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The Power of Ten: Sama Rantha 286 Author Commentary on Power of Ten: Sama Rantha, Book One
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The Power of Ten: Sama Rantha 286 Author Commentary on Power of Ten: Sama Rantha, Book One

This isn't a story, but it did take me four hours to get it all together, so ignore it if you like!

Sama Rantha is yet another chapter in my Power of Ten storyline, a story I feverishly started back in 2005, and poured out something like a hundred thousand words in about two weeks as I wrote it out. Needless to say, it needed a lot of editing and rewrites, but it formed the foundation of the stories which have continued to this day, and which I've expanded upon since.

Yes, the Sama of this novel is a 'copy' of the Sama Rantha of the original, who is one of the few high-level Forsaken Tens back on the planet of Terra, as is Briggs. They'd be rather surprised to know the templates of their game characters got reused by a certain power... and no, the same couldn't be done with actual Powered.

The main trope I intended to address in my original story is the standard 'magic comes to the world video game style, and dystopia results.' Yeah, no. I refuse to believe all would go to absolute shit, and the bad people would take over. Too, it is HARD to write about the apocalypse, simply because of that trope. Sure, having more bad people around makes for a great story for the heroes, but what happens when Good rises up and takes the lead? After all, in reality, nobody wants to work for a cultivation-style murder hobo who is all out for himself and his own, and screw anybody else. Those kind of people get shot in the real world.

Another trope I wanted to address was the power hunger of video game and novel characters, especially cultivators. Me me me me me. Just, ugh. Sure, Sama wants power. But she's also trying very, very hard to spread massive low power, raising the floor as well as her own ceiling. At the same time, a subtle undertone is about making this possible. While video games play with unlimited gold at will, in the story, I constantly bring up money, because the amount of money required to build up thousands of people is absolutely mind-boggling. One of the reasons it's hard for people to Level up is that there simply isn't enough cash and loot to go around, nor enough opponents. Indeed, the desire to fight to gain Karma and Level up is a perfectly valid desire of many people to start wars and fights. Glory awards are addictive, as anyone who has repeatedly run a high value quest in a video game can attest to.

I also wanted to point out some of the fallacy of racial equality, re: elves and dwarves. It's very subtle and I don't emphasize it, but the elves and dwarves are higher Level than any average human, on account of both their lifespans, and their better gear. Dwarves are smiths and miners and crafters, and have been making magic arms and armor and passing them down to their descendants for centuries, if not millennia. This starts a cycle of better gear = survive more fights = higher Level = make even better gear = even higher survival rate, ad infinitum. Humans, even if they have more drive, have a problem of passing on that knowledge, which longer-lived races don't have. Elves and dwarves can have multiple generations alive and vigorous at once, their oldest members are all high Level and can make great stuff, and further enhance the power of their people. Only the very youngest members of their race, and the most horribly equipped, would be the equaled by the average human.


So, the trope from Tolkien that dwarves and elves are tougher than humans I simply back up with their longer-lives contributing to better crafting, and the cycle feeding higher Levels.

I also wanted to play on and against alignment tropes. Too many people think that being Good means you can't discriminate, and that you can't fight. War is not evil, war is a neutral force that oppresses everyone equally. War can be undertaken for very Good reasons, and it is. Fighting is a part of Nature and simply cannot be denied, it will happen. Not being willing to fight when the other party is, is the height of foolishness, and while there are fools in every Alignment, Good is not made of fools. Not fighting when they could take advantage is a sign of Good, not holding back from fighting when there is real purpose to doing so.

Furthermore, Good doesn't mean being nice, and Sama can very much not be nice, especially to the non-Good. Remember that Alignment is not what you are, it is where you chose to stand by deeds and desires. Sama extends goodwill to all Good people, regardless of race, rewarding the choices they have made in the past, and is perfectly willing to exploit Neutrals, who have chosen NOT to be Good, exactly like they would choose to exploit her. She doesn't have to be charitable to those who are not charitable themselves, it is her choice to do so. To those who have chosen not to be Neutral, she shares information that a Neutral would consider great secrets to be hoarded for the benefit of themselves and their family members. Of course, a Neutral will claim she's discriminating just like they would, completely ignoring the fact that they are getting pissed because it's not them she's sharing with, when all these other people they'd never think of doing the same with are getting benefits...

Likewise, a person is Evil because of what they have done in the past and what they believe, not because someone said 'you are Evil, act like this'. Sama has absolutely no inclination to treat such a person who makes such decisions like she does others who have proven they make better ones.

Furthermore, sharing is the highest strength of Good. Good is the alignment that raises the floor of the world, trying to make it a better place for everyone, not just the elite. Cooperation, teamwork, mutual benefit are things that drive the Good, and they are willing to sacrifice to make it so. Good is strong, not because it has champions, but because its floor is so much better than all other Alignments, and the weak work together to make their champions strong, instead of being exploited, as is typical of the other Alignments. While its champions might compete, they also help one another, instead of being deadly rivals, as is typical in many other belief systems.

I also wanted to work with the trope of Leveling speed. In short, if you have an unlimited supply of gold and XP/Karma, it is possible to Level very, very fast, and this is totally by design, allowing the Land to raise up powerful champions against powerful threats very quickly. If great danger continues, those champions simply get deeper and deeper with their strength, stepping from human to post-human to superhuman to superheroic levels of strength.

The Power of Ten works with a triple ceiling: human level, post-human level, and true superhuman level. I specifically put Six as the Human limit, because just about anything possible in the Guinness Book of World Records is accomplishable by a Six in 3E D&D rules. Getting beyond Six makes you more than a Homo Sapiens, and is very difficult. The average person will never get past Three in their lives, because they don't have the stats or the willpower to do so. Even most exceptional people won't make Five, which is world-class on our homeworld of Earth here. Batman, Tarzan, and the like, without trans-human power, are Deep Sixes in Power of Ten parlance. If you want to write them up as Tens, then you specifically have to acknowledge that the skills and abilities they have surpass anyone on Earth... which they do, but you have to ACCEPT that they are more than human, and their super-power is in fact their ability to gain post-human Levels of skill.

A side effect of this ceiling thing comes out of the Leadership rules in D&D, where more powerful people have more powerful followers. Naturally this means higher Level people inspire lower Level people to greatness. By getting Sama's Marshal ability to Twenty, she is inspiring her followers to exceed their limits as they never would themselves, a subtle but devastatingly powerful metagame ability.

I definitely wanted to work with tropes on how some abilities are just so much better than others, and how combinations can break a character. At low levels, where Stat bonuses aren't that high, a Monk's Wisdom bonus to AC when unarmored isn't that exceptional, even if they put on Bracers. Once that Wisdom starts hitting the 20's, 30's, or higher, it is exceptionally broken. Games have many combinations mechanics like this, especially those tied to Stats which have no cap. The whole mechanic of Cleave Trains is supremely lethal once you get to a high enough level of fixed damage, for instance.

There's also the 'tipping point' mechanics, that probably everyone is unconsciously familiar with in games, i.e. how fast you can kill something. Things get crazy once you go from ten hits to kill, to five, to three, to two, and then one-shotting. Building a one-shot-kill style of combat for dealing with both bosses and minions has always been a balance headache (and makes me want to go own in Diablo3, rarr!)

The headache of bosses was a trope I addressed with Health Qi. They don't have to be that much stronger on offense to be lethal, but they have to be able to take the damage. D&D doesn't use the scaling millions of HP rule that many video games do, everything is based off Hit Dice/levels and stats in 1-3E. Simply throwing in Health Qi alleviated a lot of stuff, and definitely set true bosses apart as something special.

The combination of Health Qi, Soak, and Health is in there purely to address the fact that gaining Levels IS a magical thing. Health makes a tougher body, tied to Racial Levels. Soak is magical, and tied to Class Levels. Health Qi is a unique thing, purely magical, for unique types.

I also wanted to heartily explore the fact that most combat characters don't get the equivalent of 9th level abilities/spells, which puts them far behind on the power curve vs spellcasters. Naturally, this is displayed by the Forsaken becoming increasingly immune to those great powers, and Grandmasteries, which turn them into true death machines. Whether it compares to someone using Perpetual Spell and Residual Metamagic to shoot unlimited amounts of Meteor Swarms that can clear off an acre at a time is another issue... but they certainly can't Twin Admixture Widen Dawnstop a Stone Shape spell and literally make a castle and all its walls in less than a day, so their out of combat usage is simply that much lower.

Or, as the final chapters noted, the downtime of Casters is as or more lethal than their uptime, as the Razzers found out. Sama's whole shtick with her Forsaken Ironblood was getting them to a level where they didn't need to rely on the Powered to be their champions and do their fighting for them... and so they could survive those fights with Powered opponents. The Land is fair, but they still had to work for it. Casters combining in big enough Rituals can change the world. Forsaken, not so much.

And of course, it costs a LOT more money for the Forsaken.

I also wanted to explore Template abuse, which in 3E D&D is a way of ridiculously overpowering something, and hence the various Templates stacked on monsters to make them very strong, especially Exemplars... and what happens to normal humans when they get some of those buffs. The combination of stats, DR, AC, and fast healing for warrior-types from the ExLite Template literally makes them demi-gods from the perspective of normal folks, and the +4 Caster Level for Powered isn't shabby, either.

