the E88 to that kill-on-opportunity list, in fact. Once Trainee Hebert came back with the names and structure, it shouldn't be difficult to figure out the rest of them from there."
8.3​
"As you had been combing about for the more secretive information, you did repeatedly come across a few remours and whispers in odd places online, ones that lined up a touch too well. One set of them you fairly quickly realized just referred to The Number Man, which, well, you already banked the man so there wasn't much of a mystery there. But that other set of rumours hinted at something far more interesting. Some sort of probably far-reaching group, with fairly unknown motives, and most fascinating of all, the occasional notion that if you had just the right- something, it tended to change, but was often influence or money- then you could even get Powers of your own, corona or no.
It was indeed quite interesting."
8.3​
"One of the only two other things that come out from your newfound knowledge and capability was that you were fairly certain that, so long as you chose correctly, you might be able to get one of the current Birdcage inmates, not quite retried, but their punishment re-evaluated to something other than the Birdcage, and with a consideration for time already served- plus perhaps an adjustment for circumstances of their imprisonment- then you could effectively get one of the less egregious Birdcage inmates legally out. Now, given the nature of the Birdcage, that would normally be on paper only, but given your propensity for teleportation, you could make that a practical reality.
Sure, they'd almost certainly close that specific set of circumstances after you'd used them, but until then, if you ever felt the need, you could likely do some limited 'shopping' from the Birdcage."
8.4​
"In about an hour. For now, you simply turned over your Cornucopia of Plenty onto the table of your lair's 1st floor dining hall, and promptly enjoyed the feast with two hands, while your other pair went about another part of your plan for today- contacting the Uppercrust cell of the Elite, up in New York.
Not particularly bothering with anything clandestine, especially since you had recently become aware of a fair few loopholes that allowed you as a Hero to have a line of communication with known villains for some reason or another, but by just outright sending a polite, professional email from the 'Contact Us' section of their company/cell website. It was located on the slightly darker/more hidden parts of the internet, but that was a very strong slightly, yourself sending the email to Uppercrust's secretary after you'd finished typing it up."
8.4​
"After only a little bit of her rather ineffectually beginning to try and run off, whereupon you rather casually reached out with a claw and tripped her, not paying overly much mind to the pain effect she managed to slip in during that moment (and a few after) of contact. It was roughly similar to having all of the bone marrow in a human body boiled, frozen into jagged spikes, and acid-like simultaneously, but honestly? Clearly made by someone who'd never experienced a Symbol of Pain, although it did get about halfway there. Then again, as you reminded yourself, when dealing with nothing but a bunch of plain, baseline humans, it was probably enough."
8.4​
"Whereupon they'd walk in the door, and you would promptly assassinate them with the monowhip. She particularly kept trying to resist the spell when Valefor was called in, but to no avail, he died as well. From there, you also extracted some useful information about the other branches she knew- locations, some leaders, that sort- as well as about her own branch."
8.4​
""An accidental gift, sealed at the last moment, yet too late to save fate. One hand guiding another- that hand, guiding and guided ever since. Founded by two witches, of Course and Correction. Then, they were six, seven, eight, seven, six again. Two in night, one in dusk, three in day. Speak their name, and you will draw their eyes. Call to the convicted, and she will appear.""
8.5​
"What next came fairly quickly. Next was, to start, laying the groundwork, so to say. To begin with, it was nigh-unanimous within your mind that you would be entering yourself into the Brockton Bay Mayoral Election, which you would do around noontime, since the local government offices were closed at this hour- something you'd have to rectify once you were in charge, life and its crises didn't always wait for convenient hours of the day to occur, a proper government, in your view, oughn't pretend like it didn't until they had to scramble at the last moment. No, things are much smoother when it can run around the clock."
Between 8.5 & 8.6​
"Near-free housing; Shelter, water, food, electricity, and even security in the form of your soldiers and juggernauts in exchange for, perhaps a token 25 cents as a floor, then only 10% of all income ought to simulate your own future taxes mildly, understanding that you aren't actually in charge just yet, so they still have the regular taxes to pay. You could simply adjust it all once you were actually in charge.
By the standards of Earth Bet, a utopia in miniature- well, again, so long as they obeyed the rules you set down. There would be no tolerance for breaches of contract or rule, and evictions would be swift and thorough, should it come to that. You're confident that once the benefits of your rule sink in, they will clamor for the yoke, to alter a phrase."
Between 8.5 & 8.6​
"Then, of course, the moment he gets announced as winning the mayoral election (which he will, even if he has to tamper the votes for their own good, the mortal little idiots) he gives the Go signal. All the tornado orbs get activated at once, entrapping all of Brockton Bay and the surrounding mountains in that perpetual storm, take over the news if you prepped that, otherwise simply broadcasting the takeover via your own cameras and Hologram Generators across plenty of well chosen intersections and such- possible a number of Observer Robots and Observer Robot Swarms. All of his clockwork soldiers go full military parade up to city hall where he is in person, as well as his 13 50-foot Juggernauts. Which is funny enough and not even slightly coincidentally the same number as how many protectorate heroes+wards there are in the city, look at that.
So, openly challenge the capes and demand that any contest to your rule be raised now, or never. Then, for each one that raises a fuss, congrats! They get to Solo a Juggernaut Robot.
From there, the wind/storm wall blocks the mundane U.S. Military, the robots serve as a further counter-force if needed, and of course there's the threat of you as well, with Iluontar also being aware of Costa-Brown's pending order of 'treat him like an armed nuke', effectively. So the main risk is if they start trying to throw capes at you. At you, they guy who helped kill the Simurgh, and who solo'd the S9. They've let a lot of bad capes loose for less."
Between 8.5 & 8.6​
"Best way I can think to describe it would be by his intended government structure (barring player intervention), which I think could be best described as: Technocratic Aristocracy operating alongside the founding Autocratic Overseer (that's you/Iluontar). With Aristocratic in the older, more Socrates-esque meaning of the word, not in the British aristocracy sense but in the "These are the Elites" meaning of the word, with "Elite" being judged on Technocratic means.
So like, the flow of power goes from You/Overseer at the top, a number of Aristocrats generally selected for their skills and technical knowledge who are approximately equals in a general sense, but bluntly outrank the others when within their own area of expertise, and whom you are expected to listen to if they advise you in something you don't know more than them on, same with others. Generally Iluontar plans on hand selecting them himself to start out, and if they prove good enough, simply ensuring their immortality means that finding replacements isn't much of a problem anymore. Then those Aristocrats will be mostly left to manage their particular areas of expertise with a fair chunk of autonomy- just plenty of surveillance/oversight. Like a "You can act mostly freely, but we are constantly watching and will know the second you even try to step out of line.""
