I think something that we've minimized but should probably discuss is the fallout of what we just did: namely, the reaction of the bible study group. They spoke to us and we IMMEDIATELY went to Gothic Horror Land and procured powers from the beyond the stars (and a lot of it). While I don't recall any of the apostles being particularly good at throwing hands, they might call in Samson or something to rock our socks off so - what's our plan? Deny? Point to Penny getting seraph as our good deed and proof of our desire to do good?
 
Their info gathering isn't incredibly powerful considering they needed to buy the Architecture info in the first place. We can just not let them know.

Alternatively, power level into Devotion, get Arcanum 16 casting in Earth, and summon Penny's mom as our bodyguard.
 
It is unlikely that the Bible group is concerned about the fact that Solomon has acquired a power that may look creepy and thematically does not go well with theirs. There are many topics and they do not have to conflict at the slightest disagreement.
Rather, they will be concerned that Solomon was able to rise rapidly in power, which means that their fears that Solomon has the same potential as the Metaphysician will begin to be confirmed.
 
Well seeing as how this power boost sends us to about the level of a mid-high level second year (which is where the Bible class is now), their threats hold a lot less weight. Penny is an extremely loyal ally now, so she's also got our back defense wise. Their threat level dramatically dropped now that we caught up in effective strength, especially if we put absolutely any xp into sanctum. If they come to fight us, simply retreat into our level 2-3~ish sanctum, and fight them with double the power of a hard working second year and the preparation of a high level wizard.
 
So, I was trawling the interwebs, looking at Eldritch stuff. Here's something I thought could be great for inspiration, the Strangers of the Dark Below, the Abyss, the Dark Tapestry, the Far Realm, the Furthest Ring, Infrareality, etc. Psionics is sort of like magic, after all.

If God is the highest, and man the base, the Eldritch is 'beneath' for lack of a better word. Not Qlippothic, but divorced from the model in ways that make it difficult to model at all. Fitting, when it is ill-equipped to handle awareness of itself.
 
Man, if we do pick up Induction at some point, I wonder whether Symon would be a valid target for it.
 
Discord: Class discussion and the apocalypse

ArcanaVitae — But yeah so the vibe from the thread I'm getting is. Do XP vote after this turn, crash, start doing Remedials and Exploration and decompression, Try and help Penny out in gathering influence among the Tarot Class (easier because of raw power) Ideas: sell magic items for favors, help teach people useful skills/take them on adventures, help out Damien _brightwing — The educational pendrive unlocks the Ethan interaction I wonder if he found a girlfriend in Gothic Horror while we're exploring ArcanaVitae — I remember him, he's the dude who picked Lovers because he wanted a date. Maybe he did find a girlfriend but I wouldn't count on it given his luck. Also I'm a bit curious what his Role as the Lovers could do. What Enrolled in our Class are people the most interested in interacting with other than the potential character options? (Damine, Harrison, Penny) _brightwing — Sandra got occasional screen time and seemed like might also leverage Gothic Horror well as Death

SMBlade — iirc High Priestess was discussed due to synergy with Magician. _brightwing — Very good role synergy. Then there are the other three Magi of Tarot - Hermit, Hierophant SMBlade — And I'm curious about Chloe/Rich Girl/Temperance Mostly because it's the person who Sol would consider dating the longest before discarding, which is an odd thing to specify _brightwing — Though I'm not sure about the Teacher's pet being compelling enough... Gamer Devil if he min maxes He's not very social though, like Caleb the Hermit his roommate Emperor has some potential if Harrison can sway him away from Josh's faction As for the girls.. hear me out the Tower If she does have the meta ability to topple Nat 20s becoming the hand of Structure ArcanaVitae — Penny is her roommate so it would makes sense in a way. _brightwing — honestly Justice + Tower is just frightening ArcanaVitae — Plus as Brightwing said she likely has Structure shenanigans going on that we could study. ArcanaVitae — It's basically custom team for tearing down Mighty Tyrants


_brightwing - might be useful by the time we get to the Meta arc ArcanaVitae - Meta would likely have counters against it but one more potent tool in the arsenal wouldn't hurt. Plus as Penny's roommate she's likely to be in Penny's camp which would make it easier to talk to her. Do we have a list of the people in Explorer's Club? _brightwing - We do, I think it was in a post somewhere Image so the Strength, Sun, Judgement and the Star.. ArcanaVitae - Justice, Chariot, Strength, Sun, Judgement?, Star _brightwing - Sam made everyone's uniforms SMBlade - We need to talk with Sun. Pylrung - Wasn't Grace one of the two who stole Sol's candy? SMBlade - Ye ArcanaVitae - I'm a little surprised that Francis/Judgement is in there. As far as I'm aware there are no other factions in the Tarot Class.

