Well, I'm not gonna bet on Canon happening again in any case so I don't see the harm?
Though introducing them to each other now just seems pointless at best to me - we don't know this Taylor at all personally (or the Undersiders, tbh)?
[X] Open contact with them.
-[X] Do so yourself.
--[X] Drop the illusion, just outright knock on the front door, and ask- preferably inside- why they had a spider listening in.
---[X] Point out her mistakes in the intrigue game, and offer to give advice if she's interested and still wants to play.
----[X] See if you can get her to work for you. You're mildly curious on whether a parahuman who you work with from the start would be more or less effective as a suboordinate, and you don't recall any mentions of arachnid controllers in Brockton Bay.
Again, canon bias– but I am trying to give somewhat valid reasoning that makes sense for Iluontar, and I also do think it might be fun to see how effective it is to train someone from the ground up.
Is it possible to chain any form of scrying into a Plane Shift of some variety? Or is that not viable?
Also, this is me being dumb and mostly irrelevant, but how does the infinite Time Stop from the staff thing work for Iluontar? Or did we just use a ton of prepared Time Stops in the Ziz fight? Because once we cast Time Stop, we can't do Memory of Function with our staff, right?
Also, this is me being dumb and mostly irrelevant, but how does the infinite Time Stop from the staff thing work for Iluontar? Or did we just use a ton of prepared Time Stops in the Ziz fight? Because once we cast Time Stop, we can't do Memory of Function with our staff, right?
You used a bunch of prepared Time Stops, since to my memory you had a frankly ridiculous number prepped, and that right now on the Staff it takes the full 10 Charges to cast a Time Stop from it, Since doing it that way, with Time Stop as one of the initial two most expensive spells saved on cost a fair amount. Like, generally accepted staff-making cheese is to pick two 9th level spells you don't actually care about casting, make both of them take all 10 charges to reduce their costs, and now all the rest of the spells are only (200*Staff CL*Spell Level) GP, getting the 400 and 300 costs for the two highest level spells out of the way with 10 Charge spells you don't care about.
At the time Iluontar made it, he didn't particularly care about using Time Stop from the staff, and was also leery of putting a low-charge Time Stop on the same staff as the low-charge Memory of Function, due to his own general paranoia about his stuff possibly falling into the wrong hands- well hands that'll use it against him, at least. Especially since that is a tactic he's used himself before.
If you meant the charge cost with being unable to use MoF, then yes, you are correct there. If you weren't referring to the charges, you could still totally use Memory of Function while in the time stop, he actually did so a few times.
He's kind of a bit jumbled up, due to the whole doorman/person/thing he handed over the order in his mind to.
Also in another thing; Sometimes he does do a little bit extra that's overall part of the plan y'all voted on, but not always. The character has been handed to y'all, and well, y'all didn't mention ideas of deliberately cursing your own items. Possibly because you didn't know you were immune to non-mythic curses at the time.
Although, heads up, the instant Mythic Crafter is needed for an item, or it otherwise ends up Mythic (such as your boots), then the curse on it is, likewise, no longer Non-Mythic.
But uh, yeah, overall, it is entirely within your ability to do that.
Right, just realized I forgot to actually get the scheduled vote count started yesterday like usual, fixed that. Also, no worries, it should still count everyone's votes thus far. My bad on that one.
Scheduled vote count started by Sckribe on Mar 2, 2024 at 12:53 PM, finished with 15 posts and 4 votes.
[X] Open contact with them.
-[X] Do so yourself.
--[X] Drop the illusion, just outright knock on the front door, and ask- preferably inside- why they had a spider listening in.
---[X] Point out her mistakes in the intrigue game, and offer to give advice if she's interested and still wants to play
----[X] See if you can get her to work for you. You're mildly curious on whether a parahuman who you work with from the start would be more or less effective as a suboordinate, and you don't recall any mentions of arachnid controllers in Brockton Bay.
[X] Open contact with them.
-[X] Do so yourself.
--[X] Drop the illusion, just outright knock on the front door, and ask- preferably inside- why they had a spider listening in.
---[X] Point out her mistakes in the intrigue game, and offer to give advice if she's interested and still wants to play
----[X] Maybe offer to train her further in exchange for something else (mention Tattletale and co?) if she's willing??
[X] Afterwards, follow up on why Tattletale had such a reaction to Blood Money (put the illusion back up if needed), and then continue with previous voting plans if applicable
Scheduled vote count started by Sckribe on Mar 2, 2024 at 12:53 PM, finished with 15 posts and 4 votes.
[X] Open contact with them.
-[X] Do so yourself.
--[X] Drop the illusion, just outright knock on the front door, and ask- preferably inside- why they had a spider listening in.
---[X] Point out her mistakes in the intrigue game, and offer to give advice if she's interested and still wants to play
----[X] See if you can get her to work for you. You're mildly curious on whether a parahuman who you work with from the start would be more or less effective as a suboordinate, and you don't recall any mentions of arachnid controllers in Brockton Bay.
[X] Open contact with them.
-[X] Do so yourself.
--[X] Drop the illusion, just outright knock on the front door, and ask- preferably inside- why they had a spider listening in.
---[X] Point out her mistakes in the intrigue game, and offer to give advice if she's interested and still wants to play
----[X] Maybe offer to train her further in exchange for something else (mention Tattletale and co?) if she's willing??
[X] Afterwards, follow up on why Tattletale had such a reaction to Blood Money (put the illusion back up if needed), and then continue with previous voting plans if applicable
What to do next comes fairly quickly, although first, you do take the few moments to Step back to the two Undersiders, and teleport them back to their lair, before teleporting yourself back to that same roof under the Screen, then making sure you were in hiding as you did so, Dismissing the Veil over yourself as you had done for the others, then taking a Step to the parahuman's front door, deliberately adjusting yourself out from hiding as had become your habit, and knocking on the front door.