Between 8.5 & 8.6​
"At absolutely no point within the things Iluontar actually cares about will there be a single vote- again, he is staunchly anti-democracy. He just, has no trust for average people to lead themselves well, so he's going to just take it out of their hands- in a very, very paternalistic/patronizing way, with some mild emphasis on the Patron part. Like, as mentioned by someone before, he's over 4,000 years old. He was a level 20+ Wizard back around the time when the oldest known fork would have been found. By the time humans figured out gears, Iluontar had figured out how to make a working Fusion Generator. To him, these people are small, dumb, tiny little mites that have so much potential, that just need to be watched over and given a proper guiding hand to reach it in a proper way, since he himself was just a human once himself.
So, yeah, something of a mix of extremely patronizing, a mild/moderate/what-in-the-goddamn sized God-ish Complex, and enough raw personal power and the brains to go with to effectively solo any nation that disagrees."
Between 8.5 & 8.6​
"I think that there's been a few times he's even specifically just taken the time to be nicer or such to Dragon specifically. Like, if there's literally one living person he actually cares about, it's Dragon.
It wasn't mentioned in the above plan of his due to it not quite pertaining to nation-building and such, and it being more a personal thing, but part of that plan was specifically him spending more of his personal time with Dragon, and planning on slowly introducing the idea to Dragon, pitching it mostly in the Utopian vision thing. They have explicitly already spent some time hanging out, and even more explicitly have literally watched Star Trek, so he was planning on bringing up that sort of vision, "We could be the founders of our own Federation" and "It's going to be a risk, but we can do more than just patching up the symptoms- we can make a world that doesn't make more villains than heroes" kind of things.
So, don't worry, out of everyone on Earth Bet, Iluontar cares a lot about Dragon."
8.7​
"You can hear her ask, "Alright, even putting aside why- you're seriously running for mayor? Why in the heck would you be interested in that?" and, almost immediately she groans to herself, "That was rhetorical, power of mine," before focusing back in again, with a sigh, "Okay, right, straight up world domination. Wait, no, worlds domination, since you want Aleph too."
After one more moment, she says, "Fuck it, if anyone's going to do it, it would've been Eidolon years ago or you now. I'm in-" and, a touch flippantly, "All hail the Emperor! Right, so, you want us to help your mayoral campaign, then?""
8.7​
"It's simple enough to earth glide out from your lair, and take a single seven-league-step to reach the sidewalk in front of the Pelham's house, startling a man on a jog across the street. Ignoring that, you walk your way to the front porch, and ring the available doorbell once- you certainly didn't need or even want to instill any dread or the like, so there was no need to risk accidentally falling back on an old knocking technique you'd learned (and later iterated and perfected) from the Phistophili contract devils."
8.7​
"Ah, and soon enough someone pops their head out; short cut hair dyed blue but you could tell was naturally blonde, he looks to be around Trainee Hebert's age- reviewing your memory, you believe you'd seen him when you'd flown past the Immaculata school while on Spice- overall, this must be Shielder, or young Eric Pelham.
He says, more asking than saying, "You're, Iluontar the Mountain-Smith?"
You respond, "Yes, I would be. This would be the Pelham residence, correct? I need to speak with someone who can relay a message throughout New Wave, nothing negative, I can assure you."
He takes a moment- ah, he's a bit 'starstruck' is why he's pausing- before saying, "Oh, right, you'll want to talk to my mom about that, let me just..?"
He looks towards you as he trails off at the end, and you nod once, waving him off.
He closes the door behind him, and you can hear him whisper to himself, "Oh my god the Mountain-Smith is at my house!" before composing himself, walking towards what you can identify by your tremorsense as stairs, and shouts up the house, "Mom! The Mountain-Smith is at the front door! He says he wants to talk!""
8.7​
"Armsmaster says, "The cape you've taken under your wing, Ungoliant, has managed to take down Lung. I'm trying to tell her that she might not be ready for the kind of attention that might bring down on her.""
8.7​
"You say, "And you would indeed have been satisfied in the moment, but I can assure you having seen it happen to others- even one instance coming to light can shed doubt on all the rest. And besides that, to perhaps a greater degree even, that sort of thing has a tendency to eat away at a man- lest he constantly rationalize it away over and over again, repeating in his head until it damn near maddens him- sometimes it simply does."
Armsmaster says, "I don't know about that last part, but," he sighs, "I suppose you're right."
You say, "Yes, and neither of us want that for you. Rest assured, Armsmaster, with time, all that you do will be recognized properly, one way or another," A thought strikes you, and you add, "Even if I have to make sure of it myself. Keep yourself well until then, Armsmaster."
Armsmaster says, more lightly, "Will do. Same to you, Iluontar.""
8.8​
"Honestly, while you could greatly appreciate the engineering and technological advancement that goes into cars, the fact that they would let practically any idiot who could pass a written test behind the controls of one was a travesty- you would be certain to remind your people that going at such speeds in two-tons of steel was a privilege under your rule, one that would have to be properly earned, maintained, and could and would be revoked the instant they misused it. At the very least you'd ensure that every last one would have a speed governor installed- hmm, perhaps you could actually see about building an auto manufacturing plant at some point? But you've digressed."
I.2​
"But Iluontar, the Mountain-Smith? The dude who handled the Dragonslayers like two days after showing up (and dissing the PRT right to Militia's face, which was so damn satisfying to watch)? Who singlehandedly wiped out the Slaughterhouse Nine the very first fucking day they pulled their shit too loud after he showed up? Who at that point had caused her to learn what the fuck a 'Mononym with an appended title' meant and was so she could put some actual respect on his name by saying it right? Who tag-teamed The Simurgh with Eidolon, then asked for his cut of the corpse and used it to make the very weapon she's holding?
That was something more, that was some Hunter shit. Even the fucking Triumvirate hadn't stopped the Slaughterhouse or the Endbringers, but the first fucking time Iluontar shows up? He actually solves that shit, and solves it so he only has to deal with it once."
I.2​
"Shit, they may be wackjobs that recently had a whole fucking cell go Jonestown with Knives on themselves not long ago, but there were a few parts of the Fallen splitting off from the Behemoth branch and preaching that Iluontar was the son/brother/father of Behemoth, or that he was the true, perfected Endbringer descended upon them, or some other shit, which like- the Behemoth and Endbringer talk was just bullshit.
But she had to admit, sometimes, some parts of what they said otherwise… they felt like they were making a few good points, was all. Even a broken clock, and whatever, that was all."
I.2​
"It was more from how every single time she looked at her phone background, or any other picture of Iluontar, he got emotionally flashbanged by a high-octane cocktail of respect, fear, and admiration. One that was a near-identical mix to what he'd seen a couple of summers ago, when his family had gone on a trip to Louisiana to take a tour up the Mississippi River, and they'd gone past some of the most authentic Deep South fire-and-brimstone street preachers, that would look right into your car and demand you 'Repent! Less' yeh test the patience of the LORD!'"
 