Lealope - Grace has a quick ticket to five-minute redemption waiting for her ArcanaVitae - We could just be a member of the Explorer's Club and use it to gain contacts and explore. (I thought the club would be bigger) _brightwing - Yeah, but my interpretation is Sol was leaning too heavily on Structuralism to ace the test. So that ended up being the whiplash Educator described. Tower naturally suitable for toppling piqued up We can totally hold it over her for favors _brightwing - That just tells me they are all three-dimensional people with other things going on. The club will be a good opportunity to start working on him Pylrung - Mm, even Josh was fazed by the Engine's actions ArcanaVitae - Good point. The Explorer's Club is meant to explore. Pylrung - Either Judas is that good or Josh is just some asshole, not a monster in the making


ArcanaVitae - He's an asshole but he's not that far gone yet. I have a bit of hope that Sol can stop him from drinking darkside koolaid. _brightwing - I got the sense that Francis was being bullied as well SMBlade - ^ _brightwing - and is getting carried away following Josh's orders the yesmen are not treated well (not that it excuses the bullying) ArcanaVitae - Not sure why Francis is Josh's minion but you are right that it's probably not a place he wants to be in deep down. SMBlade - iirc the Sun (is it Sofia?) has a crush on Damien - thus, it behooves us to make Damien join the club. _brightwing - Damien is like radioactivity socially though SMBlade - Baby steps. You don't need to join to explore, right? Give him a hat and a potion of minor invisibility until we get in there. _brightwing - He needs a moment to shine so he is taken back in the fold socially SMBlade - So we need to engineer one, got it. _brightwing - So far what we know of him is quietly earning SC and studying really hard for the assignments SMBlade - Hmm... _brightwing - I wonder if he fared well on Essayism.. SMBlade - The problem is the biggest threats are going to be in Fortuna ArcanaVitae - Helping Damien get his shit together is a priority. Penny and Harrison are doing okay.

SMBlade - Where we can't take him since he's social uranium ArcanaVitae - Damien isn't. _brightwing - Harrison might not have acced Essayism, so no aspect for him. But Harrison did seem eager to explore, he might have found cool shit or like a Steed or ghost-Coach? ArcanaVitae - Plus Chariot would make him better at it. _brightwing - What would be a good Gothic Horror Aspect for Damien? R' - Harrison was going to eat _brightwing - Gothic Inns then... maybe a Poe style storyline ArcanaVitae - Likely a perception Aspect. _brightwing - That's a classic too Shard - Harrison could probably get Hunter _brightwing - Detective murder mystery aspect? Shard - Or whatever the hero role would normally be in a gothic horror _brightwing - The Wayfarer the mysterious hitchhiker on the roads SMBlade - Damien gets the Jonathan Harker role, which involves bumbling forward before inexplicably succeeding oooo or van Helsing.


_brightwing - Jonathan Harker seems more.. Fool SMBlade - Hanged Man might fit Renfield at the end of his arc ArcanaVitae - Or a Dracula who has been tormented too much by the world _brightwing - Yep, Damien has contracted vampirism SMBlade - Ah shit. MA PASS ME THE GARLIC _brightwing - Kinda feels like Hanged Man SMBlade - Or he got hit by a memetic hazard? Sacrifice sanity for knowledge seems pretty Hanged Man ArcanaVitae - Insight is a hell of a Drug. _brightwing - He got sacrificed as a Virgin by shady occultists ArcanaVitae - Damien is the type of person who'd seek Meta for powers in a bottle. Mainlining Eldritch diseases/knowledge isn't much of a stretch Not that I can blame him given what Sol did, but he wouldn't be as competent at it Pylrung - Ryan might've unlocked Transgression by having a gamer moment SMBlade - He got the unedited necro _brightwing - I'd love to see at least someone with Transgression Demon King was hilarious and cool Very Min-max too Pylrung - I'd have been down to play a high-SC version of Demon King Do we know if anyone other than Sol and Penny went beyond on their Roles? _brightwing - I helped make one but no one voted 😭 Pylrung - I think Harrison was said to have too, but not EFB GenericName - I believe Josh has a powerful role