Racial Levels are things I took note of from the Oathbound Setting, which had a fair array of template/racial advancements, and from 3E D&D, along with the racial classes of BECMI D&D. In particular, Elven Racial Levels are awesome, making every elf a fighter/caster, and making it their preferred way of gaining Levels was an awesome trope to tie into, given how much quality stuff is of elven make, for elves, by elves, etc. In later years, 3E actually made a stab at making monsters PC's, giving them racial levels they could advance by, and so the ability to take Racial Levels in other races is a power I decided normal humans in a magical world could have, extending out of the Bloodline ability of Paizo and 3E sorcerers, which posits that non-humans interbred with humans in the past, and/or your ancestors were experimented on/changed by magical accidents/blessed by gods/cursed/etc by any and all sources, meaning humanity is just swimming with the potential genetics of other races.

Which all fits into the core trope that base humanity has no magic at all, and is Forsaken, and by getting their power from Other Races, the Powered are effectively Not Purely Human...
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Although I didn't dwell on it, the fact is that humanity is the genetic center of all the other humanoid races in the setting, up to and including all non-True Jotuns. All of them have humanity as their roots, if they go far enough back, and it is the reason they can interbreed with humans. Halflings/hyn/hobbits are simply human midgets in a magical world, not afflicted by genetic problems like in the real world. Beastmen and anthros were literally made by mixing humans with various animals in the past, and they 'got loose'.

Some differences I made in my system within the novel are that it's basically an E10 world, with very few people ever getting past Ten... and not needing to, since Ten is bufu powerful. In gaming terms, breaking Ten requires a Quest-level success, and a lot of Karma, or direct divine intervention, and most people simply can't achieve it without equally grand circumstances being around to LET them do so. That's very different from most games, where just getting the xp means auto-advancing. So, it's not like Forgotten Realms, where you find an archmage in every city, or a video game, where you just level automatically even if you aren't very good at the game.

Also, I put strict Stat requirements on leveling. You can't get any higher in your Primary Class then the dependent Stat-10. So, to become a 5, you need a 15. In human terms, that's a 150 IQ for Intellect, or the strength of a devoted athlete for Strength. Getting to 10 is the equal of a 200 IQ, and being some of the strongest people in the world, like, say, an NFL football player.

Getting to post-10, naturally the requirements keep going! So, no high-Level characters with mediocre Stats, a conscious decision on my part. Since average humans have Stats from 8-12 on average, most of us never get past 2-3 because of Stats.

In 3e D&D, skills are a matter of hitting a target number. Someone with a +20 Competence Toy is as skilled as someone with 20 Ranks in a skill. I deliberately separated knowledge from skill, and Ranks in stuff are Level dependent, i.e. your soul just isn't big enough to comprehend that. So, Sama has the Skill to carve an Epic-level Rune Pattern on Tyrant Fuego's horn, but she needs Elder Arg's 21 Ranks to tell her what to do, because she can't understand the why of how it works, despite her +50 modifier.

I also borrowed directly from the Dresden Files and D&D to combine the power of Renewal. Regaining powers has always been a headache, as is when effects stop, and when per-day abilities recharge. You can do it the hard/logical way, which is meditating to regain power, making it fluid, or you can just use a Renewal mechanic, when your magical day turns over, and the best time to do that is at sunrise for most people. Being able to set your magical day is a perk of having Levels.

Likewise, I wanted to totally avoid the unlimited levels/day trope, which even has some novels written about it, i.e. destroy the lizard man armies, instant level 200. And so, I put hard caps on how fast you can advance per day.

I also wanted to avoid the idea of wizards and other Casters potentially getting access to incredible numbers of spells, but fighting types being unable to gain more skills then Levels allowed them to gain. Thus, training and using Karma to buy extra Feats and Masteries is a thing, and Forsaken are twice as good at it as Powered, who can use magic.

I cracked down on the abuse of Necromancy and Summoning. Both of these methods are ways of leveraging power in downtime that other Casters don't get. Naturally there would be solutions to both of these abilities, or they'd rule the world! Necromancers have power against the unprepared. Against the prepared, they and the undead go down fast. Unsummonings, Dispels, Banishments, and Interdictions cripple Summoners. After all, if they can be brought in from elsewhere, it's got to be even easier to send them back.

I tried very hard to stay away from the cheesy drain others/steal their powers trope, which is simply wishy powergaming at its worse, like a certain super-slime. Sama was starting to get into this, but always through the mechanic of Racial Levels, so slowly, one Level at a time, and she certainly didn't get to steal knowledge/memories, and the effects didn't stack, they just took the best of... and she didn't get most of the truly magical stuff. Getting the magical stuff comes with implications...

D&D doesn't have a good system of resource management competition/nation-building, but that's what the Marktell makes possible, right down to real-time, individual decision-making. The reason the Ironblood take off so fast is simply because Sama can engage in such a 'game', while everyone else is restricted to alternate, slower forms of management.

Likewise, the Marktell being available in a fight, to give morale bonuses, morale support, and instant command/communication means she is fighting in a video game, and her opponents are restricted to real world solutions for all of the above. The difference is devastating, naturally. The reason they are straight up mauling their opponents is because that is exactly what would happen with the modifiers and combat cohesion they have, regardless of the resolution system you would use.

Using Warhammer Fantasy Battles online (Hail Turin!), for instance, a unit of swordsmen has something like MS 32, MD 32, BS 30, Morale 80, Dmg 30, Will 30, Dodge 30. Under Sama's Marshal bonuses, this same unit would be something like WS 62, MD 62, BS 60, Morale 110 (+50 vs fear/terror test), Damage 60, Will 80, Dodge 60 (vs Missiles), turning a normal unit of swordsmen into one of the most terrifyingly elite units in the game. Tack on a Mark for more Strength, and it just gets worse! (+4 Str = WS 72, Dmg 70!)

================

Sama's Final Stats....

I'm not going to list out all the classes, or even all the damage bonuses she has. Her list of abilities would actually take up several MORE pages, especially with all the Racial Levels, so I'll be condensing them down. Note that she has NO post-Ten Levels as of the end of the arc, and still hasn't become an ExLite. Also, (almost) no magic items included.

Strength: 50 +20, bend steel bars with ease, lift about 13 tons (x4 w Girdle). At this level, Strength is mostly touch-telekinetic in nature, i.e. you want yourself to be this strong, so you are. Totally defies physics. You hit like you are made of steel, and can make abrupt motions faster than the eye can follow, literally. Her sword weighs like thirty pounds, a barbell weight, and she can wield it like a willow wand.

Dexterity: 50 +20 , impossibly precise, reflexes faster than most machines (technically, 256x normal human speed), about as agile as Spider-man, or even moreso. Like Strength, Dexterity at this level is basically actualized thought as reality; you want to move perfectly, so you do. Bullets move about at the speed of a lobbed softball, and Sama is responding to stuff before she actually thinks about it.

Constitution: 63 +26 Doesn't tire, impossibly resilient, beyond needing sleep, food, or water, ignores anything other than Eternal-level poisons or diseases. At this level, you are basically trying to beat on someone's soul to try and kill them, and the body won't die unless the soul gives out. The avatars of most gods are nowhere near this tough.

Intellect: 45 +17 Knows more about stuff she's never heard of then most mortal experts in a field. Masters new skills almost instantly. Unbelievably acute recall and memory retention. A good chunk of her intellect exists outside her head in the Human akasha. Can out-think computers, divine level computational abilities, profound awareness of cause and effect from passing observations. 16 different thought streams of various subdivisions of intellectual responsibilities.

Wisdom: 59 +24 Divine level of self-awareness, harmony with nature, depth of will. Second thoughtstream engaged in meditative awareness all the time. Sense Motive modifier of +55ish means she can almost read your mind just by feeling your aura, and will know you are lying even if you don't.

Charisma: 53 +21 Her presence enough to make normal people do her bidding as if she was a beloved commander. Force of personality at a divine level. Retains own personality and desires in the face of the most catastrophic or traumatic events and pressure without difficulty. Secondary thoughtstream devoted to managing social relationships/manipulations. Prolonged contact will turn others into fanatical followers/admirers. Diplomacy Modifier in the +55 range means she's impossible not to like, and Intimidate modifier of +71ish means she can make a stone golem piss pebbles with a glance.

---

Soak: 571~ [10x (10 maxed Melee HD + 1 FC +26 Con) + 51 Tough/2 + ~150 (Psychic Body/Heart and Soul)]. This much Soak is taking an AK 47 and holding down the trigger while you shoot 80 or so bullets into something, before you actually land a hit. Or jumping off a 200' cliff and face planting in the stone below... 8 times.

Health: 490 [10 x (10 (max soulborn HD) +1 Toughness +26 Con) + 120 Body and Soul]. Another way of looking at this is doing enough physical damage to kill her is equivalent to hacking your way through over four feet of fine steel... with the right tool, of course. See her DR...

Sama also has Die Harder, and doesn't die until -10 + 2x Con Health, or -136 Health, and she can act freely the whole time. She would lose Health if she did, but since she heals all the time, it doesn't matter. She'd look like a ravaged corpse, worse than a zombie, and still be moving and fighting normally.