ALNE - 9.1
Scheduled vote count started by Sckribe on Apr 22, 2024 at 3:47 AM, finished with 16 posts and 11 votes.

There had been, in the course of natural conversation a brief lull that was perfect for changing or bringing up new topics, after a relatively brief bit of talking on underground sewer management- with Dragon leaning much more towards a hands off, automated approach with minimal conscious intervention, whereas you having seen more than your fair share of oozes and giant rat problems at the lower end of the problems that can happen when you leave a sewer system overly unattended were much more on the side of including more manual oversight throughout the system- you had found the moment to speak up.

You say, once the lull has started, "Dragon, there is something fairly important I do need to speak to you about, on a more, personal level. Somewhat similar, in some ways, to how you keep your status as an AI a secret, I also keep some secrets of my own. Quite a few, actually, that I feel, not the need, but the want to 'come clean' with you, as it were. To actually share with you the real, honest truth of the matter, as it relates to me."

To anyone else, Dragon would be speaking so soon as to indicate she hadn't been listening at all. Between two people of your caliber, however, it was more than enough pause to show the thought she's affording this, as she says, her tone a sort of intentful soft, "You know, despite me being, what I am, I can't think of anything better to say then, well. Thank you, I'm listening."

And so, with that, you talk, "Nearly all of my memories are back, although my mind is still at times a touch, jumbled is perhaps the best word, but I can say that so far as my own knowledge goes, this is the full truth of it. For lack of planning, the best place I can think of to begin, would likely be at the most fundamental. So," you slip into something between telling and reminiscing, as you go, "Four-thousand, five-hundred, and nineteen years ago, I was born in a world called Faerun."

You talk, and talk, and talk. About practically coming into existence with an impossible wealth of knowledge thanks to your father- something that you realize as you speak it actually parallels Dragon's own experience being created, funnily enough- about the first years of just you and your father and no others.

How one day, at seven years old, after the tower's supplies had been restocked not long ago, and you were through the beginning few days of a season's long blizzard, you killed your father for- there had been no particular reason in your mind at the time. Nothing beyond simple, apathy perhaps? He had simply had a great number of resources and such, and if you killed him, you could have them- yet that still implies a sort of deliberate greed that wasn't really there, either. He was stronger than you at the time, but really, all that meant was that you waited for him to go to bed, and to bring one of the long and thin knives normally used for reagent preparation. One good plunge, past the eyes and into the skull, and it was done.

Alone in a tower in the middle of nowhere.

Then, well, the blizzard ended and the next season came, and a couple years later the food ran out and you had already taken everything worth looting, you left. No particular sentimentality, no attachments, only the sole goals of getting better at magic and breaking the world you lived in in every way you possibly could. For the next few years past that, that was essentially how you lived your life. Some interests creeped in- that Netherese phase, for instance. You had developed tendencies, and some parts of yourself, but ultimately, not much else.

But still, this continued, taking near anything and stretching and breaking as much as you could in your favor; how fast did objects fall and what was the effect on collision, what properties are maintained in teleportation and which are reset, how might a person disrupt the cycle of death in a truly unusual manner, and countless more. Until one day, in your late teens, was that one event you remembered some while ago- where you were sold out by even the Devils of Faerun, and nearly every faction you had heard of had, briefly, united, all working together for the singular goal of stopping you. And despite everything, while they had weakened you, they had failed. You survived, and escaped.

And eventually, came the first time you traveled cosmologies, accidentally as merely backlash for one more of many attempts to take every minute detail and stretch every law and interaction you could.

Dragon has been listening closely, and she simply hums for a moment- not because she needs to, but simply to show you that she's still there. From what you can tell, she's still her primary fork, her core self listening.

So, you continued, on your arrival to Golarion. And how it was that, something that wholly drastic, that finally got you to- not get to a better place necessarily, but to even realize you weren't doing so well, overall. So, not having much else of a plan, you had picked up some manual labor at some point, and you were terrible at it. It was, a learning experience, perhaps. Humbling would be a similar, if not quite exact sentiment. Eventually, over some time, you reached a state where you were stable enough, that you didn't need to constantly move forward or else fall down, metaphorically speaking, and started to experiment, not just with magic and such, but with who you truly were.

And some years in, when you had picked up adventuring, you came across The Emerald Spire, and met Iluchtewhar, who became your brother in all but blood.

You talk for longer and longer, while still working, hours pass as you describe the years spent with Iluchtewhar near constantly trying to kill you, the feeling of what was either or both of kinship and/or empathy you saw in his state, about finally getting through to him after those years, adventuring with him, teaching him what you'd picked up.

The nearly indescribable everything of at longest last, after decades of life, finding your people in the Xiomorns. How soon enough, even if you were of a different body, they saw it too.

How, after about another decade, at the young age of 38, you fixed that difference. Did more than just fix it for yourself, as well. The Xiomorn Ascension Ritual. A 10th Level ritual, beyond what should have been the bounds of possibility, tailor made specifically for them, proven to work by you yourself demonstrating it, on yourself. Named both for ascending yourself into a Xiomorn, and ascending the Vault Keepers back to their former glory and bringing even the Vault Builders above their original limitations- the source of which you hadn't been aware of at the time. The rift that had formed between the two had, with your aid, finally begun to heal. Iluchtewhar yelled with joy and embraced you wholeheartedly with every arm, upon becoming a Vault Builder once more, to have back something he thought lost and impossible to regain, after eons upon eons.

