Geomorphic Manipulators
Straight from the heart of the Rhulic mechno workshops comes a device ideally suited for those taking a trip into the dark underworld beneath their feet. Based on the theorys and principals of ambient magic energy found in all natural materials (a science better explored by the ios.), and the process of thaumatic resonance, this prototype has earned a certain popularity amongst the wealthy Rhulic prospectors in the Glass Mountains. Equally effective when used for mining, exploration and subterranean defence, it provides many solutions to age old problems. As long as your accumulators hold out against this thirsty engine, it can provide the ability to punch tunnels into solid rock, manipulate stone like putty, and slam shut a mineshaft in the blink of an eye.
This device consists of a neat and polished rhulic convergence engine housing on a tooled leather harness, with two coils of inductive cable running up the wearers back and down each arm to a large softly glowing alchemical gauntlet. The gauntlets themselves are inscribed in the rhulic fashion with the reinforced fingers shaped like the digging claws of a mole. Scalloped black iron gives them a heavy immovable appearance that seems to drag at the air around them. When active they pulse with a warm firelight glow from the vents around the forearm and shiver the air around the fingers like a heat haze. If used as weapons, these gauntlets can be treated as masterwork spiked gauntlets.
By closing each hand into a clenched fist three times and then curling the fingers into claws as a standard action, the wearer can plunge their hands into solid stone as if under the effect of a stoneshape spell, allowing the manipulation and reforming of solid rock as if it were thick clay. This effect ends when the activation sequence is repeated in reverse or when the accumulator runs out of charges (which is more dangerous, as it could leave your hands encased in stone). This power draws 1 charge from the accumulators per 10 cubic feet of rock. [minimum of 1 charge per activation]
By slapping each gauntlet against opposite stone walls with palms facing inward, then bringing them together in a strained clapping motion; the wearer can cause a 1ft section of a 10ft by 10ft opening to seal itself shut as a full round action. Any partial blockages are pushed to one side of the constriction or other, if fully blocked by a large object or creature the corridor will not close until the obstruction is removed. It requires a Escape Artist check [DC 20] to struggle past the sealed section, or a Strength Check [DC25] to force the walls apart and end the effect. A successful dispel magic or knock spell opens the constriction and it can be dug through like normal material of its type. However once created the effect remains permanently in place until dispelled, broken or tunneled through. It is also hard to tell that the passageway once continued beyond the seal, a Spot check [DC 20] is required to notice the effect in the first place. Each use of this power draws 3 charges from the accumulator.
By holding one palm flat to a wall or similar surface and punching it with the other hand as a standard action, the wearer can bore a perfectly circular [8ft radius] tunnel 30ft into the material, which remains active for 13 hours before the resonance fades and the material unphases. Worked metal or Ore deposits cannot be bored through in this fashion, the tunnel stops when it meets such material, but continues to phase out stone around it if there is space to do so, often leaving a exposed deposit or metal girder partially blocking a tunnel. Each use of this power draws 3 charges from the accumulator.
The final and most impressive thaumic resonance requires the wearer to hold each palm open, and curl each finger from little finger inward to thumb into a fist in sequence as a standard action. Once this is complete the gauntlets give out an audible hum, and the warm orange glow from the alchemical coils increases, shedding as much light as a candle. Much like the first power, the wearer can plunge their hands into solid stone as if it were thick mud. However instead of manipulating the material, the wearer can cause a huge stoney hand to erupt from any connected surface made of rock, mud, sand, or soil within 50ft. This hand acts as a large simulacra of the wearers own hand (left or right) and can be used to make attacks, grapple, manipulate objects and just about anything else you could use a giant rock hand for. This power draws 2 charges from the accumulators for every minute it is activated, deactivating it requires the activation sequence to be repeated in reverse as a standard action (again should the accumulator run dry there is a danger of getting a hand stuck in solid stone). A ‘hand’ may be relocated by the wearer once per round as a move action, by removing the relevant gauntlet from its surface and plunging it back in again with the next location in mind. Each ‘hand’ has the following statistics:
Medium Magical Construct
AC: 18
Hardness: 8
HP: 40
Strength: 24
Dexterity: 10
Attack: [wearers base attack / grapple] +3*
Damage: 1d6+7
* -4 for overall awkwardness in directing the hands
| Item | Cost | Weight |
| Convergence Engine | ||
| Engine Housing | 300gp | 3lb. |
| Plate, Stoneshape |
9900gp | 1lb. |
| Plate, Earthlock |
1650gp | 1lb. |
| Plate, Passwall |
16500gp | 1lb. |
| Plate, Stony Grasp | 4950gp | 1lb. |
| Alchemical Gauntlets | 9600gp | 2lb. |
| Mechanika Triggers |
2600gp | 0lb. |
| Hybrid Socket | 450gp | 5lb. |
| Conductive Cables | 2000gp | 1lb. |
| Conduiting | 13000gp | 2lb. |
| Total | 61000gp* | 17lb. |
*does not include accumulator
2 Comments »
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#1 | Comment #16303 by AnimaRaptor on October 15, 2010 @ 10:58 pm
Btw, never got to mention how awesome this post is. Btw, I dont recognize 3 out of the 4 spells here, where’d you get out of them?
#2 | Comment #16304 by TT on October 16, 2010 @ 1:56 am
the spell compendium. earthlock (2nd lvl abjur sor/wiz) is p75 and stony grasp (3rd lvl trans sor/wiz) is p209