DR: Base 21/Holy Silver, or 11/-, buffable by +10 w Stalwart. Oh, what I was saying before? Ah, you can't hurt her with an AK-47. You're going to need a heavy machine gun on full auto-fire to have a chance, or an auto-cannon. 21 points means she can ignore an average hill giant swinging at her (dmg 2-16 +7). 31 points is ignoring a sniper shooting at her with a long gun (2-16 x 3 for One Shot +4 Specialist). Ping! No Headshot.

Fast Healing: 10/rd (5 (Healing Mastery + Warshifter) + 5 (Blood and Soul)). And then she's going to heal up faster than you are inflicting it.

Crit Immunity: 100% (Alchemist Discovery x 3 + Steadfast Pauldrons Tat) So, you are NEVER going to get lucky and hit a weak spot. She doesn't have any.

Beyond Law and Chaos: Immune to Luck and Insight bonuses of others. Also, does not hit or Save on a Nat 20 automatically, nor miss/fail a save on a 1 automatically. Is not automatically hit on a 20, nor automatically missed on a 1, nor can opponents auto-save or miss a save from her on a 20 or 1. Skill is everything.

---

AC: 100/124 [10 base + 24 Wis +20 Dex +13 Dodge + 13 Natural Armor +5 Deflection +6 Morale, +7 Armor (Nog) (+ 13 Shield +11 Defender) + 2 w sword]. + miscellaneous others...

Touch AC 78/89. So, unless you have a +58 bonus to hit, you simply CANNOT hit her if she doesn't want you to. It doesn't matter how many of you there are.

TH/Sword: +46 (+10 MAB + 20 Str +4 Spec +3 Courtier of Death +2 Nat Swordswoman, +6 Morale + ignore 6 Armor, Dex, Insight/Luck/Deflection bonuses each). With Tremble, ignore all Nat Armor (Brilliant) or all Armor/Shield (Umbral), and Tremble can be anywhere from +9 to +17 to hit (+14 to +22 W Psychic Weapon), + half that in Morale from Courageous stacking on top.

Dmg/Sword: roughly 15-60 w Tremble and stacking weapon dice modifiers, with Supreme Power Attack, Sage of Swords, Courtier of Death, Strength, specialization, and such combining for over +120 more, crit range of 17-20 and x4 damage, with +10d6+20 Sneak Attack damage on top. Can do Slashing, Piercing, or Blunt damage as desires, or switch to elemental dmg as needed, and hit ethereal, intangible, and incorporeal foes as readily as real ones. Tremble adds another +15-20 plus Bane or other bonuses, too.

Dmg/Unarmed: Approx. 12-40 or so base, + bonuses as Sword. That includes biting.

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Movement: 220, x 5 running (Run Feat) [base 40 (Succubus) + 20 Fleet, +10 Fast Move, +20 Mark, +10 Nog, +10 Speed of Thought, x2 Monk Levels] = Walks at the speed of a world-class human sprinter, and runs at 120+ mph, and can sprint basically forever. Lightfoot ignores terrain/doesn't leave tracks. Can move on walls and ceilings as long as returns to the floor at end of round.

Jumping Modifier: +140 [+44 base, +96 (speed)], x2 distance (Psychic Leap), +10 feet (lightfoot), can make a running jump from a standstill. So, can jump about 80 feet straight up, or 300' sideways.

Swim Speed of 180~ (twice as fast as a shark) -Sirine/nymph/nereid levels +Mark + Nog, x Monk.

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Base Number of Attacks: Just 2!... but up to 45 Attacks of Opportunity (Wis+ Dex + 1), and unlimited Cleaves, and full attack/flurries for 4. Arakne Arms add two attacks with Missile Weapons. Tail adds four Ranged Attacks (Manticore Belt) + 2 bolts from Sparky. Hair attack is possible, but usually is no more than a snatch/grab of loot... or could spit poison and generally does not. Just being able to execute 46 different attacks against different targets means her blades are literally everywhere at once, and with being able to advance 5'/Cleave attack up to her movement rate, plus Evasive Reflexes for 5' instead of making an AoO, the number of attacks she can rip out in six seconds is literally HUNDREDS. All she has to do is get close enough to them.

Sneak Attack: 10d6+20. She can flank with herself, or use Sneak attack off Cleaves, attacks of opportunity, or intimidated foes (which she can do with a free action after killing someone, or a swift action, and to everyone who sees her kill). Note that with a -20 penalty modifier, she can Intimidate creatures that are immune to fear, like undead, or even constructs!

Her Death Attack, if she chooses to use it, is at DC 40/51. (+10 AB +5 Cunning +5 Assassin Levels + 20 Dex, + 11 Ruby from Tremble).

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Primary Class Skill Points: 340 (10 x (8 (Expert) + 8 (Melee) +1 FC +17 Int bonus)

Secondary Class Skill Points: 6 x at least 20 Secondary Classes avg 4/level = 240ish.

Advanced Class Skill Points: Zero! Advanced Classes don't give skill points.

Racial Skill Points: 80 (10 x 8/Soulborn HD)

# of Masteries at /5: Pretty much all of them. Too many to list. Assume a +6 Skill Feat, a +4 Skill Feat, and a +5 Mastery bonus to most Skills.

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Saves: (Note: +3 Insight bonus all 3 Saves from Courtier of Death if applicable). Rough numbers – class abilities could boost them further. I'm pretty sure she gets another +4 to all from Grace...

Fortitude Save: +51, +57 vs Poison – Poisons heal 1-6 dmg if saves against them. Note that the highest save for a mortal poison is 33 for a Scorpion the size of a barn. If Sama makes a Fort save, suffers no secondary effects (Mettle).

Reflex Save: +38 Greater Evasion, no damage on save, half if fail. The oldest and mightiest red dragon has a save DC for its breath weapon of 40. If Sama is using a shield, she auto saves, and takes no damage.

Will Save: +39 While she is immune to Fear via Undaunted, she also has an additional +6 to saves against Fear from Bravery if there is an immunity bypass. She is also immune to Intimidation from anything with a lower Intimidation modifier then her (base +71), and has a constant Astral Ward (re. Mind Blank).

1/rd, can instead sub a Concentration Check at 66 for one saving throw (Sun saves)

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Soul Essence: ~100

Ki: ~100

Vajra: 100 (Diamond Mark IV: Resistances, Greater Resistances, Visual File, Sustained, hypertrophy). Doesn't get wet if not desired, immune to water pressure/wind/vacuum, can clean self instantly, filters gasses, can recycle air, Vajra extends 4 inches outside of body (including hair). Total control/awareness of own anatomy. Doesn't need to sleep.

PP Reserve (psionics): 348 (88 + Con/Wis bonuses + Strength of Mind/5 (+20) – PP base of Psion/10 (Null up to Reserve in radius anti-Psi manifestation zone with Vigor use) – Can hear local telepathy with a Perception check, even if directed at another. Very dangerous to attack mentally.

Spell Levels: 29/27/25/24/22 (Null Matrix, Con/Wis/Int/Cha bonuses) = 364 levels (Interdiction zone increase up to 3640' radius/minutes with Resolve expenditure, or Matrix in radius anti-Casting zone).

Null: 66 (Character level 10 + 51 Fort Save + 5 Null Mastery) - Ignores Caster Level below +45. Can't be sensed by divinities except by personal view of an avatar. Immune to the Luck/Insight bonuses of others. Has no visible future to timesight, and her past can only be viewed in her presence in real time and the present. Temporally locked past (cannot be altered) as is temporal space around her (no time-bombing her). Interdiction zone 660-foot radius with Vigor expenditure, up to 660 minutes. Constant Interdiction up to 65' radius at will. Mark IV means a 20' Null Vajra interfering with all spellcasting/unnatural energy usage in up to a 20-foot radius at will.

Note that Nulls work against constant effects draining energy or spells being Cast. They have no default effect against magic items or spells already in effect, except...

---Can dispel a spell by making a TH roll against 10 + Spell level + CL of spell. Can reflect a thrown spell back on target instead. Can automatically dispel illusions and protective spells with a successful attack.

Resistances: 100 to Fire, Cold, Lightning, Acid/Base, Thunder + Force, Necroic, Divine/Aligned, Eldritch, Radiant (Diamond Vajra). Stacks with immunities, in case of immunity bypass.

Immunities: Disease, Poison, Death Effects, Acid, Fire, Cold, Lightning, Electricity, Petrification, Paralyzation, Fear, Illusions + Most forms of magical concealment, Curses (which merely feed the Hag Curse), Aging (has no maximum age).

Reduces Ability drain/damage/burn by 3 from all effects.

Effective Constant Astral Ward as long as has PP Reserve (Psi Slayer).

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Vigor use: 11/day (5 base +5 Soul and Vigor + 1 Special) for 59 dmg converted to subdual per, Heals subdual dmg 1/minute. Powers larger Interdictions/Nulls. Also removes stuns, diseases, poisons, paralyzation, and similar effects as a free action, and breaks a grapple.

Inspiration uses: Base 5, + Soul of Inspiration for up to +5. Has up to 21 active Feats in Inspiration, can swap out up to 10 at a time.