Given that the entire house is within range of your tremorsense, you can rather easily tell when she breaks her current flow. You knock again, and you can hear the sound of the chair as she gets up- and by the sound she at least has the sense to stick the notebook in a bag. Also of interest and picked up by your sense is a basement, where in a fairly hidden away spot there is quite the number of what you would guess were spiders, making what you were fairly certain was a costume of some manner, if only the barest beginnings.
Still, aiming to create what seemed to be a spider-silk bodysuit was actually rather practical- perhaps she wasn't particularly great in intrigue at the moment, but you knew of many, many spider controllers for whom the idea never seemed to cross their minds, contenting themselves with simple hide or leather, so perhaps she wasn't entirely devoid of cleverness. In fact, actually, you did still have a few moments of Detect Thoughts available, so, out of curiosity more than anything, you turn it towards the building and the parahuman now walking down the stairs at a fairly sedate- perhaps measured, pace. Measured more in the sense, from what you gathered, that if she took long enough to get to the door, whomever might be there would have left since they knocked.
You could also notice the few bugs moving underneath the porch, a few seeming to try and look between the wooden boards of it. It was just as the door was opening that that second wave of information from Detect Thoughts reached you- and she indeed was actually quite clever, on par with the most common Golarion Battle Mages, as it turned to be. Cleverer than Tattletale, even, when powers are put aside. You elect to let the Detect Thoughts fade- you had no particular need to read her surface thoughts, and it would be a touch much.
You see her poke her head out, before she seems to halt in place as her already naturally large eyes quickly spot your spider-esque legs, each terminating in a single point, go up past your exquisite crimson robes and royal purple armor, up the dark-blue crystalline staff to your banner unfurled atop it, just slightly over to the left to your laurel crown- which you are now realizing is a touch superfluous given your freedom from much of what it aids against- and down to your three pairs of eyes, seeming to settle upon the middle ones where you wore your glasses, where by then her own eyes had considerably widened.
You had to admit internally, you must have struck something of an image. Particularly given that you bore everything over a fairly commanding 9'7" (292.1 cm, a part of your mind converted) height.
After you wait a moment to see if she speaks first, and she very much doesn't, you do, "Good afternoon, miss. Could I ask you a couple of questions?"
That seems to spur her into motion, as she breaks eye contact, instead looking very much elsewhere such as at your banner, clothes, or hands/claws variously, as she says, "Yeah- yes, that's alright."
You pointedly turn your head to look around and say, "I don't believe it's anything particularly untowards, but I think you might prefer if I ask indoors, away from prying eyes. If I may come in?"
She blinks, and opens the door all the way, "There's not much space, especially for someone of your-" she pauses a moment, walking at the same time you not quite duck, but bend your legs to lower your whole body to walk under and through the doorway, "Size, but you're welcome in."
She sounds nervous, which is fair enough, but she's actually still keeping herself fairly composed, though you can sense that a number of bugs nearby seem to be buzzing about- is she bleeding her nervousness to them? Hm, although it could just be a powered equivalent to a nervous leg bounce or finger tap, you were uncertain at the moment. Regardless of the how, she was maintaining her composure, fairly well-spoken as well.
You naturally took in all of the surroundings in person, even if you still had the Scrying maintained simultaneously- which, now being a proper guest, you immediately dismiss, as leaving it up now would only be rude to your host. Even if they didn't know, you would, and without a greater reason for it, some measure of civility had to come before even Wizardly paranoia- even if it seemed to be a selective and arbitrary civility.
Regardless, there was a measure of politeness to return first as she closed the door behind you and you nodded, "Thank you for hosting me, even for a brief time."
She seems to blink as if in realization, before responding almost halteringly, a touch stilted, "You're… most welcome, good guest. Would you care for a snack or water?"
You let yourself perk up just slightly, and say, "No, but the offer is appreciated. Now then, I would like to ask you; Why did you have a spider listening in," you point in the direction, "Two rooves in that direction."
At that, she doesn't quite freeze so much as immediately tense all the way up, though most couldn't tell what with the baggy sweatshirt she's wearing at the moment.
She says, "I'm… sorry?"
You think she's trying to act innocent, but she's not doing the best job of it- at least it isn't hidden from you.
You continue, "There is no need to be, at this moment. I simply wish to know why, is all."
After a few moments, she says, "Why do you think I'm even capable of- what, having random spiders spying on people?"
You say, "Ah, that would be simple enough. To reveal something about myself that I had re-discovered some while back, when I went to power testing with the PRT briefly, I had discovered that absolutely no animal would willingly remain within thirty feet of me, whether it was even normally aware of my presence or not. So, when I realize that there is a spider remaining by my feet, occasionally moving about, even closer at times,"
She interjects and finishes the line of thought, "It has to be there unwillingly. Okay, but still, even if some parahuman is spying on you, why do you think it was me?"
You respond, "Well, when the same information gathering Thinker power that was instrumental in tracking down the Slaughterhouse Nine pointed me directly towards you? I tend to trust the results of that power. I have to admit, I found myself intrigued- I wasn't aware there was an arachnid controller in Brockton Bay. Although, based on the way I can sense a number of bugs of varying types moving about, I have to revise that to a genralized bug controller, which is even more potent than I'd initially guessed."
You can almost see the flash of realization on her face, as she looks at you, glasses to glasses, and says almost disbelievingly, "And you really aren't upset about it, you're just curious."
You nod, allowing a small smile onto your face, "Indeed. That, and I wished to point out the mistakes you've made in the matters of intrigue you've stumbled on, that I became of aware of at least."
When she doesn't interject in the pause you've left, you continue, "For one, while writing things down and keeping notes is very much an admirable habit, doing so completely unciphered in clear English print, while leaving the window curtains behind you wide open in a town with multiple known fliers, it not ideal for matters you absolutely want kept secret, such as maintaining the barrier between cape and personal lives as many prefer to do."
After a moment, she says, "I think I see your point. That and, now that I'm thinking about it, I probably shouldn't be bringing it around with me."
