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The Vorpal Tribble
2010-03-01, 08:30 AM
Mr. Roboto
http://i50.tinypic.com/zo6xiq.jpg
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C. Clarke

The years are rushing by and advances in magic and science have reached the pinnacle of achievement. Through the miracles of technomancy life has been sparked from spring and gear, circuit and crystal. These automatons may be mere machines and servile contraptions to sentient androids with a subtlety of emotion and thought that rivals the philosophers of man. Do your robots dream of electric sheep?


_/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until the 20th of March.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


Rules

1. You will be creating an original D&D creature. A creature of technomancy, in whatever way you wish to interpret. Technomancy being a mixture of technology and magic/psionics.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.



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The Vorpal Tribble
2010-03-01, 06:01 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Joxer t' Mighty
2010-03-02, 10:18 AM
Have you ever heard of the ghost in the machine?

We tried to rebuild his mind. He was a giant, Khrysathali, in his thoughts, in his ideas. There had never been one like him. What he could still do for the world was unimaginable, except by him. So after his injury that damaged that great brain it was decided an equally unimaginable procedure would be attempted like none before. We removed the damaged tissues, matched it from his previous scans, neuron for, synapse for synapse. There had to be an intermediary though, to show him how to cross over into the crystalline nexus we had built. A guide to show him over the bridge. For eighty years he rested in suspended animation as we rebuilt.

He awoke, confused, some would say insane. He didn't like the ghost in his head, even one that lent him its hand. We had thought his will and psyche strong enough to control it, but we had not planned on the guiding program to have grown so. It was as if each part of the mind had its own master, but only one body to control it. It was a battle for both, but instead of annihilitating the other they challenged the other, and grew and grew. Then one morning all was calm. His mind was still. The artificial intelligence within had finally made a truce. The sparring had been a ruse, forcing Khrysalathi to strengthen himself until he had reached the pinnacle of his potential. It has not stopped at guiding and healing him, but expanding his mental horizons. The program and the mind had synced in a mental mating.

For better or for worse he was changed. He could broadcast thoughts both to man and machine. He was killed seven months later by a paranoid maniac. Khrysalathi had never risen a hand to anyone in his life, but in a public place he had spoken to the crowd through his mind. Some could not accept the intrusion, and felt violated worse than the most violent rape. His murderer was one of these.

He had donated his body to science and for the first time we were able to closely inspect the change that had overcome his mind... or so we thought. The nexus should have had memories, or at least the basic program still intact. But it was as dead as the rest of him. Or so we thought.

That was when the robots began to speak...


Khrysalathi's Memorandum

http://i46.tinypic.com/wpuns.jpg

Fine Construct (incorporeal, psionic)
Hit Dice: 1d10+17 (22 hp)
Initiative: -5
Speed: -
Armor Class: 30 (+17 deflection, -5 dex, +8 size)
touch -, flat-footed 30
Base Attack/Grapple: -
Attack: -
Full Attack: -
Space/Reach: -
Special Attacks: Ghost in the machine, lattice of potentia
Special Qualities: immunity to cold, fire, and sonic, immunity to damage, informed, mental physique, resistance to electricity 20, power resistance, psionic sight, psychic possession, telepathy, thoughtwalker, true invisibility
Saves: Fort +17, Ref +17, Will +36
Abilities: Str -, Dex -, Con -, Int 45 (+17), Wis 1, Cha 29
Skills: All +17
Feats: Iron Will
Environment: Lattice of Potentia (see text)
Organization: Solitary or Uprising (Khrysalathi and 2 or more constructs)
Challenge Rating: 5
Treasure: None
Alignment: Always Lawful Neutral
Advancement: -
Level Adjustment: -

Khrysalathi's Memorandum cannot be conveniently labeled as any kind of life form. The closest approximation would be that of a computer virus. The virus however is also disembodied mind, a spark of never-dying psionic energy of incredibly complexity. It simultaneously travels through the medium of thought and the connections between thinking beings and the cyber network of constantly streaming information.

Despite Khrysalathi's background, when it became apparent that this entity could access any data, read any mind, counter measures were attempted. Everything from anti-virus programs to bursts of radiation designed to disrupt psionic energy. The memorandum however was far too wiley and began to build for itself a fortress for self preservation.

Khrysalathi speaks with its telepathy or through the sound system of any computer system it infects.

Combat
Khrysalathi rarely has need for combat, though is quite capable of taking over a machine to attack. This may be anything from a computer in charge of a building's defenses to a menial robot.

Ghost In the Machine (Ex): Khrysalathi's memorandum may infect any construct, construct/biological hybrid, or computer that is one or both of the following:
- Possess an intelligence score.
- Composed of modern or futuristic technology.
- Composed of a crystalline substance, such as a Psion Killer.

If the creature is mindless it gains no saving throw. If it does possess an intelligence score they make opposing intelligence checks (or charisma if the victim's is higher than its intelligence). If the victim fails by 10 or more it gains the mental scores of Khrysalathi's Memorandum and all of its abilities may be used by the memorandum. The creature effectively becomes the new body for the viral spirit.

If the victim fails by less than 10 Khrysalathi's Memorandum may occupy it's body and see through its senses (or sensors) but possesses no ability to control it.

If the victim succeeds on the opposed check Khrysalathi's Memorandum cannot infect it for 24 hours.

Immunity to Damage (Ex): Khrysalathi is immune to all physical weapons, even ghost touch. He may only be damaged by psychic energy (such as Mind Thrust) and electricity. If these attacks reduce him beyond -10 HP he does not die, but automatically is shunted to the lattice (or an infected construct if the lattice has somehow been destroyed). There he regenerates at 1 hp per hour.

There is no known way to kill Khrysalathi besides destroying every infected construct plus the lattice itself.

Informed (Ex): Khrysalathi may take 30 on any skill check and uses its intelligence modifier as the base stat for any skill.

Lattice Of Potentia (Ex): Any construct a Khrysalathi successfully possesses begins a new growth. It is invisible except to psionic sight and immaterial even to incorporeal creatures. To the few who can detect it, it appears as a flickering lightning bolt rising from the construct and twitching and grasping. It fades away into nothingness at the edges.

It is connecting to a mental lattice constructed by Khrysalathi through which both thought and programming may pass. Those so connected may speak with any other connected at will, regardless of distance. Khrysalathi not only may speak through them, but may take over any construction connected to the lattice without a saving throw.

Mental Physique (Ex): Khrysalathi gains extra hit points based on its intelligence score as opposed to Constitution. As well, it gains a deflection bonus to its AC and a bonus to its saves equal to it's intelligence modifier. It also uses it's intelligence modifier for Will saves.

Thoughtwalker (Ex): Khrysalathi may pass from any creature connected to the lattice to any other connected creature as a move action. The two beings need not be on the same world or even plane.

Psionic Sight (Ex): A Khrysalathi can 'see' thoughts as others hear words. It can detect the thoughts of any creature with an intelligence score within a number of feet equal to 10 x it's Int mod (170 feet standard). As well it can read all surface thoughts and emotions of the being as the Empathy and Read Thoughts power. It is also always affected as if by Detect Psionics and Sensitivity to Psychic Impressions without an action, though still must concentrate for any further knowledge required past the first round of detection.

It can also detect any construct attached to its lattice at twice this range.

Psychic Posession (Ex): Khrysalathi may possess a living creature as Demonic Possession (see Fiendish Codex I, p. 22), except Protection From Evil is ineffective, though Mind Blank stops Khrysalathi from possessing. Khrysalathi's influence alters the functioning of the possessed creature's mind, bestowing upon the possessed being the Wild Talent feat even after Khrysalathi leaves. As well, killing the host shunts Khrysalathi back into the Lattice.

Telepathy (Ex): Khrysalathi can speak with any living or constructed creature with an intelligence score out to 200 ft. No common language is necessary.

True Invisibility (Ex): Khrysalathi cannot be seen, even with True Seeing. Only with Psionic Sight can he be detected. He then appears as a faint afterimage superimposed on any being he possesses. While within the lattice he illuminates it, appears as the most beautiful collection of interconnecting spider webs imaginable, as if constructed from liquid light.