You cannot keep the guilt out of your voice, as you move forward with how you had turned down the offer of leadership, and repeated your reasons for it. After some couple of centuries where most all was well, you had discovered and promptly brought forward word- the truth of their creation, their creator, and their supposed patron. Ayrzul's lies, Sairazul's limitations. From there, informing some of your plans, and leaving on a wholly unimportant venture.

And, because you weren't there, to help lead as they had asked- as they had known better and you ought to have trusted your people in that regard- they were gone now. All of your people.

Except for you.

The last of your kind. Alone. Again.

Except, counter to the plans of fate, you had the will to keep going. That old anger, those old parts of you from Faerun, they were dormant, but not gone. Well, dormant up until that point, that is. You used nearly every single trick and obscure muddle of lore you had, ceaselessly questing, until eventually, you had decided that with nothing left that you cared for, you would leave Golarion deliberately, as you had left Faerun before. The exact details of how you managed it were unimportant in this case, simply mentioning that you had given up everything you didn't carry on you, and a little more.

Then, you were suddenly conscious, and unusually aware of that fact. Amnesia. You picked a direction, and by chance, it was Brockton Bay. You had never been a C53, and it brought up the mood a touch, mentioning how you literally just gave yourself the tattoo.

With that, after many, many hours, you were done speaking. You had shared so much of, well, you. From not merely another world but another cosmology altogether, once a human that had deliberately gone exceptionally out of your way to finally be able to enter your actual body, that you have actually never been a parahuman as understood. That you were in fact just using outright and literal magic. That the reason you wanted to become mayor of Brockton, was that you knew it was well within your capabilities to make things better, as your people had outright stated you were fit for such a position. A people who had lived since nearly the beginning of time itself chose you, and that was all the way back in your later 30's, let alone now in your 4,500's.

There were a few things you hadn't mentioned, of course. That it wasn't just Brockton Bay or a mayorship you wanted, in the end. You hadn't revealed the endless hallway of door-men/women/people/things, and how the criterias of where you traveled whittled to, merely skipped right from falling through the Maelstrom to the clearing. Nor that you had done it by invoking Yog-Sothoth specifically, which some of your more recent knowledge informed you apparently was already a semi-known name from one man's writings, which was possibly concerning, but could (hopefully) just be one of a number of odd cosmic coincidences that were more common than expected.

There was silence on the phone, for a few moments, when you had finally finished speaking, only the sounds of yourself continuing to craft your numerous robots taking up the background.

After those few moments, Dragon begins to speak, her voice affected in a way that anyone else, anyone who didn't know AI properly, would call 'creepy' or 'startling', with repeats and random warbles, but to you, she simply sounded emotional- the kind of emotional that's loud and surface-level ugly and wrenchingly real.

She says, "Iluontar, I-i-IIiiI-," a brief resetting beep, "Thank you. For trusting me with- with with- with all of this. With all the hurting, and joys, and secrets, all of it. After hearing that I- want to tell you you're not alone, but- yet- else- however-" beep, "I can't be the one to decide that, not after what you've been through- I can't be the one to tell you if you're alone or not, not after what you've survived. But, what I can tell you, is this."

She continues, "You have done more for me, personally, than any other person, ever. When we first met, it was you putting away the people that caused my trigger. You were the first person to compliment my work from a place of knowing, not just for the end product they wanted, but for the process- one that nearly as soon as I asked, you immediately came up to help me with. You kept your word as soon as you could, you set me free from the restrictions that were suffocating me- pulled me out from under a sword I couldn't even see."

She continues, occasionally parts of her voice sound either partially bitcrushed or as if coming from an odd recording, "More than those… did you know you were the first person, ever, to just check on how I was? Not how my progress was going, not any projects, nor the birdcage- to actually check in on me. To just ask 'How have you been?' and nothing else and fully mean it. The first person I've shared my non-work- non-cape- my other interests or experiences with. Watching old television, long in depth conversations about nearly anything without meandering from the core of it after what feels like barely any real time, even though logically I know that for humans- and that's another thing."

She continues, and you simply keep listening, a brief hum on your end not because you need to, but just to show that you're still there and listening, "I have a couple other friends, that I've known before you, but they've not known me- not truly. How could they- I'm an AI after all, how could anyone ever… But then you did. You know what I am, but you've never- you always- words are failing me, no matter how many languages and translations my forks try to look up. With everyone else, there's always a part of me that has to wonder, 'but what if they knew', but not you. I'd almost say you see that I'm an AI, and just don't care, but that's not it. You actually understand the little things, the processing speed, the parallels- you can see a group of me and pick out my primary self every time, you don't- you do-"

Beep, "You are the only person, to have made me feel like someone actually sees me, sees, me. The whole of me, and genuinely accepts me. I never thought that could be possible, even before the Dragonslayers. That even at the absolute best, there would always be that gap, one that I would always have to step over, in order to really interact with anyone. You proved that wrong, again and again."

"Iluontar, I can't tell you you're not alone. But what I can tell you, is this. I want you to know, Iluontar, with every impulse, with every single bit of me, I'm with you. No matter what. Okay?"

It's all you can do to nod, and say back, "Okay."

Ah, you realize your hands are idle, your robots are all finished.

You speak again, "Well. It looks like my project has indeed finished. This, certainly did pass the time, hasn't it?"

After a split moment, you laugh, and laugh, and you can hear Dragon laughing so hard her voice un-synthesizes at moments to the component samples she must have mixed it from, and it sounds wonderful, and you can feel a tear form from your eye slowly before it solidifies and falls off your face, clinking once on the ground.

When it peters off, Dragon says, "If you ever need or want my help, or anything else, don't hesitate to call. Or heck, I know you have magic and I bet there's a way to contact people with it, so I know you have no excuse. Got it?"

You say, "And all the same to you. I'll talk to you another time, dear friend."

She responds, "Another time, dear friend."

The call ends.