You say, "Probably not, no. If it is consolation, then writing further notes in cipher won't be so arduous as converting the existing text will be, since with conversion you are often taking text that was written over a long span and re-writing in in a much shorter period of time."
She nods tentatively once, "That makes sense. Is, that everything?"
You say, "There is one more thing, miss- I realize I've not introduced myself or asked your name. My apology for that," You extend a hand, "I am Iluontar the Mountain-Smith."
She hesitates before taking the hand for a rather unconfident shake, "I'm Taylor Hebert, the… High-School Student."
With a free hand you give a light wave to wave off the slight bit of embarrassment at the comparatively lacking title, and say, "Well met, Miss Hebert. I had also wanted to ask if you might be interested in working with me."
She again seems to pause for a solid few moments at that, again mainly disbelief in her tone as she asks, "As a cape, to be clear?"
You respond and nod, "In your capacity as a fledgling parahuman, yes."
After another few moments, she asks, "In what way?"
That's a rather good question.
In what way indeed?
[ ] [Role] As a Sidekick, a second- a third set of hands and the like.
[ ] [Role] As a Trainee, with yourself serving as a mentor role.
[ ] [Role] As an Informant, using her powers to gather information and send it to you.
[ ] [Role] As Something Else (Write In)
Although, as you looked around, you had taken in a number of key details- a good few bookshelves about, all nearly full, with what you could tell at a glance were well used, cared for, and respected books of all types. That and some other things hinted at this, at least at one point, having been a scholar's abode, one that Ms. Hebert seemed familiar with from what you could tell.
Between that, her having a fairly ideal intellect to begin with, and her actually having something of a will to face you despite the, well, most everything unlike Tattletale, who during that first meeting in that cafe folded in only seconds of thinking, a will that was very much a necessary part of some things, well…
She was of about the typical age for an apprenticeship, and you were more than versed enough in all manners of education to be a more than adequate substitute for whatever school she went to- particularly since in the exceptionally unlikely worst case, you had more than enough money to simply purchase the necessary books and hire a tutor or two.
With that in mind, even if not quite as intellectually ideal as Dragon, in other matters Hebert would actually be a better choice for the old Apprentice and- hmm, can't really use Master for that position around here, due to the parahuman connotations, instructor then- Apprentice and Instructor arrangement.
[ ] [Role] As an Apprentice, yourself serving as her Instructor.
Assuming you were willing to share the knowledge of magic and how it worked with another, rather than waiting it out until someone else eventually pieced it together from watching you, at least.
Ah, yes, and depending on whichever course you chose, you might or might not wish or need to speak with her parents about it as well, assuming they were about and animate.
[ ] [Speak] Ask to Speak with her Parents
[ ] [Speak] Don't Ask to Speak with Her Parents
[ ] [Speak] Another more nuanced or conditional choice (Write-In)
Iluontar, Unique Xiomorn, Wizard 35/Assassin 10/Student of War 1//Archmage 4 CR 65
LN Large Outsider (Earth, Elemental, Mythic)
Initiative: +14 Perception: +82 Senses Darkvision 60 ft., Tremorsense 120 ft.
DEFENSE
AC 48 Touch 20 Flat-Foot 37
HP 974 (19d10+35d6+10d8+672)
Fort +34 Ref +40 Will +41
Defensive Abilities: (None); (None); DR 10/adamantine and bludgeoning; Immune: Elemental Traits, Non-Mythic Curses, Non-Mythic Compulsions; SR 76 OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft. fly 60 ft. (average); earth glide Melee: 4 claws +53 (2d4+10 plus Crystallization), or, Enchanted Monowhip +57/52/47/42 (3d6+10 Slashing, 18-20/x3), or, Enchanted Adamantine Dagger +57/52/47/42 (1d4+10 Slashing, 20/x2)
Ranged:
Special Attacks: Crystal burst, Crystallization, Mythic Power (11/Day, Surge +1d8), Rend (2 claws, 2d4+10), Wizard Spellcasting, Spell-Like Abilities
Spells-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 +59)
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 34) — Blood Money (3), Comprehend Languages (3), Mage Armor (2), Magic Missile (3), Shield (2)
2nd (DC 35) — Mirror Image (3), 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 36) — Arcane Reinforcement, Arcane Sight, Battering Blast, Dispel Magic, Fly, Phantom Steed, Keen Edge, Haste (4)
4th (DC 37) — Bestow Curse (3), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas, Greater Make Whole (2)
5th (DC 38) — Break Enchantment, Dominate Person, Mind Fog, Sending, Teleport, Wall of Force (6)
6th (DC 39) — Disintegrate (4), Eyebite (2), Greater Heroism (2), Transfiguring Touch (3)
7th (DC 40) — Ethereal Jaunt, Greater Teleport, Limited Wish (3), Prismatic Spray (2), Teleport Object (2)
8th (DC 41) — Dimensional Lock, Discern Location, Greater Bestow Curse (2), Mind Blank (2), Polar Ray (3)
9th (DC 42) — Dominate Monster (4), Time Stop (4), Prismatic Sphere (2)
10th (DC 43) — Polar Ray, Time Stop (3), Prismatic Sphere
11th (DC 44) — Polar Ray (2), Time Stop (2)
12th (DC 45) — Time Stop (4)
13th (DC 46) — Time Stop (4)
14th (DC 47) — Wail of the Banshee, Time Stop, Polar Ray, Prismatic Sphere
15th (DC 48) — Prismatic Sphere (3)
16th (DC 49) — Wail of the Banshee (3)
17th (DC 50) — Soul Bind (3) STATISTICS