Bardic Music Uses/day: 10 (5 Minstrel + Maestro, + 5 Soul of Music). Effects persist 5 rds after ending play. Maxed Minstrel Skills are Piano, Violin, Dance, Singing, Oratory, Drums, Guitar, Horns, Painting, Sculpting, and Whistling. She is considered to have one Rank in any musical instrument she runs across, as long as she has at least a minute to practice with it (and thus gets her Cha bonus to the Performance check with it). She won't be able to play complex music with it, but people will love it anyways (+22).

---

Senses: Tremblesense to 60' in all directions (combined radar/sonar/vibration sense, extends through solid/liquid objects, tracks electricity and temperature, planar/temporal/spatial sense, blindsight, spiritsense, lifesense, thoughtsense) = Trembling Sage. Scent (track by smell/differentiate). Ultrasonic/subsonic hearing. Can hear with skin/hair.

Hag Curse: Sensitive to Evil in 60-foot radius (constant) or by strength of evil if large enough (evil lands from over the horizon, for instance). Basically, it is feeding off the evil of others to sustain itself. Absolute Self: Because of the Curse's brand, Sama cannot be effectively imitated/disguised as by other creatures, as they can't imitate the brand. It also reduces her presence down to an effective 10 Charisma as desired, so she isn't mobbed by others who see her with her Charisma, and can effectively just melt into the background. Can sense Hags nearby and identify Hags and Hagbloods and their bloodlines on sight.

Vision: x20 human range (Mask of Clarity). True Seeing (ignores illusions, sees true forms of creatures, spirits, souls, ethereal, planar, magic, etc.). Infravision (sees heat), Ultravision (sees UV), Ignores Mist, Fog/Clouds, Smoke, Sand, Dust. Devilsight (ignores darkness) and Devasight (immune to bright light/dazzling effects/visual mirages, sees individual colors clearly). No sight penalties in water. Can see with entire face (eyes are irrelevant/lilitu).

Visual File: Interactive Eidetic Memory, basically a transpsionic computer in the head. Tracks Lived-line for teleporting purposes, time, etc with Tremblesense accuracy, among other things.

Marks (full set of 9 Master Marks, lilitu-level): +4 to All Stats, +4 to Charisma rolls against sexual interests, +20 Move, +3 Nat AC. Allows Shapeshifting as Alter Self spell into creatures templated into the Marks, subject to the limitations of Alter Self. Forms anchor templates for Racial Levels.

Hair is animated (Vajra), and can actually be used as a weapon if desired. Is like water to other people if desired, and if cut, just dissipates and regrows. Can change length, style, and color at will.

Can speak with all creatures and plants, oozes, and elementals. (Whiskers of the Wild+ Soulborn)

Learns any language in one day from exposure to it (Polyglot feat + Soulborn), including written forms, via akashic linkages, and can master accents and dialects thereof in minutes. Naturally she's picked up all she's been exposed to.

Marshal Mastery is 4,000 people she can directly give Marshal bonuses to at one time/in hearing via guidance. Bardic morale bonuses can be given to anyone Marked, as they are in hearing range, as desired, no personal guidance necessary. Her Marshal bonuses are base +2 to hit, damage, AC, and Saves, and +10 to Will Saves, +20 against Fear. The Bardic bonuses are +3 Th/Dmg, or +6 to crafting/skill checks. Tremble increases the bonuses by anywhere from +4 to +6 normally via Courageous, as they are both morale bonuses.

Current Personal Followers: Cohort/Henchman: Fido Nessian Warhound Melee/10, Monk 6+, etc; Shirley, Animal Companion: Canian Warhound Melee/10, Monk 6+, etc; Tremble, Item Familiar and Intelligent Sword; Sparky, Greater Soulspark Familiar Riding in Tail; Thrum (Psicrystal Familiar, w 5 advances), worn in hair. The McMikal clan brownies would be considered civilian Leadership followers, and the Ironblood are her Marshal force. Since all her officers have Leadership themselves, the amount of people she can have under command radiates outwards tremendously.

Other Soulbound armaments besides Tremble: Fall, +Zehn Autobow (Hand to Siege Crossbow size, plays like a guitar), Down (as Fall, usually dual wielded in Arakne Arms, plays like a tambourine), Stand (+Zehn/Zhen Shield/Weapon, prefers a drumbeat), Quaver (second longsword +Zehn), Chalice (first psychic Weapon, not Intelligent). Doc is passed around the Ironblood as a healing tool for combat infighters, and is prized by the Rockborn.

Approximate amount of Gold Equiv Tremble is worth: In excess of 500,000 gp, or equal to 10+ fully made palaces.

Most broken Weapon Enchantments: Brilliant (4 slot, ignore nat armor), Umbral (4 slot, ignore armor/shield), Healing Edge (3 Slot, do d8 dmg, heal d8 dmg/hit), Bane (1 Slot, +2/+2 +2d6), Psychic Weapon (No Slot, up to +5/+5), Courageous (2 Slots, Add ½ Enhancement bonus to any Morale Effects)

Most broken Class ability: At high Stat levels, Monk Wis to AC. If I allowed it, Fist of the Forest adding Con to Natural Armor!

Most Broken Feat: Evasive Reflexes(Sidestep). Take a 5' step instead of an Attack of Opportunity in tight fighting when you have a lot of AoO triggers and uses translates to massive amounts of movement. Combine with Supreme Cleave – the 5' step between Cleaves is actually UNLIMITED in the original ability, errated to only work 1/rd later, and I popped it up to go up to your base movement maximum per round. Between the two of them, Cleave Trains covering 200 feet every six seconds and killing anything in a swathe 20-30' wide along that path becomes possible. And if you can't miss on a Nat 1...

When combined with her Sage of Swords, Profound Artisan's mediocre damage base of +2-3 getting multiplied by every applicable skill breaks everything, giving Sama a +70ish damage boost. However, the massive cost of Skill points IS a mitigating factor in most campaigns that don't allow tons of secondary Classes and gonzo Intellect bonuses.

Sword Beats Fist deserves honorable mention, triggering 1 att/rd per target if attacking without weapons or reach. So all those claw/claw/bite routines were killing their originator monsters, and don't attack her with open hand.

Shut-Down Ability: Interdiction. The ability to lock down dimensions and stop flying stops so much magical power abuse it is not funny. Even if they didn't have their own Nulls, this ability would terrify all Casters.

Most Broken Racial Ability she could reasonably take: The Grace of several of the skimpier clad female races would grant +Charisma to saves and Deflection to AC. I'd allow it, but she has to pay the Karma for every advance, like a magic item, and would have to obey Level Caps (i.e. a +5 Cap before Eternal).

I probably shouldn't mention the Nymph ability to kill you if you see her naked, or the Nereid that simply cannot be harmed by males... You thought Succubi were dangerous, right?

Skills affected by Sage of Swords: ~27 (i.e. 270 committed skill points)

Weapons affected by her Grandmastery: 15 or so, adapted to Sword and/or Unarmed. Kill combo: Hew and Finish: Auto-crit if you reduce something below 0 HP 1/rd (killing fast healers, for instance), Hew means you carry over excessive damage on a Cleave to the next target. So drop a minion, crit, and carry the crit damage over to its boss next to it... From Axe and Spear feats.

Leadership score is 41 (Effective Marshal Level + Charisma bonus). As a Marshal, she can recruit older dragons and archmages if she's of a mind to... and she did the former...

Perfect multi-weapon fighting mastery (no penalties for fighting with multiple limbs... be it five tails, four arms, wings, hair...) (Tempest Adv Class/Fire Dragon Style/Marilith)

Crafting Skill check for Sword-making is +73 (+110) ([+10 Ranks, +3 Class, +6 Skill Focus, +5 Cunning, +5 Mastery, +8 Sword Spec (with Gloves), +17 Intellect, +3 Resolve, +2 Nat Swordswoman, +4 Craftsman, +10 Warsmith] + 22 Strength (Gloves) (speed only), +15 for Shaping Hammer, Silent Anvil, and Floating Forge (morale, insight, competence), 1/8 normal time (speed only)). With the Unlocked Masteries, she is easily capable of doing over 8,000 gp of work on a sword in one day, i.e. she can make 4 magic swords +1 in 8 hours, or one sword +2, at a QL of 33 (Six Slots possible), or 4 Swords+1 at QL 43, with potentially eleven Slots possible... if she has the right materials.

==================

If and when Sama maxes her Racial classes, she can finally take Exemplar Lite and the Heavy Gravity Training, which, just for starters, is Str +15 (Might +22), Dex +12, Con +19, Int + 6, Wis + 8, and Cha + 8 altogether. Then you tack on +6 +4 for Gauntlets/Girdle combo for Str, and +6 for other magic items to increase all other Stats, and Sama ends up with a Stat Line of Str 75, Dex 68, Con 88, Int 57 Wis 73 Cha 67.

She'll also have 17 Racial Hit Dice, and can at the very least take her Primary Classes to 17, which means Secondary Classes to 9, which will trigger a cycle of more Stat increases. She will also get a +1 Inherent bonus to a non-Con/Wis Stat, whatever is lowest, per level past 10, to a max of +5. As an ExLite with a +4 Level bonus, she'll also be effectively an Eternal.

