If god power isn't the answer, how about bribery? We do have all those nice connections with the Shaitan, and they should be good at this shit. It'd be such a shame if the island got pushed somewhere else and let the ocean pour down into the middle of a high power ritual after all.
Flesh forged war animals have proven themselves powerful enough that trading specialist support units for two days of time from some mythic earth movers could feasibly be worth it to them.
Additionally,
Loyal Vassal is probably a good spell for us to buff with here and use on items in the future. It's a level two paladin spell, so we'll need to use figurines of the dwarven forge to make them, but the effect is worth it. The +3 sacred bonus against mind effecting stuff is just icing on its ability to redefine any order to harm the caster or other targets of this spell into a suicidal one.
Even high level mind magic struggles with forcing that kind of action, so it makes bringing in ablative minions more viable.
Hey everyone I noticed that Maelor and Xor do not have any armor on them, could they be added to the list of people to get Composite Armour if they are not already. It would boost their AC out of the 20's without hurting their spellcasting which seems essential given the stuff they are fighting.
we could also apply some more buff spells to assist with that. Just for fun, let's see what we can stack.
Xor only has 10 + 4 dex + 10 natural + 4 mage armor base, so we could add:
Divine Protection : +1 morale AC bonus 1 min/CL
Sacred Haven: +2 sacred AC bonus 1 min/CL
Luminous Armor: (replacing mage armor) +5 armor bonus to AC, and attackers take a -4 penalty to melee attack roles. 1 hour/CL and costs 1d2 strength damage.
Dragon Skin: Increases natural armor by 3 + 1/2CL up to max of +5. Not sure what this counts as since it stacks to natural armor but is described as an enhancement. Also gives energy resistance paired to the type of chromatic dragon you invoke during casting of 2/CL up to a total of 20. 10 min/CL
Armor of Darkness: gives a deflection bonus of 4 + 1/ 3CL above 7 capping at +8 at CL 19. Also gives +2 bonus to saves against light, holy, and good effects. 10 minutes/CL
Cloak of Winds: ranged attack roles take a -4 penalty against the subject of the spell. 1 min/CL
Supposing we went to the trouble of using all of these at once, he'd go from 28 to 45 AC base, gain a single energy resistance at 20, and force all melee and ranged attacks to take a -4 penalty at peak buff.
There's no practical purpose for doing this, but making Xor into a glorious glowing draconic disco ball, complete with dramatic wind/shadow flair, that just refuses to die is funny enough to almost be worth it.