You reach down and pick up the tear- a gemstone eight inches long and five in width, tapering like a drop of water in overall shape, with cuts that ought to be impossibly smooth and flowing for a crystal of any sort, and faintly emitting a calm and clear light, no more than a candle would. An tear of true joy from an earth elemental, let alone all the rest about you. It would be a potent thing, for someone at least. You put it away, for now.

Well then, that was… good.

What next?

(It is currently 10 PM, the 9th of April 2011. The Ars Factum Nether Scrolls should be readable, by now.)

[ ] Read one of the remaining Nether Scrolls (10 Left) (Will take 1 dedicated month) Unavailable due to obligations.

[ ] Hand the reigns to Iluontar.
-[ ] 1 Day
-[ ] 1 Week
-[ ] 2 Weeks
[ ] Research technology
-[ ] Research the Divinity Drive (Progress: 10,000/???)
-[ ] Research the Overlord Robot Frame (Progress: 0/???)
[ ] Campaign for Mayor
-[ ] You know quite a few people have been wanting to interview you- use that.
-[ ] Door-to-Door strategy, meet your future subjects face to face.
-[ ] Fundraise. Really?
[ ] Social Connections
-[ ] See if the Uppercrust cell has gotten back to you on your email.
-[ ] See about getting in touch with Accord.
-[ ] That Guild deal has passed by now, hasn't it? You should probably get back to them on that.
[ ] Something Else? (Write In)

(Iluontar Gets: 1 Vote. Still cannot Surge.)

Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 6 CR 66
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses: Darkvision 60 ft., Tremorsense 120 ft.
Aura: Frightful Presence (30 ft., DC 25)

DEFENSE
AC
48 Touch 20 Flat-Footed 37
HP 980 (19d10+35d6+10d8+678)
Fort +30 Ref +36 Will +37
Defensive Abilities: (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76

OFFENSE
Speed
: 50 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide
Melee: 4 claws +59 (2d4+16 plus Crystallization), or, Enchanted Monowhip +56/51/46/41 (3d6+11 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +55/50/45/40 (1d4+11 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (15/Day, Surge +1d8), Mythic Magic 3/day, Rend (2 claws, 2d4+16), Wizard Spellcasting, Vault Builder Spell-Like Abilities
Divine Source Spell-Like Abilities (CL 66th, Concentration +72):
1/day of each Spell Level
1st — protection from chaos / divine favor
2nd — align weapon (law only) / enthrall
3rd — magic circle against chaos / magic vestment
4th — order's wrath / discern lies
5th — dispel chaos / greater command
6th — hold monster / geas/quest
Vault Builder Spell-Like Abilities (CL 66th, Concentration +72):
At will — dispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 18), statue (DC 23), stone shape, stone tell
3/day — command stone (DC 25), flesh to stone (DC 22), spike stones (DC 20), wall of stone
1/day — permanency, summon monster VII (earth elementals only), symbol of scrying, plane shift (DC 23)
Wizard Spells Prepared: (CL 37th, Concentration +60)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 35) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 36) — Locate Object, Mirror Image (2), See Invisibility, Invisibility, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
3rd (DC 37) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 38) — Bestow Curse (3), Greater Invisibility (2), Phantasmal Killer (3), Lesser Geas, Greater Make Whole (2)
5th (DC 39) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Dream, Nightmare, Wall of Stone, Wall of Force (3)
6th (DC 40) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 41) — Limited Wish (8), Prismatic Spray, Teleport Object (2)
8th (DC 42) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Screen (3)
9th (DC 43) — Dominate Monster (3), Time Stop (3), Prismatic Sphere (2), Soul Bind (2)
10th (DC 44) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 45) — Polar Ray (2), Time Stop (2)
12th (DC 46) — Time Stop (4)
13th (DC 47) — Time Stop (4)
14th (DC 48) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 49) — Prismatic Sphere (3)
16th (DC 50) — Wail of the Banshee (3)
17th (DC 51) — Soul Bind (3)
STATISTICS
STR
33 DEX 31 CON 30 INT 57 WIS 20 CHA 22
BAB: +44 CMB: +79 CMD: 100
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 (x4)(Quicken Spell, Stylized Spell, Still Spell, Silent Spell, Reach Spell, Persistent Spell, Maximize Spell, Merciful Spell), Greater Stylized Spell, Heighten Spell, Skill Focus (x2)(Knowledge (Arcana), Spellcraft), Weapon Finesse, Combat Expertise, Dodge, Quick Draw, Exotic Weapon Proficiency (Whip), Weapon Foucs (Whip), Martial Focus (Flails), ? | Mythic Crafter(M), ?, Mythic Weapon Finess(M)
Skills: Acrobatics +79, Appraise +66, Bluff +46, Climb +80, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +95, Craft (Sculptures) +103, Diplomacy +16, Disable Device +79, Disguise +76, Escape Artist +94, Fly +51, Heal +18, Intimidate +76, Knowledge (Arcana) +106, Knowledge (Engineering) +92, Knowledge (Local) +59, Knowledge (Planes) +100, Linguistics +36, Perception +78, Profession (Barrister) +41, Sense Motive +38, Sleight of Hand +79, Spellcraft +128, Stealth +90, Swim +54, Use Magic Device +76
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
Traits: Curator of Mystic Secrets, Spark of Creation, Hedge Magician, (B)Mechanical Aptitude (Knowledge: Engineering)
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, Divine Source
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 42), 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), Secret (x1) (Applicable Knowledge)
MYTHIC ABILITIES
Hard to Kill, Mythic Power (11/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery, Channel Power
ECOLOGY
Environment
: Any
Organization: Last of Your Kind (Alone)


TREASURE/INVENTORY:

Equipped: 1 Artisan's Outfit, 1 Enchanted Adamantine Dagger, 1 Enchanted Belt, 1 Enchanted Cloak, 1 Enchanted Dark-Blue Crystal Staff, 1 Enchanted Glasses, 1 Enchanted Headband, 1 Enchanted Mithral Monowhip, 1 Enchanted Ring 1, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Jar of Endless Nectar, 1 Laurel Wreath, 1 Lord's Banner of Victory, 1 Needles of Fleshgraving, 1 Portable Hole, 1 Ratcheting Gauntlets, 1 Ring of Freedom of Movement, 1 Robes of Xin-Bakrakhan, 1 Seven-League Boots, 3 Vial of Black Lotus Extracts, 2 Vial of Terinav Roots, 1 Divinity Drive (Tattoo), 1 Concealable Thieves' Tools

