You can't make it hover, I don't think. Additionally, you can manifest it within 15 feet, but it can't leap from midair.
Huarache pulls out a small, intricate cog and inserts it into the small of his back, starting a small hum as lines on his armor begin to glow. "I think this'll work. I think. I really hope I'm not about to regret those words. I've tested this. I can do this," he says, more to himself than anyone else. The palms of his gauntlets and the soles of his boots begin glowing as he slowly levitates into the air twenty feet up, then lowers himself, the armor's hum quieting. He then uses this to get to the third platform. He takes a breath, then gets a running start and flings himself to platform seven, his armor glowing as he throws himself to the platform, the arcane engines supporting him. He turns around to face the party and gives a thumbs up, then continues to the other side of the chasm. "It works well! I don't know how to get the rest of you across unless you're fine with riding across in my bag.
OOC: DM, if you think the armor is too powerful, then I will gladly work with you to nerf it, but I would have waited anyway to long rest and cast Levitate on someone so Huarache could throw them across the gap.
Does it scale st higher levels? I got 15ft from the character sheet. It won't work here though. Corliss is the brain that would have told you this: (it may have come up already) there is an antimagic field around the treasury. It extends to a distance about 10ft beyond the edge of the floating island.
"You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you"
Huarache: make a DC25 Intelligence check for modding the suit to do that stunt. Add your proficiency bonus, since you are proficient with smith's tools and tinkers tools.
"You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you"
She can manifest the echo 15 feet away from her yes, she can then move the echo for another 30 feet.
"You can mentally command the echo to move up to 30 ft. in any direction (no action required)", "in any direction" to me means vertically as well. I don't think it says anywhere the echo can't hover. I did some looking up and, per Jeremy Crawford, "The echo created by an Echo Knight doesn't have a speed, and the knight can move the echo in any direction, including into the air. The echo can hang out wherever you move it."
But, the echo is magical, so it wouldn't be able to pass. If Omiy moves her echo towards the treasury she would have seen her echo is destroyed half way across, and she'll figure there's a barrier of some sort before she hops back.
edit: Huarache executes the action he described, just waiting on a skill check to see if there are complications. In the meantime, anyone can do anything else simultaneously. We can call it an hour to make the adjustments in case a short rest would help or you would likewise try to devise something - these things would happen at the same time.
Huarache's crossing is successfull, his legs merely wobbling a bit as he touches down on solid rock a few feet before the treasury. The doors slide open horizontally with a soft hiss revealing a cluttered room largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead energy cells, and the like.
Huarache: Please make a perception check.
(Anyone else is free to act. Poke around or try to cross, etc.)
This post has potentially manipulated dice roll results.
The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. The <span;>controls appear to have been constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket.
Treasure: • 515 cp, 11,215 sp, 1,925 gp, and 85 pp stored in various containers and coffers
• 425 tiny gemstones worth 1 gp each, 44 small gemstones worth 10 gp each, 15 small gemstones worth 50 gp each, and a black pearl worth 500 gp
• Three potions of healing, one elixir of health, and a manual of golems (flesh).
• An ornate wooden case carved with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe.
• A suit of Heward’s hireling armor
• Components of value to tinkers, inventors, or artificers, worth 1,500 gp
• Kwalish’s lab notes, worth 2,000 gp from the Cartophile or any other sage
The components and notes left behind by Kwalish include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further exploration of the mountains, and building an ambulatory craft capable of crawling up and down mountainous slopes.
Alongside countless dead energy cells spread across this area, the characters find 5 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the monastery’s power and moved elsewhere.
<you can attempt to deactivate the antimagic shield>
Huarache also finds another brain in a jar. It is silent, but does not look damaged. It's anatomy is not humanoid, it is much darker in color and a bit larger than the others, maybe 20-30%. There is a small dark red round jewel embedded in the base. Along the edge where the glass meets the base blue light shines. You can see the base is linked to a hub protruding from the floor above the place where the engine sits sputtering beneath the treasury as observed from the outside.
[Would anyone care to try joining Huarache across the gap?]
From the edge near the spire where the monastery is embedded, it's entrance around d the other side of the crag, those looking down spot a hu died feet below you,, small objects floatingin the air, slowly circling the monastery. The glint as they catch the dawn's light.
(Anybody not currently in a building have binoculars similar? If not, you can just try an investigation check)
Huarache will take the components and lab notes, pocketing the black pearl to use as a component for Identify, which he will ritual-cast on the strange brain to try and find more info about it. As for the notes on mechanical bodies, he will investigate the methods of building those, as well as the flying machine so as to leave the cursed monastery behind (and to get the remaining brains out).
