Fax Celestis
2006-07-31, 08:34 PM
http://www.trailsendcafe.com/horsepics/HORSE.JPG
Cheval
Large Construct (Steam-Powered)
HD 6d10 (63 HP)
Speed 50 ft. (10 squares); swim 20'
Init: +2
AC 20; touch 12; flat-footed 18
(-1 size, +2 Dex, +9 natural)
BAB +4; Grp +16
Attack hoof +11 (1d6+8, 19-20/x2)
Full-Attack 2 hooves +11 (1d6+8, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breathe fire, create water
Special Qualities construct traits, steam-powered traits
Saves Fort +2 Ref +4 Will +5
Abilities Str 26, Dex 14, Con -, Int -, Wis 16, Cha 8
Skills Unintelligent
Feats Unintelligent
Environment Military
Organization Military
Challenge Rating 1 (alone), 3 (with rider)
Treasure None
Alignment TN
Advancement As construct; Favored Class None
Level Adjustment -
Breathe Fire (Sp)
A cheval can, once every 1d4 rounds, be commanded to breathe a cone of fire. Treat this as a burning hands spell, caster level 4th.
Create Water (Sp)
A cheval can, once every 1d4 rounds, be commanded to emit up to 8 gallons of fresh water from its mouth. Treat this as a create water spell, caster level 4th.
Swimming (Ex)
Cheval can swim, but this slows down their engines. As such, their speed is reduced to 20' while swimming, and they must stay on the surface.
Steam-powered Weaknesses
Like all steam-powered creatures (due to their dependencies on both fire and water), cheval react strangely to specific spells.
Any spell with the (Fire) descriptor causes a cheval 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 cheval to shut down for the duration of the spell (or 1d4+1 rounds, if the duration is instantaneous). Mordenkainen's disjunction causes a cheval to become nonfunctional.
Cheval (it is both singular and plural) are constructs shaped like horses 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 700 pounds.
Inside each cheval 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 cheval, and it gains basic motor functions. Usually, the ring is placed in the back of the neck and is removable, effectively "turning off" the cheval when it is removed.
A cheval will only do what it is told, and will only obey its rider. It understands Common (or the primary language of its creator), but does not speak it.
If instructed, a cheval will enter combat. Due to their inability to make decisions on their own, a rider in combat on a cheval takes a -5 to all Ride checks, and cannot take 10 or 20 on a Ride check for any reason.
Cheval
Large Construct (Steam-Powered)
HD 6d10 (63 HP)
Speed 50 ft. (10 squares); swim 20'
Init: +2
AC 20; touch 12; flat-footed 18
(-1 size, +2 Dex, +9 natural)
BAB +4; Grp +16
Attack hoof +11 (1d6+8, 19-20/x2)
Full-Attack 2 hooves +11 (1d6+8, 19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breathe fire, create water
Special Qualities construct traits, steam-powered traits
Saves Fort +2 Ref +4 Will +5
Abilities Str 26, Dex 14, Con -, Int -, Wis 16, Cha 8
Skills Unintelligent
Feats Unintelligent
Environment Military
Organization Military
Challenge Rating 1 (alone), 3 (with rider)
Treasure None
Alignment TN
Advancement As construct; Favored Class None
Level Adjustment -
Breathe Fire (Sp)
A cheval can, once every 1d4 rounds, be commanded to breathe a cone of fire. Treat this as a burning hands spell, caster level 4th.
Create Water (Sp)
A cheval can, once every 1d4 rounds, be commanded to emit up to 8 gallons of fresh water from its mouth. Treat this as a create water spell, caster level 4th.
Swimming (Ex)
Cheval can swim, but this slows down their engines. As such, their speed is reduced to 20' while swimming, and they must stay on the surface.
Steam-powered Weaknesses
Like all steam-powered creatures (due to their dependencies on both fire and water), cheval react strangely to specific spells.
Any spell with the (Fire) descriptor causes a cheval 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 cheval to shut down for the duration of the spell (or 1d4+1 rounds, if the duration is instantaneous). Mordenkainen's disjunction causes a cheval to become nonfunctional.
Cheval (it is both singular and plural) are constructs shaped like horses 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 700 pounds.
Inside each cheval 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 cheval, and it gains basic motor functions. Usually, the ring is placed in the back of the neck and is removable, effectively "turning off" the cheval when it is removed.
A cheval will only do what it is told, and will only obey its rider. It understands Common (or the primary language of its creator), but does not speak it.
If instructed, a cheval will enter combat. Due to their inability to make decisions on their own, a rider in combat on a cheval takes a -5 to all Ride checks, and cannot take 10 or 20 on a Ride check for any reason.