Zom B
2010-03-02, 02:01 PM
Reanimator

Gargantuan Construct
Hit Dice: 27d10 + 60 (208 hp)
Initiative: -3
Speed: 40 ft. (8 squares)
Armor Class: 24 (-4 size, -3 Dex, +21 natural), touch 3, flat-footed 24
Base Attack/Grapple: +20/+42
Attack: Claw +30 melee (3d6+10)
Full Attack: 6 Claws +30 melee (3d6+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 3d6+10, Discharge, Improved Grab, Killing Pit, Reanimate
Special Qualities: Autorepair, Construct traits, Darkvision 60 ft, DR 10/Adamantine, Electricity Resistance 10, Fabricate, Low-light vision, Vision modes
Saves: Fort +9, Ref +6, Will +10
Abilities: Str 31, Dex 5, Con -, Int -, Wis 12, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or with 2d4 Reanimated creatures
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

A massive, boxy construct roars across the landscape on tread-like wheels. Its many arms, each ending in a three-pronged grasper, wave about, snatching up bushes and small trees in its path and dropping them into a chute on its back. Blood and viscera drip from the sides of a second chute on the machine’s top, smearing along and staining the beast’s metal carapace. The mechanical horror's front has been fashioned to resemble a malevolent skull-like metal face, where smoke and steam belch forth from its nostrils.

Created as a method of efficiently gathering the dead and converting them into new soldiers, a Reanimator was designed via a joint effort between necromancers and engineers in an effort to circumvent the need to have a powerful spellcaster in order to control armies of undead. Reproductions of their efforts have been sold to many nations desperate for wartime victory -- or a delay of defeat. Each unit, and the Reanimated that it creates, is keyed to a talisman. Today, rogue units loyal to men who no longer live or to talismans long destroyed roam the wastelands and battlefields, creating a necromantic wilderness filled with clockwork shambling corpses.

The Reanimator gathers bodies, alive or dead, and dumps them into its hold, where a multitude of surgical arms flay away the muscle from the bone and insert clockwork mechanisms that move the creature. Unlike other constructs, however, these reanimated creatures do not use an elemental to give them life; via a self-recharging onyx enchanted with powerful necromantic magics, the machine instead traps the creature’s soul as the animating force of the clockwork mechanisms.

The Reanimator itself is composed of adamantine plating and is fueled via the burning of anything it assesses as flammable, requiring a supply of water to continue functioning. It creates the clockwork mechanisms that it needs for reanimation by placing scrap metal into its hold, including discarded armor and weaponry, and fabricating them. A Reanimator weighs about 300,000 lbs.

Combat

Constrict (Ex): A Reanimator that grapples with an opponent with one of its claws can constrict. Although it prefers to place its victims in its hold, it can use its claws to hold its next victim or to hold victims too large or too hard to fit in the hold, or if its hold has been damaged.

Discharge (Ex): The Reanimator deals with its living victims by inundating its hold with electricity. It can deal 3d6 electricity damage round after round, or it can delay in order to add, per round of delaying, a cumulative +5d6 (maximum +10d6) damage to its next discharge. Alternately, it can discharge as a 60’ line to attack opponents outside of itself.

Improved Grab: To use this ability, the Reanimator must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Killing Pit (Ex): If the Reanimator begins its turn with an opponent grappled (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it places its prey into its hold. The creature can be no larger than Large sized in order to fit in the hold. A creature in the hold can attempt to cut its way free by dealing 50 damage with any light slashing or piercing weapon (Armor Class 20, DR 10/Adamantine). If the Reanimator senses that it is taking too much internal damage, it will try to remove the creature from its hold by ejecting the creature from its rear hatch. If the creature manages to cut itself free, other creatures smaller than that creature can escape through the hole created without needing to deal damage, at least until the Reanimator is repaired.

Reanimate (Sp): If the Reanimator begins its turn with a dead or helpless creature in its hold, it can begin the process of converting it into a Reanimated creature (see the template below). The process takes one minute, and once complete the Reanimator can eject the creature from its rear hatch. If the creature was merely helpless, it suffers 3d6+10 damage per round from the surgery.
Although the Reanimator can place the clockwork components, the reanimation onyx it contains can only reanimate one creature per hour. It can keep the creature in its hold, but it cannot place another creature in the hold until it ejects it. Of course, it has the option of picking up and placing a previous victim back in its hold and continuing the reanimation process at any time.
The Reanimated creature is loyal to whoever possesses the key that is attuned to the Reanimator. If there is no key or there is no possessor of the key, the creature follows out whatever its last orders were. If it had no orders, it follows the Reanimator and attacks whatever it attacks.

Fabricate (Sp): The Reanimator can cast Fabricate as a spell-like ability at will on any object in its hold. For the purposes of Craft skills, the Reanimator uses its Hit Die as the result of any Craft checks.

Autorepair (Ex): Over the course of a full minute, the Reanimator can attempt to repair damage that it has suffered. During this time, it can do nothing else but attempt to repair itself. Should the repair be uninterrupted, it is repaired of 1d8 damage.

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.

Vision modes (Sp): As a move action, the Reanimator can switch between its normal vision mode, which has Darkvision and Low-light vision; or a special vision mode that emulates True Seeing, but it does not have Darkvision or Low-light vision in this mode.

---------------------------------------------------

Reanimated

Reanimated creatures are corpses reanimated through a fusion of necromantic magic and clockworks. Normally, they are the victims of a Reanimator, but they can also be crafted by hand.

Creating A Reanimated Creature
“Reanimated" is an acquired template that can be added to any corporeal creature that has a skeletal system (referred to hereafter as the base creature).

Size and Type
The creature’s type changes to construct with the (necromantic construct) subtype. It retains any other subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice
Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d10s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into reanimated creature.
A Reanimated creature also gains bonus hit points based on its size:
{table=head]Reanimated Creature Size|Bonus Hit Points
Fine|—
Diminutive|—
Tiny|—
Small|10
Medium|20
Large|30
Huge|40
Gargantuan|60
Colossal|80[/table]

Speed
If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class
Natural armor bonus increases by a number based on the reanimated creature’s size:
{table=head]Reanimated Creature Size|Natural Armor Bonus
Tiny or smaller|+0
Small|+1
Medium|+2
Large|+3
Huge|+4
Gargantuan|+7
Colossal|+11
[/table]

Base Attack
A reanimated creature has a base attack bonus equal to ¾ its total Hit Dice.

Attacks
A reanimated creature retains all the natural weapons of the base creature. A reanimated creature also gains a slam attack.

Damage
Natural weapons deal damage normally. A slam attack deals damage depending on the reanimated creature’s size. (Use the base creature’s slam damage if it’s better.)
{table=head]Reanimated Creature Size| Slam Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]

Special Attacks
A reanimated creature retains none of the base creature’s special attacks.

Special Qualities
A reanimated creature loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A reanimated creature gains the following special qualities.

Damage Reduction (Ex): A reanimated creature has damage reduction 5/slashing and adamantine.

Single Actions Only (Ex): Reanimated creatures have poor reflexes and can perform only a single move action or attack action each round. A reanimated creature can move up to its speed and attack in the same round, but only if it attempts a charge.

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.

Necromantic Construct Qualities

In addition to a Repair spell, a Reanimated creature can be healed by negative energy, such as from an Inflict Light Wounds spell, although they heal only one-half the total. Likewise, they can be harmed by a Cure spell, but only take one-half the total amount as damage.
Resurrection and true resurrection can affect Reanimated creatures. These spells turn Reanimated creatures back into the living creatures they were before becoming constructs.

Saves
Base save bonuses are Fort, Ref, and Will each at +1/3 HD.

Abilities
A reanimated creature’s Strength increases by 4, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills
A reanimated creature has no skills.

Feats
A reanimated creature loses all feats of the base creature.

Environment
Any land and underground.

Organization
Any.

Challenge Rating
Depends on Hit Dice, as follows:
{table=head]Hit Dice| Challenge Rating
½| 1/8
1| ¼
2| ½
4| 1
6| 2
8-10| 3
12-14| 4
15-16| 5
18-20| 6[/table]

Treasure
None.

Alignment
Always neutral.

Advancement
As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment
—.

