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View Full Version : Deeptunnel Rover [Creature]



LordOfNarf
2006-08-29, 01:20 PM
Deeptunnel Rover
Large Construct
Hit Dice: 22d10+52 (176)
Initiative: -2
Speed: 20 ft.
Armor Class: 32 (-2 Dex, +15 Natural, +10 Mountain Plate, -1 Size)
Base Attack/Grapple: +16/+30
Attack: Slam +25 melee (1d8+10)
Full Attack: 2 Slams +25 melee (1d8+10)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Oversize Slam
Special Qualities: Construct traits, Impaired Senses, Nonmagical Computer.
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 30, Dex 6, Con -, Int-, Wis -, Cha -
Skills: -
Feats: Improved Toughness (B)
Environment: Any Underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always True Neutral
Advancement: 23-37(Large) 38-50 (Huge)
Level Adjustment: -

You hear it before you see it, a massive clanking noise in the hallway. As it comes into your sight range you see a massive stone object coming toward you. It is encased in an intricate and massive set of amour.

Deeptunnel Rovers are created by dwarves to guard their underground holdings from unintelligent monsters. Due to the odd magic effects in many of these, the dwarves created a construct without the use of magic that could react oddly. Using special gears and systems, the dwarves created Deeptunnel rovers. The Deeptunnel Rovers are extensively deployed in the deep tunnels to keep them free of annoyances such as monstrous vermin and other stupid beasts that might be a threat to the loner dwarf that wanders too far from the city. They are almost never deployed against intelegent creatures or other humanoids, since then they become more of a liability in combat, but there are rumors that the dwarf king has called all the greatest creators from all kingdoms and clans to create a programing mechinism that could be used against other intelegent beings in war... These rumors are so far unconfirmed. Despite not being intended for humanoid combat, these guardians have a run in with a group not fammiliar with the Dwarven tunnels once or twice a year, the dwarves, wile apologetic at the accident, usually make the people who damaged their construct pay for the delicate repairs.

COMBAT

A Deeptunnel rover has only one tactic: Pound the enemy until it stops pounding back.

Oversize Slam (ex): A Deeptunnel Rovers slam is treated as one size category larger than it is for purposes of damage.

Nonmagical Computer (ex): Using a set of complicated gears and mechanisms known only to them, the dwarves created a nonmagical construct. The Deeptunnel Rover moves along a preprogrammed patrol route unless it is attacked. If attacked it attacks the thing that attacked it with an attack or full attack every round until it or its target are dead or destroyed. If anything else attacks it, it ignores these things until its present target is defeated, and then moves on to the next thing that attacked it. The Deeptunnel Rover must attack its target until the target is dead. The Deeptunnel Rover never attempts any special combat manuvers, and never initates a grapple. If grappled, a Deeptunnel Rover attempts to break free until it succecfully does, after which it attacks the creature that grappeled it. If tripped, the Deeptunnel Rover must take a full round action to stand up, at which point it attacks the creature that was its target before it was tripped, if it had no previous target, It attacks the creature that tripped it.The Deeptunnel Rover persues the enemy if it moves, but if the Deeptunnel rover moves more than 35 ft in a round, its programming resets and it returns to patrol mode until attacked again. The Deeptunnel Rover moves 10 feet per round while on a preset patrol route. The Deeptunnel Rover can double move, but it cannot run. The Deeptunnel Rover has no magical or biological sentience or awareness, and is considered an object for any spells, spell like or extraordinary abilities, or other effects.

Impaired Senses (ex): Using a set of very delicate echolocation mechanisms, the Deeptunnel Rover has Blindsight to 400 ft. Also, it cannot hear, smell, touch, or taste, as it lacks all these senses. The Mechanisms automatically lock on to anything that attacks it, and remain locked on to that enemy until that enemy is dead, dying or unconscious. The Deeptunnel Rover is always considered flat footed to all attacks due to the limited nature of its senses.

Creation: A Deeptunnel Rover needs no magic in its creation, but it does require a master artisan with at least 23 ranks in Craft (stonesmithing). She must be aided by at least 5 able bodies helpers with 10 ranks Craft (stoneworking) each. The body must be made of a 10,000 pound block of stone and all materials required end up costing 100,000 gp. The creator must make checks as if building an item of that value until it is completed.

Additonally, due to the complex and individual nature of the gears and mechanisms within it, treat any damage as double that for checks and costs to repair. Only the master who made the Deeptunnel Rover or one of his apprentices, or someone with a craft (stoneworkin) skill 5 points higher than the master can succesfully repair it without a detailed set of instructions on the programming of that specific Deeptunnel Rover. This is why there are always multiple sets of instructions stored for each ROver. The Deeptunnel Rover can be repaired magically, but the spells only have half effect due to the complex mechanisms inside it.

<hr>

This was based around the idea of making something that was completely reliant on programming and also was an object, technically at least, not a creature.

I am entering this in MitP (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87)

Please, Examine And Criticize Honestly

asromta
2006-08-29, 01:31 PM
How does it distinguish a Dwarf form a Kobold? Has it got any special system for that? And a Kobold disguished as Dwarf?

Otherwise it is a nice 'creature' (without Wis and Cha, it technally is not a creature).

LordOfNarf
2006-08-29, 01:38 PM
Its only form of defenition is the fact that it only attacks things that attacked it, so a dwarf won't attack it, since it knows not to.

These are mostly used for partoling areas where dangerous creatures might be lurking, which would not know not to attack the Rover.

@V As I just stated, It is meant for getting rid of Underdark pests and keeping the far tunnels clear for travelers, its not meant to be a ward against intellegent opponents

The Glyphstone
2006-08-29, 01:40 PM
This seems like the sort of thing that would work great...once. Then, any non-animalistic or mindless creatures (like Kobolds) will figure out that it ignores them if they ignore it.

asromta
2006-08-29, 01:42 PM
So it is more a defence against a Brullete than against an attacking Kobold army.

MitP Vote: Yes. As a monster without Wis and Cha is rather special.

The Glyphstone
2006-08-29, 01:44 PM
Agreed......MitP = Yes. The &quot;no Wis/Cha&quot; thing might have earned my No, but you've explained its ramifications easily enough that anyone can understand it.

I can see smart kobolds turning it against its creators somewhat, if its patrol path takes it near a place dwarves might go - just use it as cover, and if the dwarves hit it by mistake, it goes after them. :D Or, as you said, in deep tunnels, shadowing the thing as a guardian against bigger and nastier raiders.

Lord Iames Osari
2006-08-29, 01:48 PM
MitP Vote: Yes.

Winged One
2006-08-29, 04:21 PM
Despite all of the MMORPG jokes you could make about the way it gets &quot;pulled&quot;, MitP vote: yes.

LordOfNarf
2006-08-31, 03:12 PM
I clarified the descriptions a bit in regards to specific combat manuvers, and added rapair instructions.

Saithis Bladewing
2006-08-31, 03:30 PM
What's this? A construct designed with a distinct purpose in mind?

MitP Vote: Yes.

fangthane
2006-09-02, 05:35 PM
It looks interesting, but mechanically I can see some issues; a barbarian (or monk) with Spring Attack, or a bard with the right spells and Spring Attack, or just about any offensive caster with a move of 30 or more, could take it down solo. It might be worthwhile to have it patrol at 10, move at 20 in combat, and increase the reset range to avoid those deficiencies. Also, &quot;peruses&quot; should be &quot;pursues.&quot; :)

Perhaps it could play &quot;Pop goes the weasel&quot; from an internal music box? :)

Randomman413
2006-09-04, 05:36 PM
MitP Vote: Yes. Crazy cool.

fangthane
2006-09-04, 09:37 PM
In addition to the fact I think it should move 20 in combat (as distinct from 'normal' operational mode) I had a thought - you might consider allowing spells like Mending to heal it 1d6 points per spell level (1d3 for Mending) or something like that.

Just a thought I had.

LordOfNarf
2006-09-05, 11:27 AM
Ok, made some changes, spells can repair it, but not as much, I also made it have to double move to reset, which makes sense.

ShipWrecked
2006-09-06, 09:14 PM
MITP VOTE : YES

I think its interesting and at somepoint I might use, it could add some flavor to my campain &quot;as you run from the hord of spiders through the wall bust a very large machine which gets attacked by one lone spider and begins going after every single one&quot; ;D

LordOfNarf
2006-09-11, 07:48 PM
I fleshed out the fluffy a bit on this one, so that it was clearer at first glance the immediate purpose.

It can play a song if you truly want to, that seems more a falvor issue than a mechanics issue

LordOfNarf
2006-09-20, 01:04 AM
Changed the CR as based on this (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11587267 22) guide to Challenge rating, I was close, but it needed to be modified and tweaked.

((sorry for the double post, but its been long enough between them that modifiying didn't seem relavent to me))

and this is a bump

Fax Celestis
2006-10-07, 04:28 PM
MitP Vote: Yes (7th)