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Fireworks Mastery for Pathfinder

There are some great fireworks in Ultimate Equipment and Player Companion: Alchemy Manual. Jumping jenny’s, flame fountains, and so on. A lot of them can even do damage or cause effects, which is cool for adventures. But, sadly, they all have a very narrow range of character levels when they are useful, and that is both sad and limiting. While it makes sense for off-the-shelf fireworks, characters who are adventuring experts with explosives (alchemists in particular) are missing out on great, thematic, cinematic options by the non-scaling nature of fireworks.

So, given the season, we proudly present: The Pyrotechnist Discovery!

Pyrotechnist (Alchemist Discovery)

You can double the range (but not area) of any firework you use. When you set off a firework, you may expend one use of your bombs to add the bomb damage to any damage the firework does. You may not use any other talent that alters bomb damage when you do this. Also, any save DC of the firework uses its base DC or a DC of 10 +1/2 your ranks in Craft (alchemy) plus your Intelligence bonus, whichever is higher.

When you set off a firework, you can make a Craft (alchemy) check to focus the sounds and light from the explosion to specifically startle up to one creature per rank in Craft (alchemy) you have, no two of which can be more than 30 feet apart, all of which must be able to see or hear the firework. The DC of this check is the same as a Bluff check to feint the targets (make a single check and compare it to all the targets). Once you have attempted this ability, the DC to startle any creature who saw or heard the attempt goes up by +5 for 24 hours.

Additionally, you can alter the color, sound, and shape of fireworks in ways that have no effect on their range, size, or impact on the environment, but that can be used to convey concealed messages. Whenever you set off a firework you can convey secret messages (as the function of the Bluff skill) of up to 10 words by making a Craft (alchemy) check. Anyone who sees the firework can attempt to make a check to interpret your message, using Craft (alchemy) or Sense Motive, whichever of their skills has a lower bonus. If you have a chance to confer with a group for 5 or more minutes in advance about what message you will send them with fireworks, the DC for anyone else to understand increases by +20.

Finally, if you can cast spells or use alchemist extracts, you can always sacrifice a spell slot, prepared spell, or alchemist extract of 1st level or higher to cast snapdragon fireworks or pyrotechnics as a spell-like ability (using your caster level or alchemist level as the caster level, and calculating any save DCs as you do your spells or extracts).

This discovery can also be taken as a talent or feat by any character with a class feature that creates bombs.

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Cinematics: Transforming Boss Villains

Boss villains in adventure fiction sometimes have multiple forms in their final fight. Perhaps the apparently frail mastermind of the heroes ills becomes a towering mass of rage and muscle after being stabbed a few times. Maybe the disgusting mass of dead flesh is more cocoon than fat ghoul and attacking it just helps birth the true undead within. Maybe the psycho killer is a werewolf, who is about to become a werewinterwolf. Or maybe the villain just hasn’t let you see his Final Form yet.

The point is, sometimes you want a way for a villain to change their game stats after taking a certain amount of damage, so the fight keeps going but the paradigm changes, giving the PCs a more complex experience.

The simple way to do this is to pick a series of pre-existing creatures and reskin them as the various stages of your main villain. In most cases I recommend keeping them of the same type and subtype, though you can just change all the monsters you select to act as the same type and subtype. There can be exceptions to this for story reasons—perhaps the Fourfold Guardian specifically goes from air to earth to fire to water—but for the most part it makes the most sense if a monstrous humanoid remains a monstrous humanoid, even if you use the stat blocks for a hobgoblin, ape, and winter wolf to represent three evolving forms.

I recommend keeping all the forms picked with the easy-to-challenging CR spread of the PCs, and honestly within 2 CR of one another.

Once you have picked your forms and made any needed adjustments, just have the PCs face them in turn. When one “form” is knocked unconscious, killed, or destroyed, the boss villain moves to a new form. You can have it appear to fall dead and then stand again on its next turn, which is good for villains with just two forms, especially if the first is a typical mortal and the second is undead or outsider. Or you can not tell the PCs they’ve “killed” the first form, and just have the villain assume the second form as a free action at the beginning of its next turn. Or, you can have the villain enter a “transformation sequence” when it is killed, and take a full round action to assume the new form on its next turn, being immune to all effects and attacks until that time since it’s in metamorphosis. Which makes the most sense depends on your monster’s background and reason for being multi-formed.

Once it is in the new form it is no longer affected by any old conditions, effects, or penalties, and the fight continues.

