Obly99
Hero
Well I'm back. This anomaly is based on the Rail Zeppelin of the Fate franchise with some abilities taken from the Phantom Train of Pathfinder Unlocked. More than a fighter, this anomaly work as a train to move in the Pleroma between universes.
Ethereal mist fills the air surrounding this train. A huge smokestack rises from the top of it, spewing out the smoke and steam that are the by-products of whatever otherworldly methods are used to keep this colossal iron beast running.
Beyond Alignment (N) Titanic construct (anomaly)
Init +305 (Always First); Senses blindsight, cosmic consciousness (universe), darkvision, low-light vision, see in darkness, true seeing, x-ray vision; Perception +619
Aura divine (1,280 miles, DC 302)
DEFENSE
cannot be hit AC 1,498, touch 496, flat-footed 1,288 (+100 deflection, +105 Dex, +64 divine, +105 dodge, +64 foresight, +64 insight, +1,002 natural, –16 size)
hp 1,076,160 (320d1,000+38,720) x3; fast healing 61,440; regeneration 20,480 (Expression of Power [Effect], Omnific Might, or Transcendental Might)
Fort +809, Ref +758, Will +809
Defensive Abilities all-around vision, cosmic string, energy absorption (fire), energy reflection (electricity), unceasing; DR 20,480/–; Immune ability damage and drain, acid, cold, energy drain, mind-affecting effects, sonic, death from massive damage, construct traits, Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space, Dead Magic zones; Resist Multiversal hazards; PR/SR 394, any spell which fails to penetrate the Rail Zeppelin spell resistance is reflected back upon the caster
OFFENSE
Speed Superluminar and Starflight (6d10 minutes); jump
Melee slam +1,106 (320d100+382)
Space 1 engine room and 30 wagons (see rideable); Reach 5 ft.
Special Attacks alter reality, destroy the stowaways, drive-by attack, evil toot, mystic eye projector, mythic surge 64/day (+64d6), smokestack, spotlight, trample through
STATISTICS
Str 520, Dex 220, Con –, Int 210, Wis 210, Cha 210
Base Atk +320; CMB +1,138; CMD 1,103 (cannot be tripped)
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Run, Toughness
Epic Feats Epic Toughness, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Superior Initiative
Skills All skills 515 + ability modifier;
SQ ego, ethereal tracks, rideable
Languages All languages (cannot speak)
SQ drones, maven, omnicompetenct, portfolio (double travel), predator of gods, predator of the multiverse, transcendental might, transcendental traits, universal mastery (transtemporeal), virtual size category +30, wanderer between the worlds
Rail Zeppelin renounce the Portfolios for triple its Divine slots and 144 feats for 24 extra slots
Divine Abilities
• Adjuration (Su): Summon up to 640 hit die of creatures per day (no single creature can have CR higher than 224)
• ApocryphaB (Ex): You are difficult to detect or scry
• Enlarge Aura x7 (Su): You divine aura is doubled
• Eternal Freedom (Ex): You are immune to spells and effects which impede movement
• Heavenly Mind (Ex): Cha as luck to attack rolls
• Heavenly Soul (Ex): Cha as luck to saving throw
• Invincibility (Ex): Fortitude save for negate damage
• Perfect Initiative (Ex): Always First
• Self Mastery (Ex): Your body parts can operate independently
• Seventh Sense (Ex): Reply a round
• Strong Mind (Ex): Str as insight to attack rolls
• Strong Soul (Ex): Str as insight to saving throw
• True SeeingB (Ex): You have True Seeing
• X-Ray VisionB (Ex): See through solid objects
• Uncanny Dodge (Ex): Dex modifier as dodge bonus to AC
Cosmic Abilities
• Abrogate (Su): You negate an enemies single greatest ability
• Apostasy (Su): You are beyond alignment
• Elusion (Su): You can use your reflexes to avoid blows
• Inner EyeB (Su): Always best die roll
• SlimpstreamB (Su): Unaffected by time effects or temporal travel
Transcendental Abilities
• Cosmic Presence (Su): Allies within your aura gain a cosmic ability
• Evil Eye (Ex): All enemies within your divine aura gain the worst possible dice results for all rolls
• Perfect Defense (Ex): Cannot be hit
• Transmortality (Ex): Cannot be killed
• True Invincibility (Su): Make a Fortitude save for negate assaults
Alter Reality (Su)
Once per round as a free action the Rail Zeppelin can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of a DC equal to 635 or less. Other use of this ability are GM’s discretion.