ArcanaVitae - Josh pulled it off by bullying people into it. _brightwing - Josh and Penny argued for their Roles, Josh did more political stuff ArcanaVitae - He did favor trade in addition to intimidate so that's fair. Penny pulled it off through sheer popularity and force of personality. Sol big brain manipulated everyone. _brightwing - Josh seems like the pragmatic kind of asshole. We could probably leverage him ArcanaVitae - Damien got shafted and Harrison didn't get his first pick. _brightwing - With stick and carrot ArcanaVitae - He wanted Sol on his side for a reason. We could be the "good" cop to Penny's "bad" cop Josh isn't really a potential threat to Sol or Penny anymore, so that's something to factor in. _brightwing - I want to axe his influence by swaying Frankie away from him. And then put him to use on something useful ArcanaVitae - Getting Frankie on our side would get rid of Josh's Nuclear Deterrent. _brightwing - he's picked a Role that makes him reliant on all the other cards. So we could make it like he has to ask for handouts to everyone A justice befitting of a bully

ArcanaVitae - Altering someone else's role would be tricky. It would be easier to just limit his ability to grow and then boost the rest of the class and anyone he decides to bully. Like if Josh bullies you here's a discounted warded room and magic items. I do think being the guy who's willing to go to bat for Josh in Josh's POV would be better though. _brightwing - no like he already needs popular support to grow as a Role. Take away his approval ratings.. he is just a desperate beggar ArcanaVitae - And if not we can just allow Damien to go Carrie/Skitter on him if he insists on being unmanageable ArcanaVitae - Wait he does? Didn't know that. That's another incentive to add to gathering influence among the Tarot Class. _brightwing - It's guesswork on my end, but that's how I imagine his Role might work and his strategy He's trying to pull a Meta. Unfortunately this class has Sol ArcanaVitae - I'd say it would function as a passive XP gain boost. ArcanaVitae - Don't think he'd be able to pull it off nearly as well. But he almost certainly wanted to be the person in charge of the Tarot Class. R' - The Bible Class is third years, not second years But yes, with Hermes full stacking we should be able to fight them off or possibly stomp some.


GenericName - I can only assume the lamb is a member of the Bible class who is purportedly going to unleash an apocalypse, as per our architecture vision we got on our crit 100 SMBlade - Maybe Jesus is actually the Antichrist? ArcanaVitae - "There is no such thing as fate, for men like us," said the Educator, both ---" This is the Vision of the Lamb. The Lamb is connected to an orphan who lost his parents and sister. This orphan is connected to the 4 Horsemen. We don't know if the orphan is a part of the Bible Class, caused by the Bible Class, unrelated to the Bible class, or just imagery from Sol or something else entirely. Magical_Duck - Horsemen could be Bible class, but I feel the lamb is a future student GenericName - The lamb is adorned with a "blood-red mark" aka the mark of the beast It's the antichrist No way it's not in the Bible class We got lamb attention after the Bible class meeting as well Where the apostles came talk to us

_brightwing - Bible class is more the human characters in Old and New testament based on what I can see The antichrist isn't actually in the bible, but heralded GenericName - Where are you basing this off of? We've only seen a few members of the class _brightwing - True, true. I'll concede this point GenericName - The lamb/antichrist does not make sense in any other class Same with the 4 horsemen _brightwing - I was thinking.. Roles after graduation can still enact changes in the world Supposing a chain of events was unleashed.. That dominoed into making the vision come true Or maybe whatever cosmic forces the Educator is channeling in a controlled way and Educating the enrolled.. if it were to spiral out of his control.. In the same process, the Educator changed from a normal man That could empower other forces.. like Death, Famine, War, and Pestilence. And the Anti-Christ

_brightwing - I mean Bible class wouldn't let Roles like Anti-Christ run unchecked, right? This could also be another world We do know that all the worlds are threatened by this After consuming their world, where perhaps enrolled are wild and unchecked.. Then they'll come for Sol's world Magical_Duck - I feel like that vision of the Lamb was a future one, if the Horsemen and the Lamb was the same class then I feel they should be the same age Magical_Duck - Speaking of Future Plot, what do you think the 'Truth' is and in turn the point/end goal of the Quest? _brightwing - I think it might be in the quest name Same held true for Immersion and Scabbard

Magical_Duck - The Diversion of Humanity from Godhood or the Diversion of a God from Humanity? I am inclined toward the first scenario _brightwing - That is.. intriguing. Gives me Adom Khadmon vibes Magical_Duck - From the Description of Magician Mystic: "The mystery of Magic has limitless manifestations and governing laws, almost none of which universally apply. All except one: everything has a cost. Humanity is ascending, perhaps all the way to godhood. And what price will be asked of us for this? And what will happen when we can't afford to pay it? Find out the truth of this dilemma, before your species does." Magical_Duck - I am just trying to find the WOG about finding the 'Truth' So the Truth seems to be central to the Quest itself, and the Truth is related to the Dilemma of Humanity ascending.
 