When determining treasure for the encounter, add the treasure values of all the things the PCs killed and use that for your loot pool. When determining the XP reward, add the XP gained from the highest CR form you used, plus 50% of the XP of each form after the highest CR, to get the total XP gained by the encounter. Don’t just add all the XP together like you would if the PCs had to face all these monsters at once, because the monsters can’t team up, all act at the same time, flank, spread out, and so on. Treat the encounter as having a CR equal to a CR closest to this XP total.

For example, Scraggle is an unpleasant fey creature that lives at the edge of town and terrorizes local children. When attacked, Scraggle fights using the stat block of a derro, When killed, Scraggle lies dead until its next round… and then stand again having become Scragifulous as a result of his weird fey magic. Scragifulous uses the stat block for a drow noble, it’s “Intermediate Form.” When THAT form is killed, you describe the screams of rage and constantly growing bulk, and make it clear not new attacks seem to have any effect until the fey’s next turn, when it becomes Scragulon, filled with rage and Strength and now using the stat block of an ogre. The scraggle encounter is 800 XP for the ogre, +400 XP for half the drow noble, +400 XP for the derro, or 1600 XP, or CR 5.

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Cinematics: Iron Dragon Archetype

Iron Dragon

Inspired by nothing in particular, here is the Iron Dragon, an archetype for the brawler.

Bend Like A Reed in the Wind (Ex): At 1st level, gain the monk’s AC bonus, as a monk with a class level equal to your brawler level.
This replaces proficiency with light armor and shields and the brawler’s AC bonus.

Iron Dragon Heart (Su): You gain a ki pool with 1 ki. By spending 1 point from his ki pool,  you can increase your speed by 20 feet for 1 round, or give yourself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This replaces martial flexibility.

Iron Dragon Fist (Ex): At 2nd level, and every 3 levels thereafter, you gain a bonus feat. You must meet its prerequisites, and must select a ki feat or a style feat. Alternatively, you may select a feat which can be used a limited number of times per day and can be used more often by monks, such as Elemental Fist, Perfect Strike, Punishing Kick, or Stunning Fist, or a feat with such a feat as a prerequisite. If selecting a feat that can be used more often by a monk, you can ignore any BAB or level prerequisites.

This replaces brawlers bonus combat feats.

Iron Dragon Sense (SU): At 3rd level you gain brawler maneuver training, but it applies only to your CMD, not your CMB.

This modifies brawler maneuver training.

Iron Dragon Soul (Su): at 4th level your ki pool from iron dragon heart becomes a full ki pool, as the monk class feature, of a monk with a level equal to your brawler level.

This replaces knockout.

At 5th and higher level, you may select a ki power as a monk with the qinggong monk archetype of a level equal to your brawler level. Each power replaces a bonus feat, awesome blow, close weapon mastery, or improved awesome blow. You also gain one such power at 6th, 10th, 12th, and 20th level (because you already gave up martial flexibility).

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Pulp Hero Names

I love pulp heroes.

I love coming up with hero names and ideas.

You see where this is going.

It’s TOUGH to come up with a pulp or even golden age hero name that have the classic pulp feel, don’t suck, and comic fans don’t recognize as being from something else.

So no promises on these, and I may use them myself someday, but here are some pulp-era hero names I’ve not found in use in comics or pulp stories and that don’t seem to be trademarked… along with the concepts I personally used them with.

Armor Man
Nothing Can Hurt Him. Nothing Can Stop Him. Nothing But The Truth.
Armor Man is one of the great heroes of the later Pacific Theater campaign, using his fully covering custom Automatic Rotary Manual Operation Rig, and it’s amazing defensive properties of green steel construction, to save the lives of thousands of marines during the island-hopping fighting. Everyone knows that, and everyone knows (despite never having seen him, and only hearing his mechanically amplified voice) he’s a rich and famous industrialist, likely of New England decent, likely Hardwick Steele, who the press often call “Hard Steel.”
But Armor Man isn’t Hard Steel. Or of New England descent. Or a man.
Instead she is Tomoko “Tom” Hajiro, a genius and courageous warrior whose family was interned during WWII by the US government for their Japanese heritage. Though Hajiro managed to avoid the camps as a result of traveling when the orders came down, she was unable to interest the U.S government in any inventions by a woman or an Asian-American. Wishing to help defeat the evil of fascism, Hakiro turned to Hardwick Steel, the fairly deplorable man who bought her family’s property when they discovered that if it was stored with the government, the US would honor no claim for loss, and offer no insurance for damage. An opportunist, Hardwick took advantage of Hajiro’s genius to build a massive industrial company and helped her build the ARMOR suit and go off fighting toward the end of the war, in the hopes she’d get killed.
She didn’t. She became a national hero, in her role as Armor Man.
Now that the war if over, Armor Man remains a national hero, dealing with Super Science Villains and International Crime Leagues. As long as Hajiro keeps inventing for Hardwick, he’s happy to keep funding her heroic efforts. He can’t expose her without risk of being exposed as a fake and fraud himself (and losing his chief source of new inventions), and she has seen and heard what common American men say about both Japanese and women when they think none are present, and fears what the government would do if it discovered she has duped it, heroically while only doing good, for years.