Destroy the Stowaways (Su)
Once per round as a free action the Rail Zeppelin can deals 10d1,000 damage to all creatures riding on top of or inside it. It can exclude any number of creatures from this attack.
Divine Aura (Su)
Rail Zeppelin has extreme divine aura (1,600 ft. + 160/HD). Rail Zeppelin can choose from the following effects each round as a free action.
Divine Traits (Anomalies) (Ex)
Rail Zeppelin gains a +64 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Rail Zeppelin’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Drive-By Attack (Ex)
When performing a charge action, the Rail Zeppelin can perform its attack at any point during its movement, and then continue its charge in a straight line, moving a total distance equal to its move speed. The Rail Zeppelin does not provoke attacks of opportunity from the target of a drive-by attack.
Drones (Ex)
The Rail Zeppelin has the ability to create one drone as a free action once per round inside one of its wagon. These drones are used as a staff by the Rail Zeppelin and use the statistics of a Townsperson (Pathfinder 44: Trial of the Beast), except for the following differences:
Ego (Ex)
Unlike other weak construct, the Rail Zeppelin has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution. It does not possess construct bonus hit points.
Ethereal Tracks (Su)
When moving, the Rail Zeppelin lays down ethereal tracks on the ground (or sky) in front of it, and can only follow those tracks. It can only move in a straight line on its turn, and can only change directions by up to 90 degrees when starting a new turn.
While inside a universe, unattended objects, barriers, and difficult terrain in the way of its tracks when they’re being placed down vanish temporarily into the Pleroma until the Rail Zeppelin finishes passing through them. However, objects that move onto the tracks after they’re placed do not vanish. Once the Rail Zeppelin finishes moving over its tracks, the tracks disappear, and whatever was sent to the Pleroma returns to where it was.
If the Rail Zeppelin is forcibly derailed from its tracks, the Rail Zeppelin and anyone riding on top or inside of it falls prone and takes bludgeoning damage as if hit by the Rail Zeppelin’s own slam attack. A Rail Zeppelin that is derailed ceases moving and cannot move again without first spending a full-round action to stand up.
This ability cannot be abrogated.
Evil Toot (Su)
As a standard action, once every 1d4 rounds, the Rail Zeppelin can produce a shrill note from its engine whistle, driving creatures who can hear it mad. All other creatures except drones and characters recognized as passengers by the Rail Zeppelin within 100 ft. of the Rail Zeppelin take 10d1,000 transcendental sonic damage and are confused for 1d3 rounds. A successful DC 462 Will save halves the damage and negates the confused condition. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.
Jump (Su)
The Rail Zeppelin can open portals through which to pass to reach other places in the Multiverse. This work like gate (planar travel option) except that it can also open on the same plane or other universes and only the Rail Zeppelin and creatures inside or riding it can benefit from the passage. The portal cannot be blocked by effects that barren extradimensional or extrauniversal travel (including a deity that prevents teleportation from or to his divine realm) unless generated by a Time Lord or equivalent in power. The portal close immediately after the Rail Zeppelin pass through it.
Mystic Eye Projector (Su)
The Rail Zeppelin can open the front of its engine room and reveal its Mystic Eye Projector, a powerful energy cannot. The Rail Zeppelin must consume a swift action every round for 3 consecutive rounds for charge its cannon. After finishing charging it, the Rail Zeppelin must fire its Mystic Eye Projector within 3 rounds or must start to charge again it from zero. After firing, the Mystic Eye Projector has a cooldown of 10 minutes. When firing, the Mystic Eye Projector generating in front of the Rail Zeppelin a line of 30 ft. high x 30 ft. wide and 10-miles long that deals 640d1,000 points of transcendental damage to creatures and unattended objects (DC 462 Reflex half). The save DC is Charisma-based.
Mythic (Ex)
Rail Zeppelin has Mythic Power (64/day, Surge +64d6) and counts as a 64th-rank Mythic creature. Rail Zeppelin can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Rail Zeppelin can also expend Mythic Power to use the augmented versions of these spells.
Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.
Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).
Rideable (Ex)
Enemy and ally creatures can safely stand on – or even inside – the Rail Zeppelin, riding it like a normal train. The Rail Zeppelin cannot perform melee attacks or use trample against an enemy that is riding on top of or inside it. A creature riding on top of or holding onto the side of the Rail Zeppelin is treated as though it is in an area of winds effect (strength determined by the DM’s in base at how fast the Rail Zeppelin is going). The movement of the Rail Zeppelin does not provoke attacks of opportunity to creature riding or holding into it or that are inside him.
A creature adjacent to the Rail Zeppelin can attempt to grab onto the side of it with a grapple check or a Climb check rolled against its CMD. A creature holding onto the side of it in this way can then climb up the side of the Rail Zeppelin; it’s 20 feet up to the roof where a creature can safely stand. The Climb DC for the exterior of the Rail Zeppelin is 20 (a slippery surface with handholds), and creatures holding onto it take a penalty on Climb checks from the wind equal to the normal one suffered to Fly checks.
The Rail Zeppelin is divided in engine room and wagons, each divided by an open space of 5 ft. on which there is a walkway for connect them. The Rail Zeppelin can open or close its hatches and doors at will and as a standard action completely repair a hatch or door, or with 3 full-rounds all hatches and doors.
This ability cannot be abrogated.
Smokestack (Ex)
As a swift action, once every 1d4 rounds, the Rail Zeppelin can emit a huge puff of smoke from its smokestacks, choking all creatures that are riding it, are inside its engine room or holding onto the side of it. All such creatures must make a DC 462 Fortitude save or become nauseated and blinded for one minute by the smoke. A creature that fails this Fortitude save must also make a DC 467 Reflex save or fall off the train, taking falling damage, unless it is inside the engine room. Creatures that do not breathe are not nauseated, but are still subject to the other effects of Smokestack. The Fortitude save DC is Charisma-based, and the Reflex save DC is Dexterity-based.
Spotlight (Ex)
As a swift action, once every 1d4+2 rounds, the Rail Zeppelin can fire a spotlight as a 100 ft. beam of light, originating from any square on the Rail Zeppelin’s space. This affects all creatures within a 100 ft. line. All creatures within the spotlight take 10d1,000 damage and 10d6 negative levels, and are blinded for 1 round. A successful DC 462 Reflex save halves the damage and negates the blinded condition. A successful DC 462 Fortitude save negates the negative level. This is a light effect; treat this as a 160th-level spell for the purposes of interactions between light and darkness effects. The save DC is Charisma-based.
Alternately, the spotlight is capable of shining into the engine room or a wagon, but if it does so, it affects only creatures inside the engine room or that specific wagon, instead of in a 100 ft. line.
Starflight (Su)
A normal anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye). In case of the Rail Zeppelin, the travel time is reduced to 6d10 minutes (6 minutes with Inner Eye), but usually the train simply use its Jump ability to reach instantly any place.
Trample Through (Ex)
When moving, the Rail Zeppelin can attempt to overrun creatures and objects in its path as a free action without provoking opportunity (though while inside a universe unattended objects that are initially in its path when it starts its movement are sent temporarily to the Pleroma and are not subject to this; only objects placed in the Rail Zeppelin’s path while it’s moving are subject to trample through).
It makes an overrun attempt against each creature in its path. On a success, it moves through that creature, and that creature takes 100d1,000+382 damage. Creatures targeted by trample through can make an attack of opportunity, but at a –4 penalty. If they choose to forego the attack of opportunity, they can instead make a DC 467 Reflex save to take only half as much bludgeoning damage. The save DC is Dexterity-based.
Any unattended object in the Rail Zeppelin’s path takes 100d1,000+382 damage, ignoring hardness, and is flung 3d6x100 feet in a random direction.
If a blockage on its tracks prevents the Rail Zeppelin from moving forward, such as by failing its overrun attempt against a creature, the Rail Zeppelin is forcibly derailed from its tracks (see ethereal tracks).
Transcendental Might (Ex)
Rail Zeppelin deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Rail Zeppelin HD.
Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment. Foresight and insight.
Unceasing (Ex)
The Rail Zeppelin is immune to effects that would slow or immobilize it or that would barren extradimensional or extrauniversal travel (like dimensional anchor or a Time Lord that close its Universe).
Wanderer Between the Worlds (Ex)
The Rail Zeppelin is always considered to be on its home universe, regardless of what universe it finds itself upon. It never gains the extrauniversal subtype.
Rail Zeppelin
Ethereal mist fills the air surrounding this train. A huge smokestack rises from the top of it, spewing out the smoke and steam that are the by-products of whatever otherworldly methods are used to keep this colossal iron beast running.
Beyond Alignment (N) Titanic construct (anomaly)
Init +305 (Always First); Senses blindsight, cosmic consciousness (universe), darkvision, low-light vision, see in darkness, true seeing, x-ray vision; Perception +619
Aura divine (1,280 miles, DC 302)
DEFENSE
cannot be hit AC 1,498, touch 496, flat-footed 1,288 (+100 deflection, +105 Dex, +64 divine, +105 dodge, +64 foresight, +64 insight, +1,002 natural, –16 size)
hp 1,076,160 (320d1,000+38,720) x3; fast healing 61,440; regeneration 20,480 (Expression of Power [Effect], Omnific Might, or Transcendental Might)
Fort +809, Ref +758, Will +809
Defensive Abilities all-around vision, cosmic string, energy absorption (fire), energy reflection (electricity), unceasing; DR 20,480/–; Immune ability damage and drain, acid, cold, energy drain, mind-affecting effects, sonic, death from massive damage, construct traits, Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space, Dead Magic zones; Resist Multiversal hazards; PR/SR 394, any spell which fails to penetrate the Rail Zeppelin spell resistance is reflected back upon the caster
OFFENSE
Speed Superluminar and Starflight (6d10 minutes); jump
Melee slam +1,106 (320d100+382)
Space 1 engine room and 30 wagons (see rideable); Reach 5 ft.
Special Attacks alter reality, destroy the stowaways, drive-by attack, evil toot, mystic eye projector, mythic surge 64/day (+64d6), smokestack, spotlight, trample through
STATISTICS
Str 520, Dex 220, Con –, Int 210, Wis 210, Cha 210
Base Atk +320; CMB +1,138; CMD 1,103 (cannot be tripped)
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Run, Toughness
Epic Feats Epic Toughness, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Superior Initiative
Skills All skills 515 + ability modifier;
SQ ego, ethereal tracks, rideable
Languages All languages (cannot speak)
SQ drones, maven, omnicompetenct, portfolio (double travel), predator of gods, predator of the multiverse, transcendental might, transcendental traits, universal mastery (transtemporeal), virtual size category +30, wanderer between the worlds
Rail Zeppelin renounce the Portfolios for triple its Divine slots and 144 feats for 24 extra slots
Divine Abilities
• Adjuration (Su): Summon up to 640 hit die of creatures per day (no single creature can have CR higher than 224)
• ApocryphaB (Ex): You are difficult to detect or scry
• Enlarge Aura x7 (Su): You divine aura is doubled
• Eternal Freedom (Ex): You are immune to spells and effects which impede movement
• Heavenly Mind (Ex): Cha as luck to attack rolls
• Heavenly Soul (Ex): Cha as luck to saving throw
• Invincibility (Ex): Fortitude save for negate damage
• Perfect Initiative (Ex): Always First
• Self Mastery (Ex): Your body parts can operate independently
• Seventh Sense (Ex): Reply a round
• Strong Mind (Ex): Str as insight to attack rolls
• Strong Soul (Ex): Str as insight to saving throw
• True SeeingB (Ex): You have True Seeing
• X-Ray VisionB (Ex): See through solid objects
• Uncanny Dodge (Ex): Dex modifier as dodge bonus to AC
Cosmic Abilities
• Abrogate (Su): You negate an enemies single greatest ability
• Apostasy (Su): You are beyond alignment
• Elusion (Su): You can use your reflexes to avoid blows
• Inner EyeB (Su): Always best die roll
• SlimpstreamB (Su): Unaffected by time effects or temporal travel
Transcendental Abilities
• Cosmic Presence (Su): Allies within your aura gain a cosmic ability
• Evil Eye (Ex): All enemies within your divine aura gain the worst possible dice results for all rolls
• Perfect Defense (Ex): Cannot be hit
• Transmortality (Ex): Cannot be killed
• True Invincibility (Su): Make a Fortitude save for negate assaults
Alter Reality (Su)
Once per round as a free action the Rail Zeppelin can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of a DC equal to 635 or less. Other use of this ability are GM’s discretion.