Huarache will take the components and lab notes, pocketing the black pearl to use as a component for Identify, which he will ritual-cast on the strange brain to try and find more info about it.
You might want to try just pushing the button and asking it. It won't bite.
If you want to use identify, the swords you got from the bodyguards might be worthwhile targets.
Edit: Huarache speaks Gnomish! There are stylized letters embossed on the jar near the jewel that read: "Glin"
Well, Huarache didn't know that it doesn't bite. He will also ritual-cast Identify on the monks' swords; that was on his to-do list, but for now, he has finished casting it on the brain, and the information he has received after eleven minutes is "Pushing the button activates this item," so he does so.
I would also like to note that I haven't actually been able to cast Identify until now (my bad for casting it before; I always forget about the material component); it needs a pearl >100GP in value, but I have that now, so I can definitely cast it.
If she gets over successfully, she just sees Huarache sitting there with a pearl and his fur standing on end.* "There is so much in here, even if the monks cleared out most of the valuable magic items. There's gold, gemstones, a pearl -- which I'm keeping -- and this brain, which I need the pearl for. I also found Kwalish's lab notes, and there's a way to build mechanical bodies for the brains, as well as a flying machine to get out of here when it's time to do so. This brain is labelled Glin, which is Gnomish for 'sound' or 'voice,' so I'm eager to see what this is."
*I flavor Artificer Identify-casting as the character running a low-voltage electrical current through the item. The pearl has magical properties and is piezoelectric (produces a charge when compressed and/or heated (yes, pearls actually are piezoelectric, which I had to google)).
It extends 10 feet past the island, so if you can get to the seventh disk, you can just jump across the next three without magic. Additionally, I guess I don't get to cast Identify unless the field is only around the treasury and not throughout it. Wile, what is the case?
You can't make it hover, I don't think. Additionally, you can manifest it within 15 feet, but it can't leap from midair.
Huarache pulls out a small, intricate cog and inserts it into the small of his back, starting a small hum as lines on his armor begin to glow. "I think this'll work. I think. I really hope I'm not about to regret those words. I've tested this. I can do this," he says, more to himself than anyone else. The palms of his gauntlets and the soles of his boots begin glowing as he slowly levitates into the air twenty feet up, then lowers himself, the armor's hum quieting. He then uses this to get to the third platform. He takes a breath, then gets a running start and flings himself to platform seven, his armor glowing as he throws himself to the platform, the arcane engines supporting him. He turns around to face the party and gives a thumbs up, then continues to the other side of the chasm. "It works well! I don't know how to get the rest of you across unless you're fine with riding across in my bag.
OOC: DM, if you think the armor is too powerful, then I will gladly work with you to nerf it, but I would have waited anyway to long rest and cast Levitate on someone so Huarache could throw them across the gap.
Shonisaurus, Artificer Enthusiast
Does it scale st higher levels? I got 15ft from the character sheet. It won't work here though. Corliss is the brain that would have told you this: (it may have come up already) there is an antimagic field around the treasury. It extends to a distance about 10ft beyond the edge of the floating island.
"You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you"
Huarache: make a DC25 Intelligence check for modding the suit to do that stunt. Add your proficiency bonus, since you are proficient with smith's tools and tinkers tools.
She can manifest the echo 15 feet away from her yes, she can then move the echo for another 30 feet.
"You can mentally command the echo to move up to 30 ft. in any direction (no action required)", "in any direction" to me means vertically as well. I don't think it says anywhere the echo can't hover. I did some looking up and, per Jeremy Crawford, "The echo created by an Echo Knight doesn't have a speed, and the knight can move the echo in any direction, including into the air. The echo can hang out wherever you move it."
But, the echo is magical, so it wouldn't be able to pass. If Omiy moves her echo towards the treasury she would have seen her echo is destroyed half way across, and she'll figure there's a barrier of some sort before she hops back.
edit: Huarache executes the action he described, just waiting on a skill check to see if there are complications. In the meantime, anyone can do anything else simultaneously. We can call it an hour to make the adjustments in case a short rest would help or you would likewise try to devise something - these things would happen at the same time.
25 for the INT check (+6 INT, +3 proficiency, +3 tool expertise (Artificer 6)).
Shonisaurus, Artificer Enthusiast
Huarache's crossing is successfull, his legs merely wobbling a bit as he touches down on solid rock a few feet before the treasury. The doors slide open horizontally with a soft hiss revealing a cluttered room largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead energy cells, and the like.
Huarache: Please make a perception check.
(Anyone else is free to act. Poke around or try to cross, etc.)