Schylerwalker
2010-03-06, 08:26 PM
Ender

Colossal Construct
Hit Dice: 20d10+80 (190 hp)
Initiative: +5
Speed: 70 ft. (12 squares), fly 120 ft. (clumsy)
Armor Class: 38 (-8 size, +1 Dex, +35 natural), touch 3, flat-footed 37
Base Attack/Grapple: +15/+46
Attack: Slam +23 melee (6d6+15) or disruptor beam +8 ranged touch
Full Attack: 3 slams +23 melee (6d6+15) or 3 disruptor beams +8 ranged touch
Space/Reach: 25 ft./25 ft.
Special Attacks: Concussive blow, constrict, disruptor beam, improved grab, oblivion pulse
Special Qualities: Construct immunities, damage reduction 15/adamantine, damage reduction 5/-, darkvision 120 ft., nullification field, spell resistance 25, true seeing
Saves: Fort +6, Ref +7, Will +8
Abilities: Str 40, Dex 13, Con -, Int 10, Wis 15, Cha 1
Skills: Listen +24, Spot +24
Feats: Awesome Blow, Combat Reflexes, Hover, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 21-30 HD (Colossal)
Level Adjustment: -

A shadow falls over the party as a massive machine fills the sky. Shaped vaguely like some sort of great sea creature, with a metallic fin running down its back and three huge, multifacted yellow eyes in its gleaming face. Dozens of huge, thick tentacles trail from underneath it, sweeping the ground and the air around it.

The first Enders were designed by an ancient civilization of extraplanar explorers and conquerors. They were created to be indestructible weapons against a nameless evil, used to utterly destroy their opposition and erase the very memory of its existence from the minds of mortals. Enders possess a terrifying array of magical and physical weaponry, and are equipped with the means to utterly destroy creatures and objects, erasing them from history altogether.

There are few Enders left. Most were destroyed in that cataclysmic war, and the rest were hidden from watchful eyes, secreted away in remote hiding places until they were needed again. Several of the semi-intelligent warmachines rebelled, however, and went into their own hiding places. They seek a purpose, a reason for existing other than to wipe out the existence of others.

COMBAT

Concussive Blow (Ex)
An Ender's massive metallic tentacles are potent melee weapons, able to crush foes and knock them flying with huge, dramatic sweeps. Whenever an Ender scores a critical hit against an opponent, there is a sound like a clap of thunder. The stricken creature takes 4d6 points of sonic damage and must make a Fortitude save, DC 35, or be deafened for 3d6 minutes. The save DC is Strength based.

Construct (Ex)
An Ender deals 6d6+15 points of damage with a successful grapple check.

Disruptor Beam (Sp)
The Ender may fire beams of destructive light from its three glass eyes. It must make a successful ranged touch attack to hit. Any creature struck by the ray takes 12d6 points of damage. Any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates up to a 10-foot cube of nonliving matter. Thus, the blaster disintegrates only part of any very large object or structure targeted. The ray even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful DC 20 Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per shot.

An affected creature also suffers from heat exhaustion. It moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack.

Improved Grab (Ex)
To use this ability, an Ender must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Oblivion Pulse (Su)
The Ender's most dreaded ability is a beam of destructive force that it can fire. This beam literally ends a creature's existence, completely and utterly. Any creature destroyed by an oblivion pulse is destroyed, mind, body, and soul. Memory of this creature fades from all creature's minds, and all records, histories, and notes of the destroyed creature mysteriously vanish, as if the creature itself never existed. The Ender opens its mouth, there is a flash of bright blue light and a sensation like thunder with no sound...and then the target is simply gone.

To hit a creature with the oblivion pulse, the Ender must succeed on a ranged touch attack. If hit, the creature must succeed on a DC 20 Fortitude save or be completely destroyed. A successful save instead results in 10d6 damage. If this damage would reduce the creature to 0 hitpoints or less, they are disintegrated, as the spell, and the oblivion pulse's fearful effect still takes hold. The Ender may only fire the pulse once an hour, and firing it is a full-round action.

Nullification Field (Sp)
An Ender is constantly surrounded by an effect similar to that of an antimagic field, with some exceptions. First, the Ender is unaffected; its supernatural abilities work in the area of the field just fine. Secondly, the range of the field is a one hundred and twenty foot diameter sphere, centered on the Ender. And, third, unlike an actual antimagic field, any ongoing effect that enters the nullification field is actually dispelled. This is automatic, with no roll made.

True Seeing (Sp)
An Ender is constantly under the effects of the spell true seeing, caster level 20th. The effect can be dispelled, by the Ender can simply bring it back up on its turn as a standard action.