Destroy the Stowaways (Su)
Once per round as a free action the Rail Zeppelin can deals 10d1,000 damage to all creatures riding on top of or inside it. It can exclude any number of creatures from this attack.
Divine Aura (Su)
Rail Zeppelin has extreme divine aura (1,600 ft. + 160/HD). Rail Zeppelin can choose from the following effects each round as a free action.
- Death: Those within Rail Zeppelin’s aura must make a Fortitude save or die. Rail Zeppelin can only slay up to a total of 100 hit points for each of its own hit die per round (although it can choose which targets suffer first).
- Fear: Those within Rail Zeppelin’s aura must make a Will save or be panicked until they exit the divine aura and for 320 rounds thereafter.
- Insanity: Those within Rail Zeppelin’s aura must make a Will save or become permanently insane.
- Perfect Heroism: Allies within Rail Zeppelin’s aura gain a morale bonus on attack rolls, saves and skill checks equal to 64.
Divine Traits (Anomalies) (Ex)
Rail Zeppelin gains a +64 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Rail Zeppelin’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Drive-By Attack (Ex)
When performing a charge action, the Rail Zeppelin can perform its attack at any point during its movement, and then continue its charge in a straight line, moving a total distance equal to its move speed. The Rail Zeppelin does not provoke attacks of opportunity from the target of a drive-by attack.
Drones (Ex)
The Rail Zeppelin has the ability to create one drone as a free action once per round inside one of its wagon. These drones are used as a staff by the Rail Zeppelin and use the statistics of a Townsperson (Pathfinder 44: Trial of the Beast), except for the following differences:
- that they are outsider (native) instead of humanoid (human)
- they use the Rail Zeppelin skill bonus when making a skill check
- For the purpose of effects related to number of Hit Dice or ability scores, use the Rail Zeppelin’s HD and scores instead of the drone.
- The relationship between the Rail Zeppelin and the drones can be classified as “one mind-multiple bodies”, with the Rail Zeppelin observing and controlling the drones using their own senses, speaking using their mouths and deciding the actions they take. This link does not take any actions.
- The drone use the Rail Zeppelin saving throws, and gains its senses (other than cosmic consciousness, the other senses are reduced to the current wagon they occupy), resistance and immunities (not the ones of the construct type)
- If a drone is mind controlled, slay, leave the interior of the Rail Zeppelin, or reduced to a death-like state (petrification, temporal stasis, imprisonment, etc.) it is immediately destroyed
Ego (Ex)
Unlike other weak construct, the Rail Zeppelin has good Fortitude and Will save, and add its Charisma modifier to hit point and Fortitude save in place of Constitution. It does not possess construct bonus hit points.
Ethereal Tracks (Su)
When moving, the Rail Zeppelin lays down ethereal tracks on the ground (or sky) in front of it, and can only follow those tracks. It can only move in a straight line on its turn, and can only change directions by up to 90 degrees when starting a new turn.
While inside a universe, unattended objects, barriers, and difficult terrain in the way of its tracks when they’re being placed down vanish temporarily into the Pleroma until the Rail Zeppelin finishes passing through them. However, objects that move onto the tracks after they’re placed do not vanish. Once the Rail Zeppelin finishes moving over its tracks, the tracks disappear, and whatever was sent to the Pleroma returns to where it was.
If the Rail Zeppelin is forcibly derailed from its tracks, the Rail Zeppelin and anyone riding on top or inside of it falls prone and takes bludgeoning damage as if hit by the Rail Zeppelin’s own slam attack. A Rail Zeppelin that is derailed ceases moving and cannot move again without first spending a full-round action to stand up.
This ability cannot be abrogated.