STR 33 DEX 31 CON 30 INT 55 WIS 20 CHA 22 BAB: +44 CMB: +78 CMD: 99 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, ? | Mythic Crafter(M), ? Skills: Acrobatics +79, Appraise +65, Bluff +45, Climb +81, Craft (Alchemy, Clockwork, Mechanical, Armor, Weapons) +94, Craft (Sculptures) +102, Diplomacy +15, Disable Device +92, Disguise +75, Escape Artist +95, Fly +53, Heal +19, Intimidate +75, Knowledge (Arcana) +106, Knowledge (Engineering) +91, Knowledge (Planes) +99, Linguistics +35, Perception +78, Sense Motive +38, Sleight of Hand +79, Spellcraft +127, Stealth +90, Swim +54, Use Magic Device +75 Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft. Traits: Spark of Creation, Hedge Magician, Curator of Mystic Secrets Drawbacks: Exacting Standards (Mechanically functions Identically to the Paranoid drawback, different flavor), Warded Against Nature SPECIAL QUALITIES
Item mastery, Item shaper, Arcanus Fundare, Magicus Creare, Maior Creare, Planus Mechanus, CLASS FEATURES
Scribe Scroll, Wizard Bonus Feat (x8), Arcane Bond (Familiar), Arcane School (Arcane Crafter Universalist), Metacharge, Metamagic Mastery, Sneak Attack (5d6), Death Attack (DC 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 (9/11), Surge (+1d8), Archmage Arcana (?), Amazing Initiative, Recuperation, Mythic Spellcasting (x2), Pure Destiny, Crafting Mastery 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)
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, 1000 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
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, 3 Smartphones, 1 Spyglass, 1 Studio Quality Camera, 1 Thomas Calvert's Personal Items, 1 Unattuned Tuning Fork, 1 Winter Blanket, 12 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, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster
Ioun Wyrd Stones: 1 Dark Blue Rhomboid,
Slotless (Location)
Ioun Stones (Ioun Wyrd)
Held
Enchanted Staff, 2 Enchanted Weapons
Carried/Worn
Jar of Endless Nectar, Vials of Poison
Head
Laurel Wreath
Headband
Enchanted Headband
Eyes
Enchanted Glasses
Shoulders
Enchanted Cloak
Neck
Chest
Body
Robes of Xin-Bakrakhan
Armor
Enchanted Silken Ceremonial Armor
Belt
Enchanted Belt
Wrists
Enchanted Technological Bracers
Hands
Ratcheting Gauntlets
Rings
Enchanted Ring 1, Ring of Freedom of Movement
Feet
Seven-League Boots
Finances/Money:
Bank Accounts (Public)
$ 4,500
NM: Checking
$ 10,977,005
NM: Savings
$ 34,996,616
NM: Brokerage
$ 34,993,700
Number Man Account(s)
$ 80,967,321
Cash
$ 285
Total
$ 80,972,106
Carrying Capacity (In lbs.)
Equipped Weight: 27
Robes Pocket 1: 68.75/120
Robes Pocket 2: 0/120
Type 6 Bag of Holding: 619.75/6,000
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.
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.
Spellbook
Pages Used
Total Spells in Book
Blessed Book
444/1,000
93
1st Level — Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Magic Missile, Mindlink, Mount, Shield
2nd Level — Alter Self, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Invisibility, Locate Object, Make Whole, Mirror Image, Owl's Wisdom, See Invisibility, Touch of Idiocy
3rd Level — Arcane Reinforcement, Arcane Sight, Battering Blast, Blink, Dispel Magic, Explosive Runes, Fly, Haste, Keen Edge, Nondetection, Phantom Steed, Secret Page, Sepia Snake Sigil,
4th Level — Bestow Curse, Dimension Door, Greater Invisibility, Greater Make Whole, Lesser Geas, Phantasmal Killer, Stoneskin
5th Level — Baleful Polymorph, Break Enchantment, Dominate Person, Dream, Mind Fog, Nightmare, Permanency, Secret Chest, Sending, Symbol of Pain, Teleport, Wall of Force, Wall of Stone
6th Level — Antimagic Field, Disintegrate, Eyebite, Geas, Greater Heroism, Mislead, Sarzari Shadow Memory, True Seeing, Veil
7th Level — Awaken Construct, Ethereal Jaunt, Finger of Death, Greater Teleport, Limited Wish, Memory of Function, Plane Shift, Power Word Blind, Prismatic Spray, Teleport Object
8th Level — Demand, Dimensional Lock, Discern Location, Greater Bestow Curse, Mind Blank, Polar Ray, Screen, Trap the Soul
9th Level — Crushing Hand, Dominate Monster, Energy Drain, Prismatic Sphere, Soul Bind, Teleportation Circle, Time Stop, Wail of the Banshee, Wish
You have no other spellbooks at this time.
Mythic Spells: Antimagic Field, Dimensional Lock, Disintegrate, Haste, Plane Shift, Time Stop, Limited Wish, Control Weather
School transmutation [earth]; Level 10 Casting Time 10 hours Components V, S, M (1 serving of Ambrosia (Mythic Adventures pg. 146), and gemstones worth 2,500 GP plus 500 GP for each time the target has already been affected by a Xiomorn Ascension, to a maximum of 6,000 GP) F (optional, any gemstone or crystal of any color, see text); SC (up to 20) Skill Checks Spellcraft DC 38, 2 successes; Knowledge (planes) DC 38, 2 successes; Knowledge (arcana) DC 38, 2 successes; Craft (sculpture) DC 28, 2 successes; Use Magic Device DC 38, 2 successes Range personal or touch Target caster or willing creature touched Duration instantaneous Saving Throw none; SR no Backlash The primary and secondary casters become exhausted. Failure The primary and secondary casters, and target if separate, all take 2 points of Dexterity Drain, and become exhausted. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone.
Effect
The magnum opus and name-giving achievement of Iluontar when he shared it freely with his people. This ritual steadily, over eight castings, converts any creature into a Vault Builder Xiomorn, one free of the restraints left on the people by the deceitful pact of Ayrzul. In fact, even using it only once on an already existing Vault Builder frees them from it, even if the ritual would effectively do nothing else.