Crime Basher
Justice Never Sleeps
The man who became Crime Basher was a veteran of WWI who took a piece of shrapnel from an experimental chemical bomb to his skull. It caused him to never sleep, and never need to sleep, and almost never grow tired.
Upon his discharge after the war, the veteran discovered corruption had taken over his big city home, and no one was doing anything about it. Already a combat expert, and now able to work during the day and still stay up to fight crime all night, he assumed the blue-color working-man’s hero identity of Crime Basher, and used his hard fists (and a pair of weighted-knuckle gloves) to punch crime in the face!

Donny Brook
He doesn’t start fights. He ends them.
Domhnall “Donny” Brooke doesn’t mean any harm. He just doesn’t like to see people get picked on. It makes him sore. And so he does something about it. Usually involving hitting things with whatever is handy.
But he happens to also be the reincarnation of the Thulian Age warrior-god Anextiomarus, also known as the Champion of Protection. So when he gets sore, bullies get even MORE sore. He can usually just beat people up, but he IS a reincarnated god. He is always a little strong, and a little tougher, and a little better fighter than the strongest, toughest, most dangerous person present.
But he can still be outnumbered, and he’s not that smart.

Katherine (Kate) “Blaze” Carson
She’s Out of the World!
Blaze Carson is an adventurer’s adventurer. She’s not a masked hero, but she is an ace pilot (with her own custom tricked-out Bell P-59B Airacomet and a massive Dornier Do X seaplane she uses as a mobile headquarters). She’s also a crack shot, drover, anthropologist, master of Bartitsu (which she learned directly from Edward William Barton-Wright), fencer, engineer, deep sea diver, and detective.
She’s also been to the Moon and Mars, where she faced and defeated the MondReich and Aresites, respective, but she doesn’t talk about that much.
Though she kept the ray gun.

The Scarlet Shadow
Crime Makes Her See Red!
The Scarlet Shadow is Lilibeth Jefferson, the oldest daughter of a large family that has had in every generation numerous men become police and soldiers. Growing up she learned everything her brothers learned, but when they went to academies and military programs, she was packed off to school. She became a determined chemist and aided in the creation of new munitions toward the end of the war, but couldn’t get any real science job after the war ended and men came home.
She took a position as a detective’s secretary, and discovered she was better at the job than he was. When he was investigating a case involving strange substances she tailed him and saved his life when an experimental chemical bomb went off. The mix of chemicals didn’t kill her, but gave her the power to create the Scarlet Mist, a thick red fog she can see through (even at night), but which block’s anyone else’s vision. Armed with this power, and a red trench coat and fedora and twin 1911a Colt .45s, she has become the greatest detective in America, the person you go to when everyone else is stumped.
The detective she saved, Mason Alder, has become her chauffer and assistant.

Sky King
The Highest of High Adventure!
I’ll be honest, Sky King is a Rocketeer pastiche, though he works with a group of Stratoknights and has a mountaintop base called “Avalon” and an airship named ” Llamrei.”

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Roller Dungeon

So here is the idea:

Dungeon speed runs as a team sport, on roller skates. “Roller Dungeon Team T-Shirts” optional, but the Absalom Abyssals Woman’s Speed Destruction Team is my favorite.

EVERYONE is on roller skates. Heroes, monsters, gelatinous cubes… everyone.

The Rules

Every PC must have half their levels in barbarian, brawler, cavalier, fighter, investigator, kineticist, monk, ninja, rogue, or slayer.

For these mandatory class levels, you get +4 skill points per level, and the Skating skill. Also, any class that has Ride replaces it with Skating.

Skating works like Ride, but your “mount” is a pair of skates that take your space. Anything you could do on a mount, you can instead do on skates. All skates have a 30 foot move rate and, like a mount, if you control your skates without taking an action, you get a full action.