She'll also add another fast healing/5, DR 5/-, 7 ranks in all skill limits, +7 Attack bonus, +4 to all Skill checks, +2 Luck to AC, +2 Insight to AC, +4 to Nat AC, +10 to all base movements, her Lightfoot bonus will increase to +5/3rds (um, like 375 or so?) , her Null will go up by 4 (instead of her Caster Level) and 20-some more otherwise, +3 per level Health/Soak, and +5 Luck bonus to hit and damage, all from Exemplar Lite and raising her Class Limit to 17. Many of her abilities will explode into Eternal limits, and she's eligible to take Eternal Feats and stuff... and that's not even talking about other passive abilities she could feasibly get.

It should come as no surprise that writing about Sama at that point is like writing about a goddess, and in real terms to us normal folks, she's already that simply with a Stat block of post-40 scores. Going completely overboard on it is going to be somewhat monotonous. She's in the big leagues.

So, the next book will not be focusing on Sama, because she's grown too big to focus on. She will be there, and she will be messing with things, but she's going to be operating at the level of Eternals, and somebody is going to have a bad time...

Could I NOT make her grow? Sure. But I've been playing this straight, Sama follows the rules, Sama gets rewards. So, she's entering the 'character retirement' phase of a normal campaign, where she becomes part of the supporting crew.

But the next arc is going to be having plenty of Sama regardless, because Sama be not dumb...

===============

Hope that was enough Stats for everyone. :P On to the next Arc!

