TheLogman
2009-08-12, 03:25 PM
"Heh, I used to think magic was so easy. Just snap your fingers and teleport halfway around the world. That's the way they used to do it, before those "lawmakers" decided to get trigger happy. Now, I have to fill out forms in triplicate just to run a legitimate transport business. I guess all the paperwork is better than the alternative...them..."-Gabrial Skylark, a Wizard specializing in inter-dimensional transport.
Transrut
...
Size/Type: Medium Construct (Extraplanar, Lawful)
Hit Dice: 15d10+20 (101 hp)
Initiative: +9
Speed: Base speed 30 ft. Fly Speed 60 ft. (Perfect)
Armor Class: 26 (+5 Dex, +5 natural, +6 banded mail (Mithral)), 15 touch, 21 flat-footed
Base Attack/Grapple: +11/+0
Attack: +3 longbow +19 ranged (1d8+3/x3) or shortsword +16 melee (1d6+5/19-20/x2) or slam +16 melee (1d6+5)
Full Attack: +3 longbow +19/+14/+9 ranged (1d8+3/x3) or shortsword +16/+11/+6 melee (1d6+5/19-20/x2) or 2 slams +16 melee (1d6+5).
Space/Reach: 5 ft./5 ft.
Special Attacks: Impound, Spell-Like Abilities
Special Qualities: Construct traits, Damage Reduction 10/Chaotic, Darkvision 60 ft., Fast Healing 5, Low-Light Vision, Paperwork Master, Spell Resistance 22
Saves: Fort +5, Ref +10, Will +9
Abilities: Str 10, Dex 20, Con Ø, Int 14, Wis 20, Cha 14
Skills: +20 Appraise, +23 Listen, +20 Search, +23 Spot
Feats: Ability Focus (Impound), Improved Initiative, Point Blank Shot, Rapid Shot, Spell Penetration, Weapon Finesse
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 15-22 HD (Medium); 23-39 HD (Large)
Level Adjustment: —
Transruts are charged with ensuring that the the fabric of the multiverse is kept intact, usually by regulating inter-dimensional transport. While most unauthorized teleports are ignored, multiple violations, or very flagrant violations (such as tearing a permanent hole between planes, creating a new Genesis plane without being authorized, or transporting thousands of outsiders) will be prosecuted.
Just as they are programmed, Transruts accept no excuses and know no mercy except that which the Law provides.
Like most Inevitables, Transruts appear to be humanoids composed completely of gold and silver, animated with clockwork. Transruts in particular have giant bird-like wings, and usually carry briefcases filled with up-to-date records on its quarry.
Combat
Upon finding its quarry, a Transrut will immediately demand the inter-dimensional transport license of its target. If the target attempts to flee, or attacks the Transrut, it will respond with progressively deadly force, continually demanding that its quarry and their party (if any) turn themselves in immediately. Typically, a Transrut will immediately Impound its targets, then Slow them and box them in using Walls of Force, before finally starting to use actual deadly force.
Against stronger opponents, the Transrut will pair up with other inevitables to flank and capture or kill more difficult quarries.
Construct Traits:
* No Constitution score.
* Low-light vision.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
* Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
* Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
* Since it was never alive, a construct cannot be raised or resurrected.
* Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
* Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
* Proficient with no armor.
* Constructs do not eat, sleep, or breathe.
Impound: Three times per assignment, a Transrut may target its primary quarry with a wave of mental energy that severs its target's connection with any other planes. As a Standard Action, the Transrut may chose to affect its quarry with this ability, as long as it has line of sight to the target. The target must succeed on a DC 24 Will Save (Save is Wisdom based) or become totally incapable of any inter-dimensional travel except to Mechanus. The Impound is tied to the grand laws of Mechanus, and cannot be removed except by an authorized employee of the Mechanus Department of Travel and Transit. Impound is a Supernatural effect that cannot be dispelled.
Paperwork Master: Transruts cannot be fooled by any forgeries of documents or lies. All Bluff and Forgery checks made against a Transrut automatically fail.
Spell-Like Abilities: At Will: Freedom of Movement, Passwall, Slow, Solid Fog. 3/day: Chain Lightening, Dimensional Anchor, Plane Shift, Teleport. Caster Level 15.
Quest Hooks:
-One of the Party's NPC allies has been accosted by the officials of Mechanus for excessive teleporting. The PC's must travel to Mechanus and figure out all the paperwork. (DMV anyone?)
-The party has been mis-marked as being teleport abusers (Or really are teleport abusers) and have to clear their name or fight the hordes of Mechanus to the death.
-The party must team up with a group of inevitables to stop the BBEG from tearing a rip in the multiplane, which would imbalance the fight between good and evil.
Information on the Department of Travel and Transit
Because the chief purpose of Mechanus is maintaining the law, often rule breakers will be forced to assist in the capture or justice of criminals. Depending on the party's abilities, this could mean doing research, serving jury duty, donating magical items, or even acting as the long arm of the law by proxy.