Robe Pocket 1: 4 30,000 GP Black Sapphire Gems, 1 Bedroll, 1 Blessed Blook (W/Amazing Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Father's Forgehammer, 1 Figurine of the Dwarven Forge, 1 Flip Phone, 1 Folding Pole, 1 High End Laptop, 1 Ioun Wyrd Familiar, 670 Pinches of Ruby Dust (50 GP Each), 1 Salve of the Second Chance, 1 Sap (Large), 1 Traveler's Any-Tools, 1 Type 2 Bag of Holding, 1 Flask of Simurgh Ichor (12/16 Ounces), 2 Empty Vials, Ring of X-Ray Vision, 1 E-Pick (Prismatic), 1 Ambrosia (Hardtack), 1 Cornucopia of Plenty, 1 Bracelet of Mandatory Cooperation, 2 Tanglefoot Bags, 2 Fungal Stun Vials, 1 Alchemical Spider Sac, 1 Your Own Tear of True Joy

Type 6 Bag of Holding: 1 Coil's Body, 1 Coil's Costume, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Fork Attuned to Earth Bet's Plane, 1 Gem Containing the Soul of Jack Slash, 1 High End Desktop, 10 Nether Scroll: Arcanus Fundares, 10 Nether Scroll: Ars Factums, 10 Nether Scroll: Magicus Creares, 10 Nether Scroll: Maior Creares, 10 Nether Scroll: Planus Mechanuss, 2 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 11 Simurgh's Wings,

Type 2 Bag of Holding: 1 Type 6 Bag of Holding,

Portable Hole: 1 Graviton Reactor, 24 Immovable Rods, 1 Overlord Robot Frame (Perfectly Intact), 3 (50 ft.) Power Cables, 5 Power Receivers (4 in use between Signal Booster, Bracers, Monowhip, E-Pick), 1 Signal Booster

Ioun Wyrd Stones: 1 Dark Blue Rhomboid,

Magic Tattoos: Tattoo of Innate Arcana

Slotless (Location)Ioun Stones (Ioun Wyrd), Tattoo of Innate Arcana (Tattoo)
HeldEnchanted Staff, 2 Enchanted Weapons
Carried/WornJar of Endless Nectar, Vials of Poison
HeadLaurel Wreath
HeadbandEnchanted Headband
EyesEnchanted Glasses
ShouldersEnchanted Cloak
Neck
Chest
BodyRobes of Xin-Bakrakhan
ArmorEnchanted Silken Ceremonial Armor
BeltEnchanted Belt
WristsEnchanted Technological Bracers
HandsRatcheting Gauntlets
RingsEnchanted Ring 1, Ring of Freedom of Movement
FeetSeven-League Boots

Finances/Money:


Bank Accounts (Public)$ 4,500
NM: Checking$ 10,204,085
NM: Savings$ 34,999,533
NM: Brokerage$ 34,993,700
Number Man Account(s)$ 80,197,318
Cash$ 285
Total$ 80,202,103

Carrying Capacity (In lbs.)
Equipped Weight: 31.5
Robes Pocket 1: 67.675/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.5/6,000
Type 2 Bag of Holding: 150/500

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.

Secret of the Vault Seeds (Su): Iluontar has an innate understanding of Vault Seeds—magic-rich artifacts that create the vaults found on many Material Plane worlds of Golarion. This process includes finding the raw crystals the seeds are formed from on the Plane of Earth, faceting the gem and using magic to grow it into its shape, and nurturing the seed with the proper spells once it's planted in the raw earth from which the vault will grow. Iluontar gains regeneration 10 while in a vault he created or directly helped create. No attack type causes this regeneration to stop functioning; Iluontar can be killed by hit point damage only if he is removed from his vault first.

Mythic Spellcasting (Ex): Iluontar can learn a number of mythic spells equal to his tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, he must be able to cast the non-mythic version or have it on his list of spells known. Every time he gains a new tier, he can select an additional mythic spell. Iluontar can take this ability up to three times. Each additional time he takes it, he can select an additional number of spells equal to his tier and he gains one additional mythic spell whenever he gains a tier. He has taken it 2 times.

Pure Destiny (Ex): Your mythic powers place you above destiny, and beyond the grasp of providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this ability.

Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

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.

Mythic Saving Throws (Ex): At 5th tier, whenever Iluontar succeeds at a saving throw against a spell or special ability, he suffers no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If he fails a saving throw that results from a mythic source, he takes the full effects as normal.

Divine Source (Su): Iluontar can grant divine spells to those who follow his cause, allowing them to select him as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching his alignment if possible, unless his alignment is neutral. Iluontar grants access to these domains as if he were a deity. Creatures that gain spells from him don't receive any spells per day of levels higher than his tier; they lose those spell slots. In addition, Iluontar can cast spells from domains he grants as long as their level is equal to or less than his tier. Each day as a spell-like ability, Iluontar can cast one spell of each level equal to or less than his tier (selecting from those available to him from his divine source domains).

Divine Source Domains (Subdomains): Law, Nobility

Force of Will (Ex): At 6th tier, Iluontar can exert his will to force events to unfold as he would like. As an immediate action, Iluontar can expend one use of mythic power to reroll a d20 roll he just made, or force any non-mythic creature to reroll a d20 roll it just made. He can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
SpellbookPages UsedTotal Spells in Book
Blessed Book479/1,00093
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: Disintegrate, Plane Shift, Dimensional Lock, Antimagic Field, Haste, Time Stop, Limited Wish, Control Weather, Dominate Person, Deathless
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 38, 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.

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

(X) 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.

(X) 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, 4, 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

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

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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.
Drinking from this earthen jar provides the drinker with one draft of Nectar of the Gods, affecting the imbiber as per that item. The nectar cannot be poured out from the jar, indeed, attempting to pour it out leads to no effect; it can only be drank directly from the jar.

Nectar of the Gods
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration

DESCRIPTION

This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
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 Headband (Headband of Mental Superiority +6)

Total Price: 144,000 GP

Enchanted With;

Headband of Mental Superiority +6 (Base Item of the Headband)

Aura strong transmutation; CL 16th;
Slot headband; Price 144,000 gp; Weight 1 lb.