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I think the Antichrist, and any prerequisites thereof, probably aren't in the Bible Class- we know nothing, not even the utmost efforts of the Educator, can stop him from arising. Which means, like, the Educator isn't making him arise. Because then he could just not.
If anything, I'd say it's more likely the Bible Class is a gambit to make specialised Anti-Antichrist Enrolled to help delay it.
 
Where did the opinion arise that we attracted the attention of the Lamb after talking with the apostles? I thought it happened after our vision of the future.
 
Yeah I'm certain that the lamb isn't Jesus (otherwise the number would be higher) but the lamb in the vision from that nat 100.
 
I was just reading through some of the earlier chapters and saw this interesting quote from Penelope right after we were enrolled:
"Did I hear that right, you predicted this entire thing?" Penelope asked, turning around to face the back of the classroom.

Huh, usually everyone brushes off everything I say. Even if I'm proven right in the end. I suppose this is somewhat different enough.

It seems to me like being enrolled makes you far more likely to be resistant to the effects of the Architecture and be able to listen to Sol (even if only retroactively at first). This kinda makes sense, given how opaque the Educator is to our vision.
 
More SC speculation... some prospective builds that we could pursue with our XP. The build vote will probably take forever to come out if Birdsie has to write blurbs for every single level of every single relevant Aspect and Technique, so maybe this can serve as an interest check for pre-consolidation.

Some observations first:
1) Techniques tend to range from 100 to 250 XP at level 1 and most double in cost per level.
2) There are some exceptions like Wrath of Hermes that costs 2,000 XP and 25 SC, but we're not going to be able to afford that.
3) Techniques with base cost 250 are very strong and versatile - see Penelope's Retributor which gives +All physical stats and can also be used to generate additional XP itself in a feedback loop!
4) Less broad Techniques tend to start around 100 XP - see Comfy Magic and Connections.

Build Idea 1: Maximum Carnage

We have 27,500 + 1855 = 29,355 total XP
We have 4 free level 3 Techniques for Eldritch

Eldritch 8, Arcanum 6 (5,188 total XP remaining)
Buff Arcanum to 7.25 (0 Free Techniques remaning)

If Aspect : Level scaling holds, this gets us to level 18 in D&D terms - enough to access 9th level spells, though I expect in actual play each discrete Aspect level will yield its own 'tier' of superior spells, which is why 8.0 is so important. But that's not the focus here.

Buy Sanctum 1 and Technique: Connections 3 (4,850 XP remaining)

*Buy or Develop the Technique: Maximum Carnage, Level 3 - A Technique that reduces the Will costs of voluntarily entering combat, or of actions which might reasonably result in entering combat, by amplifying the symbiote's self-preservation instinct into a general 'battle instinct' that also grants it great intuitive skill at combat. Slight reduction at level 1, large reduction at level 3, eventually makes combat- and adjacent actions effectively free of Will cost. Maximum Carnage is a powerful Technique on par with Retributor, so Level 3 costs 250 + 500 + 1000 = 1750 XP. (3100 XP remaining)
*Buy or Develop the Technique: Lethal Protector, Level 3 - A Technique that basically grants all the shapeshifting-related effects of a Klyntar that the symbiote might previously have lacked, and enhances those already present. Form changing, bio-armor, rapid regen, clothing and disguises, mass generation, tentacle/weapon generation, etc. My understanding is that this does require a Technique to activate since baseline Eldritch only gives STATS and regen. Another broad Techinque like Retributor. (1350 XP remaining)
*Buy or Develop a Level 2 Arcanum + Eldritch Technique that makes Sol very good at buffing in any and all ways - haste, elemental resists, amped strength, entropic damage auras, etc. Improves the duration, breadth and effectiveness of all such buffs. Level 2 broad Technique, 750 XP. (600 XP remaining)
*Buy Hermes 2, more connections levels, or a slightly weaker Technique with the remaining XP. Sanctum + Comfy Magic, Coffee Jello Synthesis, etc. If more XP is needed, we can drop one of the above Techniques by a single level.