Each time this ritual is performed, the primary caster must choose one of the following eight options, subject to the restrictions within. Being subject to any Xiomorn Ascension ritual also changes the target's type to Outsider, and they gain the Earth and Elemental subtypes. A target also cannot ever be raised above Mythic Rank/Tier 8 by this ritual.
A caster may provide a gemstone or crystal of any color and value as an optional focus, which will change the aesthetics of the target's Xiomorn based crystal Crystal Burst, Crystallization, and any created Vault Seeds to match, including if any of the abilities are already present, however it will not change the color of any existing Vault Seeds (or subsequent vaults). Without a focus, the default coloration is green.
(X) Xiomorn Ascension 1: Gain Vault Builder Natural Abilities (Increase movement speeds to: 40 ft., burrow 30 ft., climb 40 ft.; earth glide , Increase Size to Large, change shape to Quadruped, increase base Physical Ability Scores to Str 22, Dex 27, Con 25, gain the Vault Builder Racial Modifiers to skills, Increase Outsider Racial Hit Dice to 19, gain Fast Healing 5, Gain DR 10/adamantine and bludgeoning, increase Natural Armor to +17, gain Darkvison 60 ft. and Tremorsense 120 ft., gain Elemental Traits, Gain Spell Resistance of 11+CR, gain Telepathy to 300 ft., and gain Rend (2 claws)), +1 Mythic Rank/Tier.
(X) Xiomorn Ascension 2: Gain the Vault Builder Crystallization (Su) and Crystal Burst (Su) Special Attacks or Improve them from the Vault Keeper versions if already present, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
( ) Xiomorn Ascension 3: Improve DR to 10/adamantine, bludgeoning, and epic, and gain the Fortification (50%) and Block Attacks Defensive Abilities, +1 Mythic Rank/Tier. Requires Xiomorn Ascension 1.
(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.
( ) Xiomorn Ascension 5: Gain the Frightening Presence (30 ft.) Aura and Mythic Magic 3/Day Special Attack, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 6: Gain the Xiomorn Spellcasting Special Attack, +1 Mythic Rank/Tier. Requires Xiomorn Ascension Ritual 5.
(X) Xiomorn Ascension 7: Gain the Vault Builder Item Shaper (Ex) and Item Mastery (Ex) Special Qualities, or Improve them from the Vault Keeper Versions if already present, +1 Mythic Rank/Tier.
( ) Xiomorn Ascension 8: Gain the Secret of the Vault Seeds (Su) Special Quality, +1 Mythic Rank/Tier. Requires both Xiomorn Ascension 1 and 7.
Iluontar has received the effects of Xiomorn Ascension 1, 2, 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.
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)
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.
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.
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)
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)
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."
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).
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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 1,000
500,000 GP
Fusion Reactor | Yield 500
250.000 GP
Geothermal Generator | Yield 200
100,000 GP
Graviton Reactor | Yield 800
400,000 GP
Solar Generator | Yield 50
25,000 GP
Divinity Drive | Yield ∞/Infinite
????? GP
Lab | (Charges)
Price (GP)
Cybernetics Lab | 100 Charges
100,000 GP
Graviton Lab | 250 Charges
250,000 GP
Medical Lab | 20 Charges
20,000 GP
Military Lab | 100 Charges
100,000 GP
Nanotech Lab | 150 Charges
150,000 GP
Production Lab | 50 Charges
50,000 GP
Robotics Lab | 200 Charges
200,000 GP
1 Charge = 1 Megawatt. Yield is per hour, meaning Yield can also be read as per Megawatt-Hour.
Spice, CR ~23
LN Huge Construct (Augmented, Clockwork) Initiative: +18 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, see invisibility; Perception +46 DEFENSE
AC 43 Touch 19 Flat-Footed 32 HP 564 (37d12+120) Fort +12 Ref +22 Will +12 Defensive Abilities: fortification 75%; Immune construct traits; Resist fire 30; SR 27 Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 160 ft., fly 420 ft. (good), swim 160 ft. Melee: Bite +43 (6d6+16 plus 1d6 fire and 1d6 acid), 2 claws +43 (3d8+16 plus 1d6 fire and 1d6 acid), tail slap +41 (3d6+8 plus 1d6 fire and 1d6 acid), 2 wings +41 (3d6+8 plus 1d6 fire and 1d6 acid) Space: 15 ft., Reach: 20 ft. Ranged: Steam Blast (18d6 fire) Special Attacks: Breath Weapon (60-ft. line, 10d8 acid damage, Reflex DC 28 half, usable every 1d4 rounds), steam blast (18d6 fire damage), steam horn (30-ft. cone, 18d6 fire damage, Fortitude DC 28 half, usable every 1d4 rounds), Reach, Retaliatory Strike, Energy Attacks (Acid) Spell-Like Abilities: (CL 37th, Concentration +36)
3/day—mind probe (DC 13), mindlink (DC 10), telekinesis (DC 14), dimensional lock, dimension door,
1/day—antimagic field, mental block (DC 11), mind thrust VI (DC 15), mass synesthesia (DC 16), telekinetic storm (DC 18), power word kill STATISTICS
STR 42 DEX 27 CON - INT 9 WIS 11 CHA 6 BAB: +27 CMB: +45 CMD: 66 Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Multiattack(B), Power Attack(B), Improved Unarmed Strike(B), Improved Grapple(B), Greater Grapple(B), Rapid Grappler(B), Bludgeoner(B), Pinning Knockout(B), Pinning Rend(B), Chokehold(B), Flyby Attack, Wingover, Snatch, Storm Breaker, Skill Focus (Perception), Needle In a Haystack, Combat Reflexes, Dodge, Improved Natural Attack (Bite), Improved Natural Attack (Claws), Improved Natural Attack (Wings), Blind-Fight, Improved Blind-Fight, Greater Blind-Fight, Blinded Blade Style, Blinded Competence, Blinded Master, Aquatic Combatant, Stunning Assault Skills: Fly +20, Perception +46, Swim +25 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any Organization: Solitary or Mount (1 + Iluontar, the Mountain-Smith) Treasure/Inventory: 1 Decanter of Endless Water
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, Spice's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, Spice can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Energy Attacks (Su): Each of Spice's melee attacks deals an extra 1d6 points of acid damage on a hit.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When Spice ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Mithral: This variant of Clockwork Dragon loses its adamantine weapons and its DR, which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its bse land and swim speeds increase to 70 feet, and its base fly speed increases to 200 feet with good maneuverability (already accounted for). In addition, once per day as a swift action, it can gain the benefits of the haste spell for 1d4 rounds.