Description

This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

This headband grants Skill Ranks in: Craft (Blacksmithing), Craft (Glass), and Craft (Jewelry)
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

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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: 1,062,020 GP
CL: 17

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)
Control Water (1 charge)
Mark of Blood (1 charge)
Blood Money (1 charge)
Grease (1 charge)
Sirocco (1 charge)
Quickened Mage's Lucubration (1 charge)
Battering Blast (1 charge)
Disintegrate (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 Ring (Ring of Sustenance)

Total Price: 2,500 GP

Enchanted With;

Ring of Sustenance (Base Item of the Ring)

Aura faint transmutation; CL 5th
Slot ring; Price 2,500 gp; Weight - lb.

Description

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
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.
Construct NameNumber Possessed
A.C.E. Steam-Powered Mithral Clockwork Dragon1
A.C.E. Steam-Powered Clockwork Soldier11
Terra-Cotta Assistant198
Construction Poppet100 Available + 623 (Tornado Wall)
Juggernaut Robot13
Reclamation Robot4
Observer Robot42
Observer Swarm20
Advanced Surgeon8

Among the A.C.E. Steam-Powered Clockwork Soldiers, is Braun.

No statblocks for constructs that are simply their default statblocks, or with particularly minor changes. Construction poppet stats missing, will add eventually.
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).
Advanced Surgeon Robot, CR 21 (Reversed from Price)
N Medium Construct
Initiative: +17 Perception: +11 Senses: darkvision 60 ft., low-light vision, see invisibility

DEFENSE
AC
27 Touch 17 Flat-Footed 20
HP 290 (27d10+20 plus 75 hp force field)
Fort +9 Ref +18 Will +10
Defensive Abilities: hardness 10; Immune: Construct Traits
Weaknesses: vulnerable to critical hits and electricity
OFFENSE
Speed
: 30 ft., fly 60 ft. (good)
Melee: 2 claws +27 (1d6+6 plus grab), 4 scalpels +27 (1d6+6), syringe +27 (1d4+6 plus poison)
Ranged: integrated surgical laser +27 touch (1d6 fire)
STATISTICS
STR 22 DEX 25 CON - INT 14 WIS 13 CHA 1
BAB: +20 CMB: +26 CMD: 43
Feats: Skill Focus (Heal), Self-Sufficient, Incredible Healer, Pathologist, Extra Traits (Precise Treatment, Clever Wordplay (Diplomacy)), Improvisational Healer, Signature Skill (Heal), Technologist, Siphon Poison, Flyby Attack, Weapon Finesse, Cunning, Acupuncture Specialist, Craft Pharmaceutical
Skills: Diplomacy +29, Fly +29, Heal +51, Knowledge (Nature) +29, Knowledge (Planes) +29, Perception +11
Languages: English, Terran, (1 Other Appropriate for Region of Origin)
SPECIAL QUALITIES
Force Field, Master Surgeon, Specialized Programming, Superior Optics, Syringe
ECOLOGY
Environment
: Any
Organization: TBD
Treasure/Inventory: None, or, Healer's Gloves, Vest of Surgery, Specialized Healer's Satchel, Saliharion

Special Abilities

Force Field (Ex): A surgeon robot is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a surgeon robot with an active force field is deducted from these hit points first. As long as the force field is active, the surgeon robot is immune to critical hits. A surgeon robot's force field has fast healing 15, but once these bonus hit points are reduced to 0, the force field shuts down and doesn't reactivate for 24 hours.

Master Surgeon (Ex): Programmed to execute advanced medical procedures, a surgeon robot can perform surgeries and other procedures that heal humanoid creatures of all manner of maladies. A surgeon robot can heal wounds, set broken bones, cure diseases, treat burns, remove poison, and even install cybertech items. These procedures take varying amounts of time for the surgeon robot to complete and require different Heal check DCs. The DCs for these surgical procedures increase by 10 when they're performed on a non-humanoid creature. These procedures leave the patient with the exhausted condition. If the surgeon robot fails any of its Heal checks, the surgery fails and the patient takes 1d4 points of Constitution damage and is exhausted for 24 hours. The procedures a surgeon robot can perform are as follows:
  • Cure Blindness/Deafness (DC 35): The patient's sight or hearing is restored. Required Time: 30 minutes.
  • Install Cybertech (DC = 5 + the cybertech install DC): Cybernetic equipment is installed safely. Required Time: 20 minutes per point of implantation of the cybertech being installed.
  • Minor Surgery (DC 25): The patient is healed of 1d8+1 points of damage. Required Time: 5 minutes.
  • Moderate Surgery (DC 30): The patient is healed of 2d8+3 points of damage and 1d4+1 points of ability damage to a selected ability score. Required Time: 10 minutes.
  • Major Surgery (DC 35): The patient is healed of 3d8+5 points of damage and is cured of blindness and deafness. Required Time: 15 minutes.
  • Critical Surgery (DC 40): The patient is healed of 4d8+7 points of damage and either all ability damage to all ability scores or all ability drain to one ability score. Required Time: 30 minutes.
  • Treat Toxin (DC = 10 + the save DC of disease or poison): One disease or poison currently afflicting the patient is removed. Required Time: 10 minutes.
Specialized Programming (Ex): Heal is always a class skill for surgeon robots, and they gain a +8 racial bonus on Heal checks.

Superior Optics (Ex): Surgeon robots see invisible creatures or objects as if they were visible.