The idea here is to maximize immediate combat power and minimize the costs of entering combat by offloading much of the 'work' involved to the Symbiote. It hinges on us being able to at least partially influence the Symbiote's instincts and personality through a Technique, but this seems very plausible given what we've been told so far. With such power, we can rampage about and gather huge benefits. We mostly use Arcanum to buff and enhance ourselves and Penny, and in a pinch still have the utility of an 18th (?) level Wizard in our back pocket.

This will give us much more combat and exploration-related content and greatly improve our staying power as we merely have to cast a few large-duration buffs every battle, but I expect our top end here to be quite low compared to the other builds - assuming Eldritch 8 fights at the Arcanum 10-11 range and Maximum Carnage + Lethal Protector combined grant an additional +1 effective Aspect level for combat with another +2 effective Aspect levels from our incredibly powerful buffs, we can optimistically hit Arcanum 14 combat. However, most of this combat capability is constrained neither by mana nor Will costs, so in this specific field Sol can run rampant.

Long-term, we'd be looking at either Earth or Fire Devotions - Earth for the physical stacking if the Aspects stack like Arcanum and Hermes do, or Fire to maximize the power and utility of the few spells we do cast.

Build Idea 2: Simple and Good Part II

Eldritch 7, Arcanum 7 (7855 XP remaining)
Buff Arcanum to 8.0 (0 free Techniques remaining)
Buy Sanctum 1 and Technique: Connections 3 (7588 XP remaining)
Buy Coffee Jello Synthesis Level 3 - assumed to cost 1750 XP (5838 XP remaining)
Buy the best Will-generating or discounting Technique we can get, Level 3 - assumed to cost 1750 XP (4088 XP remaining)
Buy Hermes the Destroyer 4, 3500 XP (588 XP remaining)

Simple, straightforward and absurdly powerful. This build leans into Solomon's strength as the King of Magi to achieve Arcanum 8.0 casting (estimated 20th level D&D Wizard) and a whopping Arcanum 7 + Eldritch 1 + Hermes 8 = Effective Arcanum 16 rating in battle. Arcanuum 15 can destroy a city block with a single action and an entire city with effort; this build achieves the level above that.

The remaining XP is spent to defray our Will weakness by any means possible, but can be converted to flex XP to pick up any other Techniques we find particularly appealing. We can also buy a bunch of Level 2 Techniques instead of a few Level 3s, or drop Hermes to Level 3 to free up 2k more XP and dump it into Connections, etc.

This build doesn't rely on somewhat speculative Techniques, it simply exploits the existing Aspect stacking mechanics to great effect. Possessing unparalleled versatility both in and out of combat, we can easily use these capabilities to steer Solomon towards whatever content we want to see. An all-rounder build that, due to the sheer breadth of magic it can access and raw power it can wield, can conjure a serviceable solution to most any scenario. Its fundamentally high Arcanum level means all our subsidiary Techniques like Connections, Coffee Jello Synthesis etc will get a huge boost in actual effectiveness on top of their base Level.

Long-term, we'd be looking at either Air, Water or Fire Devotions. This build can excel with any as it is a generalist outperformer that fundamentally relies on casting magic to do things. With Air we'd focus on Hermes hoping to get versatility via conceptual destruction, as Air's domain encompasses all spells which are offensive in nature regardless of what objective they seek (proactive defense, excising an infection, deleting the concept of a wound, deleting the concept of resistance in your opponent's mind). Fire and Water are naturally highly versatile and wouldn't have this issue, but Water isn't quite as convenient to cast with.

Build Idea 3: Capitalism, Ho!

Eldritch 7, Arcanum 5.9 (16,605 XP remaining)
Buff Arcanum by 0.5 with half the Eldritch Techniques (2 free Techniques remaining)
Sanctum 6 (605 XP remaining)
Make our Symbiote our Sanctum and let it leave our body with the other free Techniques (0 free Techniques remaining, spend XP on the Sanctum component of the Technique if necessary to make it function)
*Buy or get Penny to buy a Technique or Aspect that lets her sanctify agreements, making violation of the spirit of the agreement impossible or at least really, really hard and with massive penalties. Should not be out of range for Justice.
*If XP is insufficient, drop fractional levels of Eldritch until we have enough. Going to Eldritch 6.9 would free up several hundred XP, for example.