Skates are never battle-trained mounts, unless you would get a mount as a class feature like cavaliers).

All dungeons should be 2 CR lower than the APL *your spellcaster assistance has been limited after all, and you are making speed runs).

You only get full XP and treasure for a combat or trap encounter if you finish it in 5 rounds or less. For every round more than that, you lose 25% of your XP and treasure. An encounter begins when you become aware of it, so scouting eats into your time. If you complete an encounter in less than 4 rounds, you get a 10% treasure bonus for each round less time you take.

It’s assumed you have an audience, so Performance combat is an option.

Combine with DungeonBall! or X-Crawl as desired.

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Cinematics: Strange Incantations

Strange Incantations

While magic can come from many sources (arcane, divine, and psychic being the best known), and many schools (from abjuration to transmutation), it can also be influenced by the inherent mystic nature of beings of a strongly eldritch nature. While power drawn from true gods is nearly always divine, and power inherited from the most powerful mortal beings (such as dragons) tends to be arcane, and power drawn from the planes is psychic, there is a category of mid-range beings that can influence all forms of magic, without changing that inherent nature. These creatures include archdevils, daemon harbingers, demon lords, and empyreal lords, collectively known as Primarchs in eldritch circles.

It is possible to call upon the power of a Primarch, without worshiping or venerating that being, using words and gestures known as “Strange Incantations.” As this is a form of calling on the inherent magical power of a being it is often seen as similar to sorcery (since sorcerers call on their own interior power), but as it calls upon near-divinities, it is sometimes referred to as “Supreme Sorcery.”

A spellcaster can gain access to Strange Incantations by expending a feat slot. This allows the successfully use of Strange Incantations three times per day (failed attempts do not count against this total), and allows the caster to select one Primarch that can be invoked with the incantations. Each additional feat slot expended adds +3 successful uses per day and one additional primarch that can be called on. A character can take one feat selection worth of Strange Incantations in place of a two arcanist exploits, a bloodline power, domain ability, hex, revelation, school ability, a type of bardic performance, or 2 uses/day of wild shape.

A Strange Incantation requires both verbal and somatic components, even if the spell normally doesn’t (even if you are using psychic magic). You cannot bypass this requirement with Still Spell or Silent Spell, and can’t use Strange Incantations when entangled, grappled, silent, or unable to speak in a clear and loud voice. While the words of the Strange Incantation may be spoken in any language the invoker understands, they must include the name of the Primarch and some aspect of that being related to the spell being modified or the way it is being adjusted by the invocation. For example, if drawing upon the Destruction aspect of a Primarch, a Strange Invoker might add “By the Bloody Bandages of Sanguinus!” to a spell’s verbal components, while adding motions of wrapping his hands around his forearms to the somatic components.

When using a Strange Incantation, you must make a Spellcraft check (to modify your spell on-the-fly) and a Knowledge (planes) check (to properly connect the mystic powers of your spell to the planar powers of the Primarch you invoke). The DC of these checks is 15 + (double spell level), and if you are forced to make a concentration checks as a result of taking damage, the Strange Incantation checks take a penalty equal to half the damage you took.

If either skill check fails, you lose the spell. If both succeed, you can add or alter an effect to the spell based on the domains granted by the Primarch you invoke with the incantation, as detailed below. If you change a spell’s damage type using Strange Incantations, the spell loses any descriptor tied to its old damage type, and gains the descriptor appropriate to its new damage type. If the spell had some effect tied to its damage type (such as cold damage also freezing a floor), as determined by the GM, that additional effect does not occur.

Air – Increase a movement speed granted by a spell by 5 feet; or change a spell’s damage to electricity.

Animal – When casting a harmless spell that grants a bonus to one or more creatures, select one creature to gain a +2 enhancement bonus to one ability score of your choice; or target an animla with a spell that normally only targets humanoids.

Artifice – Instead of the spell’s normal effect, grant one object (or one 5-foot-cube worth of a Large or bigger object) bonus hardness equal to the spell’s level and temporary hit points equal to 5 per spell level, all with a duration of 10 minutes per caster level; or if granting an object a bonus (such as with magic weapon), increase that bonus by +1.

Chaos – The save DC for the spell becomes 5 +1d10 + spell level + appropriate ability modifier, rather than its normal calculation; or spell can be used as a dispel magic against any lawful spell.