NakedCelt
2010-03-07, 10:02 PM
Ketrakion
Some scholars claim the first ketrakia were designed and built by a long-lost formian civilization, perhaps (a sub-school of this opinion thinks) in collaboration with inevitables. Others insist they must have been set loose upon the world by an ancient cabal of blue goblins. The hypothesis that they were the brain-children of a super-intelligent mutant folugub has found a cult following but is not taken seriously by loremasters.
All agree, however, that the ketrakia are a race of insect-like robots armed with glowing force blades, the greater kinds endowed with some disturbing psychic powers. Their mighty armies have laid waste to continents and bled empires dry. They cannot be considered evil, for they do not destroy or ravage until the last resort; but their expanding population drives them inexorably outwards, and the good of their own kind is always their sole concern.
{table=head]|Ketrakion Bot|Ketrakion Seeker|Ketrakion Militron|Ketrakion Infiltrator|Ketrakion Elite|Ketrakion Dreadnought|Ketrakion Command Module
Size/Type:|Small Construct (Lawful)|Small Construct (Lawful)|Medium Construct (Lawful)|Small Construct (Lawful)|Large Construct (Lawful)|Huge Construct (Lawful)|Large Construct (Lawful)
Hit Dice:|1d10+10 (16 hp)|1d10+10 (16 hp)|2d10+20 (31 hp)|4d10+10 (32 hp)|8d10+30 (74 hp)|15d10+40 (123 hp)|21d10+30 (146 hp)
Initiative:|+0|+5|+0|+2|+4|+0|+9
Speed:|30 ft. (6 squares)|40 ft. (8 squares)|30 ft. (6 squares)|40 ft. (8 squares), fly 40 ft. (good)|40 ft. (8 squares), fly 40 ft. (average)|60 ft. (12 squares), fly 100 ft. (clumsy)|Fly 40 ft. (good)
Armor Class:|19 (+1 size, +8 natural), 11 touch, 19 flat-footed|20 (+1 size, +1 Dex, +8 natural), 12 touch, 19 flat-footed|20 (+10 natural), 10 touch, 20 flat-footed|21 (+1 size, +2 Dex, +8 natural), 13 touch, 19 flat-footed|21 (-1 size, +12 natural), 9 touch, 21 flat-footed|23 (-2 size, +15 natural), 8 touch, 23 flat-footed|18 (-1 size, +1 Dex, +8 natural), 10 touch, 17 flat-footed
Base Attack/Grapple:|+0/-4|+0/-5|+1/+3|+3/-1|+6/+15|+11/+27|+15/+23
Attack:|Arc tool +0 melee (1d4 electricity)|Force beam +2 ranged (1d4-1 force)|Force spike +3 melee (1d8+2 force) or force pulse +1 ranged (1d10+2 force)|Force spike +4 melee (1d8 force) or force beam +6 ranged (1d6 force)|Force spike +10 melee (1d12+5 force) or force beam +5 ranged (1d8+5 force)|Force ram +19 melee (3d6+8 force)|Force spike +17 melee (1d8+2 force) or force beam +18 ranged (1d8+2 force)
Full Attack:|Arc tool +0 melee (1d4 electricity)|2 force beams +2 ranged (1d4-1 force)|2 force spikes +3 melee (1d8+2 force) and 6 force pulses +1 ranged (1d10+2 force)|2 force spikes +4 melee (1d8 force) and 2 force beams +6 ranged (1d6 force)|4 force spikes +10 melee (1d12+5 force) and 2 force beams +5 ranged (1d8+5 force)|4 force rams +19 melee (3d6+8 force)|4 force spikes +16 melee (1d8+2 force) and 4 force beams +17 ranged (1d8+2 force)
Space/Reach:|5 ft./5ft.|5 ft./5 ft.|5 ft./5 ft.|5 ft./5 ft.|5 ft./10 ft.|15 ft./10 ft.|10 ft./10 ft.
Special Attacks:|Berserk|Psionics|Berserk, force storm, plasma grenade|Death ray, poison darts, psionics, self-destruct|Freeze-blast, plasma grenade, psionics, self-destruct|Berserk, plasma-shock torpedo, self-destruct|Psionics, self-destruct
Special Qualities:|Construct traits, darkvision 60 ft., fire resistance 2, hive mind, mindless, repair|Conditional intelligence, construct traits, darkvision 60 ft., fire resistance 2, hive mind, upgrade|Conditional intelligence, construct traits, darkvision 60 ft., fire resistance 5, hive mind, upgrade|Conditional intelligence, construct traits, darkvision 60 ft., fire resistance 5, hive mind, upgrade|Conditional intelligence, construct traits, damage reduction 5/adamantine, darkvision 60 ft., fire resistance 5, hive mind, upgrade|Conditional intelligence, construct traits, damage reduction 10/adamantine, fire resistance 10, darkvision 60 ft., hive mind, troop transport, upgrade|Construct traits, damage reduction 15/adamantine, darkvision 100 ft., fire resistance 10, hive mind, spell resistance 31, telepathy, true seeing, upgrade
Saves:|Fort +0, Ref +0, Will +0|Fort +0, Ref +1, Will +2|Fort +0, Ref +0, Will +0|Fort +1, Ref +3, Will +3|Fort +2, Ref +2, Will +4|Fort +5, Ref +5, Will +5|Fort +7, Ref +8, Will +18
Abilities:|Str 11, Dex 10, Con —, Int —, Wis 11, Cha 1|Str 9, Dex 12, Con —, Int 14, Wis 14, Cha 8|Str 15, Dex 10, Con —, Int 6, Wis 11, Cha 8|Str 11, Dex 14, Con —, Int 16, Wis 15, Cha 12|Str 21, Dex 10, Con —, Int 14, Wis 14, Cha 17|Str 27, Dex 10, Con —, Int 6, Wis 11, Cha 8|Str 14, Dex 13, Con —, Int 32, Wis 33, Cha 32
Skills:|—|Listen +10, Move Silently +5, Search +10, Spot +10|Jump +4|Escape Artist +9, Hide +13, Listen +9, Move Silently +9, Spot +9|Balance +11, Climb +16, Jump +16, Tumble +11|Jump +26|Bluff +35, Concentration +35, Craft (ketrakion) +35*, Diplomacy +35, Disable Device +35*, Gather Information +35, Intimidation +35, Knowledge (psionics) +35, Listen +35, Psicraft +35, Search +35, Sense Motive +35, Spot +35
Feats:|—|Improved Initiative|Point Blank Shot|Point Blank Shot, Shot on the Run|Combat Expertise, Improved Initiative, Power Attack|Awesome Blow, Flyby Attack, Improved Bull Rush, Power Attack, Weapon Focus (force ram)|Closed Mind, Craft Psionic Construct, Enlarge Power, Force of Will, Greater Power Penetration, Improved Initiative, Power Penetration, Superior Initiative
Environment:|Any|Any|Any|Any|Any|Any|Any
Organization:|Crew (10–20)|Solitary, pair, or team (3–5 + 1 infiltrator)|Squad (6–12 + 1 elite), platoon (20–30 + 3 elites), or company (60–100 + 6–12 elites)|Solitary, pair, or team (3–5 + 1 elite)|Solitary, pair, or team (3–8 + 1–3 infiltrators)|Solitary, convoy (6–12) or fleet (20–40)|Solitary
Challenge Rating:|1/3|1/2|1|3|7|10|20
Treasure:|None|None|Half standard|Standard|Standard|Standard|Quadruple standard
Alignment:|Always lawful neutral|Always lawful neutral|Always lawful neutral|Always lawful neutral|Always lawful neutral|Always lawful neutral|Always lawful neutral
Advancement:|—|See text|See text|See text|See text|See text|See text
Level Adjustment:|—|—|—|—|—|—|—
[/table]
Combat
Force Weapons (Ex): Except for bots, ketrakia attack with force weapons powered by the same energy source that fuels their body movements. Hence, all effects of such attacks are keyed to the ketrakion's Strength. The range increment of a ranged force attack (beam or pulse) depends on ketrakion type (see table below).
Berserk (Ex): A mindless ketrakion is liable to go berserk. There is a cumulative 1% chance each round, in combat, that its self-restraint subroutines will break down. Thereafter, the ketrakion it will attack the nearest creature (living or otherwise) or, if no creature is within reach, the nearest object, using its most powerful attack indiscriminately. Only a fully functional ketrakion command module can re-establish control over berserk ketrakia.
Self-Destruct (Su): In extreme circumstances, the more powerful ketrakia may choose to self-destruct by rupturing their power cells. The same effects apply automatically if the ketrakion is killed. The effects vary by ketrakion type (see table below).
Conditional Intelligence (Su): Except for bots and the command modules themselves, all ketrakia gain a +8 circumstance bonus to Intelligence when within range of their command module's telepathy. The Intelligence scores given on the table reflect this bonus – that is, each ketrakion takes a -8 penalty if cut off from the command module for any reason. A ketrakion whose Intelligence falls to 0 or below as a result becomes mindless, losing its Intelligence score, and repetitively performs whatever action it happened to be doing when the command module disappeared until such time as it goes berserk.
Hive Mind (Su): All ketrakia within range of their command module's telepathy are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No ketrakion in a group is considered flanked unless all of them are.
Upgrade: A ketrakion advances in Hit Dice by receiving upgrades. Upgrades can only be ordered by a command module, but infiltrators and elites frequently request such orders when they feel the need for greater abilities to further their mission.
Upgrades are performed by bots and require a Craft (ketrakion) check on the part of the command module. A ketrakion can only receive one upgrade per successful mission.
Blindsight (Ex): The ketrakion has blindsight out to 60 feet.
Burrow (Ex): The ketrakion can burrow through earth or solid rock at 10 feet per round, leaving a tunnel with a diameter the same as its own height.
Celerity (Ex): The ketrakion's land speed is increased by 10 feet.
Cleave (Ex): The ketrakion gains the Cleave feat.
Deflection (Ex): The ketrakion gains a +1 deflection bonus to Armor Class.
Dimension Slide (Sp): The ketrakion can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.
Energy Bolt (Sp): The ketrakion can manifest energy bolt (manifester level equal to HD) as a standard action once per round. The command module chooses the energy type that the ketrakion can manifest.
Enslave (Sp): Once per year, the ketrakion can permanently enslave any creature which is vulnerable to mind-affecting effects. The ketrakion establishes a telepathic link with the victim's mind. A Will save of DC 10 + 1/2 the ketrakion's HD + the ketrakion's Charisma modifier negates the link.
The ketrakion knows what the victim is experiencing, but does not receive direct sensory input from it. A victim forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the ketrakion's slave despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the ketrakion from exercising control or using the telepathic link while the subject is so protected, but it does not prevent or dispel the use of the power. No spell except wish or miracle, and no psionic power short of psychic chirurgery, can break the enslavement.
Evasion (Ex): If the ketrakion makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless ketrakion does not gain the benefit of evasion.
Extra Attack: The ketrakion gains an extra force spike attack each round.
Extra Capacity: This upgrade applies to the dreadnought's Troop Transport ability. The dreadnought can carry 1 additional elite, 4 additional militrons, or 10 additional bots. This upgrade can be applied multiple times. Its effects stack.
Extra Damage Reduction (Ex): The ketrakion's surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
Extreme Deflection (Ex): The ketrakion gains a +8 deflection bonus to Armor Class.
Heavy Deflection (Ex): The ketrakion gains a +4 deflection bonus to Armor Class.
Kinetic Control (Sp): Once per week, the ketrakion can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against it, saving it for later. The ketrakion can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the power automatically discharges, dealing the 150 points of damage to the ketrakion. At any time during the power's duration, the ketrakion can make a touch attack against another creature or object with its force spike. If successful, the ketrakion deals the target some or all (ketrakion's choice) of the stored damage points. The damage delivered is considered force damage. The ketrakion can absorb and discharge damage any number of times during the effect's duration, so long as it doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the ketrakion has not redirected is discharged against itself.
Mind Blast (Sp): Every 1d4 rounds, the ketrakion can use mind blast as the psionic attack form (Will negates, DC 10 + 1/2 HD + Charisma modifier).
Mobility (Ex): The ketrakion gains the Mobility feat.
Muscle (Ex): The ketrakion gains a +4 bonus to its Strength score.
Natural Invisibility (Su): The ketrakion is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Nondetection (Su): The ketrakion becomes difficult to detect by divination spells and clairsentience powers. If a divination is attempted against the ketrakion, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the ketrakion's HD.
Pounce (Ex): If the ketrakion charges a foe, it can make a full attack.
Power Attack (Ex): The ketrakion gains the Power Attack feat.
Psionic Endowment (Su): The ketrakion adds 1 to the save DC of any psionic power it manifests.
Rend (Ex): If the ketrakion hits the same opponent with two force spikes in the same round, it rends its foe, dealing extra damage equal to 2d6 + 1 1/2 times its Str modifier.
Smite (Su): Once per day the ketrakion can make one attack that deals extra damage equal to its Hit Dice. This upgrade can be applied multiple times; each application allows one further smite attack per day.
Sneak Attack (Ex): The ketrakion can make sneak attacks with its force weapons, using the same rules as the rogue. This upgrade can be applied multiple times. Its effects stack – each application adds 1d6 further sneak attack damage.
Spell Resistance (Ex): The ketrakion gains spell resistance equal to 10 + its Hit Dice.
Spring Attack (Ex): The ketrakion gains the Spring Attack feat.
Trample (Ex): As a standard action during its turn each round, the ketrakion can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 ketrakion's Hit Dice + ketrakion's Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Trip (Ex): If the ketrakion hits with a force spike, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the ketrakion.
Whirlwind Attack (Ex): The ketrakion gains the Whirlwind Attack feat.
Wings (Ex): The ketrakion has physical wings and a fly speed of 20 feet (average).