Phrenic Stone (Su): Spice has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Reach (Ex): The reach of all of Spice's melee attacks increases by 5 feet (already included in the above statblock).
Retaliatory Strike (Ex): Whenever an enemy makes a successful melee attack against Spice or an adjacent ally, the enemy provokes an attack of opportunity from Spice.
Steam Blast (Ex): As a standard action, Spice can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 18d6 points of fire damage.
Steam Horn (Ex): As a standard action, Spice can unleash a loud blast of sound and of steam that deafens targets and deals 18d6 points of fire damage in a 30-foot cone. A target can attempt a Fortitude save (DC 28) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): Spice can remain active for 37 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Self Repair (Su): This modification allows Spice to use some of the innate magic that powers its body to repair damage to itself. As a swift action, it can gain fast healing 5. It can activate this fast healing for 18 rounds per day. These rounds do not need to be consecutive.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. For a suitably powerful wizard, what could be a more fitting mount than a dragon? Of course, a lack of naturally occurring dragons doesn't deter a proper wizard, one who can simply build a dragon.
This glistening and silvery dragon, made solely of Mithral, is specialized in exceptional flight speed, capable of unimpeded underwater combat, and is very well suited to the task of quickly flying out and retrieving any given target. Willing or not.
Though this constructed dragon isn't particularly bright, nowhere near the person Dragon, and just a touch below even an average person, they do not need any particularly complex tactics. They are not made for subtlety, they are meant to be blaring and obvious. Their presence itself, a blatant, forceful, and unignorable declaration.
To avoid confusion, they have since been named Spice.
A.C.E.S. Clockwork Soldier CR ~13
LN Medium Construct (Augmented, Clockwork) Initiative: +14 Senses: darkvision 60 ft., lifesense 60 ft., low-light vision, Perception +3 DEFENSE
AC 28 Touch 18 Flat-Footed 20 HP 204 (12d12+120) Fort +4 Ref +12 Will +4 Defensive Abilities: DR 5/adamantine; fortification 50%; Immune construct traits; Resist fire 10; Weaknesses: Vulnerable to Electricity, Susceptible to Mind-Affecting Effects OFFENSE
Speed: 80 ft., Climb 30 ft., Swim 30 ft. Space: 5 ft.; Reach: 5 ft. Ranged: +1 Light Machine Gun +17/12 (2d6+1/x4) Special Attacks: Latch, Steam Blast, Steam Horn (30-ft. cone, 6d6 fire damage, Fortitude DC 16 half, usable every 1d4 rounds), Extra Attack, Precision Spell-Like Abilities: (CL 12th, Concentration +10)
12/day— abundant ammunition
3/day—mind probe (DC 12), mindlink (DC 9), telekinesis (DC 13), dimensional lock, dimension door,
1/day—mental block (DC 10),
0/day—mind thrust V (DC 13) STATISTICS
STR 36 DEX 23 CON - INT 6 WIS 11 CHA 3 BAB: +9 CMB: +22 CMD: 40 (42 vs. Disarm) Feats: Improved Initiative(B), Lightning Reflexes(B), Run(B), Point Blank Shot(B), Precise Shot(B), Rapid Shot(B), Snap Shot(B), Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Overwatch Style, Overwatch Tactician, Rapid Reload (Two-Handed Firearms), Combat Reflexes Skills: Acrobatics +9 , Climb +24, Perception +3, Swim +24 Languages: English; telepathy 100 ft. SPECIAL QUALITIES
Heat Management, Increased Locomotion, Steam Engine, Swift Reactions, Energized Alacrity, Tactical Awareness, Artificial Soul, Phrenic Stone ECOLOGY
Environment: Any land, Urban Organization: solitary, pair, trio, patrol (5–8), company (9–12), battalion (40-50), or army (A Lot). Treasure/Inventory: 1 Decanter of Endless Water, 5 Metal Cartridge (30 Bullets Each)s, 1 Gunsmith's Kit, 1 +1 Greater Reliable Light Machine Gun, 1 Unlimited Use Scavenger's Stone, 1 Handy Haversack
Special Abilities
Artificial Soul (Su): Though not the true soul of a living creature, an A.C.E. Clockwork Soldier's artificial soul provides it with a unique personality and a spark of sentience. Unlike most constructs, it is not immune to necromantic effects. Enlightened constructs are still immune to death effects and they cannot be raised or resurrected. Enlightened construct golems are still immune to magic as described in their entries.
Energized Alacrity (Su): Once per minute as a swift action, an A.C.E. Clockwork Soldier can draw power from special energizing transmitters attached inside its body. When doing so, it gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the it can move up to its speed either before or after it attacks. This movement provokes attacks of opportunity as normal.
Extra Attack (Ex): When using the full-attack action, an A.C.E. Clockwork Soldier can make one extra attack per round at its highest base attack bonus.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat (already included in the above statblock).
Heat Management (Ex): When an A.C.E. Clockwork Soldier ignores any amount of fire damage due to its fire resistance, it gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round. Whenever it takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. It can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken).
Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
Mind Thrust (Sp): An enlightened construct can use mind thrust as a spell-like ability a number of times per day equal to 2 + the enlightened construct's Intelligence modifier. The version of mind thrust available to an enlightened construct is determined by its Hit Dice At 12 Hit Dice, an A.C.E. Clockwork Soldier can use Mind Thrust V.
