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View Full Version : Uncovering ancient foes: War Machine [PEACH]



Demons_eye
2010-04-19, 08:56 PM
With lvl 1 Sharnian permission I dug up his old army to flesh it out more. The original idea and monster can be found here (http://www.giantitp.com/forums/showthread.php?p=6876852#post6876852). The idea for this project is to flesh these guys out and to make something more.

Some goals:


To get an Organization planed out
To fill out all these roles with a new Monster for each role
More fluff behind them


Here is the original war machine



Trying to create my first homebrew monster for a setting I made, it's meant to be the generic unstoppable army in the plot.

War Machine
Medium Construct
Hit Die: 1d10
Initiative: +1
Speed: 30ft
Armor Class: 13 (+1 Dex, +2 Natural Armor) touch 11, flat-footed 12
Base Attack/Grapple +2/+2
Attack: Longsword +2 melee (1d8+1) or Longspear +2 melee (1d8+1) or Longbow +2 ranged (1d8+1)
Full Attack: Longsword +2 melee (1d8+1) or Longspear +2 melee (1d8+1) or Longbow +2 ranged (1d8+1)
Space/Reach: 5ft/5ft
Special Attacks: See Text
Special Qualities: Construct Traits, Fighting as One, Frail Construction
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 12, Dex 12, Con -, Int -, Wis 11, Cha 9
Skills: -
Feats: -
Environment: Any
Organization: Solitary,Pair, Team (3-5), Squad (6-10), Army (10+)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment -

It looks like a living iron statue perhaps akin to the warforged.

War Machines were created to serve as foot soldiers and counterparts to the warforged. Although they do not possess intelligence like warforged, they work together with eachother to create an unstoppable army.
War Machines stand about 6 feet tall and weigh 225lbs.
Combat
War Machines stay together and fight side by side. Large enough groups form a box formation with 1 layer of Swordsman on the outermost layer, 1 layer of Spearmen forming the middle layer, and the rest are Archers staying on the inside. War Machines move slowly and only when everyone else can move.

Frail Construction (Ex): Due to the many required components, War Machines do not gain Bonus Hit Points based on size from being a construct.
Fighting as One:War Machines gain bonuses as their number grows as dictated below:
2+: Damage taken by 1 War Machine is split equally among all other war machines to a minimum of 0 damage taken. A War Machine moved out of its group by anyone other than its creator spends all its actions rejoining the group.
2-5: For every other War Machine adjacent to another War Machine, every War Machine gains +1 circumstance bonus to AC
6-10: Every War Machine also gains +1 circumstance bonus to Attack and Damage rolls
11+: Every War Machine that succeeds on a save gives every other War Machine a chance to reroll their save. If they succeed on their reroll, they also give another reroll
As long as 1 War Machine cannot be flanked, no other War Machine in the group can be flanked. As long as 1 War Machine isn't flat-footed, no other War Machine in the group is flat-footed. As long as 1 War Machine isn't blind or deaf, no other War Machine in the group is blind or deaf.




I want to scrap the entire system and make a new one. Also my ideas for new monsters revolve around them counting as more than one war machine and making them all count as adjacent for ability's.

For example:
War General Special Qualities: Lead the one: Count all War Machines in a 30 foot area as adjacent for the purposes for fighting as one. War Generals count as five War Machines for the purposes of fighting as one. Should two or more generals be withing 30 feet of each other all count as adjacent.

Another idea for a new monster if 'War' and is the ultimate War Machine. Made to take down gods he links all War Machines on one plane as adjacent.


Some ideas for fighting as one new system

1-4: War Machines gain temporary hit points equal to adjacent War Machines
5-10: War Machines gain a circumstance bonus to equal to 1/5 adjacent War Machines to attack and damage rolls.

Gain DR
Feats
Save bonus
Skill bonus
Spell resistance

Really just posting ideas and looking for feedback and more ideas.

lvl 1 sharnian
2010-04-20, 03:06 PM
Perhaps only give the War Machines the bonuses from "fighting as one" whenever there is a War General nearby, and give the general a Share Pain-type ability linked to the other War Machines

DracoDei
2010-04-20, 03:30 PM
The described formation is weak because it lacks reserve melee-ists to fill in ranks when losses are taken in a melee clash. Perhaps if you specify that the archers also carry swords that would be a step in the right direction, but I will defer to someone who knows more than I...