Often, punishments also have a much more long-lasting effect. For breakers of travel laws, this could mean not teleporting for a few days/weeks/months, until the incredibly slow paperwork gets sorted out.
Transrut
...
Size/Type: Medium Construct (Extraplanar, Lawful)
Hit Dice: 15d10+20 (101 hp)
Initiative: +9
Speed: Base speed 30 ft. Fly Speed 60 ft. (Perfect)
Armor Class: 26 (+5 Dex, +5 natural, +6 banded mail (Mithral)), 15 touch, 21 flat-footed
Base Attack/Grapple: +11/+0
Attack: +3 longbow +19 ranged (1d8+3/x3) or shortsword +16 melee (1d6+5/19-20/x2) or slam +16 melee (1d6+5)
Full Attack: +3 longbow +19/+14/+9 ranged (1d8+3/x3) or shortsword +16/+11/+6 melee (1d6+5/19-20/x2) or 2 slams +16 melee (1d6+5).
Space/Reach: 5 ft./5 ft.
Special Attacks: Impound, Spell-Like Abilities
Special Qualities: Construct traits, Damage Reduction 10/Chaotic, Darkvision 60 ft., Fast Healing 5, Low-Light Vision, Paperwork Master, Spell Resistance 22
Saves: Fort +5, Ref +10, Will +9
Abilities: Str 10, Dex 20, Con Ø, Int 14, Wis 20, Cha 14
Skills: +20 Appraise, +23 Listen, +20 Search, +23 Spot
Feats: Ability Focus (Impound), Improved Initiative, Point Blank Shot, Rapid Shot, Spell Penetration, Weapon Finesse
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 15-22 HD (Medium); 23-39 HD (Large)
Level Adjustment: —
Transruts are charged with ensuring that the the fabric of the multiverse is kept intact, usually by regulating inter-dimensional transport. While most unauthorized teleports are ignored, multiple violations, or very flagrant violations (such as tearing a permanent hole between planes, creating a new Genesis plane without being authorized, or transporting thousands of outsiders) will be prosecuted.
Just as they are programmed, Transruts accept no excuses and know no mercy except that which the Law provides.
Like most Inevitables, Transruts appear to be humanoids composed completely of gold and silver, animated with clockwork. Transruts in particular have giant bird-like wings, and usually carry briefcases filled with up-to-date records on its quarry.
Combat
Upon finding its quarry, a Transrut will immediately demand the inter-dimensional transport license of its target. If the target attempts to flee, or attacks the Transrut, it will respond with progressively deadly force, continually demanding that its quarry and their party (if any) turn themselves in immediately. Typically, a Transrut will immediately Impound its targets, then Slow them and box them in using Walls of Force, before finally starting to use actual deadly force.
Against stronger opponents, the Transrut will pair up with other inevitables to flank and capture or kill more difficult quarries.
Construct Traits:
* No Constitution score.
* Low-light vision.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
* Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
* Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
* Since it was never alive, a construct cannot be raised or resurrected.
* Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
* Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
* Proficient with no armor.
* Constructs do not eat, sleep, or breathe.
Impound: Three times per assignment, a Transrut may target its primary quarry with a wave of mental energy that severs its target's connection with any other planes. As a Standard Action, the Transrut may chose to affect its quarry with this ability, as long as it has line of sight to the target. The target must succeed on a DC 24 Will Save (Save is Wisdom based) or become totally incapable of any inter-dimensional travel except to Mechanus. The Impound is tied to the grand laws of Mechanus, and cannot be removed except by an authorized employee of the Mechanus Department of Travel and Transit. Impound is a Supernatural effect that cannot be dispelled.
Paperwork Master: Transruts cannot be fooled by any forgeries of documents or lies. All Bluff and Forgery checks made against a Transrut automatically fail.
Spell-Like Abilities: At Will: Freedom of Movement, Passwall, Slow, Solid Fog. 3/day: Chain Lightening, Dimensional Anchor, Plane Shift, Teleport. Caster Level 15.
Quest Hooks:
-One of the Party's NPC allies has been accosted by the officials of Mechanus for excessive teleporting. The PC's must travel to Mechanus and figure out all the paperwork. (DMV anyone?)
-The party has been mis-marked as being teleport abusers (Or really are teleport abusers) and have to clear their name or fight the hordes of Mechanus to the death.
-The party must team up with a group of inevitables to stop the BBEG from tearing a rip in the multiplane, which would imbalance the fight between good and evil.
Information on the Department of Travel and Transit
Because the chief purpose of Mechanus is maintaining the law, often rule breakers will be forced to assist in the capture or justice of criminals. Depending on the party's abilities, this could mean doing research, serving jury duty, donating magical items, or even acting as the long arm of the law by proxy.
Often, punishments also have a much more long-lasting effect. For breakers of travel laws, this could mean not teleporting for a few days/weeks/months, until the incredibly slow paperwork gets sorted out.