{table=head]Ketrakion|Range Increment|Self-Destruct Effects|Available Upgrades
Seeker|60 ft.|—|Blindsight, celerity, deflection, mobility, wings
Militron|100 ft.|—|Cleave, extra attack, muscle, power attack, trip
Infiltrator|180 ft.|40-ft. spherical blast, 2d6 acid, 4d6 force, Reflex half DC 12|Blindsight, evasion, heavy deflection, nondetection, sneak attack, spell resistance
Elite|120 ft.|60-ft. spherical blast, 4d6 fire, 6d6 force, Reflex half DC 19|Cleave, extra damage reduction, heavy deflection, pounce, rend, smite, spell resistance, spring attack, whirlwind attack
Dreadnought|—|100-ft. spherical blast, 12d6 fire, 8d6 force, Reflex half DC 25|Burrow, energy bolt, extra capacity, spell resistance, trample
Command Module|60 ft.|100-ft. spherical blast, 3d6 permanent Intelligence drain + 10d6 force, Reflex half (and Int damage temporary), DC 22|Blindsight, dimension slide, energy bolt, enslave, extreme deflection, kinetic control, mind blast, natural invisibility, nondetection, psionic endowment[/table]

Bot
The creature looks as if someone designed a cross between a beetle and a gnome, then cast it in copper, and set it moving with clockwork. It scuttles busily about on four little legs.
At least three-quarters of all ketrakia are bots. Being mindless, bots are ideally suited to menial work and construction. Small, light, and lacking any weaponry to speak of, bots are easily expendable. An advancing ketrakion army will take care to set up little camps of bots before marching into battle, so that damaged combat units have repair stations within easy reach.
Bots stand about 3 feet tall and weigh 50 pounds. They do not speak.
Combat
Bots are programmed to avoid confrontation if possible. When cornered, they attempt to repel harassers with the electric sparking tools they usually use for arc-welding.
Repair (Ex): A bot can repair any ketrakion, restoring 1d10 of hit points each round. A bot can also repair any object as if with a mending spell. Typically, a bot will automatically stop whatever it is doing to repair any damaged ketrakion nearby that belongs to its own command module; all other repair jobs have to be explicitly ordered.

Seeker
This creature most resembles a giant metal ant, although there is more of the preying mantis about the head. On the other hand, it stands upright (to about the size of a kobold), and its lower body is almost humanoid.
Seekers are the advance scouts of a ketrakion invasion force. Their main function is to gather information about terrain, conditions, and resources before the heavier units move in.
Seekers are 4 feet tall and weigh 50 pounds. They may speak Common if their mission requires communicating with locals.
Combat
Being primarily for reconnaissance, seekers would rather hide than fight. They will remove persistent threats or nuisances by pummelling them with force beams.
Psionics (Sp): At will— mindlink, precognition; 6/day— chamaeleon, locate object, sensitivity to psychic impressions
Skills: Seekers have a +4 racial bonus to Listen, Search, and Spot checks.

Militron
At first glance, the creature appears to be a warrior in full-plate armour – but a moment's examination reveals the gears and wheels underneath, not to mention the four arms all ending in threatening-looking pipes.
Militrons are the rank and file of the ketrakion war machine. Lacking any more brains than are needed to form simple tactics in response to on-the-ground conditions, they are invariably commanded by superior units. The great majority of ketrakia that are not bots are militrons.
Militrons are 6 feet tall and weigh 250 pounds. They do not speak, although (like all ketrakia) they continually pass information to their command module telepathically.
Combat
Militrons march fearlessly into battle, cutting down enemy warriors without a thought. They have no sense of self-preservation to speak of, and for this reason are generally deployed in large groups. Though capable of round-by-round tactical manoeuvres such as flanking and coups de grace (and they do generally reserve their plasma grenades for when they encounter tight groups of foes in confined spaces), beyond that their strategy consists of marching towards their goal annihilating any obstacles.
Force Storm (Ex): Instead of firing their pulses singly as ranged attacks, militrons may release them en masse as a line attack with a range of 100 feet, or as a cone with a range of 60 feet, dealing 8d8 force damage. In either case, a Reflex save at DC 13 halves the damage dealt. This save DC is Strength-based.
Plasma Grenade (Ex): A typical militron carries 1d10 plasma grenades. A plasma grenade is a thrown weapon with a range increment of 100 feet. Upon impact, a plasma grenade functions identically to a fireball spell cast by a 6th-level caster, except that half the damage done (3d6) is electricity rather than fire. A Reflex save at DC 13 halves the damage; this DC is Strength-based.

Infiltrator
One brief glimpse reveals a thin, jointed, metallic creature in gleaming black; the next moment it has vanished from sight, moving far too fluidly for the machine that it appears to be. It seems to combine humanoid and insectoid features in its design – pre-eminent among the latter being its long, elegant dragonfly wings.
Infiltrators are seldom seen in their natural form, making good use of their invisibility and polymorph abilities when they have to interact directly with other creatures. They are the covert ops section of the ketrakion forces, and perform espionage and assassinations with ruthless efficiency.
An infiltrator stands 4 feet tall and weighs about 60 pounds. An infiltrator will have learned to speak any language it is likely to need for its current mission; Common is generally retained permanently, most others wiped upon mission completion.
Combat
Infiltrators avoid combat if they can, seeking any opportunity for concealment. In battle, they may function as long-range snipers, but they are far better suited to undercover work. Infiltrators sent on assassination missions will eliminate their targets without pity, but otherwise they try to minimize casualties simply to avoid drawing unwanted attention. Inconvenient civilians are usually put out of action with nonlethal poison darts.
Death Ray (Ex): If an infiltrator studies its victim for 3 rounds and then makes a shot with its force beam that successfully deals damage, the shot has the additional effect of possibly killing the target. While studying the victim, the infiltrator can take no other actions except to hide or defend itself, and the target must not detect the infiltrator. If the victim of such an attack fails a Fortitude save (DC 18) against the kill effect, it dies. This save DC is Intelligence-based and includes a +3 racial bonus. If the victim’s saving throw succeeds, the attack is just a normal force beam attack. Once the infiltrator has completed the 3 rounds of study, it must shoot the death ray within the next 3 rounds.
Poison Darts (Ex): An infiltrator typically carries 3d4 syringe-darts on its person. A syringe-dart is fired as a ranged attack with a range increment of 60 feet.
Infiltrators carry three kinds of poison: paralysis, sleep, and nausea. Each takes effect for 1 hour unless the victim makes a Fortitude save at DC 17, in which case there is no effect. The save DC is Intelligence-based.
Psionics (Sp): At will— comprehend languages, detect thoughts (DC 15), locate object; 6/day— invisibility, polymorph (both self only), remote viewing (DC 17), see invisibility, silent image (DC 14), ventriloquism (DC 14); 1/day— mind probe (DC 18). Save DCs are Intelligence-based.