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Catalogue
Chapter 534: Far Future Ch. 244 – Let's Get to the Heart of the Problem
Chapter 533: Far Future Ch. 243 – Take Your Medicine
532 Far Future Ch. 242 – Diagnosis
531 Far Future Ch. 241 – Prognosis
530 Far Future Ch. 240 – It's Not Open Sesame...
529 Far Future Ch. 239 – Consolation Prizes
528 Far Future Ch. 238 – Last Stands
527 Far Future Ch. 237 – What's Our Haul?
526 Far Future Ch. 236 – Spaaaaaaaace Huuuuuulllkkk
525 Far Future Ch 235 – The Sargasso
524 Far Future Ch. 234 – The Corunsun
523 Far Future Ch. 233 – Legalese
522 Far Future – Ch. 232 – Family and Money
521 Far Future Ch. 231 – Apotheosis from the Other End
520 Far Future Ch. 230 – The Dominoes are all Falling Now...
519 Far Future Ch. 229 – I've got the Anticarbon Black and Blues...
518 Far Future Ch. 228 – Out of a Job Once Again
517 Far Future Ch. 227 – New Life Inside the Mountain
516 Far Future Ch. 226 – Grandmother Shows Up
515 Far Future Ch 225 – Welcome, Brothers!
514 Far Future Ch 224 – Tech Levels, Pentagons, and Spiders
513 Far Future Ch 223 – Movements in the Dark and the Ligh
512 Far Future Ch 222 – Cutting Them Off
511 Far Future Ch. 221 – A City of Voids
510 Far Future Ch. 220 - Infiltration
509 Far Future Ch. 219– Cyberspace Shenanigans
508 Far Future Ch. 218 – You Stand Before the Mountain
507 Far Future Ch. 217 – Following a Dark Trail
506 Far Future Ch. 216 – The Information Feed
505 Far Future Ch. 215 – Disappearing into a Void
504 Far Future, Ch. 214 – There will be Fire...
503 Far Future Ch 213 – Movements in the Dark
502 Far Future Ch. 212 – The Bringing of Thunder
501 Far Future Ch. 211 – The Marines Have Better Things to Do
500 Far Future Ch 210 – Shall We Send in the Marines?
499 Far Future Ch. 209 – Wut's An Urgob Ta Do?
498 Far Future Ch. 208 – Oh, Gogrum! How the Hell Have Ya Been!?
497 Far Future Ch. 207 – Time for Some Witch Talk
496 Far Future Ch. 206 – Dark Observations
495 Far Future Ch. 205 – Attending Upon Madame
494 Far Future Ch. 204 – Madame Is Not Happy
493 Far Future Ch. 203 – So Let's Start a Religion
492 Far Future Ch. 202 – Tell Me About Myself
491 Far Future Ch. 201– Paint it White
490 Far Future Chapter 200 – Pay it Back Two-Fold!
489 Far Future Ch. 199 – A Fire in the Belly
488 Far Future Ch. 198 – Into the Belly of the Spire
487 Far Future Ch. 197 - Some Friends Are Here to See You
486 Far Future Ch. 196 – Let's Just Poke Around A Bit...
485 Far Future Ch. 195 – You Advance, I Advance
484 Far Future Ch 194 – A Hag in a War
483 Far Future Ch. 193 – Sing of a Legend Rising
482 Far Future Ch 192 – Everybody Needs Something to Do
481 Far Future Ch. 191 – Talking with a Baby God
480 Far Future Chapter 190 – Birth of a Mechamind?
479 Far Future Ch. 189 – Into the Hole
478 Far Future Ch. 188 – Silent Knights
477 Far Future Ch. 187 – Silent Service
476 Far Future Ch. 186 – Voids and Vortexes
475 Far Future Ch. 185 – The Sound of Silence
474 Far Future Ch. 184 – Let There Be Silence...
473 Far Future Ch. 183 - Small Orders of Magnitude
472 Far Future Ch. 182 – The Thirteenth Hour
471 Far Future Ch. 181 – Entitled and Talking Money
470 Far Future Ch. 180 – Ah, the Price of Nobility
469 Far Future Ch. 179 – Let's go Find a Place to do some Business...
468 Far Future Ch. 178 – The Final Meeting of the Captains
467 Far Future Ch. 177 – We're Going Green, Baby!
466 Far Future Ch. 176 – Nothing to see Here, Move Along, Move Along...
465 Far Future Ch 175 – Let's Take a Hellride Through the Warp
464 Far Future – Chapter 174 – Arrrg, Matey, Your Ship Be Mine!
463 Far Future Ch. 173 – And Now Like Smoke
462 Far Future Chapter 172 – And now for the Good Eats
461 Far Future – Chapter 171 – And Now, Into the Fire...
460 Far Future Ch. 170 – The Fish are Frying
459 Far Future Ch. 169 – Let's Take This Fun to the Next Level...
458 Far Future Ch. 168 – Girls Just Wanna Have Fun
457 Far Future Ch. 167 – Hunting the Hunters
456 Far Future. Ch. 166 – Not Tasting So Good
455 Far Future Ch 165 – How You Like That Taste?
454 Far Future Ch. 164 – A Taste of Axiom
453 Far Future Ch. 163 – Now, Let's See Some Oil
452 Far Future Ch. 162 – Chase the Bugs Off, And Now it's Goblins...
451 Far Future Ch. 161 – Blood, Sap, Ichor, Oil, and Other Sanguine Fluids
450 Far Future Ch. 160 – Words to the Unwise
449 Far Future Ch. 159 – More AC for Everyone!
448 Far Future Ch. 158 – Let's See Some Blood
447 Far Future Ch 157 – Proxima Causes
446 Far Future Ch. 156 – The Big Even
445 Far Future Ch. 155 – A Few Fight Scenes
444 Far Future Ch. 154 – Fitting in Like We Belong There...
443 Far Future Ch. 153 – I'll Take That, and That, and That...
442 Far Future Ch. 152 – Explorations
441 Far Future Ch. 151 – Things are Happening
440 Far Future Ch. 150 – Hide in the Shadows, or Rule from Them...
439 Far Future Ch. 149 – Mark Your Answer Down...
438 Far Future Ch. 148 – Twenty Questions... or More...
437 Far Future Ch. 147 – Shadows in the Gloom
436 Far Future Ch. 146 – Feeling Gloomy
435 Far Future Ch 145 – Plans
434 Far Future Ch. 144 – Pulling Some Fast Ones
433 Far Future Ch. 143 – Parsecs per Hour
432 Far Future, Ch. 142 – At the End of the Main Line
431 Far Future, Ch. 141 – An Engine of War Lights Things Up
430 Far Future Ch. 140 – So, About This Divinity Thing...
429 Far Future Ch. 139 – Technical Analysis
428 Far Future Ch 138 – Visiting a Little Hole in the Ground
427 Far Future Ch. 137 – Assessment of the Situation
426 Far Future Ch. 136 – Oh, It Must have Been Just Some Bad Luck...
425 Far Future Ch. 135 – Oh, They Think They Are Being Sneaky...
424 Far Future, Ch. 134 – The Third Offer... Accepted!
423 Far Future Ch. 133 – An Offer You Can't Refuse
422 Far Future Ch. 132 – The Uncharted Waters of the Void
421 Far Future Ch. 131 – Who is Playing Whom?
420 Far Future Ch. 130 – A Steal of a Deal
419 Far Future, Ch. 129 – Race Relations
418 Far Future Ch. 128 – Watching the Grimdark...
417 Far Future Ch. 127 – Through the Shadows
416 Far Future Ch. 126 – Oh, Did I Trip Something?
415 Far Future Ch. 125 – The Mighty Take Ship
414 Far Future Ch. 124 – How Did You Enjoy Your Tactical Doctrine?
413 Far Future Ch. 123 – And These are our Friends?
412 Far Future Ch. 122 – This is our Help, eh?
411 Far Future Ch 121 – Down in the Deeps
410 Far Future Ch. 120 – Down Where the Dark Things Dwell
409 Far Future Ch. 119 – What Lies Beneath
408 Far Future Ch. 118 – The Man with the Midas Touch/ A Short History of the Galaxy
407 Far Future Ch. 117 – Eleven
406 Far Future. Ch. 116 – Coming Before the Throne
405 Far Future Ch. 115 – And While the Kids are Having Fun...
404 Far Future Ch. 114 – Sword Borrows a Hammer
403 Far Future Ch. 113 – Swords and Hammers against Xenos
402 Far Future Ch 112 – The Widow Bites Again
401 Far Future Ch 111 – Break it up, Break it Up...
400 Far Future Ch. 110 – And the Aliens Love us Back
399 Far Future Ch. 109 – This is Why we Don't get Along with Aliens
398 Far Future Ch. 108 – Oh, it's one of THOSE Quests...
397 Far Future Ch. 107 – A Bridge to the Future
396 Far Future Ch. 106 – Precious Medals
395 Far Future Ch. 105 - Who is in Command Here?
394 Far Future Ch. 104 – My Queen of the Void
393 Far Future Ch. 103 – And it Ended up This Way...
392 Far Future Ch. 102 – OH, That's What Happened...
391 Far Future Ch. 101 – What to do, What to Do...
390 Far Future Ch. 100 – Into the Belly
389 Far Future Ch. 99 – Out of Mothballs
388 Far Future Ch. 98 – The Saber Strikes!
387 Far Future Ch. 97 – Swift and Fleet; Magical Space, the Final Frontier
386 Far Future – Ch. 96 – The Sky is Falling
385 Far Future Ch. 95 – Brain Food
384 Far Future Ch. 94- Sticky Fingers
383 Far Future Ch. 93 – The End of a Five-Year Mission
382 Far Future Ch. 92 – Yours to Discover, and You're Gonna Love Her...
381 Far Future Ch. 91 – Upwards and Inwards
380 Far Future Ch. 90 – The Power of Love
379 Far Future Ch. 89 – Tongue in Cheek
378 Far Future Ch. 88 – Let's Just Keep It All in the Family
377 Far Future Ch. 87 – The Offer They Couldn't Refuse
376 Far Future Ch. 86 – An old Path is the new Path...
375 Far Future Ch. 85 – A Secret Right out in the Open
374 Far Future Ch. 84 – Make You to Rise Like the Sun
373 Far Future Ch. 83 – Bear You on the Breath of Dawn
372 Far Future Ch. 82 – Raise You Up, On Eagle's Wings...
371 Far Future – Ch. 81 – Fly like an Eagle, Let the Music Carry Me...
370 Far Future Ch. 80 - The Healing Ligh
369 Far Future Ch 79 – The Emperor's Own Space Marines
368 Far Future Ch. 78 – You Know Sometimes Wards Have Two Meanings...
367 Far Future – Ch. 77 – The Piper's Calling You to Join Her
366 Far Future Ch. 76 – Who Shines White Light and Wants to Show...
365 Far Future Ch. 75 – Rings of Smoke Through the Trees
364 Far Future Ch. 74 – The Voices of Those who Stand Long
363 Far Future Ch. 73 – But in the Long Run, There's Still Time to Change the Road You're On...
361 Far Future Ch.71 – With a Word She can get What She Came For
360 Far Future, Ch. 70 – If There's a Bustle in Your Hedgerow...
359 Far Future, Ch. 69 – Your Stairway Lies on the Whispering Winds
358 Far Future, Cha. 68 – Buying the Stairway to Heaven
357 Far Future Ch. 67 – One Cyborg's Fate
356 Far Future, Ch. 66 – Borgs Running Their Mouths Off
355 Far Future Ch. 65 – You're in the Army Now
354 Far Future Ch.64 – Briggs
353 Far Future Ch. 63 - Sources
352 Far Future Ch. 62 – Books and Shadows
351 Far Future Ch. 61 – Wheels to the Wall
350 Far Future, Ch. 60 – New Playgrounds
349 Far Future, Ch. 59 – I Have a Dream...
348 Far Future, Ch 58 – Of Cats and Things