Also, someone did rules for Mobs a while back(1 to 6 months maybe?). That then expanded to have a spin-off for close formations. Might be worth looking into...

Demons_eye
2010-04-21, 02:18 PM
Fist off, thanks for the responses. I am doing research paper stuff and find it hard to plan out monsters at the time so this might be a slow project.


Perhaps only give the War Machines the bonuses from "fighting as one" whenever there is a War General nearby, and give the general a Share Pain-type ability linked to the other War Machines

I like the share pain idea but 'only fighting as one when general is near by' makes them pathetic if they are on there own.


The described formation is weak because it lacks reserve melee-ists to fill in ranks when losses are taken in a melee clash. Perhaps if you specify that the archers also carry swords that would be a step in the right direction, but I will defer to someone who knows more than I...

Also, someone did rules for Mobs a while back(1 to 6 months maybe?). That then expanded to have a spin-off for close formations. Might be worth looking into...

That's why I want to revamp them. Make it where if they have generals or higher level war machines they don't need to fight side be side to use fight as one.

I will look into the mob template thing, thanks.

Demons_eye
2010-04-23, 09:56 PM
The redone 'Basic Solider War Machine'

War Machine
Medium Construct (Psionic)
Hit Die: 1d10 (10 hp)
Initiative: +5
Speed: 30ft
Armor Class: 13 (+1 Dex, +2 Natural Armor) touch 11, flat-footed 12
Base Attack/Grapple +1/+2
Attack: Longsword +2 melee (1d8+1) or Longspear +2 melee (1d8+1) or Longbow +2 ranged (1d8+1)
Full Attack: Longsword +2 melee (1d8+1) or Longspear +2 melee (1d8+1) or Longbow +2 ranged (1d8+1)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Construct Traits, Fighting as One, Frail Construction
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 12, Dex 12, Con -, Int 1, Wis 10, Cha 10
Skills: Jump +4
Feats: Improved initiative
Environment: Any
Organization: Solitary,Pair, Team (3-5), Squad (6-10), Army (10+)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment -


It looks like a living iron statue perhaps akin to the warforged.

War Machines were made by a mad wizard along time ago. It was around the same time the Warforged were being made. While the people making the Warforged sought after robotic soldiers, a balance of humanoid intelligence and Golem immunity, the mad wizard sought an obedient army that linked with his mind. Thus he made each War Machine psychically linked making them masters of fighting together and taking orders. His ultimate goal was to make himself one and lead these monsters to battle with the Warforged but his goal fell short.


Construct Traits- War Machines have construction traits

Fighting as One- When adjacent to other War Machines they gain bonus depending on the number of adjacent War Machines. Also all aid another checks are maxed out at adjacent War Machine divided by 5,

Frail Construction- War Machines are made to be manufactured rapidly and because of this the are made in a fashion that makes them weaker. War Machines do not gain bonus Hit Point Depending on size category.


Fighting as one:

{table=head]Adjacent WM| Bonus
2|War Machines flank as if they were in the Island of Blade Stance (ToB)
2-5|War Machines gain temporary hit points equal to adjacent War Machines
6-10|War Machines gain a circumstance bonus to equal to 1/5 adjacent War Machines to attack and damage rolls.
11-15|War Machines gain Dr 1/Adamantine per 10 War Machines
16-20|War Machines gain +1 to all saves and armor class per 15 War Machines (Moral bonus)
21-25|War Machines can give up a move action to let an adjacent War Machine a move action

[/table]

Next: War Captain

Ideas: War General's & War Tanks

What do you think?

Demons_eye
2010-04-24, 11:28 AM
War Captain
Medium Construct (Psionic)
Hit Die: 5d10 (32 hp)
Initiative: +5
Speed: 30ft
Armor Class: 16 (+1 Dex, +5 Natural Armor) touch 11, flat-footed 15
Base Attack/Grapple +3/+3
Attack: Push ranged touch (2d6)
Full Attack: Push ranged touch (2d6)
Space/Reach: 5ft/5ft
Special Attacks: Push
Special Qualities: Construct Traits, Fighting as One, Frail Construction, Lead the One
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 10, Dex 12, Con -, Int 8, Wis 10, Cha 14
Skills: Intimidate +13
Feats: Improved initiative, Skill focus: Intimidate
Environment: Any
Organization: Team (1 War Captain 5 War Machines), Squad (2 War Captain 5 War Machines, 3 War Master),
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment -


It looks like a living iron statue perhaps akin to the warforged. Captains can be found wearing clothing or armor as they are influenced by the their masters thoughts. Edit: More to come

War Captains were the second in line of the War Machine models. They where made to lead the War Machines into battle. Edit: More to come


Construct Traits- War Captains have construction traits

Fighting as One- When adjacent to other War Machines they gain bonus depending on the number of adjacent War Machines. Also all aid another checks are maxed out at adjacent War Machine divided by 5,

Frail Construction- War Captains are made to be manufactured rapidly and because of this the are made in a fashion that makes them weaker. War Captains do not gain bonus Hit Point Depending on size category.

Lead the One- War Captains were forged to lead small groups of fighting forces. Every War Machine (or other monsters that have fighting as one) that are within 30 feet of a war captain count as adjacent with all other War Machines (or other monsters that have fighting as one) in the 30 area for the purposes of fighting as one. War Captains count as five War Machines for the purposes of fighting as one


Fighting as one:

{table=head]Adjacent WM| Bonus
2|War Machines flank as if they were in the Island of Blade Stance (ToB)
2-5|War Machines gain temporary hit points equal to adjacent War Machines
6-10|War Machines gain a circumstance bonus to equal to 1/5 adjacent War Machines to attack and damage rolls.
11-15|War Machines gain Dr 1/Adamantine per 10 War Machines
16-20|War Machines gain +1 to all saves and armor class per 15 War Machines (Moral bonus)
21-25|War Machines can give up a move action to let an adjacent War Machine a move action
26-30|When War Machine Makes a saving throw he may fail to give all other adjacent War Machines a +2 to all saves for 1 round per 20 War Machines
31-40|War Machines gain 5% miss Chance per 30 War Machines (Max Miss Chance 50%)
41-50|War Machines can give up a standard action to let an adjacent War Machine a standard action
51-60|War Machines can reroll one roll per 50 War Machines

[/table]

Next: War Masters

Ideas: War General's & War Tanks

What do you think?

lvl 1 sharnian
2010-04-27, 04:31 PM
This looks good... the captains allow the War Machines to spread out incase to ward off area effects and the bonuses seem strong enough. If the War Captain is destroyed, they can still pose a threat as opposed to falling apart. I assume that all benefits after 25+ War Machines require a War Captain to activate?

War Masters and Generals sound great. Do they extend the radius of the Leading the One area? Because if so, be careful about too many war machines may render them unstoppable.

Are War Captains really only CR 1, I think they could atleast be CR3 or even CR2, but they could easily defeat a 1st level party.

Perhaps make some specialist War Machines, e.g. Medic squad or something. They could cast the repair damage series of spells with increasing spells per day and Caster level based on how many War Machines are nearby

btw What is Push? and its range?

Demons_eye
2010-04-27, 05:09 PM
This looks good... the captains allow the War Machines to spread out incase to ward off area effects and the bonuses seem strong enough. If the War Captain is destroyed, they can still pose a threat as opposed to falling apart. I assume that all benefits after 25+ War Machines require a War Captain to activate?

Well if we use the term adjacent in DnD you can have a max of 8 I think. So anything besides the basic War Machine should count as more/able to make them count as adjacent when they are not.



War Masters and Generals sound great. Do they extend the radius of the Leading the One area? Because if so, be careful about too many war machines may render them unstoppable.

My idea for masters would be a combat focused machine (WM1/Fighter2 or PW2) that could pass on feats or skills to adjacent War Machines.

Generals should make the radius bigger but might have some sort of Shared Pain ability that makes it easy to kill by hitting the mooks.



Are War Captains really only CR 1, I think they could atleast be CR3 or even CR2, but they could easily defeat a 1st level party.

Copy Pasta error



Perhaps make some specialist War Machines, e.g. Medic squad or something. They could cast the repair damage series of spells with increasing spells per day and Caster level based on how many War Machines are nearby

Very good idea will work on it.



btw What is Push? and its range?

Copy Pasta error again. Push is a ranged touch attack that deal 2d6 and can start a bull rush. For every two points of damage you forgo you gain a plus one bonus to the check. Trying to give them battle field control. Ranged would be about 60ft