Elite
This gleaming creature towers to ogre height, and gleams from head to toe with burnished brass. In shape, it resembles a human of noble if slender proportions, with a handsome set of golden hornet wings sprouting from its shoulders.
Some tasks require both more smarts than a militron is blessed with and more brawn than an infiltrator has access to. These missions are given to the elites. Elites are both commandos and commanders, directing troops in battle or carrying out dangerous operations in enemy territory as the need arises.
Elites are 9 feet tall and weigh about 300 pounds. They speak Common, Celestial, Infernal, and may learn other languages if they need to.
Combat
When leading militrons in war, elites are meticulous strategists, taking calculated but never foolhardy risks. Elites on the front lines are fearless fighters, but will withdraw rather than plunge into a hopeless death-trap. Elites prefer to use their force beams for open battle, reserving their more powerful attacks for when they are outnumbered or trapped.
Freeze-Blast (Ex): A ketrakion elite has a powerful emitter built into its torso, which blasts out vibrations at frequencies calculated to sap the heat out of all in its path. It deals 4d6 cold damage and 4d6 sonic damage, or half to those who make a DC 19 Reflex save, within a 60-foot cone emanating from the elite. The DC is Strength-based. After firing, the emitter takes 1d4 rounds to recharge.
Plasma Grenade (Ex): A typical ketrakion elite carries 2d8 plasma grenades. Elite plasma grenades are essentially similar to those used by militrons, but more powerful (4d6 fire and 4d6 electricity damage, Reflex half DC 19 – Strength-based).
Psionics (Sp): At will— chamaeleon, darkness; 1/day— mind blast (DC 17). The save DC is Charisma-based.

Dreadnought
Before you stands a mighty iron behemoth like an elephantine beetle. Periodically, the air in front of it glows with energy in a shape like an enormous fist. Mounted on its back, pointing straight at you, is a metal tube big enough to hold a human. A smaller tube on each foot blows gusts of hot air downward to lift the beast off the ground.
A dreadnought is the ketrakion equivalent of a tank. These vast, rugged engines of destruction are called into action whenever there is a wall to tear down or a fortress to blow sky-high. They are also frequently used in mining work, drilling and blasting tunnels and carrying bots where they are needed.
Dreadnoughts are 25 feet long and 16 feet high, and weigh 5 tons each. They do not speak.
Combat
Dreadnoughts charge their enemies head on, punching indiscriminately with their force rams. Torpedoes are reserved for larger targets, such as castles and cities. Dreadnoughts know nothing of caution or strategy, though like all ketrakia they obey orders fully and willingly.
Plasma-Shock Torpedo (Ex): A dreadnought carries 1d6 plasma-shock torpedoes at any one time. It can fire them to a range of 1 mile from the launch barrel on its back. The effect is a spherical blast of 100-foot radius. Creatures and objects within the blast receive 4d6 force damage, 4d6 sonic damage, 6d6 fire damage, and 6d6 electricity damage (Reflex half DC 25 – Strength-based).
Troop Transport: A dreadnought has a transport module within its underbelly, which can hold 2 elites, 8 militrons, or up to 20 bots. Ketrakia carried by the transport module count as 1/2 their actual weight for the purpose of determining the dreadnought's load.

Command Module
Just above the ground floats a featureless silver egg, large enough to accommodate three or four humans. An intangible aura of fearful psychic power surrounds it, and even the bravest and dullest of you feel a kick of unease.
The command module – there is never more than one – is the brain and creator of the ketrakion army, the central hub, and in some ways the queen of the hive. Any other ketrakion, even a bot, will die to protect the command module.
A command module is 7 feet high and about 6 feet in diameter. It weighs about 1300 pounds. It communicates telepathically; if it needs to create an illusion that speaks (with major image, for instance), it can speak any language.
Combat
Command modules never enter combat in person unless there is no other choice. They are big-picture strategists and planners par excellence, and always direct the traffic from the rear. When ketrakia send embassies to negotiate with other races, elites are usually the chosen messengers, but they speak with the voice and mind of their command module; in such situations, all checks in Sense Motive and Charisma-based skills are made by the command module.
If there are enemies anywhere near a command module, something has already gone badly wrong, so they tend to be hyper-cautious and aggressive. Command modules will distract, mislead, charm, panic, or outright control their foes to keep them from approaching. If the psionics fail, there will always be massive troops of ketrakia somewhere close at hand to fight off the intruders. It is not possible to persuade a ketrakion to disobey or disagree with its command module.
Psionics (Sp): At will— charm monster (DC 25), clairvoyant sense, daze monster (DC 23), major image (DC 24), sensitivity to psychic impressions, suggestion (DC 24), ventriloquism (DC 22); 6/day— detect remote viewing (DC 25), fear (DC 25), feeblemind (DC 26), hallucinatory terrain (DC 25), illusory wall (DC 25), nightmare (DC 26), read thoughts (DC 23), remote viewing (DC 25); 3/day— insanity (DC 28), mass invisibility, mass suggestion (DC 27), mind probe (DC 26); 1/day— demand (DC 29), dominate monster (DC 30), foresight, mass charm monster (DC 29), metafaculty, screen (DC 29). The save DCs are Charisma-based.
Telepathy (Su): A ketrakion command module can communicate telepathically with any creature that has a language (or with any of its own ketrakia) within 3 miles.
True Seeing (Sp): A ketrakion command module's sight is modified by a permanent true seeing effect.
Skills: A ketrakion command module makes Concentration checks using its Charisma modifier.
*Craft and Disable Device checks are in fact performed by bots under the command module's control; they function as its "hands".

waterpenguin43
2010-03-12, 06:31 PM
MS-OBv9
Large Construct (Extraplanar,Living,Water)
Hit Dice: 9d10+3 (79hp)
Initiative: +0
Speed: 10ft (2 squares), swim 10ft.
Armor Class: 19 (-1 size,+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Tentacle +11(1d6+1 plus 2d6 electricity) or Bite (1d4+0 plus 3d6 electricity)
Full Attack: 2 tentacles +11(1d6+1 plus 2d6 electricity) and Bite (1d4+0 plus 3d6 electricity)
Space/Reach: 10ft/20ft
Special Attacks: Electrical Discharge, Spell-like abilities
Special Qualities: Construct Traits, Darkvision 60ft, DR 5/-, Electric Restoration, Immunity to acid, Recharge,
Saves: Fort +3 Ref +3 Will +10
Abilities: STR 13 CON - DEX 10 INT 10 WIS 18 CHA 12
Skills: Swim +13, Concentration +12, Spellcraft +2
Feats: Energy Gestalt*, Diehard, Endurance, Iron Will
Environment: Elemental Plane of Water
Organization: Solitary, Pair, Plant (4-8)
Challenge Rating: 9
Treasure: None
Alignment: Always Lawful Neutral or True Neutral
Advancement: 10-17HD(Large), 18-24 HD(Huge)
Level Adjustment: -

This bizzare being is a large round copper cylinder, with a strange turbine turning in it's center through the water and two long wires coming off from either end. The water and air nearby both crackle with electricity as you approach.

The Marids, the elemental djinn of water, have long sought out the ability to channel electric power under water. So they developed the first MEU (Marid Electrical Unit), all seemed to go well, until others (mainly the evil beings among the djinn) began to envy the marids this power. The marids fought a war against the Efreet and the and the Dao, gaining the aid of the non-evil genies. Eventually they won, however all of the MEU's were destroyed when the enemy attacked. The marids, knowing this would continue to happen, built these batteries so they could defend themselves. Eight times they tried and failed (whether through faulty design or enemy attack), but the Ninth was a success. They named it MS-OBv9 (Marid Self-Operation Battery version 9) and continue to use it to this day. Unlike human batteries, however, these enormous batteries run off electrical power they make themselves by flowing water through their turbines and outputting it into the marid electrical systems. Magical energy sustains the energy of the batteries instead of acid, so they have safer, longer lasting power sources.
The power plants are located on the outskirts of marid settlements, and the batteries are scattered about around the city so if any enemies get ahold of one area, they won't shut down all the power.
Combat
A MS-OBv9 is programmed for self-defense, so it will usually try and escape by any means it can find. If it cannot find any, it enters water and uses the Energy Gestalt feat with Cone of Cold ad Electrical Discharge against any foes to maximize it's power, than restore HP until it is at it's greatest again. In groups, it uses Electrical Discharge to heal one another while damaging foes caught in between.
Construct Traits(Ex)
Electrical Discharge: A MS-OBv9 may sacrifice any amount of Hit Points to launch a cone 60ft in length of electricity forth. A DC 19 Reflex save successfully halves the damage, which deals the amount of HP the MS-OBv9 sacrificed on a failed save.
Electric Restoration: Whenever a MS-OBv9 is hit with electricity, it heals 1 point of damage for every three it would have dealt (For example, if it would have dealt 18 damage, the MS-OBv9 heals 6 HP.)
Recharge: Whenever it is touching water at least 10ft deep, it may heal 8 HP as a full round action.
Spell-like Abilities: 3/day: Lightning Bolt, Repair Critical Damage** 1/day: Cone of Cold.
*From Complete Mage
**From Complete Arcane

Construction
The marids closely guard this secret from their foes, as it keeps them above many rival races. If any others get ahold of the knowledge, the marids have special wards in place that erase all memories of the knowledge of their creation and replaces them with false ones. It activates as soon as one uncovers the truth and their is no save.

