JuliusCreed wrote:The old man gives a nod, handing the now empty glass to Eryops which is suddenly refilled as he takes it, a brand new paper umbrella floating down to settle into the sweet smelling concoction. "Any other weapon enchantment that can normally be applied to a weapon or suit of armor may be added to shape changing armor or weapons. The shifting enchantment itself basically just limits the armor or weapon to having only two enchantments instead of the usual 3 or 4 that could normally be applied. As for how long it will take, depending on what additional enchantment you'd like applied it will take about a week to 10 days to get it done."
"I really just want the weapon to be quicker and strike for more damage, the speed being more important than the damage, mind you," Eryops says. "But without armor, is it possible for you to teleport me back to the castle? Or perhaps I could use the Charlatan's Cabinet to get back, it is only seven miles from here."
"I am not sure if that would work from inside the shop," the wizard Kendragon says, "as this seems to be an extradimensional space and the distance might be skewed. We could always step outside and I could teleport you, however," the wizard says.
JuliusCreed wrote:"Actually it is indicated that the Hecklers do indeed move... it's just a little difficult to catch the little buggers doing it. But if what you're actually looking for are suits of animated armor to act as guards, I can recommend either building a bunch of Golems... difficult and time consuming but unmatched in their loyalty... or purchasing a few of these guys..."
Phantom Guards: A unique twist on Golems, the Phantom Guards are suits of animated heavy armor capable of following simple commands much like a Golem, but without the necessity of a life link between itself and its owner. (ie the permanent loss of SDC that occurs when a mage creates a Golem) Statistics for Phantom Guards are as follows:
Attribute Equivalents of Note: IQ:5, PS:20, PP:15, PE:25, PB:3-20 (depends on the overall quality/appearance of the suit of armor) SPD:12
Size: Depends on the suit of armor, usually 6-7 feet tall, though giant sized suits may be made
Horror Factor: 12
AR: 17, Only heavy armor may be used to create these enchanted guardians, thus only Scale, Splint and Plate armor can be used in their construction and is magically augmented to a standard AR
HP/SDC: 200
Attacks per melee round: 4
Damage: 1d6 by punch or kick, or by weapon
Bonuses: +2 to Strike and Parry, +5 Damage (from PS of 20 noted above), no initiative or Dodge bonus
Special abilities: Impervious to poisons/drugs and all forms of mind control/Psionic manipulation and Possession. Takes normal damage from melee attacks and magic or Psionic attacks that cause physical damage (Mind Bolt, Psi-Sword, Call Lightning etc.) Resistant to Fire and Cold attacks (1/2 damage), Nightvision 1000 feet, magically understands all languages 90%, Track Humanoids: 35%, Climb/Scale Walls:45%, does not need to eat, drink, breathe or sleep. If all SDC of the Phantom Guard is depleted it falls apart into a pile of armor pieces and begins regenerating at a rate of 10 SDC per hour. It will not function again until all SDC have been restored.
The Phantom Guard has a rudimentary intelligence and is capable of following simple commands and performs well in combat or as a laborer. To command the Guard, the owner simply engraves his true name somewhere on the suit of armor and places a drop of his blood on the helmet to activate it (this ritual, while similar to Golem activation, does NOT drain any SDC or HP from the person activating the armor) From that moment, the Phantom Guard will follow its owners commands. The biggest advantages of the Phantom Guard over a Golem is 1> No permanent loss of SDC or HP to activate and 2> The (normally) smaller overall size. Being roughly human sized, the Phantom Guard is capable of getting into and guarding areas a giant sized Golem would be too big for. Of course its smaller size and overall weaker capabilities make it a far less threatening opponent to tougher intruders, unless there are a greater number of Phantom Guards (3 or 4 Phantom Guards patrolling a room can be quite a deterrent to would be intruders) Cost: 200,000 gold
"I will take twenty of the Phantom Guards," Kendragon says. "They are perfect for security in and around the castle. I should like them in plate armor. Can we do the name engraving when we do it for the Pet Furniture, and you did not answer me about my inquiry regarding the amount of blood to be involved, and if we can draw the blood and do the activation of all that here.
"As far as what I want for the tapestries, you are somehow not understanding. I will take some of the other tapestries as well- let's say twenty of the Peepers done as tapestries with enhanced Nightvision- but what I want is a picture on the tapestry that moves and is animated, so that it tells a story, so that one could watch a battle play itself out on the tapestry, or watch a dragon in flight with wings that somehow move. I have heard there is weaver magic that can accomplish such a thing (See the Invented Spells thread for Tailor and Weaver Magic), even so far as having a tapestry that can act as defense. I am not sure if you are aware of one spell:
Stone Gargoyle wrote:Weaving Spells
Level Twelve
Merlin's Terrifying Tapestry
Range: Touch; effect range 10 feet of tapestry
Duration: Permanent for warding of tapestry; 4 rounds per level of spellcaster for effect
Saving Throw: none
P.P.E. cost: 500
Casting Time: However long it takes to weave the tapestry. Usually 2d4 days.