347 Far Future, Ch 57 – Dark Night and Guards
346 Far Future, Ch. 56 – A Black Night is Here
345 Far Future Ch. 55 – A Black Night is Coming
344 Far Future, Ch. 54 – A Beacon of Efficiency
343 Far Future, Ch. 53 – A Beacon of Hope
342 Far Future, Ch. 52 – Second Generation, Part Four
341 Far Future, Ch. 51 – Second Generation, Part Three
340 Far Future, Ch. 50 – Second Generation, Part Two
339 Far Future, Ch. 49 – The Second Generation of Hags
338 Far Future, Ch. 48– Vats and Hags
337 Far Future, Ch. 47– Time to do Some Research
336 Far Future, Chapter 46 – The Power of the Rantha Hag Curse
335 Far Future, Ch. 45 – Let's Use some Future Tech...
334 Far Future Ch. 44 – The Pearly Gates
333 Far Future, Ch. 43 – Wurming my way into Their Hearts
332 Far Future, Chapter 42 – Saint Piedro did ya Call Me, I Can Go...
331 Far Future Ch. 41 – And in Every Port they owe Their Soul... to the Company Store...
330 Far Future 40 – I'm a Traveling Hag, Made a lot of Stops...
329 Far Future Ch 39 – Termites and Sand Wurms
328 Far Future, Ch. 38 – Sharkey's Machine, Part Six
327 Far Future, Ch. 37 – The Tech Tree, Part II
326 Far Future, Chapter 36 – The Tech Tree, Part I
325 Far Future, Ch. 35 - Sharkey's Machine, Part Five
324 Far Future Ch. 34 – Sharkey's Machine, Part Four
323 Far Future Ch. 33 – Sharkey's Machine, Part Three
322 Far Future Ch. 32 – Sharkey's Machine, Part Two
321 Far Future Ch. 31 – Sharkey's Machine, Part One
320 Far Future Ch. 30 – She just gave me a Vegemite- No, no, Lasagna!
319 Far Future Ch. 29 – Because I Come from a Land of Plenty...
318 Far Future Ch. 28 – You Better Run, You Better Take Cover
317 Far Future Ch. 27– Cancha Hear, Cancha Hear that Thunder?
316 Far Future Ch. 26 – Where Women go and Men Blunder...
315 Far Future Ch. 25 – Living in, A Land Down Under
314 Far Future Ch. 24 – The Land Down Under
313 Far Future Ch. 23 – Some Small Slices of Life
312 Far Future Ch. 22 – She Lives with Ghosts
311 Far Future Ch. 21 – Baby Blade
310 Far Future Ch. 20 – The Sentence is Carried
309 Far Future, Ch. 19 – Punishment is Administered
308 Far Future, Ch. 18 – The Verdict is Death
307 Far Future Ch. 17 – Reporting for Juris Duty
306 Far Future Ch. 16 – Baby Psion
305 Far Future Ch. 15 – And Dops eat your Brains all Day...
304 Far Future Ch. 14 – Sometimes is Heard a Discouraging Word...
303 Far Future Ch. 13 – Where the Weird and the Long-Undead Play...
302 Far Future Ch. 12 – Home, Home on the Blok...
301 Far Future Ch. 11 – What was That?
300 Far Future Ch. 10 – Some Backup Requested
299 Far Future Ch. 9 – Tracking Bugs! In the Big Leagues Now!
298 Far Future Ch. 8 – First Meeting with My Queen
297 Far Future Ch. 7 – Out on my Own
296 Far Future Ch. 6 – Bosses with Insigh
295 Far Future Ch. 5 – So, this is going to be more Tedious...
294 Far Future Ch. 4 – Nice Cover Story
293 Far Future Ch. 3 – A Mild Interrogation
292 Far Future Ch. 2 – In for Questioning
291 Far Future Ch. 1 – A New Hope Or, This Shit Again?!?
290 Far Future Prequel, Chapter Three – Too Heavy for the World
289 Far Future, Chapter Two – Too Much of a Good Thing
288 Far Future, Chapter One – Making a Difference, Or, Whatever Happened to that Sama Person?...
287 Far Future, Chapter Zero and Bible: Sama Rantha and the Far Future
286 Author Commentary on Power of Ten: Sama Rantha, Book One
285 Chapter Two Hundred and Eighty-Five – Epilogue
284 Chapter Two Hundred and Eighty-Four – Payment!
283 Chapter Two Hundred and Eighty-Three – Doing the Job Righ
282 Chapter Two Hundred and Eighty-Two – Planar Rifting
281 Chapter Two Hundred and Eighty-One – Razzing Them
280 Chapter Two Hundred and Eighty – Death by Fashion Sense
279 Chapter Two Hundred and Seventy-Nine – What Color is That? What are they Saying?
278 Chapter Two Hundred and Seventy-Eight – A Spectacle to See, Autobows A-blazing
277 Chapter Two Hundred and Seventy-Seven – The Grindy Warp God's Turn
276 Chapter Two Hundred and Seventy-Six – Klawing Their Way to the Wall
275 Chapter Two Hundred and Seventy-Five – Klawing for Ground
274 Chapter Two Hundred and Seventy- Four – The Glory of the Warped
273 Chapter Two Hundred and Seventy-Three – A Word from Heaven
272 Chapter Two Hundred and Seventy-Two – Vaccination and Style
271 Chapter Two Hundred and Seventy-One – Slugging it Out, for Style Points!
270 Chapter Two Hundred and Seventy – Pandemic Sluggor
269 Chapter Two Hundred and Sixty-Nine – What to do, oh Kaiju?
268 Chapter Two Hundred and Sixty-Eight – Let's all just Stand Over Here and Let Them Fight...
267 Chapter Two Hundred and Sixty-Seven – Tyrant and Emperor
266 Chapter Two Hundred and Sixty-Six – The End of the Shardzone
265 Chapter Two Hundred and Sixty-Five – A Land of Fuego
Chapter 264
263 Chapter Two Hundred and Sixty-Three - Chalice
262 Chapter Two Hundred and Sixty-Two – The Days Blur Together
261 Chapter Two Hundred and Sixty-One – Party's Over, Back to Work
260 Chapter Two Hundred and Sixty – It's Just Hagmom and Me; Tremble!
259 Chapter Two Hundred and Fifty-Nine – Let's All Join the Party
258 Chapter Two Hundred and Fifty-Eight – Death from Above?
257 Chapter Two Hundred and Fifty-Seven – Playing Hagmom
256 Chapter Two Hundred and Fifty-Six – What Does Hagmom Do?
255 Chapter Two Hundred and Fifty-Five – The Flank Attack
254 Chapter Two Hundred and Fifty-Four – Just Chatting to Pass the Miles...
253 Chapter Two Hundred and Fifty-Three – Hi! We're the Diversion!
252 Chapter Two Hundred and Fifty-Two – Going After the Last Obelisk...?
251 Two Hundred and Fifty-One – Milking Them for Everything
250 Two Hundred and Fifty – Time to go Milking, Muuuu, Muuuu
249 Chapter Two Hundred and Forty-Nine – Grandmother Uraskalae, Hello!
248 Chapter Two Hundred and Forty-Eight - The Lion Doesn't Sleep Tonigh
247 Chapter Two Hundred and Forty-Seven – Timberrrrrrr...
246 Chapter Two Hundred and Forty-Six – Mushroom Giants?
245 Chapter Two Hundred and Forty-Five – Zone 22... Yep, Another One of Those...
244 Chapter Two Hundred and Forty-Four – Linking Back Up
243 Chapter Two Hundred and Forty- Three – Coats of Blood II
242 Chapter Two Hundred and Forty-Two – Coat them in Blood, not Shells
241 Chapter Two Hundred and Forty-One – Obelisks and Hag Queens
240 Chapter Two Hundred and Forty – Nice Dawg
239 Two Hundred and Thirty-Nine – More Rules Abuse
238 Chapter Two Hundred and Thirty-Eight – Totally Realistic, Part Two
237 Chapter Two Hundred and Thirty-Seven – No, No, This Is Totally Realistic
236 Chapter Two Hundred and Thirty-Six – Getting on the Errant Path
235 Chapter Two Hundred and Thirty-Five – Gather 'round, Brothers...
234 Chapter Two Hundred and Thirty-Four – Mi Go, Yu Go, Wi-Go.
233 Chapter Two Hundred and Thirty-Three – Mu, Drow, Muuuuuu
232 Chapter Two Hundred and Thirty-Two – More Damned Mu-shrooms?! Oh, Wait...
231 Chapter Two Hundred and Thirty-One – Wayfair
230 Chapter Two Hundred and Thirty – We're Getting Closer
229 Chapter Two Hundred and Twenty-Nine – Wait, Forsaken aren't Forsaken?
228 Chapter Two Hundred and Twenty-Eight – Exit, Gate Ten
227 Chapter Two Hundred and Twenty-Seven – Just Let Me Pop Off a Moment Here...
226 Chapter Two Hundred and Twenty-Six – Trundling Along...
225 Chapter Two Hundred and Twenty-Five – Mama, it's Time to Go...
224 Chapter Two Hundred and Twenty-Four – Big Ugly Rock Fall Down Go Boom
223 Chapter Two Hundred and Twenty-Three – A Bone to Pick
222 Chapter Two Hundred and Twenty-Two – Zone Montage#4 - Monkeyshines
221 Chapter Two Hundred and Twenty-One – Zone Montage #3 - Insigh
220 Chapter Two Hundred and Twenty – Zone Montage #2 – Too Many Damn Zones
219 Chapter Two Hundred and Nineteen – Sure, Let's Call it a Training Montage...
218 Chapter Two Hundred and Eighteen – Down the Walls
217 Chapter Two Hundred and Seventeen – Up the Walls
216 Chapter Two Hundred and Sixteen – Giger was a Bad Influence
215 Chapter Two Hundred and Fifteen – Encounter Zone Abuse
214 Chapter Two Hundred and Fourteen – Some Gratuitous Carnage
213 Chapter Two Hundred and Thirteen – The Run
212 Chapter Two Hundred and Twelve – More Meat for the Table
211 Chapter Two Hundred and Eleven – It's all about the Time...
210 Chapter Two Hundred and Ten – A Broken Power
209 Chapter Two Hundred and Nine – Time is on Everybody's Side
208 Chapter Two Hundred and Eight – Don't Give Gamers Time Acceleration
207 Chapter Two Hundred and Seven – Story Background: Alignments
206 Chapter Two Hundred and Six – Wait, You're GIVING us a Time Skip?!
205 Chapter Two Hundred and Five – Back to the Rose
204 Chapter Two Hundred and Four – ... We've got a New Problem. Call the Lumberjacks!
203 Chapter Two Hundred and Three – That Knight, Erran
202 Chapter Two Hundred and Two – White and Red and Black and Green All Over...
201 Chapter Two Hundred and One – Call the Exterminators...
200 Chapter TWO HUNDRED. YAY! - Crowning a Griffon
199 Chapter One Hundred and Ninety-Nine, Yle Tyorm, Part Two
198 Chapter One Hundred and Ninety-Eight – Yle Tyorm
197 Chapter One Hundred and Ninety-Seven – An Adventure!
196 Chapter One Hundred and Ninety-Six – A Reunion for the First Time
195 Chapter One Hundred and Ninety-Five – Sisters III
194 Chapter One Hundred and Ninety-Four – Sisters II, Marks Addendum
193 Chapter One Hundred and Ninety-Three – Sisters
192 Chapter One Hundred and Ninety-Two – Seeing Them Off
191 Chapter One Hundred and Ninety-One – The Omnitell
190 Chapter One Hundred and Ninety – Reporting!
189 Chapter One Hundred and Eighty-Nine – Thick as Thieves
188 Chapter One Hundred and Eighty-Eight – Reunion of the White Sheep of Gilderaz
187 Chapter One Hundred and Eighty-Seven – The Head Maester