Charm – If the target fails a saving throw against the spell, it also takes a penalty equal to half the spell’s level (rounding up) to any one skill you select for 1 minute/caster level; or if the spell is a charm effect and a spell of 3rd level or higher if the target fails it save it is also subject to a modify memory spell but only to modify the past 2 rounds.

Community – If the spell is an instantaneous area spell you can exclude one creature or object in the area from the spell’s effect; or if the spell is a harmless spell that targets 3 or more creatures you may add one to the number of creatures it can target.

Darkness – If using a darkness spell, increase its spell level by 2 when determining how it interacts with light spells; alternatively lower the light level by 1 step in an radius equal to the spell’s level x 5 feet for 1 round.

Death – Cause a spell that targets one or more creatures to target an undead even if the spell does not normally target creatures of the undead type; or cause a spell that allows a saving throw to cause targets that fail their save against the spell to be fatigued for 1 round.

Destruction – Any creature or object reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust; or if the spell deals hit point damage it deals additional damage equal to its spell level to all affected creatures.

Earth – Change a spell’s damage type to acid; or grant targets of a harmless spell fire DR/adamantine equal to half the spell’s level for 1 round per 2 spell levels.

Evil – Cause a spell to deal half damage but be untyped magic damage; or cause a spell that allows a saving throw to cause targets that fail their save against the spell to be shaken for 1 round.

Fire – Change a spell’s damage type to fire; or grant targets of a harmless spell fire resistance equal to double the spell’s level for 1 round per spell level.

Glory – Select one creature that failed its save against the spell and make a Spellcraft check to demoralize that target (as if making an Intimidate check); or for a harmless spell allow one target of the spell currently suffering a fear affect that allowed a saving throw to make a new save against the effect (ending the fear on a successful save).

Good – Select one target of a harmless spell, you may reduce one of your saving throw categories by an amount equal to the spell’s level, and grant half that amount to the target as a bonus on the same save (both penalty and bonus lasting for a number of rounds equal to the spell’s level); or gain information on targets of the spell harmed by it or that fail a saving throw against it as if you had observed them for 3 rounds with a detect evil spell.

Healing – For conjuration (healing) spells that do not restore hp damage, the spell now restored hp damage equal to its spell level; or for harmless spells the target or targets gain temporary hit points equal to half the spell’s spell level (these last for 1 minute, and do not stack with themselves).

Knowledge – Make a Spellcraft check to identify one creature harmed by the spell or that failed a saving throw against it (as if making the appropriate Knowledge skill check, and gaining new information if you have already made such a Knowledge check); or gain information on targets of the spell harmed by it or that fail a saving throw against it as if you had observed them for 3 rounds with a detect magic spell.

Law – Any random value generated by the spell (such as a fireball’s 1d6/caster level damage) can instead be automatically set to average result instead of rolling it; or spell can be used as a dispel magic against any chaotic spell.

Liberation – Select one target of a harmless spell to gain a bonus to Escape Art checks equal to the spell’s level for 1 round; or select one target wearing armor that fails a save or take damage from the spell – its armor is loosened and provides 2 less AC bonus (minimum AC bonus of 0) until rearranged as a full round action.

Luck – Once a day cast a spell as a swift or immediate action against a foe that rolls a 1 on a skill check or saving throw.

Madness – Cause a creature that is damaged by the spell or fails a save against it to be confused for 1 round per 3 levels of the spell; or allow a single target of a harmless spell that is already confused to roll twice and take their preferred result when rolling for confusion (for a duration of 1 round per level of the spell).

Magic – Counterspell as if you had improved counterspell (or if you do have it, you may counterspell with a spell of the same level and school); or cause the SR of a creature damaged by or failing a save against your spell to have its SR reduced by 1 for a number of rounds equal to the spell.

Nobility – As a standard action discharge a spell slot to reduce the time needed to use Diplomacy to influence a creature’s attitude by 1 round per level of the spell; or select one creature that fails a save against a charm spell and make a diplomacy check (DC 20 + target’s CR) for it to become friendly to you after the charm ends (though if it’s attitude toward you ever decreases due to your actions, it immediately goes to hostile).

Plant – Target a plant with a spell that does not normally target creatures of the plant type; or select a target of a harmless spell to gain DR/slashing equal to half the spell’s level, but also gain vulnerability to fire.

Protection – Select one target of a harmless spell, you may reduce one your AC by an amount equal to the spell’s level, and grant half that amount to the target as a dodge bonus to AC (both penalty and bonus lasting for a number of rounds equal to the spell’s level); or select a target of a harmless spell and split any one energy resistance you have with that target for a number of rounds equal to the spell’s level.