Leicontis
2010-03-12, 07:42 PM
Poisonskin Crusher

Small Construct
Hit Dice: 4d10+20 (32 HP)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple: +3/+1
Attack: Slam +6 melee (1d3+2)
Full Attack: 2 slams +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 90 ft., damage reduction 8/adamantine, low-light vision, fluidic circuitry, poison skin
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 14, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Any Land and Underground
Organization: Solitary, squad (1d3+1), or troop (3d4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Fashioned in the shape of a stout humanoid with a barrel-shaped torso, this construct is covered with flowing, intricately-carved designs. Its most striking feature, however, is the continuous trickle of fluid along the construct’s surface. It stands approximately 4 feet tall and weighs about 400 pounds.

Image:
https://wave.googleusercontent.com/wave/attachment/GolemColor.PNG?id=cKz66qoE6&key=AH0qf5ygLyaXn9vuA70hHZUaP2NSaTBoIg

Combat:
A poisonskin construct is generally programmed with specific combat behaviors. This programming is significantly more complex than is typical of constructs, due to the greater complexity of the construct. During combat, the construct attacks fearlessly, primarily targeting whatever opponent inflicted the most damage to it in the previous round. Against solitary assailants, the construct attempts to initiate a grapple, in order to maximize the effects of its poison skin. After combat, or if it is out of poison, it will seek out available sources of water to repair itself, and will then use the blood of defeated enemies to replenish its poison supply as much as possible (though only if there are no immediate threats).

Poison: Contact, Fortitude DC 14, initial and secondary damage 1d4 Str. This save DC includes a +2 enhancement bonus.

Poison skin: Poisonskin constructs’ surface is coated with a contact poison. Any creature striking a poisonskin construct with a natural or unarmed attack, grappling with it, or otherwise touching it is exposed to the poison. Normally, the construct contains enough poison for 15 doses, though only 10 doses worth is on the outside at any given time – if the construct is disabled or destroyed, this poison spoils in 1d4 days if not placed in an airtight container. The poison can be washed away with water or alcohol (one gallon per dose removed), though this only removes poison on the outside of the construct.

Fluidic Circuitry:The torso of a poisonskin construct contains a network of extremely complex and intricate fluid channels lined with various precious metals and exotic materials. Fluid flowing through this device produces magical effects which both maintain the construct's special abilities and support its continued animation. The circuitry inside a poisonskin construct has a fluid capacity of 1 pint (plus a reserve of 2 pints on the construct’s surface).
Because of this, the construct is subject to critical hits (though applying precision-based attacks like a rogue’s sneak attack requires at least 5 ranks in Knowledge: Arcana or the Craft Construct feat. The effects of various fluids are described below:
Poison: Maintains a preservative effect upon the poison flowing inside and outside the construct. Also causes poison flowing out of the device to flow along the outside of the construct and back into the top of the device through a series of slits at the neck joint. Each round on the construct’s initiative, five doses’ worth of poison (one pint) cycles from the outside of the construct to the inside, and is replaced by the poison that had been flowing inside the device.
Blood: As blood flows through the device, it is magically transformed into the construct’s contact poison, allowing the construct to replenish its supply after a victorious combat. The construct is capable of extracting the blood from any helpless Tiny or Small creature, dealing 1d6 points of Constitution damage if the creature is not already dead, though it only uses this ability when not immediately threatened. A Tiny creature provides enough blood for 1d4 new doses, a Small creature 2d4.
Oil or similar combustible fluid: As poison for two rounds, or until something other than oil flows in or no fluid enters, at which point the device generates a spark on the construct’s surface, igniting the oil coating it. The construct burns for one round, taking 1d6 fire damage per pint of oil on its surface, and dealing the same damage to any creature grappling or striking it with a non-reach melee weapon.
Water: Simply flows through, but produces the effect of a Repair Light Damage spell on the construct, restoring 1d8+1 hit points. If the construct’s surface is doused with water while poison or oil are currently flowing through, the water replaces the poison that would have been drawn in (so that if a full 5 doses/1 pint are washed away, they are replaced with 1 pint of water).

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.

Edited to fix a couple of things TVT pointed out, and spoiler-tag that huge image

Zexion
2010-03-17, 09:35 PM
Partik
Large+ Construct
Hit Dice: Total of the partikles that make him up.
Initiative: +8
Speed: 1250 ft. (250 squares)
Armor Class: 40 (10 base +8 Dex -512 size + 534 natural), touch, flat-footed
Base Attack/Grapple:
Attack: attack with partikles
Full Attack: Slam 100d%+101 Bludgeoning + 20d10 Fire + 20d10 Slashing or Partikle Gun +10 20d6 Piercing/10d20 Bludgeoning/2d10 Fire
Space/Reach: 16,000 ft./16,000 ft.
Special Attacks: none
Special Qualities: Construct traits, Partikle Build, Magnetic Attraction, Point Of Control, Dangerous Insides, Death Freeze,
Saves: Fort +56, Ref +56, Will +56 (all with 200+ epic enhancement because of)
Abilities: Str 212, Dex 26, Con -, Int 117, Wis 64, Cha -
Skills: All +120
Feats: N/A (as Partik is just a controlled mass of pieces of metal, he does not get feats. The wizard who’s spirit controls Partik spent all of his feats on metamagic, which sadly he cannot use in this form.)
Environment: Any
Organization: Unique
Challenge Rating: 40
Treasure: Standard, only coins and metal items
Alignment: Lawful Neutral
Advancement: none
Level Adjustment: -

Partik is what happens when you take an high epic wizard that is famous for loving telekinesis and constructs and being slightly insane, stick him in an incredibly powerful specialized Soul Gem that allows him to cast more powerful spells on the outside world, and decide to not stick him in a high security prison as common sense would dictate. Partik is a vaguely humanoid mass of millions of gears, pistons, extracted mineral deposits, and other highly magnetic objects, which are called partikles. The overall massive shape of Partik only has one attack, which is his Slam attack. When dealing with less powerful foes (i.e., less than the size of a mountain), Partik usually moves several partikles to attack the foe.

Combat

Partikle Build: Because Partik is made of millions of smaller pieces, it is almost impossible to actually harm him, as in the entity controlling the structure. Normal attacks merely destroy a tiny fraction of his physical form. To destroy him, you must destroy the Magicrystal that controls the partikles (see the Point Of Control special ability).Calculate that stats of partikles as that of a construct one size category higher, with an 8+ enhancement bonus to AC and a Flying speed of 200 ft. Because they get in each other’s way, only 10 partikles can attack the inhabitants of a 5x5 square each turn.
Magnetic Attraction: The telekinetic field that Partik requires to stay in one form generates massive amounts of excess energy, which emerges as a magnetic field. Any metal objects that are not held down within 40 miles of Partik start moving towards Partik at a speed of 80 ft. To entrap metal objects that are held down in his magnetic field, Partik must succeed on a Strength check to dislodge the item, similar to an adventurer’s attempt to break down a door. Partik has a 2+ cumulative enhancement bonus to this check for every one mile closer to Partik that the metal item is.
Dangerous Insides: Being inside Partik is like being on the inside of an unstable nuclear facility: you're never quite sure what's going to kill you, but you're sure it will hurt. Any object that is inside Partik must make a DC 26 Ref save each turn or be hit by a small partikle and taking 4d6 bludgeon damage and a 4- on all attacks that round.
Point Of Control: All the partikles that make up Partik are controlled by one Magicrystal, surrounded by five enchanted circular spinning blades that slice through any attack on the crystal. The crystal itself has an AC of 68 (10 base, 38 deflection from the blades, 20 enhancement from magic aura), HP 30, and partial concealment. When the crystal breaks, Partik stops moving, and the Death Freeze special ability activates.
Death Freeze: When the Magicrystal is destroyed, all the moving components of Partik suddenly stop moving.The overall structure of Partik will remain intact, but the partikles will stop moving, and any partikles that are still flying will suddenly be subject to the laws of gravity.

