Much of the tower is mechanical with steam vents, cabling and metal woven into the organic appearances of the adversaries (minus Machine). This could allude to being made from the same power that built Kefka’s Tower, or the industrial power of the Gestahlian Empire that both created Kefka and which he destroyed.
Machine (CR 20)
XP 307,200
NE Large outsider (Archfiend, Boss, Machina)
Init +17; Senses blindsense 120 ft., superior optics; Perception +35
Defense
AC 47, touch 33, flat-footed 33 (+24 natural, +1 dodge, +13 Dex, -1 size)
hp 1142 [1384] (27d12+150), Force Field (270 hp, fast healing 27)
Fort +17, Ref +30, Will +20
Hardness 20;
Immune ability damage, ability drain, berserk, bleed, blind, burning, confuse, construct traits, curse, daze, deprotect, deshell, disease, drenched, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, poison, sap, silence, squalled, static, stun, weighted, zombie;
Resist Fire 20, Ice 20, Water 20; SR 31
Weakness Critical hits and Lightning
Offense
Speed –
Melee 2 Claws +39 (3d6+18)
Ranged 2 Integrated Chain Guns +35 (9d6/x4)
Special Abilities Delta Attack
Special Attacks Absolute Zero, Atomic Rays, Combined Arms, Diffractive Laser, Gravity Bomb, Plasma Lance, Rockets Plus, Suppressing Fire, Tek Laser
Space 10 ft., Reach 10 ft.
Burst Mode Barrier
Statistics
Str 46, Dex 36, Con -, Int 30, Wis 30, Cha 30
Base Atk +22; CMB +41; CMD 64
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (Claw), Improved Initiative, Improved Natural Attack (Claw), Lightning Reflexes, Mobility, Weapon Focus (Chain Gun)
Skills Appraise +37, Diplomacy +27, Disable Device +43, Intimidate +27, Knowledge (Arcana, Engineering, Geography) +40, Perception +35, Sense Motive +35, Use Magic Device +37
Languages Common
SQ Construct Improvements
Special Abilities
Absolute Zero (Su)
Once every 1d4+1 rounds as a standard action, machine takes a deep breath and releases it in a sigh, and as he does so, the very air itself around him begins to freeze. For 1 minute, all creatures who come within a 30 ft. radius of machine take 30 ice damage that ignores immunity and resistance, and must make a Fortitude save (DC 33) or be Frozen for 1 minute. Creatures who are already Frozen when taking damage from this aura have the duration of the effect, if any, refreshed. Blue mages may learn this ability as a 9th level spell ( Knowledge: Engineering or Technology DC 33).
Atomic Rays (Su)
Once every other round as a standard action, machine shoots out beams of bright red lights up to five targets within 120 foot range. This is considered a ray effect and if it hits (+34 touch), it deals 15d6 points of fire damage. It also reduced the targets fire resistance by 10 but with a successful Fortitude save (DC 33) can reduce the damage by half and negate the reduce fire resistance.
Barrier (Su)
Once below 50% health (692), This Burst Mode lets Machine reboot his Force Field and go into defensive mode. For a number of rounds equal to 1 + 1 round for every four HD, machine gains it’s force field back at double it’s normal rate (540). It’s fast healing is increased to 54 and does not go away even if the force field is destroyed. It gains reflect and shell III while the force field is up. This limit break requires only a swift action to activate.
Construct Improvements (Ex)
Machine’s bonus hit points based on size is 5 times higher than normal.
Combined Arms (Su)
When taking a full attack action, machine can attack with melee and ranged integrated weapons simultaneously.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. Machine’s core can process scrap metal into new ammunition, effectively giving machine infinite ammo with these weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Delta Attack (Su)
Once every 1d4+1 rounds as a standard action, machine’s target is engulfed by glowing triangles within 100 feet away. That target must make a Fortitude save (DC 33) or have the Petrified status effect.
Diffractive Laser (Su)
Once every other round as a standard action, machine shoots out beams of bright yellow lights up to five targets within 120 foot range. This is considered a ray effect and if it hits (+34 touch), it deals 15d6 points of lightning damage. It also reduced the targets lightning resistance by 10 but with a successful Fortitude save (DC 33) can reduce the damage by half and negate the reduce lightning resistance.