186 Chapter One Hundred and Eighty-Six – Mythos Spawn for Great Vengeance!
185 Chapter One Hundred and Eighty-Five – Special Delivery
184 Chapter One Hundred and Eighty-Four – We've a Small Dragon Problem
183 Chapter One Hundred and Eighty–Three – Eldritch Theurgy
182 Chapter One Hundred and Eighty-Two – The White Sheep
181 Chapter One Hundred and Eighty-One – Bound to a Banner
180 Chapter One Hundred and Eighty – Travelling Wagon, Makes a lot of Stops...
179 Chapter One Hundred and Seventy-Nine – The Grand Maester
178 Chapter One Hundred and Seventy-Eight – Tens at Work
177 Chapter One Hundred and Seventy-Seven – A Grym End
176 Chapter One Hundred and Seventy-Six – An Unworthy Son of Gilderalz
175 Chapter One Hundred and Seventy-Five – Ah, Elder Brother...?
174 Chapter One Hundred and Seventy-Four - The Grind Continues
173 Chapter One Hundred and Seventy-Three – Round up the Wagon!
172 Chapter One Hundred and Seventy-Two – In the Center of Power
171 Chapter One Hundred and Seventy-One – The Long, Grinding Road
170 Chapter One Hundred and Seventy - Errantry
169 Chapter One Hundred and Sixty-Nine – An Inquisitor in Colamn
168 Chapter One Hundred and Sixty-Eight – Yle Tyorm
167 Chapter One Hundred and Sixty-Seven - A Knight Errant, Part II
166 Chapter One Hundred and Sixty-Six – We've Got Worms
165 Chapter One Hundred and Sixty-Five – A Knight Errant, Part I
164 Chapter One Hundred and Sixty-Four – A Farce
163 One Hundred and Sixty-Three – It's all Black and White
162 One Hundred and Sixty-Two – Playing the Flue
161 Chapter One Hundred and Sixty-One – The Wine and Cheese Party
160 Chapter One Hundred and Sixty – Of Sources and Voids
159 Chapter One Hundred and Fifty-Nine – The Berserkers Complain
158 Chapter One Hundred and Fifty-Eight – Bringing The Ligh
157 Chapter One Hundred and Fifty-Seven – Red, White, and Green
156 Chapter One Hundred and Fifty-Six – My Hellpuppies
155 Chapter One Hundred and Fifty-Five – One-Two
154 Chapter One Hundred and Fifty-Four – The Stormcrone, Part One
153 Chapter One Hundred and Fifty-Three – Scut's Destiny
152 Chapter One Hundred and Fifty-Two: Of Elves and Kings
151 Chapter One Hundred and Fifty-One – The Start of a Saga
150 Chapter One Hundred and Fifty: The Spider's Nes
149 Chapter One Hundred and Forty-Nine– The Fate of the Mercs
148 Chapter One Hundred and Forty-Eight: Errant's Little Sister, Part Two
147 Chapter One Hundred and Forty-Seven: Errant's Little Sister, Part One
146 Chapter One Hundred and Forty-Six – Comes the North Wind
145 Chapter One Hundred and Forty-Five – The Ritual of the Silver Queen
144 Chapter One Hundred and Forty-Four – The Mercs
143 Chapter One Hundred and Forty-Three –Hell hath Fury like a Woman's Scorn
142 Chapter One Hundred and Forty-Two– This isn't a Temple...
141 Chapter One Hundred and Forty-One – A Beating
140 Chapter One Hundred and Forty – Verd and Scu
139 Chapter One Hundred and Thirty-Nine– Supplication, Too
138 Chapter One Hundred and Thirty-Eight - Supplication
137 Chapter One Hundred and Thirty-Seven – The Hear
136 Chapter One Hundred and Thirty-Six – Wrath of the Raven King
135 Chapter One Hundred and Thirty-Five – A Brother Stopping By
134 Chapter One Hundred and Thirty-Four – Warlord Briggs
133 Chapter One Hundred and Thirty-Three – The Fire and the Sword
132 Chapter One Hundred and Thirty-Two – The North Wind
131 Chapter One Hundred and Thirty-One – Where'd the Math Come From, Anyway?
130 Chapter One Hundred and Thirty – The King Under the Mountain
129 Chapter One Hundred and Twenty-Nine – A Deadly Visitor
128 Chapter One Hundred and Twenty-Eight – A Knight Returns
127 Chapter One Hundred and Twenty-Seven – Hazé wuvs Mama
126 Chapter One Hundred and Twenty-Six – The Order of the Lion
125 Chapter One Hundred and Twenty-Five – The Lived-Line
124 Chapter One Hundred and Twenty-Four – Tusk Annie is Where?
123 Chapter One Hundred and Twenty-Three – Tyranny of Rep Counts II
122 Chapter One Hundred and Twenty-Two – Pride of the Erlking
121 Chapter One Hundred and Twenty-One – The Tyranny of Rep Counts
120 Chapter One Hundred and Twenty – The Rockborn
119 Chapter One Hundred and Nineteen - Mama
118 Chapter One Hundred and Eighteen – Mercy of the Brotherhood
117 Chapter One Hundred and Seventeen – The First Spell
116 Chapter One Hundred and Sixteen – Running Sama, Inc.
115 Chapter One Hundred and Fifteen – The Smart Guy
114 Chapter One Hundred and Fourteen– Forever Marked
113 Chapter One Hundred and Thirteen – A Voice in the Nigh
112 Chapter One Hundred and Twelve – An End to a Nightmare, Part II
111 Chapter One Hundred and Eleven – The Fire and the Sword, Part II
110 Chapter One Hundred and Ten – An End to a Nightmare, Part I
109 Chapter One Hundred and Nine – The Fire and the Sword, Part I
108 Chapter One Hundred and Eight – A Hagmother to Sing By
107 Chapter One Hundred and Seven – Losing That Religion…
106 Chapter One Hundred and Six - Determination
105 Chapter One Hundred and Five – What if We Win?
104 Chapter One Hundred and Four – Who are You?
103 Chapter One Hundred and Three – The Map, II
102 Chapter One Hundred and Two – The Krovboynyar
101 Chapter One Hundred and One – It Wasn't a Dream…
100 Chapter 100 – Leaving a Bad Dream
99 Chapter Ninety-Nine – Filling a Void
98 Chapter Ninety-Eight – Race to the Top, Slaughter to the Bottom
97 Chapter Ninety-Seven – Dance Dance Dance
96 Chapter Ninety-Six – The Ziggura
95 Chapter Ninety-Five – War on the Warpbands
94 Chapter Ninety-Four – Caught in Dreams II
93 Chapter Ninety-Three – About Them Elves…
92 Chapter Ninety-Two – Caught in Dreams I
91 Chapter Ninety-One – Making Fate
90 Chapter Ninety – Mister Korvus
89 Chapter Eighty-Nine – Measure the Marks
88 Chapter Eighty-Eight - Survivors
87 Chapter Eight-Seven – Windarrow and Shadowknife
86 Chapter Eighty-Six – The Marks and the Mechans
85 Chapter Eighty-Five – The Brotherhood of the Void
84 Chapter Eighty-Four – Ten
83 Chapter Eighty-Three – The Brotherhood of the Void
82 Chapter Eighty-Two – Profiting from Demons, Part Two
81 Chapter Eighty-One – To Poppa Slug
80 Chapter Eighty – Profiting from Demons
79 Chapter Seventy-Nine – Bringing in a Big One
78 Chapter Seventy-Eight – Armies Advance
77 Chapter Seventy-Seven – Heart of a Paladin
76 Chapter Seventy-Six – Armies Abound
75 Chapter Seventy-Five – Converting an NPC
74 Chapter Seventy-Four – Death of an Erlking
73 Chapter Seventy-Three – We Now have a Paladin
72 Chapter Seventy-Two – Bringing Down the Fey
71 Chapter Seventy-One – A Survivor
70 Chapter Seventy – My Army Against Yours
69 Chapter Sixty-Nine – To the Nearest Battle
68 Chapter Sixty-Eight – Companions at Nine
67 Chapter Sixty-Seven – Chimera Killing for Karma and Profi
66 Chapter Sixty-Six – Doc, the Remedy for What Cuts You
65 Chapter Sixty-Five – Crystal Master in Armor Briggs!
64 Chapter Sixty-Four – Healing Edge, Expert/8
63 Chapter 63 – Smithing!
62 Chapter 62 – Spillover from Leng
61 Chapter Sixty-One - Captain and Commander II
60 Chapter Sixty – Size Matters
59 Chapter Fifty-Nine – Captain and Commander
58 Chapter Fifty-Eight – No Imagination
57 Chapter Fifty-Seven – Everything Looks like a Nail
56 Chapter Fifty-Six – Outside Nightmare Bound
55 Chapter Fifty- Five – A Warband
54 Chapter Fifty-Four – From Outside Creation
53 Chapter Fifty-Three – Warp Factor Elven!
52 Chapter Fifty- Two – Let's Go For a Walk on the Pier
51 Chapter Fifty-One – Warp Warband
50 Chapter Fifty – The Situation Stabilizes
49 Chapter Forty-Nine – A Feast for Griffons
48 Chapter Forty-Eight – Let's All Have Some Fun in the Back Yard
47 Chapter Forty-Seven - Swords and Dragons
46 Chapter Forty-Six – Melee Seven, Human Three
45 Chapter Forty-Five – Cause I'm a Wanderer, yes, I'm a Wanderer…
44 Chapter Forty-Four – About Them Advanced Classes…
43 Chapter Forty-Three – Ah, Little Raven King…
42 Chapter 42: The Great Outdoors
41 Chapter 41 – Tremble an Erlking
40 Chapter 40 – Secondary Stat Blas
39 Chapter Thirty-Nine - Erlking Noir Rabe
38 Chapter Thirty-Eight – Stepping into Six
37 Chapter Thirty-Seven - Evolutions
36 Chapter Thirty-Six – I'll be Uber Again, Just Wait…
35 Chapter Thirty-Five – The Grimm Tree
34 Chapter Thirty-Four – Super Size Everything
33 Chapter Thirty-Three – Saying Goodbye to Auntie and Friends
32 Chapter Thirty-Two - Courtier of Death
31 Chapter Thirty-One - It All Henges on me, Auntie
30 Chapter Thirty – The Sage of Swords Turns Five
29 Chapter Twenty-Nine - Trolling
28 Chapter Twenty-Eight – Hello, Me Aunties!
27 Chapter Twenty-Seven - The Purge Begins
26 Chapter Twenty-Six - Ghosts and Diamonds
25 Chapter Twenty-Five - Brother Mine
24 Chapter Twenty-Four - Insubstantial Advancements
23 Chapter Twenty-Three – Scout and Survey
22 Chapter Twenty-Two - Getting Some Strength Back
21 Chapter Twenty-One – My First Magic Shrine
20 Chapter Twenty - And it's Night Time for Everyone...
19 Chapter Nineteen - Into Hag Valley
18 Chapter Eighteen - The Terrible /2's!
17 Chapter Seventeen - Sitdown with a Centaur
16 Chapter Sixteen - Melee Three
15 Chapter Fifteen – A Short Walk in the Woods
14 Chapter Fourteen - Alas, Poor Fido.
13 Chapter Thirteen – The Fores
12 Chapter Twelve – Hell and Fire
11 Chapter 11 – A Coming Out Party
10 Chapter Ten – A little Cunning
9 Chapter Nine – Caught in the Web
8 Chapter Eight – Cats and Birds
7 Chapter Seven - Rebirth
Chapter 6
5 Chapter Five - Baby's Toys
4 Chapter Four - Level Two!
3 Chapter Three - Second Primary Class
2 Chapter Two: The System
1 The Power of Ten – The Missing Tens – Sama Rantha
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