With Sanctum 6 we can make our Sanctum in Pangothica and return to it (Discord info). Arcanum 6.4 is D&D level 16, more than sufficient for mass Teleportation. We sell access to Pangothica to the upperclassmen in exchange for bountiful favors and a cut of everything they extract, then let them strip mine it down to the bedrock. Sol profits massively without having to do any work himself. If attacked he can retreat to Pangothica which is nigh-unreachable without his aid. This level of Sanctum also lets us move our Sanctum without much issue so we can move it to Bible World right before they graduate in order to maintain our unassailability. The nominative and Architectural synergies there are obvious enough.

Within his Sanctum he's probably still quite a formidable mage, and even outside of it Arcanum 6.4 provides very decent combat capabilities. With the powers and favors accrued thereby, we can spend some of them to compensate the Gothic Horror class for stripping their world bare of any and all value - or just give them free potions that allow faster scaling than naive exploration anyway. Given this will grant Sol a significant percentage of the progression value of an entire world, it should scale pretty well but who knows, really?

The downsides, of course, are a massive lack of XP efficiency and pretty crappy performance (compared to the other builds) outside the Sanctum. In an emergency where we can't teleport out but can draw the Symbiote back to us, they are fighting Eldritch 7 + Arcanum 6.4 + Full Power Sanctum 6, since our Symbiote is our Sanctum. We could also use this to just stay in / further explore Pangothica, serving as transport & enhancer for Penny who solo clears all the encounters and gives us half the spoils.

Long-term, Fire Earth or Water would all be serviceable Devotions here. This build doesn't require as much Will regen since we won't be doing any work ourselves, just taxing the efforts of others... like a King.
 
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I think that of your plans Rihaku I favor Simple and Good II. Why?

Maximum Carnage is exceptionally specialized in throwing hands. That's all well and good but tisn't the Magician - and leaning on the Role is how we get success around these parts. It also assumes a variety of techniques that may or may not exist, which is also kind of a concern but not too much of one.

Simple and Good ends with a strong generalist Sol capable of casting a spell that can solve most practical problems. We've just gotten an injection of pure XP, so we're at a point where we can splurge on the more expensive (and stronger) Aspects and in the future focus on the cheaper Techs. In part this is because Techs get capped at twice their parent Aspect's level, so doing this frontwork now means we can hone in on the Techs later.

Capitalism Ho! feels like a meme plan. I know it kind of is, but like. It's not a good idea. It'd get us enemies in the Gothic Horror Class, and also it would be pretty isolationist. Our focus should be on exploring Fortuna with the gang, serving as the group swiss army knife for whenever everyone else's more narrow focus fails. This is just kind of boring?
 
I think that of your plans Rihaku I favor Simple and Good II. Why?

Maximum Carnage is exceptionally specialized in throwing hands. That's all well and good but tisn't the Magician - and leaning on the Role is how we get success around these parts. It also assumes a variety of techniques that may or may not exist, which is also kind of a concern but not too much of one.

Simple and Good ends with a strong generalist Sol capable of casting a spell that can solve most practical problems. We've just gotten an injection of pure XP, so we're at a point where we can splurge on the more expensive (and stronger) Aspects and in the future focus on the cheaper Techs. In part this is because Techs get capped at twice their parent Aspect's level, so doing this frontwork now means we can hone in on the Techs later.

Capitalism Ho! feels like a meme plan. I know it kind of is, but like. It's not a good idea. It'd get us enemies in the Gothic Horror Class, and also it would be pretty isolationist. Our focus should be on exploring Fortuna with the gang, serving as the group swiss army knife for whenever everyone else's more narrow focus fails. This is just kind of boring?
In fairness if we could charge exp resources from third years who possibly get like 10k exp monthly. Then we could get like 10k exp every month if we get 10 or so third year student signing on possibly. Also educator may be able to repair the theme world or just give up and choose a different theme for the future class.
 
I'll be voting for capitalism. I'm already voting for capitalism. Maybe I'll vote for capitalism twice.
 
I've been fixated on the potential for an eldritch technique to "form extrusions that act as capable familiars" that synergizes with fire devotion. I'm not sure if this is supposed to be like hunting horrors(Hunting Horror – d20PFSRD) where they're all supposed to be part of the same being/fingerpuppets for the symbiote in the shape of creatures, or if they're independent beings though.

Here's a familiar concept I tried doing using Pathfinder logic/benefits and assuming we're 10th level wizard equivalent and assuming the familiar is autonomous:

We'll use a Compsognathus(Compsognathus - Wikipedia) as the foundation:

It would provide a bonus to initiative checks, that suggests a boost to Sol's Wit's rating/speed of thought while the familiar is within one mile of him.