Force Field (Ex)
Machine is sheathed in a thin layer of shimmering energy that grants it 270 bonus hit points. All damage dealt to a gamma with an active force field is reduced from these hit points first. As long as the force field is active, the gamma is immune to critical hits. Machine’s force field has fast healing 27, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Gravity Bomb (Ex)
Once every 1d2+1 rounds as a standard action, machine may fire a glowing purple bomb at a single target up to a range of 120 feet. This ability functions exactly like Gravity (Fortitude DC 33). The save DC is Intelligence-based.
Plasma Lance (Ex)
Once every 1d2+1 rounds as a standard action, machine may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 24d6 points of plasma damage [half fire and half lightning] (Reflex DC 33 halves). The save DC is Intelligence-based.
Rockets Plus (Ex)
As a standard action, machine can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 8d6 points of fire damage and 8d6 points of bludgeoning damage to all creatures in the area (Reflex DC 33 halves). Machine carries a maximum of ten rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.
Superior Optics (Ex)
Machine can see invisible creatures and objects as if they were visible.
Suppressing Fire (Ex)
As a standard action, machine can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.
Tek Laser (Su)
As a standard action, machine can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save (DC 33) for half damage. Those failing the Reflex save must make a Fortitude save (DC 33) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology DC 23).
Magic (CR 20)
XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +14; Senses Blindsense 120 ft.; Perception +36
Defense
AC 34, touch 19, flat-footed 24 (+15 natural, +10 Dex, -1 size)
hp 660 [880] (20d12+200)
mp 233
Fort +22, Ref +22, Will +27
DR 20/epic and good;
Immune ability damage, ability drain, berserk, bleed, blind, burning, confuse, critical, curse, daze, death, deprotect, deshell, disease, drenched, doom, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, sleep, slow, squalled, static, stun, weighted, zombie;
Resist All 40 except Earth; SR 31
Weakness Earth
Offense
Speed –
Melee Slam +29 (3d6+15)
Space 10 ft., Reach 10 ft.
Special Abilities Elemental Barrier
Burst Mode Arcane Master
Spells Known (FC CL 20th, concentration +33)
0th (DC 23) – Bleed, Dark Orb, Detect Magic, Elemental Orb, Holy Orb, Read Magic
1st (DC 24) – Aero, Blizzard, Dark, Fire, Light, Ruin, Sleep, Stone, Thunder, Water
2nd (DC 25) – Aero II, Blizzard II, Dark II, Fire II, Light II, Poison, Silence, Stone II, Thunder II, Water II
3rd (DC 26) – Aera, Aero III, Bio, Blizzara, Blizzard III, Dark III, Darkra, Dispel, Fira, Fire III, Haste, Light, Lightra, Sleepga, Slow, Stone III, Stonera, Thundara, Thunder III
4th (DC 27) – Aero IV, Blizzard IV, Dark IV, Fire IV, Frog, Holy, Light IV, Poisonga Ruinra, Stone IV, Thunder IV, Water IV
5th (DC 28) – Aeroga, Bioga, Blizzaga, Bright, Burn, Crush, Darkga, Drain, Drown, Firaga, Freeze, Gloom, Gravity, Poisionja, Shock, Sleepja, Slice, Stonega, Thundaga, Waterga
6th (DC 29) – Abyss, Arise, Burst, Confusion, Flare, Flood, Glacier, Greater Dispel, Hastega, Holy II, Quake, Rasp, Ruinga, Silenceja, Slowga, Syphon, Tornado
7th (DC 30) – Auto-Raise, Bioja, Bright II, Burn II, Crush II, Drainra, Freeze II, Gloom II, Graviga, Reflect, Shock II, Slice II, Stop
8th (DC 31) – Abyss II, Burst II, Flare II, Flood II, Glacier II, Holy III, Mass Confusion, Quake II, Tornado II
9th (DC 32) –Drainga, Gravija, Hasteja, Reflectga, Slowja, Stopga
Statistics
Str 30, Dex 30, Con 30, Int 36, Wis 36, Cha 36
Base Atk +20; CMB +31; CMD 51
Feats Combat Casting, Empower Spell, Extend Spell, Extra MP, Improved Initiative, Intensified Spell, Iron Will, Maximize Spell, Silent Spell, Quicken Spell
Skills Appraise +36, Bluff +36, Diplomacy +36, Disable Device +30, Heal +33, Intimidate +36, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion) +33, Knowledge (Planes) +36, Perception +36, Sense Motive +36, Survival +33, Use Magic Device +36
Languages All
SQ Bypass Spell Resistance, Counter Magic
Special Abilities
Arcane Master (Su)
Once below 50% health (440), This Burst Mode lets Magic get control over his master of the arcane arts. For a number of rounds equal to 1 + 1 round for every four HD, magic can cast two spells using one standard action. Both of the spells must have the same standard action casting time. Magic can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. Magic receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. This limit break requires only a swift action to activate.