Evil Toot (Su)
As a standard action, once every 1d4 rounds, the Rail Zeppelin can produce a shrill note from its engine whistle, driving creatures who can hear it mad. All other creatures except drones and characters recognized as passengers by the Rail Zeppelin within 100 ft. of the Rail Zeppelin take 10d1,000 transcendental sonic damage and are confused for 1d3 rounds. A successful DC 462 Will save halves the damage and negates the confused condition. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.
Jump (Su)
The Rail Zeppelin can open portals through which to pass to reach other places in the Multiverse. This work like gate (planar travel option) except that it can also open on the same plane or other universes and only the Rail Zeppelin and creatures inside or riding it can benefit from the passage. The portal cannot be blocked by effects that barren extradimensional or extrauniversal travel (including a deity that prevents teleportation from or to his divine realm) unless generated by a Time Lord or equivalent in power. The portal close immediately after the Rail Zeppelin pass through it.
Mystic Eye Projector (Su)
The Rail Zeppelin can open the front of its engine room and reveal its Mystic Eye Projector, a powerful energy cannot. The Rail Zeppelin must consume a swift action every round for 3 consecutive rounds for charge its cannon. After finishing charging it, the Rail Zeppelin must fire its Mystic Eye Projector within 3 rounds or must start to charge again it from zero. After firing, the Mystic Eye Projector has a cooldown of 10 minutes. When firing, the Mystic Eye Projector generating in front of the Rail Zeppelin a line of 30 ft. high x 30 ft. wide and 10-miles long that deals 640d1,000 points of transcendental damage to creatures and unattended objects (DC 462 Reflex half). The save DC is Charisma-based.
Mythic (Ex)
Rail Zeppelin has Mythic Power (64/day, Surge +64d6) and counts as a 64th-rank Mythic creature. Rail Zeppelin can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Rail Zeppelin can also expend Mythic Power to use the augmented versions of these spells.
Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.
Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).
Rideable (Ex)
Enemy and ally creatures can safely stand on – or even inside – the Rail Zeppelin, riding it like a normal train. The Rail Zeppelin cannot perform melee attacks or use trample against an enemy that is riding on top of or inside it. A creature riding on top of or holding onto the side of the Rail Zeppelin is treated as though it is in an area of winds effect (strength determined by the DM’s in base at how fast the Rail Zeppelin is going). The movement of the Rail Zeppelin does not provoke attacks of opportunity to creature riding or holding into it or that are inside him.
A creature adjacent to the Rail Zeppelin can attempt to grab onto the side of it with a grapple check or a Climb check rolled against its CMD. A creature holding onto the side of it in this way can then climb up the side of the Rail Zeppelin; it’s 20 feet up to the roof where a creature can safely stand. The Climb DC for the exterior of the Rail Zeppelin is 20 (a slippery surface with handholds), and creatures holding onto it take a penalty on Climb checks from the wind equal to the normal one suffered to Fly checks.
The Rail Zeppelin is divided in engine room and wagons, each divided by an open space of 5 ft. on which there is a walkway for connect them. The Rail Zeppelin can open or close its hatches and doors at will and as a standard action completely repair a hatch or door, or with 3 full-rounds all hatches and doors.
- Engine Room: The Rail Zeppelin’s engine room is a 30 ft. long x 35 ft. wide x 20 ft. high area, with a hatch accessible from on top of the engine room and a door at the back. The hatch and doors are locked (DC 384 to open with Disable Device). The hatch and doors has 60,000 hardness and 107,616 hit points. Damage dealt to the hatch or door does not counts as damage dealt to the Rail Zeppelin.
A creature inside the Rail Zeppelin’s engine room treats the Rail Zeppelin as flat-footed, ignores its DR, and automatically deals a critical hit with any attack it makes against the Rail Zeppelin, but each round at the end of its turn, it takes 100d1,000 transcendental fire damage and becomes fatigued from the heat of the engine (or exhausted if already fatigued). A successful DC 462 Reflex save halves the damage and negates the fatigue. A creature inside the engine room is considered to be inside the Rail Zeppelin. The save DC is Charisma-based. - Wagons: The exterior of the Rail Zeppelin’s wagons are a 40 ft. long x 35 ft. wide x 20 ft. high area, with a hatch accessible from on top of the wagon, two doors halfway along the length of the wagon on either side, and two more, one at the front and one at the back. The hatch and doors are locked (DC 384 to open with Disable Device). The hatch and doors has 60,000 hardness and 107,616 hit points. Damage dealt to the hatch or door does not counts as damage dealt to the Rail Zeppelin. The doors halfway along the length are usually used for pick up or drop off passengers, while the doors at the front and at the back are used from move between wagons or engine room.