18 for Perception.
Shonisaurus, Artificer Enthusiast
The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. The <span;>controls appear to have been constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket.
Treasure:
• 515 cp, 11,215 sp, 1,925 gp, and 85 pp stored in various containers and coffers
• 425 tiny gemstones worth 1 gp each, 44 small gemstones worth 10 gp each, 15 small gemstones worth 50 gp each, and a black pearl worth 500 gp
• Three potions of healing, one elixir of health, and a manual of golems (flesh).
• An ornate wooden case carved with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe.
• A suit of Heward’s hireling armor
• Components of value to tinkers, inventors, or artificers, worth 1,500 gp
• Kwalish’s lab notes, worth 2,000 gp from the Cartophile or any other sage
The components and notes left behind by Kwalish include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further exploration of the mountains, and building an ambulatory craft capable of crawling up and down mountainous slopes.
Alongside countless dead energy cells spread across this area, the characters find 5 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the monastery’s power and moved elsewhere.
Energy cells can't be recharged.
Sam “lots of shines yess” then finds the notes of ke “I found Kew scribbles”
Ooc can some do the money math
<you can attempt to deactivate the antimagic shield>
Huarache also finds another brain in a jar. It is silent, but does not look damaged. It's anatomy is not humanoid, it is much darker in color and a bit larger than the others, maybe 20-30%. There is a small dark red round jewel embedded in the base. Along the edge where the glass meets the base blue light shines. You can see the base is linked to a hub protruding from the floor above the place where the engine sits sputtering beneath the treasury as observed from the outside.
[Would anyone care to try joining Huarache across the gap?]
From the edge near the spire where the monastery is embedded, it's entrance around d the other side of the crag, those looking down spot a hu died feet below you,, small objects floatingin the air, slowly circling the monastery. The glint as they catch the dawn's light.
(Anybody not currently in a building have binoculars similar? If not, you can just try an investigation check)
Huarache will take the components and lab notes, pocketing the black pearl to use as a component for Identify, which he will ritual-cast on the strange brain to try and find more info about it. As for the notes on mechanical bodies, he will investigate the methods of building those, as well as the flying machine so as to leave the cursed monastery behind (and to get the remaining brains out).
Shonisaurus, Artificer Enthusiast
You might want to try just pushing the button and asking it. It won't bite.
If you want to use identify, the swords you got from the bodyguards might be worthwhile targets.
Edit: Huarache speaks Gnomish! There are stylized letters embossed on the jar near the jewel that read: "Glin"
https://eldamo.org/content/word-indexes/words-g.html
Well, Huarache didn't know that it doesn't bite. He will also ritual-cast Identify on the monks' swords; that was on his to-do list, but for now, he has finished casting it on the brain, and the information he has received after eleven minutes is "Pushing the button activates this item," so he does so.
I would also like to note that I haven't actually been able to cast Identify until now (my bad for casting it before; I always forget about the material component); it needs a pearl >100GP in value, but I have that now, so I can definitely cast it.
Shonisaurus, Artificer Enthusiast
Leann activates her winged boots and flies over the gap.
If she gets over successfully, she just sees Huarache sitting there with a pearl and his fur standing on end.* "There is so much in here, even if the monks cleared out most of the valuable magic items. There's gold, gemstones, a pearl -- which I'm keeping -- and this brain, which I need the pearl for. I also found Kwalish's lab notes, and there's a way to build mechanical bodies for the brains, as well as a flying machine to get out of here when it's time to do so. This brain is labelled Glin, which is Gnomish for 'sound' or 'voice,' so I'm eager to see what this is."
*I flavor Artificer Identify-casting as the character running a low-voltage electrical current through the item. The pearl has magical properties and is piezoelectric (produces a charge when compressed and/or heated (yes, pearls actually are piezoelectric, which I had to google)).
Shonisaurus, Artificer Enthusiast
I thought there was an anti-magic field around the treasury.
It extends 10 feet past the island, so if you can get to the seventh disk, you can just jump across the next three without magic. Additionally, I guess I don't get to cast Identify unless the field is only around the treasury and not throughout it. Wile, what is the case?
Shonisaurus, Artificer Enthusiast
Huarache: just hold on to your pearls, these spell components are consumed with casting.
LeAnn flies over the gap, but 10ft from the edge, the boots cease to work. (Huarache did not attempt to deactivate the shield)
As she falls, she manages to grab onto the edge of the rock wirh the treasury sitting atop it., straining to hold on by her fingertips.
Make an athletics check DC20 (I know this seems steep, but I looked into it and apparently this is harder to do than I first guessed)