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.
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.