A creature of any size can enter through the hatch or door and stand inside the wagon without penalty: the inside of the wagon is a distorted area that reduce any creature or object that is Large or bigger to Medium size (including a creature that try to change its size while already inside it); this not change any statistics other than size bonus/penalty to AC, attacks, skills, CMC, and CMD. Creatures consider the inside of the wagons as if they were their natural and ideal environment (this impart no mechanical benefit). Creatures recognized as passengers by the Rail Zeppelin inside its wagons share the same immunities and resistances of the Rail Zeppelin.
This ability cannot be abrogated.
Smokestack (Ex)
As a swift action, once every 1d4 rounds, the Rail Zeppelin can emit a huge puff of smoke from its smokestacks, choking all creatures that are riding it, are inside its engine room or holding onto the side of it. All such creatures must make a DC 462 Fortitude save or become nauseated and blinded for one minute by the smoke. A creature that fails this Fortitude save must also make a DC 467 Reflex save or fall off the train, taking falling damage, unless it is inside the engine room. Creatures that do not breathe are not nauseated, but are still subject to the other effects of Smokestack. The Fortitude save DC is Charisma-based, and the Reflex save DC is Dexterity-based.
Spotlight (Ex)
As a swift action, once every 1d4+2 rounds, the Rail Zeppelin can fire a spotlight as a 100 ft. beam of light, originating from any square on the Rail Zeppelin’s space. This affects all creatures within a 100 ft. line. All creatures within the spotlight take 10d1,000 damage and 10d6 negative levels, and are blinded for 1 round. A successful DC 462 Reflex save halves the damage and negates the blinded condition. A successful DC 462 Fortitude save negates the negative level. This is a light effect; treat this as a 160th-level spell for the purposes of interactions between light and darkness effects. The save DC is Charisma-based.
Alternately, the spotlight is capable of shining into the engine room or a wagon, but if it does so, it affects only creatures inside the engine room or that specific wagon, instead of in a 100 ft. line.
Starflight (Su)
A normal anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye). In case of the Rail Zeppelin, the travel time is reduced to 6d10 minutes (6 minutes with Inner Eye), but usually the train simply use its Jump ability to reach instantly any place.
Trample Through (Ex)
When moving, the Rail Zeppelin can attempt to overrun creatures and objects in its path as a free action without provoking opportunity (though while inside a universe unattended objects that are initially in its path when it starts its movement are sent temporarily to the Pleroma and are not subject to this; only objects placed in the Rail Zeppelin’s path while it’s moving are subject to trample through).
It makes an overrun attempt against each creature in its path. On a success, it moves through that creature, and that creature takes 100d1,000+382 damage. Creatures targeted by trample through can make an attack of opportunity, but at a –4 penalty. If they choose to forego the attack of opportunity, they can instead make a DC 467 Reflex save to take only half as much bludgeoning damage. The save DC is Dexterity-based.
Any unattended object in the Rail Zeppelin’s path takes 100d1,000+382 damage, ignoring hardness, and is flung 3d6x100 feet in a random direction.
If a blockage on its tracks prevents the Rail Zeppelin from moving forward, such as by failing its overrun attempt against a creature, the Rail Zeppelin is forcibly derailed from its tracks (see ethereal tracks).
Transcendental Might (Ex)
Rail Zeppelin deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Rail Zeppelin HD.
Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment. Foresight and insight.
Unceasing (Ex)
The Rail Zeppelin is immune to effects that would slow or immobilize it or that would barren extradimensional or extrauniversal travel (like dimensional anchor or a Time Lord that close its Universe).
Wanderer Between the Worlds (Ex)
The Rail Zeppelin is always considered to be on its home universe, regardless of what universe it finds itself upon. It never gains the extrauniversal subtype.