Item: Final Scalecloak
Fashioned from a swath of Mogaru's red-and-black hide and trimmed with Agyra's rough scales in green, blue, and white, this cloak draws upon the power of both kaiju, but at considerable cost. Any kaiju within a 5-mile radius of the Final Scalecloak can sense the presence and nature of the item, and can also determine whether it's being worn by a mortal. This sense grows stronger as the item and kaiju near one another, until the kaiju can pinpoint exactly where the cloak is and who currently possesses it.
When worn, the Final Scalecloak grants you resistance 15 to physical and precision damage, immunity to electricity, and a Fly speed of 60 feet. You are unaffected by strong winds while flying.
Activate—Commune with Kaiju 2 (concentrate, manipulate, primal)
Frequency once per day
Effect Spend a Mythic Point; you gain the effects of a 6th-rank Telepathy spell but can use it only to communicate with Gargantuan animals and beasts. Most kaiju are hostile toward you for wearing the Final Scalecloak, however, requiring great effort to calm them enough to have a conversation.
Activate—Embody the Storm 2 (concentrate, manipulate, primal)
Frequency once per hour
Effect Spend a Mythic Point; a nimbus of crackling electricity surrounds you for 1 minute. You gain a +4 status bonus to AC against ranged projectiles that are at least partly made of metal. If a foe attempts to Strike you with an unarmed attack or melee attack with a weapon at least partly made of metal, that creature takes 3d10 electricity damage (DC 40 Basic Reflex save).
Destruction The Final Scalecloak is torn to shreds if the wearer is struck by an attack or effect from both Agyra and Mogaru within the same round.
Trait Effects
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
Related Items
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|---|---|---|
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| Anima Robe (Heroic) | 20 | Unique |
| Apocalypse Seed | 20 | Unique |
| Chromatic Robe (Greater) | 20 | Rare |
| Doomsday Door | 20 | Rare |
| Guiding Star Orb (Heroic) | 20 | Unique |
| The Avalanche | 20 | Unique |
| The Bear | 20 | Unique |
| The Beating | 20 | Unique |
| The Betrayal | 20 | Unique |
| The Big Sky | 20 | Unique |
| The Brass Dwarf | 20 | Unique |
| The Carnival | 20 | Unique |
| The Courtesan | 20 | Unique |
| The Cricket | 20 | Unique |
| The Crows | 20 | Unique |
| The Cyclone | 20 | Unique |
| The Dance | 20 | Unique |
| The Demon's Lantern | 20 | Unique |