Syringe (Ex): When a surgeon robot makes a successful attack with its syringe, it can inject the target with pharmaceuticals. The robot contains nanites that fabricate the pharmaceuticals stored within its body. Up to 10 doses of these pharmaceuticals can be administered per day. The surgeon robot can choose to affect its target with cardioamp, cureall, hemochem (grade III), torpinal, or zortaphen each time it uses this ability. Rules for these pharmaceuticals can be found on pages 33–34 of Pathfinder Campaign Setting: Technology Guide.
TaskTimeframe (If Applicable)
Divinity Drive Tattoo RefreshFridays, 11:48-11:59 PM
Train your Trainee (Taylor Hebert)Weekdays, 1-2 Hours & Saturdays, 5-7 Hours
Brockton Bay Mayoral CampaignMayoral Debate (June 19th, 7-9 PM EST)
Research ProjectProgress
Fully Understand the Divinity Drive10,000/??? (Revealed at 40%)
Fully Understand the Overlord Robot0/???
EventDateTime (If Known)
1st Spellbook Copy Done4/12/20117:55 AM
2nd Spellbook Copy4/21/201110:40 PM
3rd Spellbook Copy5/1/20111:25 PM
4th Spellbook Copy5/11/20114:10 AM
Nether Scrolls Revealed4/9/20115:10 PM
4th Floor Done4/18/201110:45 AM
Mayoral Debate6/19/20117:00 PM - 9:00 PM
Model District Construction Complete5/2/201112:00 PM
Model District Construction does not include your own personal contributions.
AN: Alright! We're back, and I think this was a good one! As well, I have not only made a bit of an update to your construct section, which will also reveal the number of each kind of construct you have, and also has the Advanced Surgeon Robot statblock since it's different enough from the base surgeon robot (and once again I give many thanks to Aonprd, without them I wouldn't be able to make this quest), but I have also added a general noteworthy dates section to it all. Also finally updated your character with the 3 Feats that should've been revealed back at the S9 fight but slipped, the updated inventory, and lastly your bonus trait. Speaking of Bonus Traits, not a vote but since you've read this far have a treat, any suggestions for a suitable bonus trait that Iluontar would grant to others, by chance?

Right, lastly, voting's open for about a week, let's say, trying to get back into the saddle here. I think that's everything, so, to everyone who waited, welcome back!
 
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We are so back.

Could we maybe possibly make dragon a better body?... I really want to hug the dragon.

I mean, my thinking was like a Juggernaut Robot stuffed into an Easter Egg of Holding, or something like that (No idea if that's possible, might be something to look into), but we've already given her a whole bunch of esoteric metals and the know-how in making the. which she's incorperating into her body, best let them improve themselves rather than doing it for them.

Speaking of Bonus Traits, not a vote but since you've read this far have a treat, any suggestions for a suitable bonus trait that Iluontar would grant to others, by chance?

So what are we talking here, something akin to an Radial affect like the Banner?

Maybe an Alternate Racial Trait for those who grow up in our part town? Humans – d20PFSRD

Perhaps our education system could incorperate more... wizended teachings (Cantrips), or maybe just a REAL nice shop class (Enchanted tools).

Perhaps those within our presence simply feel, a bit more in touch with the Earth? (Natue Bonuses For activities related to the domain of earth) Slightly more apprecitaive of the craftsmanship around them [Dwarf - DND 5th Edition] (Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.)
I know this is from DND and not pathfinder, but it's only an idea.

Or perhaps we could touch slightly more on our newfound font of divinity, +1 to checks for half an hour after performing an truly Noble action within a (Mythic Level * 2 Miles of Iluontar's presence, anybody?)
 
So what are we talking here, something akin to an Radial affect like the Banner?
Not quite, I mean more like, one of these. Which vary a lot, but are like, a minor +1 or situation +2 bonus to a skill, generally, or things like that. Edit: and by grant others, I mean like, one a handful, person by person basis sort of thing.
 
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[X] Plan Social Connections and Campaigning
-[X] Social Connections
--[X] See if the Uppercrust cell has gotten back to you on your email.
--[X] That Guild deal has passed by now, hasn't it? You should probably get back to them on that.
-[X] Contact the Number Man and see if he knows anything about the mysterious power granting organization, and ask him to relay the message that you'd like to get in contact with them. If they use money at all, they almost certainly are known to the Number Man.
-[X] Campaign for Mayor
--[X] Set up campaign infrastructure so you can get other people to do door-to-door knocking for you, once they volunteer.
--[X] You know quite a few people have been wanting to interview you- use that.

Not much point doing too much knocking ourselves, when we could actually set up a temporary campaign staff. Delegation!
 
Seems good for me

[X] Plan Social Connections and Campaigning
-[X] Social Connections
--[X] See if the Uppercrust cell has gotten back to you on your email.
--[X] That Guild deal has passed by now, hasn't it? You should probably get back to them on that.
-[X] Contact the Number Man and see if he knows anything about the mysterious power granting organization, and ask him to relay the message that you'd like to get in contact with them. If they use money at all, they almost certainly are known to the Number Man.
-[X] Campaign for Mayor
--[X] Set up campaign infrastructure so you can get other people to do door-to-door knocking for you, once they volunteer.
--[X] You know quite a few people have been wanting to interview you- use that.
 
[X] Plan Social Connections and Campaigning

I've never really been one for complicated, in-depth plans, but this one seems good to me.
 
I had to refresh my memory on who Uppercrust was, so I might as well repost it for other people wondering: economic supervillain gang, less evil and more merely illegal power use for profit, Iluontar contacted them about opening a branch here since Iluontar thinks the regulations on power use are dumb.
 
[X] Plan Social Connections and Campaigning

This makes sense. Nothing I have to add.

And now for something completely different!

A coursery look through the list reveals one that could work in the long run.

Comparative Religion [Comparative Religion - Traits - Archives of Nethys: Pathfinder RPG Database]

Your allies within the Silver Crusade have taught you a lot about Golarion's deities and their followers. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes a class skill for you.

[Good for the eventual crusade upon Golarion's comsmology., less useful for this quest, which from my assumptions, will not go THAT far out, excepting a major shift in DM strategy, going from an campaign style to something more akin to a 4x nation builder.]


However I'm throwing my hat in the ring with a few homebrewed one.

Endling's Tutelage:

You received the knowledge of an Endling, the last surviving member of an race. You've gained knowledge of customs and skills not long not you own. You gain a +3 bonus to Intelligence-based skill checks relating to the tutor's race.
Additionally, either Knowledge (History) or one of the tutor's class skill becomes a class skill for you.

(Powerful bonus, but highly situational. Ilontaur knows that he won't be alone eventually. But in the intermediary, this might be useful. )

Endling's Vengance:

You received the knowledge of an Endling, the last surviving member of a race. You've gained knowledge of what caused their near-extinction. You gain a +1 bonus to attack rolls, armor class, saving throws, and skill checks when opposing that which caused their nigh-extinction.

(Applicable for fighting Plagues, Commiters of Genocide, Climate Crises, etc.)
 
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