Repose – Select a creature killed or destroyed by your spell and creatures attempt to raise that target as an undead must overcome SR equal to the spell’s level plus half your caster level; or ignore one undead’s resistance or energy immunity from your spell’s damage.

Rune – Cast the spell as a rune (as the blast rune ability of the Rune domain, but instead of dealing damage the rune causes your spell to go off) – you can only have one rune spell active at a time; or cast one language-dependent spell without it being language-dependent (though the target must still have some language).

Strength – One target that is damaged by your spell or fails a save against it provokes an attack of opportunity from the strongest foe adjacent to the target (and in then immune to this ability for 24 hours); or grant one target of a harmless spell a bonus on Strength checks and Strength-based skill checks equal to the level of the spell, for one round per spell level.

Sun – If using a light spell, increase its spell level by 2 when determining how it interacts with darkness spells; alternatively increase the light level by 1 step in an radius equal to the spell’s level x 5 feet for 1 round.

Travel – At the end of the spell teleport to be adjacent to a target that was damaged by the spell or failed a saving throw against it, as if you had used dimension door, with a maximum distance of ten feet per level of the spell; alternatively for one target of a harmless spell increase its base move by 10 feet for a number of rounds equal to the spell’s level.

Trickery – Force anyone observing the spell to make a Will save (DC 15 + half your caster level + the spell’s level) or any Spellcraft check made reveals a different spell you can cast (selected by you); or grant any one target of a harmless spell a bonus to Stealth checks equal to the spell’s level for one round.

War – Target one troop or swarm with a spell that normally only targets individual creatures; or grant one target of a harmless spell a bonus equal to the spell’s level to the next roll it makes to confirm a critical within 1 round per spell level.

Water – Change a movement speed granted by a spell to a swim speed; or change a spell’s damage to cold.

Weather – select one creature that is damaged by your 1st level or higher spell or fails a saving throw against it and make a special trip attack (d20+caster level+spell level) as winds attempt to knock the target down; or grant one target of a harmless spell cover for 1 round as it is wrapped in fog.

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Cinematics: Supreme Wings of Flying

Cinematics are little ideas that draw (often obvious) inspiration from geek-themed movies.

Supreme Wings of Flying

Slot shoulders; Aura strong transmutation; CL 20th; Weight 2 lbs.


A more potent version of the wings of flying, the cloaks that become supreme wings of flying are considered minor artifacts. There is significant debate among sages on how such cloaks come into existence. Some theorize they are typical flying cloaks that have been worn by heroes so great, some part of the power of the magi and sorcerers who wear them is absorbed by the cloak. Others believe they are relics created by powerful spellcasters to serve as more than mere magic items.

In addition to functioning as typical wings of flying, supreme wings of flying are also capable of some independent action. For a number of minutes per day equal to the owner’s HD, supreme wings of flying can act one of two ways. It can grant the owner an armor bonus (equal to half the wearer’s HD) when the owner is not using it to fly (even if the owner is not wearing it, though it does have to be adjacent).

Alternatively, it can act as a creature summoned from a summon monster spell with a spell level equal to half the owner’s HD (minimum 1st level spell, maximum 9th level). The cloak gains only a single bludgeoning attack rather than the mimicked creature’s normal attacks (using the damage and attack bonus of the mimicked creature’s best melee attack), does not gain any movement rate other than ground speed and flight, and does not gain any special attacks, special defenses, spell-like abilities, spellcasting, or supernatural abilities of the mimicked creature.Rather than the mimicked creature’s type, treat the minor artifact as a construct. If the minor artifact takes enough damaged to knock unconscious or kill the creature it is mimicking it looses the ability to act in any way magical for 24 hours, but it otherwise unharmed.

The cloak need not use the full duration of these abilities at once, but it does have to use them in 1-minute increments. It can choose to use these abilities on its own, if its owner is in line of sight and is grappled, stunned, dazed, staggered, entangled, or unconscious. If it mimics a creature strong enough to carry its owner, it may do so and fly while doing so.

Supreme wings of flying cannot be bought or sold — they choose who owns them, and once made that choice does not change until that owner dies, is destroyed, or leaves the supreme wings of flying behind for more than a year and a day. In general if a character of 5 HD or more rolls a 20 on a d20 check in the presence of supreme wings of flying with no owner, that creature can make a DC 20 Charisma check. On a successful check, the creature impresses the cloak enough to be selected as its new owner.

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