Phrenic Stone (Su): An A.C.E. Clockwork Soldier has a stone infused with supernatural mental energy embedded into its chest that is the source of its awakened intellect. If it is destroyed but this phrenic stone remains intact, it can be used to create another enlightened construct. When a phrenic stone is used to create a new enlightened construct, the personality and memories of the previous enlightened construct are lost. A phrenic stone has hardness 10, 20 hit points, and a break DC of 30.
Precision (Ex): An A.C.E. Clockwork Soldier rolls twice to confirm critical hits, taking the more favorable result.
Proficient (Ex): An A.C.E. Clockwork Soldier is proficient with all simple and martial weapons.
Standby (Ex): An A.C.E. Clockwork Soldier can place itself on standby as a standard action. While on standby, it cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration.It can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Steam Blast (Ex): As a standard action, an A.C.E. Clockwork Soldier can release a jet of steam at a target within 30 feet. If it succeeds at a ranged touch attack, the jet deals 6d6 points of fire damage.
Steam Horn (Ex): As a standard action, an A.C.E. Clockwork Soldier can unleash a loud blast of sound and of steam that deafens targets and deals 6d6 points of fire damage in a 15-foot cone. A target can attempt a Fortitude save (DC 16) to take half damage and negate the deafened condition. This ability is usable once every 1d4 rounds.
Steam Engine (Ex): An A.C.E. Clockwork Soldier can remain active for 12 weeks with a full boiler. Anytime it uses its Steam Horn or Steam Blast abilities, the remaining duration of activity reduces by 1 day.
Tactical Awareness (Ex): A commando construct gains a +2 bonus on initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the surprise round. A commando construct is still flat-footed in the surprise round until it acts. Any kingdom needs an army, yours will be no exception. A Clockwork Soldier serving as a strong foundation, building on it creates an exceptional soldier, and oddly, due to the nature of mass producing enlightened constructs, there is also a similar variety in personality and ability amongst an A.C.E. Clockwork army as there would be in a more human one, with a similar chain of command naturally likely emerging over time. After all, you can be certain of the loyalties of a soldier who you've painstakingly assembled gear by gear, especially one that knows you did so and can understand what that means.
These are built to be your feet on the ground, able to effectively hold territory that's been built around human habitation.
The above statblock depicts the absolute worst possible ability scores with an Intelligence of 6 and a Charisma of 3. Even though it is a dreg, with their inbuilt loyalty to the death negative morale at such a sad state of existence isn't a thing with these soldiers, and acceptance of their position is nearly guaranteed- at the very least, even if it does hold aspirations, it is absolutely certain that they would never deliberately disobey orders or revolt. As intelligence goes up, skill points are equally spread between Acrobatics, Climb, Perception, and Swim, up to Intelligence 15.
Those rare few most promising soldiers, with the maximum intelligence of 16 are universally set apart, with a greater variation in duties than the rest. Some have 7 Ranks in Craft (Weapons) and also serve to create more base ammunition or perform weapon repairs if needed (Replacing Combat Reflexes with Frugal Crafter) and 5 ranks in Profession (Soldier), or even provide non-magical weaponry, as even with their abundant ammunition spell-like ability, there are likely times when ammunition may be used up in truth. Others have a full 12 Ranks in Profession Soldier and serve as squad leaders. In the rare event of a Clockwork Soldier with both maximum Intelligence and a sizeable Charisma, they become a squad spokesman or civilian front, gaining 9 ranks in Diplomacy, and only 3 in Profession (Soldier).
AN: Let it not be said that Iluontar doesn't have a moral compass, for he does- even it's a very odd one who's points might as well read 'Skurb', 'Ronk', 'Flur', and 'Anti-Ronk'. It points pretty consistently, just, somewhere.
In the 'You lot are going to keep making me actually read Worm at this rate' measure, I ended up reading Gestation 1.1 through 1.6, took that long until Taylor finally says some spoken dialogue for me to get a feel for, even if it's in costume rather than civilian. Funny enough, her first thing spoken out loud is to Tattletale, about how she doesn't have a name.
Oh, nevermind, turns out I've gone and read all of Gestation, and then the interlude. Aaand now the writing has actually pulled me a bit with the interlude, and I might end up just going ahead and actually reading all of it. Because it's genuinely quite tempting. I feel like the pipeline on this is both real, and a little bit backwards from normal.
Edit: Forgot to do so but got reminded, Taylor's INT score is 17.
[X] [Speak] Ask to Speak with her Parents
-[X] [Speak] Begin Intrigue lessons, by explaining how secrets can be revealed at the worst time sometimes, or lead to detrimental effects by other parties acting without the relevant information - if you want to keep them, make sure you actually think through why you want to do so first, and can accept the potential consequences weighted by likelihood of it being revealed. (If she doesn't want to anyway, respect her decision and move on)
[X] [Role] As an Apprentice, yourself serving as her Instructor, conditional upon decent performance and continued willingness as she gets to know us better
-[X] [Role] Until then, as a Trainee, with yourself serving as a mentor role.
Honestly, is there a option for "get Taylor to do more homework herself, and get Iluontar to explain further about what he views being a Trainee/eventual Apprentice means"?
Worm writing is genuinely good (to me, at least), and the worldbuilding is fairly solid - just don't try to think about the larger picture too hard (and even then I would say it's not exactly incoherent until you reach angles that the author wasn't aware of/couldn't cover in the story he wanted to tell)
Also, can we have Taylor's INT value given the Detect Thoughts, just for fun?
I knew I was forgetting something. I meant to put it in the AN, and will do so after this post.
Taylor Hebert has an INT of 17.
Edit: As far as 'getting Taylor do more work herself', I can assure you, that is very much included within being an Apprentice. Remember, we're talking Golarion/Faerun style apprenticeship, where it isn't just that the apprentice learns, but often they're given plenty of their own work/reading to do, in addition to things like 'clean out the old inkwells' and the like.