The familar also provides a boost to Perception and Sense Motive checks when within arms reach so I guess that translates to wisdom or wits.

Improved Evasion means it's going to be excellent at dodging

We would be able to cast spells that would only normally work on us on our Compsognathus

It could deliver touch spells for us.

We would be able to speak with it.

It would be able to speak with other dinosaurs if it met any.

Lets make it able to attach to our body like a tumor since it comes from our symbiote and say it improves our regeneration while it's riding on our body, or maybe give it abnormal ability to squeeze into tight spaces instead.

It'll be as intelligent as an average human.

It would be at least as good as we are in at least a few skills

Because it's a Compsognathus it'd have somewhat functional hands

It might even be able to activate magic items for us if we make any

With a little more magical development we'd be able to use it as a scrying focus(13th level equivalent).

------------------------------------------------------------------------
Then to simulate the benefits from a fire devotion synergizing with eldritch familiars, let's throw the improved familiar template from Pathways 79(it's free on drivethrurpg) onto it.


It'd gain darkvision if it didn't have it already
Magic resistance(Potentially with more once we reach 11th level equivalent)
Upgrade the Wits boost beyond what a Compsognathus would normally provide
Be able to cast Minor Image 1/day as a spell like ability
Be able to cast invisibility 3 times a day as a spell like ability
Be able to cast Locate Object 1/day as a spell like ability
 
I like the Simple and Good Part II build, we get the powerful powers of a mage and get the will to take full advantage of it. We will no longer have to count our will so carefully and deny ourselves better options because we lack it.
Capitalism Plan, Ho! also looks interesting and promising, but I don't like at all that we are actually trading in something that does not belong to us, giving away someone else's world intended for another class for plunder.
 
Simple and Good has my support unless something massively upsets the status quo. Magician was picked partially for utility and widely applicable magical prowess. I feel like this plan allows us to truly allows Solomon to succeed his namesake as the King of the Magi.
 
I have a question guys, do we have the ability to get an aspect that allows Solomon to more easily or quickly bond with others, or is that outside of Solomon's wheel house currently.
 
I would surmise that's not something that falls into an Aspect - it might be more relevant if there was, say, a Three of Cups or Pentacles Role (both associated with collaboration) but the Magician isn't a very social part of the tarot. In terms of members of the Major Arcana who might get something like that... The Lovers for sure, the Sun or Hierophant maybe, and the Star depending on how its interpreted.
 
I have been commissioned via markers to do an effortpost on Penny's build, assuming she listens to us re: optimization....

Penny has several discounted Aspects for this spending point: most notable Seraph, but also Truthseeker, Lawbringer, and Retributor. We know she has some notable Techniques potentially worth leveling in Blindfold, Blindness and Justice Is Served (the 250 XP Retributor Technique that gives +All Stats and extra XP).

The key cruxes for her decision making are:

1) Blindness vs No Blindness. Taking Blindness now will massively discount Truthseeker for this crucial spending point, but it may be unnecessary in the face of high-level Seraph, Lawbringer, etc.
2) Combat vs Utility Focus. Penelope can go heavy combat with emphasis on Seraph and Retributor, or for a degree of non-combat utility via Truthseeker, Seraph, Balance and Lawbringer. The combination of Seraph's spellcasting, Truthseeker's information-gathering, and Lawbringer's societal and natural law manipulation allow her to somewhat, though not truly, approach the versatility of Sol's Arcanum. But neither is she constrained by mana.

It's also possible for her to compromise and taking a primarily combat build focused on Seraph and Retributor with one of the other three utility Aspects to give her something to do out of battle. Here then are some potential builds:

1) Blind Justice

"Sol, you've offered me a great boon. I swear, I will not fail this trust you've placed in me. I will repay your sincerity with my own... no matter the cost."

Take Blindness, discounting Truthseeker an additional 50% and refunding 75 XP (+75 XP)
Seraph 8 (16,666 XP)
Four Techniques: Improve Seraph's raw angelic power and Attributes, with priority on Agility, Constitution, Charisma and Appearance (4 Free Techniques, 1 for each Attribute)
Truthseeker 8 (10,583 XP)
Balance 1 (250 XP)

The straight-up most XP-efficient option given practical constraints.