Bypass Spell Resistance (Ex)
Once every 1d2+1 rounds as a swift action, Magic’s command of magic is such that he may unravel a creature’s natural resistance to magic. Magic may reduce a target’s spell resistance by 20 for 1d6 rounds, once per round per target. In addition, Magic ignores energy resistance equal to 20.
Counter Magic (Ex)
Anytime an opponent attacks Magic with a magic, he can make an attack of opportunity with a spell of the same spell level. He may make a number of additional attacks of opportunity for this instance, 3 times per round. He cannot counter attack the same opponent twice. If he is silence, he can only use this once per round.
Elemental Barrier (Su)
Once every 1d2+1 rounds as an immediate action, magic can shield himself from elemental damage, gaining an additional 40 Elemental Resistance equal to the elemental shield number to all elements (earth, fire, holy, ice, lightning, shadow, water, and wind) for the round.
Power (CR 20)
XP 307,200
NE Large outsider (Archfiend, Boss, Native)
Init +17; Senses Blindsense 120 ft.; Perception +32
Defense
AC 46, touch 32, flat-footed 33 (+14 natural, +10 deflection, +13 Dex, -1 size)
hp 902 [1144] (22d12+308)
Fort +26, Ref +26, Will +20
DR 20/epic and good;
Immune ability damage, ability drain, bleed, blind, burning, confuse, critical, curse, daze, death, deprotect, deshell, disease, drenched, doom, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, poison, sap, silence, squalled, static, stun, weighted, zombie;
Resist Earth 30, Ice 30, Water 30; SR 31
Weakness Shadow
Offense
Speed –
Melee Slam +40 (4d6+33)
Special Attacks Critical Attack, 10-Hit Combo
Space 10 ft., Reach 10 ft.
Burst Mode Beast Mode
Statistics
Str 46, Dex 36, Con 36, Int 10, Wis 24, Cha 30
Base Atk +22; CMB +41; CMD 64
Feats All-Consuming Swing, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Natural Attack (Slam), Improved Vital Strike, Power Attack, Toughness, Vital Strike
Skills Bluff +35, Intimidate +32, Knowledge (planes) +25, Perception +32, Sense Motive +32, Use Magic Device +22
Languages Common
SQ Counter, Long Distance
Special Abilities
10-Hit Combo (Ex)
Upon his death, power will release ten slam combo against whoever struck the killing blow, if they’re not within melee range. He will use long distance for all 10 strikes.
Beast Mode (Su)
Once below 50% health (572), This Burst Mode lets Power lose control of himself, going into a complete rage. For a number of rounds equal to 1 + 1 round for every four HD, power goes into a rage gaining a +2 bonus on melee attack rolls, melee damage rolls, and Will saving throws but takes a –2 penalty to his Armor Class. He also gains 140 temporary hit points. These temporary hit points are lost first when a character takes damage. While in a rage, he cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). He also gains haste. This limit break requires only a swift action to activate.
Counter (Ex)
Anytime an opponent attacks Power, he can make an attack of opportunity. He may make a number of additional attacks of opportunity equal to 13. He cannot counterattack the same opponent twice. A helpless power (such as one who is unconscious or paralyzed) does not gain the benefit of this ability, but can use this ability while flat-footed. This ability does not stack with Combat Reflexes. If they’re out of range he uses Long Distance instead.