Edit 2: Also, it's not like it's immutably carved into the soul of the world if you go trainee right now, you can still choose to later, after things occur, offer the bump up to apprenticeship. Funny enough, OOC, odds are she'd take the apprenticeship even if just because it also gets her out of regular high-school.
[X] [Role] As a Trainee, with yourself serving as a mentor role.
[X] [Speak] Another more nuanced or conditional choice: Wait until Taylor reveals her nature to her parents before revealing yourself
lol, she took that surprisingly well. I wouldn't be opposed to taking her in as an apprentice.
[X] [Role] As a Trainee, with yourself serving as a mentor role.
[X] [Speak] Another more nuanced or conditional choice: Wait until Taylor reveals her nature to her parents before revealing yourself
Also, it's not like it's (her being locked in as a trainee) immutably carved into the soul of the world if you go trainee right now, you can still choose to later, after things occur, offer the bump up to apprenticeship.
(...)
Well, considering her experiences with high-school and the generally positive PR of Parahumans in-universe that makes a modicum more sense in context, but...
Yeah, that's a good reason not to give her such a amount of (potential) influence at this point in time, unless Iluontar subscribes to the school of "let my apprentice be decided by small-letter fate"?
[X] [Role] As a Trainee, with yourself serving as a mentor role.
[X] [Speak] Another more nuanced or conditional choice: Wait until Taylor reveals her nature to her parents before revealing yourself
[X] [Speak] Ask to Speak with her Parents
-[X] [Speak] Begin Intrigue lessons, by explaining how secrets can be revealed at the worst time sometimes, or lead to detrimental effects by other parties acting without the relevant information - if you want to keep them, make sure you actually think through why you want to do so first, and can accept the potential consequences weighted by likelihood of it being revealed. (If she doesn't want to anyway, respect her decision and move on)
[X] [Role] As an Apprentice, yourself serving as her Instructor, conditional upon decent performance and continued willingness as she gets to know us better
-[X] [Role] Until then, as a Trainee, with yourself serving as a mentor role.
why would Iluontar let his apprentice waste most of her daytime with spending it in the shitiest high school in the city learning stuff that he could teach himself but better at the rate of the average lowest performing student's level of comprehension when he can just take over her education and do a hundred times better job of it, what's that a high school diploma/ collage degree and a normal job I am sorry I can't hear you over the sound of my taught reality warping powers
[X] [Speak] Ask to Speak with her Parents
-[X] [Speak] Begin Intrigue lessons, by explaining how secrets can be revealed at the worst time sometimes, or lead to detrimental effects by other parties acting without the relevant information - if you want to keep them, make sure you actually think through why you want to do so first, and can accept the potential consequences weighted by likelihood of it being revealed. (If she doesn't want to anyway, respect her decision and move on)
[X] [Role] As an Apprentice, yourself serving as her Instructor, conditional upon decent performance and continued willingness as she gets to know us better
-[X] [Role] Until then, as a Trainee, with yourself serving as a mentor role.
YES! Fledgling Wizard Taylor with the multitasking ability to cast multiple spells at once is a go! I love stories where Taylor gets magic.
[X] [Speak] Ask to Speak with her Parents
-[X] [Speak] Begin Intrigue lessons, by explaining how secrets can be revealed at the worst time sometimes, or lead to detrimental effects by other parties acting without the relevant information - if you want to keep them, make sure you actually think through why you want to do so first, and can accept the potential consequences weighted by likelihood of it being revealed. (If she doesn't want to anyway, respect her decision and move on)
[X] [Role] As an Apprentice, yourself serving as her Instructor, conditional upon decent performance and continued willingness as she gets to know us better
-[X] [Role] Until then, as a Trainee, with yourself serving as a mentor!
Yeah, no point giving her an apprenticeship until she proves herself a bit more. I wouldn't mind her as a trainee, and she'll likely serve as a more morally flexible (eventually) suboordinate than Dragon.
Also, her INT is surprisingly high for a baseline human, but I suppose she does pick up tactics pretty well. As far as parahumans go, she's probably about the best unaligned one we can grab in terms of INT.
The original text is accurate to the intent. But yes, to put it a much more simple way, the decision here doesn't have to be totally final, you can later decide to up her to apprentice, although people have voted in such a way that that includes that intent from the get-go, which is actually pretty clever and would probably change some things about how Iluontar goes about it.
The original text is accurate to the intent. But yes, to put it a much more simple way, the decision here doesn't have to be totally final, you can later decide to up her to apprentice, although people have voted in such a way that that includes that intent from the get-go, which is actually pretty clever and would probably change some things about how Iluontar goes about it.
I dunno, doing it this way just rubs me the wrong way: From Taylor's perspective it's a lot more likely this is a Coil-like Master/Thinker combo then actually being what it looks like, especially given how Int 20+ does not go on trees, Cauldron Science aside.
And it's not like Iluontar has low enough Wis to see how those around Taylor would find Taylor making such a decision incredibly questionable without appropriate framing; and I doubt Iluontar wants to pull her from her support network if she has any?
[X] [Role] As an Apprentice, yourself serving as her Instructor, conditional upon decent performance and continued willingness as she gets to know us better
-[X] [Role] Until then, as a Trainee, with yourself serving as a mentor.
[X] [Speak] Another more nuanced or conditional choice: Wait until Taylor reveals her nature to her parents before revealing yourself
-[X] [Speak] Share with Taylor your difficulties with finding companionship, and remind her that (in most cases) having someone you can unconditionally trust and who has the relevant information to help you is a rare thing, even if it needs to be worked for.
I feel my first write-in was was too pushy, aiming to very mildly push her towards sharing things earlier (Wizard Paranoia is not conducive towards having solid relationships easily), while keeping in mind the potential difficulties that may arise from such sharing on Taylor's end.
(Or something like "if you don't want to mention this to your parents, sure, but give this some serious thought first - even with the risk telling them may eventually make things much easier for you in tough times")
But does it actually work, or is it still too pushy?