Fax Celestis
2006-07-31, 11:03 PM
http://www.lablens.net/images/CrestedButteKnight.jpg
Steamknight
TN Medium Construct (Steam-powered)
Class None
Init: +3; Senses: Darkvision 60', low-light vision; Listen +9, Spot +9
Languages: Common; see below
[hr]
AC 26; touch 13; flat-footed 23
(+3 Dex,, +6 armor, +7 natural)
HP 64 (8 HD); DR 10/adamantine
Immune construct immunities
Resist Fire 5, Cold 5
SR None
Fort +2 Ref +5 Will +4
Weakness Steam-powered weaknesses
[hr]
Speed 40 ft. (8 squares)
Melee bastard sword +6 (1d10+10, 19-20/x2)andshield bash +6 (1d3+5, 20/x2)
Ranged none
Space 5 ft.; Reach 5 ft.
BAB +6; Grp +16
Attack Options Breathe fire, create water
Special Actions none
Combat Gear none
[hr]
Abilities Str 30, Dex 16, Con -, Int 10, Wis 14, Cha 12
SQ cannot be healed, must be repaired
Feats Improved Shield Bash1, Two-Weapon Fighting3, Alertness6
Skills Listen +5, Search +8, Spot +5
Advancement as construct or by class; Favored Class fighter
Possessions Masterwork bastard sword, masterwork light steel shield, masterwork splint mail
CR 6
Breathe Fire (Sp)
A steamknight can, once every 1d4 rounds, breathe a cone of fire. Treat this as a burning hands spell, caster level 5th.
Create Water (Sp)
A steamknight can, once every 1d4 rounds, emit up to 10 gallons of fresh water from its mouth. Treat this as a create water spell, caster level 5th.
Steam-powered Weaknesses
Like all steam-powered creatures (due to their dependencies on both fire and water), steamknights react strangely to specific spells.
Any spell with the (Fire) descriptor causes a steamknight to enter a rage for 1d4 rounds. Any spell with the (Cold) descriptor affects it as a slow spell for 1d4 rounds. Any spell that dispels, supresses, or breaks magical enchantments causes the steamknight to shut down for the duration of the spell (or 1d4+1 rounds, if the duration is instantaneous). Mordenkainen's disjunction causes a steamknight to become nonfunctional.
Steamknights are constructs shaped like men that run off of a tiny steam-powered engine inside their stomachs. This steam engine (or "steng" as the Heliosundians call it) works through a combination of magic and technology. They weigh roughly 500 pounds.
Inside each steamknight is a ring of continual create water, as well as a small permanent gate to the Elemental Plane of Fire. The ring creates water, and the gate heats it, turning it into steam. The steam powers an engine inside the steamknight, and it gains basic motor functions. Usually, the ring is placed in the back of the neck and is removable, effectively "turning off" the steamknight when it is removed.
A steamknight, unlike a cheval, has basic intelligence and can reason and communicate. It does not need to be instructed to enter combat, but it does ask for directions from its owner periodically.
These are largely used as front-line fighters in combat or as part of the city watch in Heliosunde.
Steamknight
TN Medium Construct (Steam-powered)
Class None
Init: +3; Senses: Darkvision 60', low-light vision; Listen +9, Spot +9
Languages: Common; see below
[hr]
AC 26; touch 13; flat-footed 23
(+3 Dex,, +6 armor, +7 natural)
HP 64 (8 HD); DR 10/adamantine
Immune construct immunities
Resist Fire 5, Cold 5
SR None
Fort +2 Ref +5 Will +4
Weakness Steam-powered weaknesses
[hr]
Speed 40 ft. (8 squares)
Melee bastard sword +6 (1d10+10, 19-20/x2)andshield bash +6 (1d3+5, 20/x2)
Ranged none
Space 5 ft.; Reach 5 ft.
BAB +6; Grp +16
Attack Options Breathe fire, create water
Special Actions none
Combat Gear none
[hr]
Abilities Str 30, Dex 16, Con -, Int 10, Wis 14, Cha 12
SQ cannot be healed, must be repaired
Feats Improved Shield Bash1, Two-Weapon Fighting3, Alertness6
Skills Listen +5, Search +8, Spot +5
Advancement as construct or by class; Favored Class fighter
Possessions Masterwork bastard sword, masterwork light steel shield, masterwork splint mail
CR 6
Breathe Fire (Sp)
A steamknight can, once every 1d4 rounds, breathe a cone of fire. Treat this as a burning hands spell, caster level 5th.
Create Water (Sp)
A steamknight can, once every 1d4 rounds, emit up to 10 gallons of fresh water from its mouth. Treat this as a create water spell, caster level 5th.
Steam-powered Weaknesses
Like all steam-powered creatures (due to their dependencies on both fire and water), steamknights react strangely to specific spells.
Any spell with the (Fire) descriptor causes a steamknight to enter a rage for 1d4 rounds. Any spell with the (Cold) descriptor affects it as a slow spell for 1d4 rounds. Any spell that dispels, supresses, or breaks magical enchantments causes the steamknight to shut down for the duration of the spell (or 1d4+1 rounds, if the duration is instantaneous). Mordenkainen's disjunction causes a steamknight to become nonfunctional.
Steamknights are constructs shaped like men that run off of a tiny steam-powered engine inside their stomachs. This steam engine (or "steng" as the Heliosundians call it) works through a combination of magic and technology. They weigh roughly 500 pounds.
Inside each steamknight is a ring of continual create water, as well as a small permanent gate to the Elemental Plane of Fire. The ring creates water, and the gate heats it, turning it into steam. The steam powers an engine inside the steamknight, and it gains basic motor functions. Usually, the ring is placed in the back of the neck and is removable, effectively "turning off" the steamknight when it is removed.
A steamknight, unlike a cheval, has basic intelligence and can reason and communicate. It does not need to be instructed to enter combat, but it does ask for directions from its owner periodically.
These are largely used as front-line fighters in combat or as part of the city watch in Heliosunde.