Critical Attack (Ex)
As a standard action, power can inflict more pain than normal. If they succeed at hitting with their slam attack, the damage is 4d6+33 x 1.5 for total damage.
Long Distance (Ex)
Whenever no one is within melee range, power can swing his fist releasing a power fist to his target within 120 ft. If he hits (+35 ranged), he will inflict 4d6+33 points of non-elemental damage.
Tiger (CR 20)
XP 307,200
LE Large Magical Beast (Archfiend, Boss)
Init +14; Senses Blindsense 120 ft.; Perception +35
Defense
AC 39, touch 19, flat-footed 29 (+20 natural, +10 Dex, -1 size)
hp 990 [1232] (22d12+352)
Fort +28, Ref +23, Will +23
DR 20/epic and good;
Immune ability damage, ability drain, bleed, blind, burning, confuse, critical, curse, daze, death, deprotect, deshell, disease, drenched, doom, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, silence, sleep, slow, squalled, static, stop, stun, weighted, zombie;
Resist Earth 30, Fire 30, Lightning 30; SR 31
Weakness Ice
Offense
Speed –
Melee Bite +40 (4d6+22)
Special Attacks Flare Star, Northern Cross, Southern Cross, Zombie Fang
Space 10 ft., Reach 10 ft. (15 ft. with Bite)
Burst Mode Eastern Cross
Statistics
Str 40, Dex 30, Con 40, Int 16, Wis 30, Cha 24
Base Atk +22; CMB +38; CMD 58
Feats Ability Focus (Flare Star), All-Consuming Swing, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Vital Strike, Power Attack, Toughness, Vital Strike
Skills Bluff +29, Diplomacy +29, Intimidate +29, Perception +35, Survival +32
Special Abilities
Eastern Cross (Su)
Once below 50% health (616), This Burst Mode empowers Tiger’s attacks and abilities, letting him use his abilities more effectively and deadly. For a number of rounds equal to 1 + 1 round for every four HD, all lightning and wind inflicted by him and his allies bypass immunity and reduce those resistances by 20. This also increases his dodge AC by 5 and gives him 2d6 points of lightning damage onto his bite attack. He gains a reflective air shield around himself that deals 2d6 points of wind damage to all those who strike him melee wise also those who use range attacks on him have a 25% chance to be deflected. This limit break requires only a swift action to activate.
Flare Star (Su)
Once every 1d4+1 rounds as a standard action, with a great flash of searing light, Tiger reduces his opponents to ash. All enemies within a 20 ft. radius of him take 15d10 fire damage, with a Reflex save (DC 33) for half damage. Those who fail the saving throw are prompted to make a Fortitude save (DC 33) or be brought to -1 hit points and left dying. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).
Long Distance (Ex)
Whenever no one is within melee range, tiger can swing his fist releasing a power fist to his target within 120 ft. If he hits (+31 ranged), he will inflict 4d6+22 points of non-elemental damage. He can also use any of his abilities at a maximum of four times the normal range however that adds on one additional round to the cooldown.
Northern Cross (Su)
Once every 1d3+1 rounds as a standard, Tiger will summon a 30 ft.-radius blizzard in a select area completely freezing all those who fail their Fortitude save (DC 31). Every target can be trapped in solid ice 22 inches thick. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 22 points of ice damage each round it is helpless or entangled in the ice.
The ice has hardness 0 and 66 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 32) or Escape Artist skill check (DC 37). Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Southern Cross (Su)
Once every 1d3+1 rounds as a standard action, Tiger will summon a 30 ft.-radius firestorm on a selected target within 60 ft. away, completely burning their foes.
Enemies within the radius take 15d8 points of fire damage (reflex for half) [DC 31], and then must make a secondary save or be inflicted with the burning status, taking 1d12 fire damage per round. If a target fails the save against the burning effect they may make a save on the following rounds until they succeed to remove the status. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Zombie Fang (Ex)
Once every 1d2+1 rounds as a standard action, Tiger bite his opponent. If he hits (+40), he deals 5d6+22 points of bludgeoning/slashing damage that inflicts the Zombie status effect unless they make a Fortitude save (DC 36) to negate the effect.