P1: God Smasher
You become a new type of dog that the your home island has never seen before. Your telekinetic powers of your mind enhance you and push the limits of your mech to the absolute limits. Your strength score, your mech's strength score, and your mech's dexterity score is set to 30. Your epic boons can be added to your mech's epic boons, as it gains 20 levels in fighter as well as a d10 hit dice. When you cast mending on your mech, it works in antimagic and can be done as a legendary action three times per round. All abilities and powers you have are locked to your soul and powerful mind, unable to be taken and used by anyone else except you.
P2: ArchanoTitanus
Your archanomech becomes gargantuan artifact as it's standard size (64ft tall, 30ft reach), able to add it's proficiency modifier to it's attacks, and can shrink down to fit any size while still maintaining the same stats and design as an action. When attacking, anything your mech hits is considered an object (actual items besides artifacts can be instantly disabled for an hour if you choose). When engaging with an enemy, the mech can increase it's size to be 50% larger than the enemy if it is bigger. The mech's hp remains the same, however it gains thp equal to the amount of feet grown, an extra d6 weapon damage for every 10 feet of size added (does not stack with siege master), and an extra 5ft of weapons reach for every 20 feet added. Finally, your mech can innately fly equal to it's walking speed, and you have total control who or what can be inside your mech.
P3: Heart of Titanium
Your persistence to continue standing is unparalleled to other knights. At the start of your turn, you regenerate a quarter of your health if you are in your cockpit, and 1/10th health out of it. You can only die if you start your turn with 0 hit points and can't regenerate. This healing cannot be stopped or negated. If you lose a limb or body part, it grows back at the end of your next turn. Your mounted combatant feature can redirect attacks to yourself for any ally within range of your flash of genius. When you have to push, lift, or drag something or someone, the weight to you is 0 (applicable to only one item or creature at a time).
P4: Unstoppable Mech
Your mech is always under the effects of the invulnerability spell, requiring no concentration or caster. If dispelled, it needs to pass a spellcasting check against your spell save dc, and it reapplies in 1d4 rounds. It has expertise in all saving throws, and evasion on Strength, Dexterity, and Consititution saves. Should it ever be destroyed, you can manifest one as an action if you spend your turn only dodging. If there is not enough space for the new mech, the world expands to allow it, and you can instantly mount it. Commanding the mech instead of piloting it takes a free action, and it can act independently following your orders and your orders only.
P5: The Ultimate Dog
While many herald you as the great destroyer, you are more than just death and destruction. You gain Blindsight, Blindsense, Truesight, and lifesense at a range of a mile as long as you can smell and hear, and can sniff out the alignment of any creature. The fur on your back is hardened, letting you have as many Legendary Resistances as your constition modifier. As long as you have these legendary resistances, your Ultimate Tank feature that lets enemies share the same damage you were dealt can be used each round, requiring no long rests to recharge.
P6: Guardian of Riestelen
They mistake your mech for a mountain in the hidden island, and god help anyone who dares challenge it. Your mech attacks hit unerringly, and each hit is followed by a 9th level destructive wave using your spell save dc. All aoe spells are canceled out if they include the mech, and don't take effect, getting automatically counter spelled by its self defense systems. The mech can discern changelings no matter what boons or abilities they have to disguise themselves, forcing all of them within a mile to default to their true form should the mech be commanded to reveal them.
P7: Hound of War
Your ability to stand against all inspires your fellow dogs, making you the alpha of the pack as they recognize your valor. All allies within 60ft of you have a +30 to strength and dexterity checks, skill checks, attack rolls, damage rolls, and saves. They gain thp equal to your hp, and auto pass all saving throws. You can cast a shield spell that can't be countered and creates a barrier of magical force the size of 10 miles, deflecting all attacks and spells to the allies behind you. Your telekinetic mind can shove not only creatures, but entire landmasses. There is no more save dc, and the force of the shove can be up to a mile, bypassing immunity to forced movement.
P8: Twilight Titan
Your Archanomech is a capable of smashing the very particules that make up the universe. Each attack deals damage equal to the target's HP, setting it at 0. All ranged attacks aimed at you get stuck in an infinite loop of space between you and the ranged attack, making it never hit and instead having the projectile stuck in place. The invulnerability defenses cannot be bypassed or dispelled. The mech no longer requires an action or bonus action to command or pilot, it now can do all it's operations as a free action. It's pilot seat also counts as a spelljamming helm, able to lift and take landmasses out in a safe bubble atmosphere for you to carry on your back.
Previous Versions
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8/8/2024 6:08:55 AM
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8/19/2024 12:49:07 AM
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9/11/2024 5:07:31 AM
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