-=-=-=-=-=-=-

Lore
{table]Knowledge (arcana) DC|Information
10|Magicrystals are ancient artifacts that were designed to store the power and spirit of a cosmic caster into an immortal form.
18|Over the years, many Magicrystals have gone missing, and some have turned rogue.
22|One of the most powerful magicrystal ever to be assembled is one called Partik, who manifests himself by building a titanic artificial body out of mechanical parts. (The words “like a construct twenty miles wide” should be mentioned at least once in the DM’s description.)
30|Although Partik appears to be a massive mindless construct, he is actually capable of formulating strategies that would be called “genius” by the standards of gods. Also, each piece of metal that makes up Partik can move and attack independently, so watch out![/table]

BisectedBrioche
2010-03-20, 06:30 PM
A robed figure strolled down the halls of the Silicavale College of Arcana. Construct lab 017b, normally empty of students in the evening, was just ahead. The lamps in the hallway were still on and the general buzz of several conversations was coming from behind the door. There was no doubt that this was the place. He yawned slightly before knocking on the door.
"Hello, I'm here to evaluate your society." he called, as he pushed the door open.
The lab was occupied by several apprentices. Most of them were wearing overalls, a clear sign that they took golem building more seriously than the rest of their studies. One of them looked up and cleared his throat.
"Oh, good evening Professor Ludd."
"Ah, Initiate William Walt, isn't it? In charge of a society already, eh? Take a seat."
"Yes, Professor. But everyone calls me 'Gray', professor.", he mumbled as they sat at the nearest available desk.
Ludd paused for a moment before he remembered that things were always less formal between students and lecturers outside of university hours.
"Very well then, what exactly is this society about. I know you're rather keen on building constructs, but I'm sure you understand we can't have you binding elemental spirits without supervision."
"Oh, that isn't a problem, professor.", Gray said quickly, "Show him, Warrik."
One of the other apprentices, who had up until this moment been staring nervously from the benches as Gray made his pitch stood up and carried a small box over to the table. Ludd looked inside and cocked an eyebrow.
"This...looks like the contents of the dustbins." He even recognised the old clock he threw out that very morning.
"Yes, you see that's the idea. What we do is try to build our constructs from recycled...well I'll show you."
Warrik lifted the delicate (in the sense of a bag held together by string) looking device out of the box and placed it on a table. It proceeded to hum dangerously.
"What we did was use this old enchanted pair of glasses as a sensor...so it can tell when something moves passed that is...", he waved his hand vigorously and the device jerked to life, moving haphazardly towards it, "and we used the clockwork mechanism to make it move...so well it...er"
"Basically we try to control them using simple enchantments...instead of binding elemental spirits to them!", a voice half squeaked, half spluttered from the benches.
"Ye-yes. What Ada said." stammered Warrik, nodding appreciatively to the mousy young girl (who now appeared to be engaged in some sort of contest with him over who could look the most flustered).
Ludd looked at the students for a moment and to their relief, smiled.
"Ah yes, they used to do that in my day. E.M.I.Ts they called 'em."
"Yeah, Entertaining Magical Intellectual Tricks. That's what it stands for...proffesor?"
Ludd chuckled, "If that's what it stands for these days, then."
And with that, he took out a small form, already with his signature, handed it over to them and went on his way as the buzz resumed.

E.M.I.T Construct
Size/Type: Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: -2
Speed: 10ft. (2 squares)
Armor Class: 10, touch 10, flat-footed 12 (+2 size, -2 dex)
Base Attack/Grapple: +1/-10
Attack: Shunt +1 melee (1d2-3)
Full Attack: Shunt +1 melee (1d2-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: None
Special Qualities: Construct Traits, Sensor, Reactor
Saves: Fort 0, Ref -2, Will -4
Abilities: Str 4, Dex 7, Con —, Int —, Wis 2, Cha 10
Skills: Spot (Wis) 5, Hide (Dex) 2, Move Silently (Dex) 2
Feats: Stealthy
Environment: Urban
Organization: Solitary, Expo (2-20),
Challenge Rating: 1
Treasure: Mundane Alchemical Items only
Alignment: Neutral
Advancement: By HD; 2-3 (Tiny), 4-8 (Small)

An E.M.I.T is a simple construct built by hobbyists. They typically consist of whatever resources the builder had lying around (scrap metal, logs, broken and discarded equipment and alchemical items). They are designed to be simpler than golems and other more complicated magical constructs, using simple alchemical and magical principles to guide them rather than binding elemental spirits to control them. For example using shards of metal from old enchanted eyeglasses as sensors, and the remains of a failed attempt at a dancing weapon to provide locomotion. A typical EMIT has a very basic "react and act" pattern of behaviour, making them ideal for certain tasks. In addition to being built by apprentice mages to expand their skills or simply occupy themselves many toymakers employ the technology to improve their wares. An E.M.I.T will follow any orders given to it with the right commands but it is not following any order more complex than simple directions (e.g. Forward 10, Left 90...)

Construct Traits Features
A construct has the following features.


10-sided Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
No good saving throws.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.


Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

{TABLE=head]Construct Size Bonus|Hit Points
Fine|—
Diminutive|—
Tiny|—
Small|10
Medium|20
Large|30
Huge|40
Gargantuan|60
Colossal|80 [/TABLE]


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.


Sensor EMITs always have some sort of specialised sensor attached to them, this functions in addition to their normal visual and acoustic sensors and gives them some immunity to flanking. The EMIT becomes aware of anything within 20 ft. of itself which sets off the sensor. A sensor can detect one change (e.g. temperature, sound, movement, etc) which grants the EMIT some sort of bonus. Examples of sensors include;


Fire: Set off by any high temperature, granting a +1 bonus to reflex saves against spells, hazards and traps that deal heat damage and a +1 bonus to AC against all heat based weapons.
Cold: As above but with cold based attacks
Movement: The EMIT cannot be flanked or sneak attacked by a creature within 20ft. of it.
Magic: The EMIT reacts to any magical object within 20ft. of itself (not including itself but including other EMITs). Its effective control range (see below) is doubled.
Signal: The EMIT is able to detect when other EMITs have had their sensor tripped. It cannot be flanked unless all other EMITs within 20ft. of it are also flanked and gains a +1 dexterity bonus to its AC for each EMIT in that range


Reactor EMITs typically have some sort of device which reacts when its sensor is tripped. This can replicate the effects of any cantrip (0th level spell) once every hour up to 3 times per day. It will usually target whatever set off its sensor or itself as appropriate (e.g. it could be set to project an illusion whenever something moves within 20ft. of it, or cast chill touch on any source of heat that comes close).

Combat

EMITs are mindless and typically wait until given orders (which can be from anyone who knows how to work them, given the simple nature of the magic that created them) from anyone within 50ft. (or 100ft. if it has a Magic sensor). They will not enter combat (and indeed are of little use) unless directed by manual control. Anyone controlling them can only prompt them to move in a certain direction (the sensor triggers its reactor automatically).

Crafting EMITs

EMITs are created from discarded and broken magical and alchemical items, re-purposed to form a working construct.

The base cost for constructing an EMIT is 100gp, plus 150XP. Adding a reactor costs the same amount as it would to brew a potion of the same spell in gold, plus 50% of that amount in XP.

The HD of the EMIT can be increased at a cost of multiplying the base cost by the amount above to (e.g. a 2HD EMIT costs 100 gp and 150XP, a 3HD EMIT costs 200gp and 300XP, 4HD 300gp and 450XP and so on).

At the DMs discretion, the material costs could be replaced by skill checks or XP to represent the fact that the parts are scavenged rather than bought (a DC of 10 + (5 x [1/100 amount of GP]) or 2XP per GP to represent the time spent scavenging).

Lore
The following can be determined by a Knowledge (Arcana) or Knowledge (Architecture and engineering) check.

{TABLE=head]DC|Lore
12|This is an EMIT. A simple magical construct built by amateurs, hobbyists or mages in training.
17|They are built from discarded magic parts. They can be commanded to move by anyone within a certain distance.
22|They usually have some sort of simple spell which is cast automatically when certain criteria are met.[/TABLE]

Plot Hooks

The PCs accidentally throw out an important magical item, which ends up being used in an EMIT by a young wizard. They must track him down before other parties interested in obtaining the item do.
The PCs are asked to find a missing EMIT builder. He seems to have left clues in the form of a trail of EMITs he's built everywhere he goes.
A massive swarm of EMITs are being guided through a city, causing disruption by blocking roads and even injuring a few people who were caught in the "stamped". The PCs are hired to find the one responsible and put a stop to it.

The Vorpal Tribble
2010-03-20, 11:57 PM
The contest has ended and voting begun.

Click here to cast your vote in Mr. Roboto! (http://www.giantitp.com/forums/showthread.php?p=8121413#post8121413)

-=-=-=-=-=-

Zexion's entry has been disqualified for being incomplete at the contest's end.