This enchantment creates a protective ward which activates if someone tries to leave using a door covered by the tapestry. The ward automatically summons two dragons whose images are woven into the tapestry.
Roll or select from the following elemental dragons( use d10 if rolling)
1- Earth/Stone Dragon: Has the following abilities and attacks:
PS 40, Speed of 5mph, AR 15, SDC: 150, Punch damage: 3d6, Constricting Attack Damage: 4d6, Slam Attack Damage: 5d6
2- Gas/Air Dragon: Has the following abilities and attacks:
SDC: 20, Speed 20mph, Impervious to physical attacks, Vulnerable to wind, Obscures Vision (standard penalties for temporary blindness), Poisonous Gas Attack: 3d6 per round if unable to make saving throw.
3- Fire Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 120mph, Impervious to physical attack, Vulnerable to Water Attack, Anything touching it takes 4d6 damage and then 2d6 damage per round until extinguished, Fire Blast Damage: 2d6 +1d6 per level of caster.
4- Water Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 30mph, Impervious to Physical Damage, Vulnerable to cold and heat attacks, Water Blast Damage: 4d6, Immersion/Drowning Attack: 2d6 per round direct to Hit Points.
5- Electrical Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 300 mph, Impervious to Physical Attack, Anything it touches takes damage of 5d6 and must roll vs. Shock/Stun to be knocked out (Critical Failure means damage goes direct to Hit Points), Electrical Blast: 4d6, Vulnerable to Magnetic Attacks and Energy Dampening Effects.
6- Shadow/Darkness Dragon: Has the following abilities and attacks:
SDC: 50, Speed of 5mph, Impervious to Physical Attacks, Vulnerable to Light Attacks, Obscures Vision (standard penalties for blindness), Anything it Touches takes 2d6 damage to Hit Points and feels a slight chill.
7- Molten Lava Dragon: Has the following abilities and attacks:
SDC: 100, Speed of 80mph, Impervious to Physical Attacks, Anything it Touches takes 1d4X10 damage plus sd6 per round for 2d4 rounds, Lave Blast : 4d6 initial damage, plus 1d4 per round following for 1d4 rounds.
8- Metal Dragon: Has the following abilities and attacks:
AR 17, SDC: 240, Speed of 5mph, Constricting Attack Damage: 5d6, Bite Damage: 2d6, Claw Damage: 2d4
9- Ice Dragon: Has the following abilities and attacks:
AR 14, SDC: 250, Speed of 5mph, Invulnerable to Cold Attacks, Vulnerable to Water and Heat Attacks, Ice Blast: 4d6 + 1d6 per round following for 2d4 rounds unless saves vs. chilling cold.
10- Chaos Dragon: Has the following abilities and attacks:
AR 12, SDC: 120, Speed of 120mph, Force Blast Damage: 46d, Tongue Whip Damage: 2d6, Touch does 2d6 and victim must Save vs. Insanity with Standard Bonuses.
"I do not know if you have access to such tapestries, though, as Weaver Magic is quite uncommon."
JuliusCreed wrote:"As for footlockers with Dimensional Envelope abilities, the cost would be about half that of the dressers... only one envelope in them instead of 3 to 6 depending on the number of drawers and a footlocker is a pretty simple piece of furniture. Desks set up with Dimensional Envelopes and as Pet Tables would be the price of a medium Pet Table with an additional 100,000 for the envelope storage." He glances to the quill and notepad, double checking the notes and figures and raises a brow with an impressed chuckle. "My goodness, if I didn't love my job so much I could retire and live quite comfortably for a few lifetimes on what we've got so far here... On the plus side though, you have more than qualified for the bulk order discount. Is there anything else you require, sir?"
"I will take the six footlockers as requested, then, and the desks need only have a couple drawers each.
"You did not address my interest in having a series of mirrors set up in the house to act as secret passages, using mirror magic to create a stable corridor in the Mirrorwall, nor the idea of using a mirror to have an extradimensional room to use as a panic room. I might also like to have 4 mirrors which act as advisers, using that spell from mirror magic which creates a mirror with a personality... memory fails me at the moment as to the exact name of the spell." The wizard sips from the chalice again. "What would it cost to do these things?
"And, yes, It is indeed quite the sum I am spending here, which is why I asked if the two million was indeed enough for the down payment. If need be, I could always have Rezzidoo bring more with him from the treasure room when he comes."
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD