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The Vorpal Tribble
2009-02-08, 08:54 AM
Watchwake or Trick-In-the-Hand

Colossal Construct (Chaos, Extraplanar, Law)
Hit Dice: 61d10+80+81 (496 hp)
Initiative: +15
Speed: 80 ft., 80 ft. (climb)
Armor Class: 41 (+11 dex, +28 natural, -8 size), touch 13, flat-footed 30
Base Attack/Grapple: +45/+82
Attack: Slam +53 melee (4d6+16)
Full Attack: 19 slams +53 melee (4d6+16)
Space/Reach: 40 ft./60 ft.
Special Attacks: Walled-in
Special Qualities: Chaos theory, construct traits, damage reduction 25/-, darkvision 120 ft., mnemonic portal, restructure, trick in the hand, unbound dimensions
Saves: Fort +26, Ref +33, Will +27
Abilities: Str 43, Dex 32, Con -, Int 30, Wis 21, Cha 17
Skills: Appraise +74, Bluff +36, Craft (Repair) +84, Disable Device +84, Intimidate +35, Jump +40, Knowledge (architecture and engineering) +84, Knowledge (the planes) +84, Search +74, Sleight of Hand +55, Spot +75, Use Magic Device +67
Feats: Brutal Throw (http://realmshelps.dandello.net/cgi-bin/feats.pl?Brutal_Throw,CAd), Combat Expertise, Craft Magic Arms and Armor(B), Craft Wondrous Item(B), Deflect Arrows, Dodge, Great Fortitude, Improved Grapple, Improved Initiative, Improved Toughness,Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd), Lightning Reflexes, Mobility, Power Attack, Power Throw (http://realmshelps.dandello.net/cgi-bin/feats.pl?Power_Throw,CAd), Spring Attack, Stand Still, Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes
Environment: Clockwork Nirvana of Mechanus or Any
Organization: Solitary
Challenge Rating: 22
Treasure: Triple standard
Alignment: Any neutral
Advancement: 61+ (colossal)
Level Adjustment: -

A watchwake in its natural form resembles a large, simple sphere with large, multi-jointed and segmented legs ending in four opposable claws. These legs extend all about it, allowing it to climb in all directions at will. It appears to be made of a deep, dark wood, with silvery designs embedded about it and strengthening its structure. On closer inspection however its structure is constantly moving, shifting position and rearranging itself in the blink of an eye so smoothly its barely registers on your vision. Its surface is as of innumerable miniscule structures rebuilding, shifting, rotating against and climbing over and under each other in a great, always moving mass. A misty aura surrounds it as if it were evaporating from the being, forming eternally alternating lemniscate shapes.

A watchwake hails from Mechanus, and is a marvelous creature that almost approaches the complexity of the plane itself. Its original use was for dealing with and repairing critical malfunctions or imbalances in the rythem of the Great Order. Those from other planes with plans of their own however were becoming more common and attempts at sabotaging the working of Mechanus became more powerful and devious day by day. In retaliation certain Watchwaken were given a keen, sentient intelligence and special abilities that would allow them to find the problem, capture the saboteurs, and repair the damage in mere moments. Their intricate innards were able to calculate probabilities and form strategies, their structure and thought pattens based off chaos theory, order within disorder.

They did their jobs well until few would dare attempt to continue in their schemes against the plane. The watchwakes became bored, and despite their orders left Mechanus to find ways to amuse themselves. They took a new form, as of a four-armed wooden man with silver scales, and came to be called Trick-In-the-Hands. Inevitables now pursue them day and night but are easily eluded with much disdain by their planar brethren. Trick-in-the-hands are flamboyant show-offs and are completely unpredictable. They love all sorts of difficult problems and puzzles and enjoy putting others into situations and watching what they do. They vary greatly however from one another in the degrees of this personality.

A watchwake may weigh as little as 50 lbs or as much as many tons, depending on how much of it's form it extrudes. It speaks most languages.

Combat
A trick-in-the-hand is a devious foe by necessity, and will try to lure others to enter within it while restructured, or wall them in and envelope.

It's natural weapons and any weapons it wields is considered magical for the purpose of overcoming damage reduction.

Chaos Theory (Ex): A trick-in-the-hand exists in the blurred line of chaos and law. They are immune to damage from both law and chaos and their natural weapons, or any they wield, are considered lawful and chaotic for the purpose of overcoming damage reduction. As well, creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against a trick-in-the-hand.

Mnemonic Portal (Su): A trick-in-the-hand can open a dimensional portal upon or within itself of nigh any size within its dimensions to any locale it has visited, or to any location within Mechanus. Its form turns itself inside out or outside in to go through its own portal, which it then closes on the other side. This otherwise acts as a Gate spell and it may take others with it but cannot summon.

Restructure (Ex):
A trick-in-the-hand can resize and/or reshape itself into any form from small to colossal size, but always appears made of wood and metal. These shapes can be as simple as a cube to incredibly complex. Houses and wagons, statues or clocks, all are within it's possibilities.

As well, it may form upon it's extremities any tool or weapon it so desires or as needed. The watchwake possesses enough variations of materials to make these tools/weapons out of nearly any wooden or metallic substance, including, but not limited to, adamantine, darkwood and star metal, which bypasses the corresponding damage reduction.

The trick-in-the-hand when it crafts these objects cannot be disarmed or sleight of hand used to have them taken as it is a part of itself. However, it may release control of the object and separate from it, losing as many hit points as the object has. In such a way it was originally designed to be able to craft replacement parts for Mechanus from it's own body. A trick-in-the-hand may trade hit points with another trick-in-the-hand in this manner at a 1-for-1 ratio, up to 100 points per round as a standard action and be able to touch one another.

Trick In The Hand (Ex): A trick-in-the-hand gains Craft Magic Arms and Armor and Craft Wondrous Item as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Unbound Dimensions (Ex):
A trick-in-the-hand is far larger on the inside than on the outside. Its spatial parameters are such that it folds impossibly into itself, not completely existing in the dimensions of the plane it inhabits. The affect is like to that of a bag of holding, with its outer fabric surrounding a space all its own with only as much existing out of this space as it likes. A trick-in-the-hand must always have at least a portion of itself in normal space, be it only small-sized.

Walled In (Ex):
As a full round action a Trick-in-the-hand can wrap itself around an area as large as 40 feet, as far away as it can reach, and doming over to trap those inside. Those in this area must succeed on a DC 40 reflex save or be caught within. It's victims are then trapped within the ever changing dimensions of the inner Trick-in-the-hand. After doming it may resume its former shape on the outside.

It is fully aware of their presence at all times and enjoys confounding and confusing those within by shifting its perplexing innards. After much time it will generally open a portal through which those trapped may be returned to where they entered, which can be many miles or even a different plane than where the Trick-in-the-hand has ventured. If those trapped attempted to destroy the Trick-in-the-hand, or are known offenders of Mechanus, they are allowed to explore forever within its bowels.

Its insides consist of innumerable rooms, closets, spaces and hatches of all sizes and shapes that open into other locations (or sometimes right back into themselves), all the time gears and springs and other functions happening around them. Gravity in each of these rooms may change at a moment's notice. Many of these doors are portals into other rooms nowhere near one another (though sometimes leading back into the same room over and over). If the trick-in-the-hand has captured those within it for punishment these doors may open into deep depths, or into hostile planes it has visited.

Skills: A trick-in-the-hand has a +10 racial bonus to Craft (repair), Disable Device, Knowledge (Architecture and engineering), Knowledge (planes) and Search checks.

SilentNight
2009-02-08, 10:30 AM
Very nice, I like the flavor and abilities a lot. One thing you might want to clarify though, do they still get 19 slams when in Trick-In-The-Hand form?

The Vorpal Tribble
2009-02-08, 02:29 PM
Very nice, I like the flavor and abilities a lot. One thing you might want to clarify though, do they still get 19 slams when in Trick-In-The-Hand form?
19 slams... or whatever weapon they wish to shape.

arguskos
2009-02-08, 03:23 PM
So, this is like a walking dungeon that does it just for kicks? Because that is AWESOME!! Really Vorpal, I love this guy. It's pretty sweet. :smallbiggrin:

insecure
2009-02-08, 03:36 PM
Looks fine to me, just noticed one thing:


Skills: A trick-in-the-hand has a +10 racial bonus to Craft (repair) [-Snip-]...

Craft doesn't work quite that way. The SRD:


Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.