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Diehard Backers - Before the great collapse of the economy. Kallahan once ruled the blackmarket using his network of unknown merchants, dirt cheap goods and weaponry, both legal and illegal flowed through him as a proxy like a dam broken by a bomb. Now, long after purses have clamped up tighter than a nun, this network though weakened still exists with the remaining merchants still under Kallahan's command becoming emboldened by his recent rise to divinity. Weapons and goods once more flow through long unused routes giving Kallahan and his allies access to improvements to their attacks and spells. Each day, Kallahan gets access to a number of improvements equal to his proficiency bonus (6) that can be applied to a weapon or applied to their body allowing them ignore immunities and resistances to the damage they deal and granting them advantage on their attacks or a +3 for every additional instance of advantage that they already have. These improvements last for 24 hours after being used before deteriorating, in addition, they synergize with Kallahan's ambient radiation making them only active when he is on the battlefield, one of his WMDs are within the vicinity, or are exposed to areas afflicted by Glass the Gound and Salt the Earth. 

Zealous Fanaticism - Good fanatics follow orders, no matter the cost. Excellent fanatics embolden others to do so as well. Kallahan's zealotry and fanaticism for his goddess is no big secret, and now he can share it with his allies via a number of personally made drugs that can be drunk or applied via syringe. Spells and effects that cause fear and charm that have saves are immediately passed while those that do not have a save or are applied automatically have no effect on both Kallahan and people who have taken his custom tailored drugs. In addition, all saves made by allies do so at an advantage or a +3 for every additional advantage instance of advantage as their zealotry drives them to go beyond what their bodies are capable of. These drugs last only for 24 hours after being taken and synergize with Kallahan's ambient radiation making them only active when he is on the battlefield, one of his WMDs are within the vicinity, or are exposed to areas afflicted by Glass the Gound and Salt the Earth. 

Glass the Ground and Salt the Earth - The Goddess has no need for dead men, nor does she have need for ground that is not hers. Allies of Kallahan that are downed or killed may choose to detonate themselves in a similar fashion as Kallahan's Pull the Pin, allowing the enemy no respite or victory even in death, they die taking as many enemies with them as possible and rendering the area they detonate on an uninhabitable wasteland for 100 years where both magical and non-magical plants simply die. Magical plants may survive but have their growth stunted only if they are constantly taken care of. If a creature enters or starts their turn within this area, they must make a DC 30 constitution save having their health reduced by 24d6 (72) at the start of their turn or 12d6 (36) on a pass. For better to die a martyr than a faithless coward.

Monfrito's Finest


 

M.A.D. Doctrine

"The Anti-Goddess has only one goal. The annihilation of all life. By Her Will, we exist. By her will, we return to the blood lake.

Ave Cartesia. The One True Anti-Goddess."

- Kallahan to his fellow Zealots moments before unleashing the first of many WMDs.

Sometimes, a statement must be made to the Anti-Goddess' enemies. The WMDs are that statement. Each WMD is a unique existence empowered by a piece of Kallahan's heart and divinity making it so only one weapon of each type can exist at any given time as well as taking a month (1 week IRL) to heal the missing heart piece back. Each weapon requires a total number of actions to prime, after which it can then be used in conjuntion with a timer, a trigger that senses when certain conditions are met, or a detonator which can be used at any moment with a free action regardless of planar distances so long as it is held. 

  • The Anti-Goddess' Mercy - An innocuous pipe sized cylinder made with specially treated glass that when activated, releases an thin pleasant smelling mist which can be mistaken for a perfume with a radius of 160 feet that lingers for 24 hours. Creatures that enter this mist must make a DC 30 con saving throw or be afflicted with a poison called the Goddess' Mercy which can only be removed by wish spell. This poison renders immunities null and can spread to other creatures via touch or being within 20 feet of them, no amount of filters or protective gear can stop it as its thin particulates slip between the smallest gaps or weaknesses, in addition, the poisoned can only know they are poisoned by it through a DC 35 intelligence check they make after they make the save. After a duration of 8 hours during which the poisoned are compelled to come into contact with as many creatures as they can, the poison then kills its host by abruptly and painfully melting them into a purple puddle that exudes an invisible 30 foot radius mist that lingers for 12 hours further spreading the poison. The warhead requires total of 12 actions to fully set up as the volatile poison needs to be treated carefully lest it go off early.
  • Cartesia's Light - A suitcase sized bomb that when detonated, creates a short lived, 2 mile wide star with a further 4 mile blast radius extending from it. All creatures at CR 29, are below it, or lack atleast 1 epic boon along with all structures and objects within the star are immediately turned into dust leaving a mile deep hole. Creatures that remain must make a DC 30 strength save or have their hit points be reduced by 800 on a fail or 500 on a pass. Creatures that are 6 miles from the epicenter but still within 12 miles of the star must make a DC 25 strength save or have their hit points be reduced by 500 on a fail or 300 on a pass as the blast wave crashes over them while structures are flattened into ruble. All creatures within the blast radius that fail the saving throw are also blinded, deafened, and stunned until a greater restoration spell or similar effect is used on them. Creatures reduced to 0 by this damage immediately die and are turned into nuclear shadows scorched into the ground. Finally, the land where the bomb detonates is affected by Glass the Ground and Salt the earth for 1000 years as the ambient radiation dissipates. The bomb requires a total of 30 actions to fully set up and any interruptions will reset the number of actions required and anything that does atleast 200 damage to it in one turn sets it off early. 
  • Hammer of Dawn - Sometimes, precision is required to annihilate the enemies of the anti-goddess and the federation. And what better way than to unleash the full might of a reactor the size of a large asteroid into one singular spot. The Hammer of Dawn is the culmination of Kallahan's incessant prodding and twilight travel abilities merged with federation technology. The barrel of a moon sized battlestation that when fired opens a twilight portal infront of the barrel and over the targeted area which then bathes a 500 foot radius and 200 foot tall cylinder in a beam of intense radiation, creatures that the beam passes by or start inside of it immediately take 300 radiation damage and must make a DC 30 con saving throw. On a fail, they immediately take 3 exhaustion or 1 exhaustion on a pass who's effects cannot be ignored or be immune to as it renders both genetic material and molecular structures into unstable radioactive goop. For a full minute, this beam can be directed like a laser pointer, moving at 120 feet per round and leaving glassed landscape under the effects of Glass the Ground and Salt the Earth using a laser designator that can either be held in one hand or attached to the barrel of a gun. Activating the weapon requires one action but uses a full action to direct the beam across the landscape. After firing, the station then needs a full week to recharge. 

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