This build is very simple and quite potent. It focuses on maximizing Penelope's baseline 'chassis' capabilities to serve as the ideal platform onto which Solomon can stack his Arcanum 8+ buffs. Truthseeker 8 with Blindness active gives her supreme passive information-gathering capabilities, Seraph juiced with 4 combat Techniques makes her a very respectable combatant in her own right, and Balance level 1 evens the playing field against all manner of esoteric powers, cutting away any she does not have access to by 60% in a straight fight. Depends solely on Seraph 8 for versatility, but this probably grants something like a 15th level Cleric to 20th level Paladin's degree of casting proficiency - sufficient to solve many problems on its own.

More powerful than it appears against evildoers, as the high physical stats and spellcasting of Seraph are conceptually amplified by her existing Retributor 1 against anyone who has disdained the service of Justice. Presumably Truthseeker 6+ makes the loss of actual sight basically irrelevant in terms of actual capabilities reduction.

Besides its in-combat value, Truthseeker makes Penelope a potent social spec - she can tell when you're lying, read people's emotions and intentions, and pre-empt action almost effortlessly. We augment this by investing in a 'Seraphic Countenance' line of Techinques - emphasizing the awe of angelic resplendence and its supernal perfection - so that her social offense matches her perception and defense. This also allows us to delegate social interaction in general to her, something that should save us greatly on Will in the long term.

Long-term, this can develop rapidly as it picks up XP-efficient Techniques to further amplify the raw power of its high-level Aspects. High levels of Seraph + Truthseeker also yield an almost ideal platform for studying Architecture...

2) Balance the Scales

A more reasonable and prudent approach, though lacking in raw power.

Seraph 7 (6,000 XP)
Four Seraph Techniques: Boost Spellcasting
Lawbringer 7 (10,500 XP)
Take Blindness, discounting Truthseeker an additional 50% and refunding 75 XP (+75 XP)
Truthseeker 7 (5,250 XP)
Retributor 5 (3,750 XP)
Balance 3 (1,750 XP) or Balance 1 + Various Techniques (1,750+ XP)

The gulf in power between Aspect 7 and 8 is not small, but the improved versatility here may well be worth it. Retributor 5 presumably provides a massive amp against any evil foe, Balance 3 gives her superb antimagic and anti-speedblitz capabilities, and Lawbringer 7 enormously expands her esoteric arsenal with powerful tools to compel truthfulness, lawful behavior, nonviolent behavior, or just fuck with natural law (subjecting one's enemies to 100x gravity, bending light around yourself to become invisible, etc). This build probably has less peak power without Sol's help but is much more able to function on its own with the combination of Seraph 7 and Lawbringer offering versatility equal to a mid-high tier spellcaster.

Long-term, this doesn't have the cheap and almost effortless expansion of Blind Justice but it's still got plenty of low-hanging fruit to pick in terms of Techniques, and Lawbriger's broad remit means Sol can focus on a specific school of magic without overmuch worry. The possibility of layered synergies also arises: she could perhaps enhance a law decreed by the King of Magi that his magics shall rein supreme!

3) Avenging Angel

A straight-up beatstick that leaves almost all the thinking and utility to Sol. It ain't complicated: max Seraph then take lots of Retributor to make it really, really strong against evil people, and get low levels of the other Aspects for their antimagic and support utility. Seraph 8 casting alone already grants significant noncombat versatility so this build does plenty outside of battle, but that is not its purpose.

Seraph 8 (16,666 XP)
Four Seraph Techniques: Smite Evil, Greater Smite Evil, Divine Smite Evil, Epic Smite Evil
Retributor 6 (7,750 XP)
Balance 3 (1750 XP)
Truthseeker 3 (500 XP)
Lawbringer 3 (583 XP)

"When the injustice is great enough, justice will lend me the strength needed to correct it. None may stand against it. It will shatter every barrier, sunder any shield, tear through any enchantment, and lend its servant the power to pass sentence. Know this: There is nothing on all the Planes that can stay the hand of justice when it is brought against them. It may unmake armies. It may sunder the thrones of gods. Know that for all who betray justice, I am their fate."

- Vhailor the Mercykiller


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From Birdsie's comments, your highest key Aspect is the most important determinator of your actual raw power - so the Seraph 8 builds, while enormously less versatile than Balance the Scales, are probably much more potent directly.
 
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"Sol, you've offered me a great boon. I swear, I will not fail this trust you've placed in me. I will repay your sincerity with my own... no matter the cost."
"... now hand me a knife. No, not the weird cult dagger you stole."

Overall very well thought out plans - Blind Justice is probably the most useful generally speaking (since Seraph scales by being a slope initially and going straight up later) what with Truthseeker being so helpful but I'd argue Avenging Angel has some potential value if she wants to emulate her old man.
 
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