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Chapter 16 by JackSimth JackSimth

To do what?

Summon Familiars

There's a combo I want the money to do:

First, summon my familiar. Having a valet will help with crafting, making it go much faster. Second, get a second familiar via the Extra Familiar feat (I'm getting the first via Ethe Extra Combat Talent feats, which I can get from Heroics, which doesn't have the same recursion limits as Enable Function... it's just limited to combat feats). Third, by using Borrowed Power, I can pick up Transformative Familiar and have them treated as intelligent magic items, which I can enchant up with standard Intelligent Magic Item powers. And as they can be considered magic items… I can make my familiars my Heirloom and Legendary Item… and that permits some VERY significant cheddar later, as the Dedicated Purpose powers can get insane… I'm looking at the “Item can use a 7th-level spell at will” one…which will cost 163,800 crowns in supplies to get both of them done, plus whatever else I add. Still… it is just money, and I should be able to get that together sooner or later. At the base, though, I just need eight hundred gold crowns’ worth of supplies for the two Familiar rituals, that amount of money is trivial thanks to the tricks I can pull, and that will get me enough to do the tricks with Mythic… which will improve my build significantly.

I collect my money and buy the supplies I'm after (including two mundane animals: An Owl and a Hawk. As familiars, one gives a bonus to sight based Perception in low light or darkness, the other in bright light: Either way, I get the same bonus, provided I keep both nearby). I then take it all back to the ship, and begin the ritual to bind the first of the two to myself…

…which takes eight hours each. So I'm still working when the rest of the party arrives… and goes to bed… and makes some rather distracting noise… and goes to sleep. I am finally done a little after they get up in the morning.

Alice greets me first, “So… why two birds?”

“For one stone,” I chuckle at the poor joke, “Actually, it's because I am scheduled for both a Legendary item and an Heirloom, and I can do a little mixing and merging via Transformative Familiar.” I stretch, “Which I need to invest in them now…” A few uses of Borrowed Power later, and they're both rings on my fingers. A little concentration, and they're Mythic.

For the Hawk, I focus on utility: Eternal Bond and Soul Safe give me another get out of **** card: I'll just reform 24 hours later (faster than my built-in). It's even a Persistent ability, so I keep them if I stop being Mythic for some reason (such as Charles dying). Metamagician so I can apply metamagic feats to spells for the cost of Mythic power (which is free). Undetectable so nothing finds me when I'm invisible. Returning twice so I can simply call for her across the planes and have her on my finger. Flexible Bond so I can quietly tag another dozen people to automatically return to life after a day.

For the owl, I go pure power. She's already Intelligent, but I grab the Intelligence option eight times anyway, because that lets me load her up with spellcasting. The first is just a tax, but the other seven each grant five levels of spells. So I go with Wish (3/day for double the cost of once per day), Dominate Monster, and Trap the Soul. She'll be a little genie on my finger, able to bend creatures to my will, bind them into gemstones, and grant my wishes… and as she's a creature, I can target her with Heroic Fortune to recharge her. So those abilities are essentially at-will as long as I'm there (I went with Wish as a 3/day anyway due to the possibility of us getting separated: Intelligent items can activate their own powers, so this means she can solve her own problems if needed… which means anyone stealing her will have a VERY bad day, she can return to me on her own, or she can fetch me from wherever I am… including raising me from the dead if needed). Oh yes, and I make the utility one my item Familiar, so she grows that way too. There's no reason I can't invest the free ranks from Enable Function for Open Minded in things like Craft(Basketweaving) to get the skill bonuses in things I'll actually use up to the limit.

Of course I also buff both familiars to high heaven; Share Spells even let me ignore type restrictions and use personal spells, so they get nearly as good of buffs as I do.

And then I get to work crafting for all of us. We have around sixteen thousand out of the sale of loot, which works out to four grand of materials. I can turn that into eight grand of magic items… and we don't need the basic number boosters (my spells will cover anything in range of what I could craft). So we get an Eidolon Anchoring Harness for Brian (it makes him largely immune to things like Banishment, which would otherwise be very troublesome for him), a few Pages of Spell Knowledge for Alice (for use with Use Magic Device to get spells she otherwise couldn't from other classes - there's a few discounted gems on the partial caster lists), Charles gets a Robe of Components and a Hat of Disguise. Me? Glyphbane Gloves. They allow - once a day - reprogramming a writing-based trap… and those **** tattoos are essentially writing-based spell traps - of which I'm carrying four. Sure, I'll be able to just cast it myself in a few levels… but this is something I can do NOW for when I want to pull a very nasty surprise on someone.

Now, all the crafting takes a few days (and by doing mine first, I can drop the royalty thing from my **** tats and attune them to me while I'm handling the other crafting tasks). With both of my familiars working with me, and soaking the penalty to work quickly, I can make it all in a little over a week.

And then we need to figure out what to do next….

How's that handled?

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